
Deck Pack 2 for Magic: The Gathering – Duels of the Planeswalkers 2013 gives you exactly two new decks, and most guides never bother to name them. That is the real problem: you bought the pack and now want to know what is in it and how to win with each deck, not generic Magic theory.
So here is the straight answer. Deck Pack 2 is the second deck-pack DLC for Duels 2013, and it contains Grim Procession (the Orzhov, White/Black deck) and Berserker Rage (the Gruul, Red/Green deck). It shipped on PC (Steam), Xbox 360, PlayStation 3, and iPad — it was never PC-only. Below is what each deck actually does and how to pilot it.
Deck Pack 2 is the second of the game’s deck-pack releases, not a standalone expansion. It hands you two complete, prebuilt decks tuned around opposite game plans, which makes it a clean lesson in two of Magic’s core archetypes: a White/Black control shell and a Red/Green beatdown shell. Learn both and you understand most of what Duels 2013 is teaching.
You do not have to guess at the contents. Each deck has a defined guild, color pair, and a small set of signature cards that carry its plan. Read those cards, identify the plan, and the rest of the deck falls into place.
Grim Procession is the White/Black deck, and it wins by attrition. The opening turns are about not dying: spend early removal and disruption to keep the board clear, then shift to flying threats and recursion once the game grinds long. Its signature cards include Castigate, Unmake, Pillory of the Sleepless, and Damnation on the control side, with Bloodgift Demon, Divinity of Pride, Reanimate, and Debtor’s Knell doing the late-game heavy lifting.
The plan in practice:

Berserker Rage is the Red/Green deck, and it does the opposite of Grim Procession: it attacks. The deck is built on undercosted large creatures and pump effects that make them bigger, so most of your decisions are about deploying threats on curve and pushing damage. Signature cards include Rancor, Berserk, Wildsize, Rumbling Slum, and Shivan Wurm, with Apocalypse Hydra available as an unlock.
The plan in practice:
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For both decks, the first thing to evaluate in any opening hand is its mana, not its headline rare. A keepable hand here is not just “two lands and spells.” It is a hand that can cast its early plays on the colors it needs and curve into the midgame without locking out.
Before you keep, check three things:
This matters most in Grim Procession, where holding up the wrong color means your removal sits dead while the opponent develops. A spell you cannot cast is not power; it is dead cardboard until the mana supports it.

The Orzhov deck punishes players who ignore two-for-one exchanges. If one of your cards answers two of the opponent’s, you pull ahead on material; if one of theirs answers two of yours, you fall behind. This is why Damnation is at its best against a developed board and why recursion like Debtor’s Knell is so strong — it forces the opponent to spend removal twice on the same threat. Prefer lines that replace themselves or trade up.
For the Gruul deck, raw creature size is only half the deck. Pump and trample-style reach are how you convert a board into damage the opponent cannot block. Rancor stacks evasion-by-force onto an attacker and returns after a trade, and Berserk exists to turn one good attack into a kill. Deploy threats to keep the clock running, then point pump at the swing that ends the game.
Once both players build a battlefield, ground creatures stop mattering unless one side pushes through cleanly. Grim Procession answers this with flyers and reanimation; Berserker Rage answers it with pump that forces damage through. If a match stalls, stop asking which card hits hardest and ask which card is hardest to answer permanently — that is usually where the winning line is hiding.

Deck Pack 2 is not a mystery and it is not generic content. It is two sharply different decks: Grim Procession, the Orzhov W/B control deck that survives on removal and grinds to a flying, recursive finish, and Berserker Rage, the Gruul R/G aggro deck that curves out and uses pump to push lethal. Pick the role the deck wants — control with one, race with the other — keep hands that cast their early plays on color, and play the cards listed above to the plan they were built for. (Note: Time Warp is not in either of these decks; in Duels 2013 it belongs to the mono-blue Talrand deck, so ignore older guides that list it here.)