Special quests
Posted: 30 Jul 2011, 19:32
The big difference is that permanents may be on the battlefield from the start. I think most special quests use this opportunity poorly by just putting some random creatures on the battlefield, which makes the quest a little harder but the general gameplay stays the same as usual.Sloth wrote:I think we should have a concept for the special quest decks. The experience for the player should be different from battling a normal quest opponent.
My ideas, what a good special quest could look like:
- There are enchantments/artifacts with symmetrical effects on the battlefield that change the way the game is played. Example: Concordant Crossroads + Sunken Hope x 4 (it doesn't have to be so extreme). The harder quests could be build around them but the easier ones don't have to.
- The AI starts with some kind of clock like Darksteel Reactor that pressures the player to win earlier.
- The AI starts with some kind of defense that needs to be overcome (like two copies of Sun Droplet and Sanguine Bond).
What do you think?
EDIT: Here are the first replacements:
Quest 1 White Dungeon
AI Starts with: Divine Presence
- Quest 1 White Dungeon Deck | Open
Quest 2 Blue Dungeon
AI starts with: Forced Fruition
Human starts with: Quest for Ancient Secrets
- Quest 2 Blue Dungeon Deck | Open
Quest 3 Black Dungeon
AI Starts with: Infernal Genesis
- Quest 3 Black Dungeon Deck | Open
Quest 4 Red Dungeon
AI Starts with: Furnace of Rath
- Quest 4 Red Dungeon Deck | Open
Quest 5 Green Dungeon
AI Starts with: Eladamri's Vineyard, Upwelling
Human starts with: Defense of the Heart
- Quest 5 Green Dungeon Deck | Open
Quest 6 Artifact Dungeon
AI starts with: Eon Hub x 3
- Quest 6 Artifact Dungeon Deck | Open