Pre-constructed decks have always been a bittersweet affair. On one hand you know exactly what you'll be getting and have a playable deck right out of the box. On the other hand, the decks are rarely any good (even by n00b standards) without heavy modifications. Duel Decks are breaking that cycle by offering powerful classic and new cards that define their respective colors.
Since the release of Jace Vs. Chandra, Wizards has been successfully marketing their products towards casual players while simultaneously grabbing the attention of even the most advanced players. It is a very fine line to walk. Post-Alara, the game itself will become more universally accessible for new, returning and causal players. The upcoming Divine Vs. Demonic release on April 10th looks to be another step in that same direction for Magic the Gathering.
[caption id="attachment_870" align="alignleft" width="225" caption="These spells aren't just for beginners."]
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The obvious sell for these decks is the ability to lay down 20 bucks, crack open 2 great, easy to use, classic decks and play. This appeals to a beginner/casual audience but these decks aren't just for newbies. Look through some of the cards released in the JvC set: Ancestral Vision, two mythic Planeswalkers, Flame Javelins, Fireblasts etc. The Divine Vs. Demonic, while not yet fully spoiled, will include Akroma, Lord of the Pit and looks to be reviving Demonic Tutor! These are extremely powerful spells that, while still not legal in standard, are certainly welcome in any extended or legacy deck. Even players who started playing 5 years ago haven't had the opportunity to play with some of these cards. And keep in mind, some of these cards could become legal in the new core set (Magic 2010). You could even purchase two of the same box set to make playsets and great monocolored decks out of these otherwise hard to find cards.
Just as Jace Vs. Chandra did for Blue and Red, Divine Vs. Demonic looks to encapsulate the essence of both White and Black magic. Expect the black staples of creature destruction, discarding and fear while the white cards in the box set will focus on protection, healing and order. This allows new players to gain a good grasp of the color pie while more experienced players will be attracted to extremely powerful cards they haven't played with in years.
Wizards needs to keep the ball rolling with an equally exciting and powerful green deck in the spirit of the previous two sets. One could argue that Elves Vs Goblins gave Green its due but I would wholeheartedly disagree. I'm talking about a deck that encapsulates the color of green - Nature, Life and Instinct. Not a tribal deck that happens to be green.
What better way to showcase the color than to pair it against a natural enemy - blue. Better yet; blue commanding the most unnatural, life-sucking constructs Magic the Gathering has ever seen! Imagine...
The following is pure speculation and is not a current or future Wizards of the Coast product (probably):
An endless variety of chirps, hoots and crickets echo over the lush, infinite forest. To Garruk, the world seems to hum with the natural order of life itself.
Then, a scattering of creatures somewhere in the distance. The cold, artificial sound of a mechanical army disturbs the otherwise peaceful undergrowth. The metal legion's master is programmed to impose a new form of order on this realm.
Garruk cannot withstand the robotic hordes on his own. He must call on the life giving forces of nature for guidance and strength if he is to quell the unyielding, unfeeling constructs.
Over the top? Maybe. A boy can dream can't he? With Jace Vs. Chandra already and the upcoming Divine Vs. Demonic, the game is refreshed with some wonderful, identifiable cards put together in cohesive, usable decks at a very fair price. So far I see no reason to doubt what wizards has in store for future duel decks and the nature of the game as a whole.