UNCOMPLIMENTARY DECKS: One of my tips for todays is the advantage of having an uncomplimentary deck. For those who don't really get what an uncomplimentary deck is, it is a deck which has two or more civilisations that don't compliment each other. If you don't understand what complimentary civs are, they are two civs that work well, the civs main features work well with others. Let's use fire and nature. Fire rushes the enemies with speed attackers, while nature excels the mana to get out the big guns in the fire civ, like Bolzard or the Skyterrors. Or maybe drop a weakling than evolve it in the same turn. That's good right? Well playing decks that don't work together is great too! Let's look at fire again, with light. Fire is speed, light is stall. This is the first problem. For the first 3-5 turns, you'll only be playing one creature a turn - either a blocker or a rusher. So playing only fire cards or light cards for the first few turns can solve this problem, but change the way you play the later game. And playing a rusher, than a blocker or vice-versa dosen't work well at all. The real solution, and I've seen it done well in tournament winning decks is finding a balance. In a fire/light deck, change it to a three civ deck with nature. Deck effectiveness shoots up (sometimes higher than a mono-civ deck) with nature in it as well. Other combinations you can try; Dark/Water/Fire, Nature/Dark/Light and even Dark/Light/Fire/Nature for some real fun. But it's up to you. That's all for this tip, I'll be back sometime in the near future. JORDYCE, TikkuGaming@hotmail.com.