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2014




MCS: DLC - No Longer Taking Requests (22 Decks - Mar 1 2014)
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65 posts
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Re: MCS: DLC and Taking Forum Requests (11 Decks - Jan 20 20
by NeoAnderson » 21 Jan 2014, 11:31
You're welcome my friend, everything i post here is to share so I am glad if you find something useful. Older pictures are generally full of noise i always try to edit and clean with graphics software.MC Brodie wrote:There are 3 new decks up. Please post any bugs.
edit - And Neo, I borrowed your artwork for the Urza lands. They were really good. I hope you don't mind.
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Re: MCS: DLC and Taking Forum Requests (11 Decks - Jan 20 20
by MC Brodie » 22 Jan 2014, 01:45
I don't know. I may have messed something up when I was packaging it up and uploading it. Does anyone else have this problem? I suggest trying to download the files in the short term. I'll mess with it tonight.sylento22 wrote:My 2 decks you posted aren't working for me it sez their are 60 cards yet only like 6 cards show up rest aren't showing .... maybe their is something wrong with them or a conflict with another mod or something really would like some help on this (really wanta play my decks) hit me back on PM or on here let me know what you think thankx
Edit - Ok I'm stumped. I made a new DotP folder of the steam version, added all of the files I said to under DLC requirements and then added Riiak's Manual Mana functions. The decks worked just fine. I'll suggest again to try re-downloading all files (you shouldn't need the art until its all working). You need the following files:
- Rick's .DLL (though I'm sure you already have a good copy)
- Riiak's ObjectDC Functions
- Riiak's Manual Mana Functions
- My Cards Wad
- My Art Wad (probably not needed until it's working)
- My Decks Wad
It may be redundant but it is worth a shot. I've had problems downloading files too and had to redownload them. I don't think it is a compatibility issue but it may be. What version of DotP are you running (e.g. steam) and what other mods do you have installed? I can try to troubleshoot but I don't really know what to look for. Anyone else have some ideas?
Also, if anyone else is having troubles with these decks please let me know.
I know you do a good job. The art is the one part I do not like about modding. I'm not good with graphic software like you or most others. I appreciate the work you do.NeoAnderson wrote:You're welcome my friend, everything i post here is to share so I am glad if you find something useful. Older pictures are generally full of noise i always try to edit and clean with graphics software.
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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: MCS: DLC and Taking Forum Requests (11 Decks - Jan 20 20
by sylento22 » 22 Jan 2014, 04:06
Hey man it was my fault on that i didnt download the new art and cards downloads thats why it wasnt comin up and good job on decks man cant wait to see more 

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Re: MCS: DLC and Taking Forum Requests (11 Decks - Jan 20 20
by MC Brodie » 22 Jan 2014, 04:36
No worries glad it works nowsylento22 wrote:Hey man it was my fault on that i didnt download the new art and cards downloads thats why it wasnt comin up and good job on decks man cant wait to see more

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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: MCS: DLC and Taking Forum Requests (11 Decks - Jan 20 20
by sylento22 » 24 Jan 2014, 04:36
Hey man very good job on the decks dude i'm rippin shit up with my decks
(Bloodrage & ArtifactRampage) goin to post a few more for you to throw on here cant wait to see the rest of the ones i sent ya very good job bro

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Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by MC Brodie » 09 Feb 2014, 19:33
Added 3 new request decks from sylvento22. I had a lot of fun testing these decks out. You need to download the cards, artwork and deck wads for the update. Again sorry this update took so long. There is plenty of stuff going on and coming up with a way to make Hex Parasite wasn't easy for me
.
Long term plans are expanding the proliferate functions to match what I did with Hex Parasite, maybe do a rework on multicolor producing lands. I have a few decks I wanna make but they need some tweaking so I'm not sure when they'll be out. If anyone has any requests I'll be glad to work on them. If not, I'll be adding cards that I've previously coded in the Formal Request Thread and Kieran's old thread to my download here. Well, that is if Neo doesn't code every set before I get around to it
.

Long term plans are expanding the proliferate functions to match what I did with Hex Parasite, maybe do a rework on multicolor producing lands. I have a few decks I wanna make but they need some tweaking so I'm not sure when they'll be out. If anyone has any requests I'll be glad to work on them. If not, I'll be adding cards that I've previously coded in the Formal Request Thread and Kieran's old thread to my download here. Well, that is if Neo doesn't code every set before I get around to it

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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by Drakno » 10 Feb 2014, 10:18
I have 2 requests for white decks, not sure what has and what hasn't been coded or if the decks will work or fail miserably but here goes nothing:
Deck 1: The Seven Nation Army.
4 Brimaz, King of Oreskos
4 Field Marshal
4 Precinct Captain
4 Daru Warchief
4 Enlistment Officer
3 Captain of the Watch
2 Elspeth, Knight-Errant
2 Elspeth, Sun's Champion
4 Honor of the Pure
4 Cloudshift
4 Rootborn Defenses
4 Emeria, the Sky Ruin
17 Plains
Deck 2: I wish I had an Angel.
4 Pristine Angel
2 Concerted Effort
2 Sunblast Angel
3 Baneslayer Angel
4 Urza's Incubator
4 Enlightened Tutor
4 Sol Ring
4 Guardian Seraph
1 Akroma, Angel of Wrath
4 Voice of All
3 Avacyn, Angel of Hope
4 Emeria, the Sky Ruin
17 Plains
In my head both of these tribal decks ought to be powerhouses even if they have almost no removal at all, I am curious how they will turn out to fare
Deck 1: The Seven Nation Army.
4 Brimaz, King of Oreskos
4 Field Marshal
4 Precinct Captain
4 Daru Warchief
4 Enlistment Officer
3 Captain of the Watch
2 Elspeth, Knight-Errant
2 Elspeth, Sun's Champion
4 Honor of the Pure
4 Cloudshift
4 Rootborn Defenses
4 Emeria, the Sky Ruin
17 Plains
Deck 2: I wish I had an Angel.
4 Pristine Angel
2 Concerted Effort
2 Sunblast Angel
3 Baneslayer Angel
4 Urza's Incubator
4 Enlightened Tutor
4 Sol Ring
4 Guardian Seraph
1 Akroma, Angel of Wrath
4 Voice of All
3 Avacyn, Angel of Hope
4 Emeria, the Sky Ruin
17 Plains
In my head both of these tribal decks ought to be powerhouses even if they have almost no removal at all, I am curious how they will turn out to fare
Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by 3AQ7 » 11 Feb 2014, 07:15
A request for help, since I can't find the solution myself:
I'm not able to save a custom deck using the default in-game DotP editor. I'm wondering if this has to do with a deck's uid or tus_save_data_id. I just started making my own decks, and I put a random number for those values. Now whenever I restart the game, my custom deck resets to having 0 lands, and any other changes I made previously are not saved.
I'm not able to save a custom deck using the default in-game DotP editor. I'm wondering if this has to do with a deck's uid or tus_save_data_id. I just started making my own decks, and I put a random number for those values. Now whenever I restart the game, my custom deck resets to having 0 lands, and any other changes I made previously are not saved.
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Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by MC Brodie » 11 Feb 2014, 10:44
Do you mean when you restart DotP your decks are reset and have 0 lands or do you mean when you leave the in-game deck editor your decks are reset and you have 0 lands?
As for restarting DotP and decks resetting, that is a known phenomena. Edited decks are saved to your player profile which can only hold a finite set of decks (presumably the number of decks that come with the vanilla game + any expansions). So any modded decks that you edit using the in-game deck editor will not save once you leave the game. The next time you start DotP the modded decks will go back to what they were before. This is why I prefer making 60 card decks and no sideboard (but if someone requests a sideboard I'm put one in).
I've also had problems with lands, though only have using the in-game deck editor. I'm not sure why your deck resets to 0 lands. For this question I would refer to Riiak, Shi Nal as he is much more knowledgeable than me. You could either post a question in this thread or he may even respond in this one if he should happen to read it for some reason.
As for the decks Drakno, I'll work on them this week. None of the cards look too challenging though I had problems porting sumomole's "Name a type" functions earlier and gave up until I could give it more time. I'm still looking at Neo's too.
As for restarting DotP and decks resetting, that is a known phenomena. Edited decks are saved to your player profile which can only hold a finite set of decks (presumably the number of decks that come with the vanilla game + any expansions). So any modded decks that you edit using the in-game deck editor will not save once you leave the game. The next time you start DotP the modded decks will go back to what they were before. This is why I prefer making 60 card decks and no sideboard (but if someone requests a sideboard I'm put one in).
I've also had problems with lands, though only have using the in-game deck editor. I'm not sure why your deck resets to 0 lands. For this question I would refer to Riiak, Shi Nal as he is much more knowledgeable than me. You could either post a question in this thread or he may even respond in this one if he should happen to read it for some reason.
As for the decks Drakno, I'll work on them this week. None of the cards look too challenging though I had problems porting sumomole's "Name a type" functions earlier and gave up until I could give it more time. I'm still looking at Neo's too.
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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by RiiakShiNal » 11 Feb 2014, 14:00
The most common reason to having 0 land is that you put 60 or more non-land cards in your custom deck. The game engine will only auto-fill lands in a deck up to 60 cards so if you make a deck with 60 or more non-land cards the game won't put in any lands automatically. So you have a couple of choices:
Method #1 is the preferred method as that is how the engine is supposed to be used while method #2 can be used for configuring larger decks (up to 100 cards which is the game's internal limit).
- Cut your deck down to less than 60 non-land cards and the engine will put land in to bring the card count up to 60 (the Deck Builder does keep a running tally on the main window of how much basic land is in or will be put in the deck).
- You manually put the land you want to have in the main deck.
Method #1 is the preferred method as that is how the engine is supposed to be used while method #2 can be used for configuring larger decks (up to 100 cards which is the game's internal limit).
I do actually read pretty much all the threads and posts in the DotP forums, I just only respond if the question is directed at me, I can provide a definite answer, or it has questions referring to one of my mods or utilities.MC Brodie wrote:I've also had problems with lands, though only have using the in-game deck editor. I'm not sure why your deck resets to 0 lands. For this question I would refer to Riiak, Shi Nal as he is much more knowledgeable than me. You could either post a question in this thread or he may even respond in this one if he should happen to read it for some reason.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
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Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by MC Brodie » 12 Feb 2014, 17:11
From a quick forum search, I don't think Concerted Effort is possible without re-coding all cards that offer "protection from X". Do you have a replacement card?Drakno wrote:Deck 2: I wish I had an Angel.
4 Pristine Angel
2 Concerted Effort
2 Sunblast Angel
3 Baneslayer Angel
4 Urza's Incubator
4 Enlightened Tutor
4 Sol Ring
4 Guardian Seraph
1 Akroma, Angel of Wrath
4 Voice of All
3 Avacyn, Angel of Hope
4 Emeria, the Sky Ruin
17 Plains
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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: MCS: DLC and Taking Forum Requests (14 Decks - Feb 9 201
by Drakno » 12 Feb 2014, 18:10
Not really, Concerted Effort was kind of a lynchpin holding everything together allowing them to get protection from all colours & artifacts (practically making them immortal with avacyn) with Pristine Angel or if your opponent is using monocoloured a voice of all would suffice, would it be possible if you add a paragraph in the code that says "if you control pristine angel give all your creatures protection from all colours and artifacts" or re-write the protection effects on just pristine and voice of all and just write (incomplete) at the title so people know that it doesn't work as intended?
If I were to make an alternative version it would be bant with Privileged Position , Sigarda, Host of Herons , Empyrial Archangel and Congregation at Dawn (Defense of the Heart would also be pretty boss netting you an avacyn & empyrial archangel in 1 turn) but that's really heavy on the colorweight which is what you don't want with Urza's Incubator and Sol Ring so I would have to redo a big portion of the list to accomodate them if I want to keep it a monoangel deck (which I really do)
Should you find it impossible to write a makeshift version of Concerted Effort I am perfectly fine with you making a variant of the afforementioned bant build ofc since I couldn't ask you wo re-write everything but I have no idea how it should be tuned to work tbh and I have to leave it in your judgement, just make sure to keep it mono angel without red or black (I really really hate playing these colours)
If I were to make an alternative version it would be bant with Privileged Position , Sigarda, Host of Herons , Empyrial Archangel and Congregation at Dawn (Defense of the Heart would also be pretty boss netting you an avacyn & empyrial archangel in 1 turn) but that's really heavy on the colorweight which is what you don't want with Urza's Incubator and Sol Ring so I would have to redo a big portion of the list to accomodate them if I want to keep it a monoangel deck (which I really do)
Should you find it impossible to write a makeshift version of Concerted Effort I am perfectly fine with you making a variant of the afforementioned bant build ofc since I couldn't ask you wo re-write everything but I have no idea how it should be tuned to work tbh and I have to leave it in your judgement, just make sure to keep it mono angel without red or black (I really really hate playing these colours)
Re: MCS: DLC and Taking Forum Requests (18 Decks - Feb 12 20
by MC Brodie » 13 Feb 2014, 00:27
4 new decks up including Drakno's requests. Please let me know if there are any bugs.
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Song of the Day: 46 and 2 (cover)
Song of the Day: 46 and 2 (cover)
Re: MCS: DLC and Taking Forum Requests (18 Decks - Feb 12 20
by Drakno » 13 Feb 2014, 04:33
My god the seven nation army can outgreen the green decks.... Seriously, be it numbers, stats or how well it does with trampling the opponent (ironically no tramble in the deck) it pretty much is better at every good thing about garruk's deck except ramp, though to be honest reducing the cost of you creatures through Daru Warchief might as well be ramp 2.0, I dropped a 1 mana Enlistment Officer last game that was 6/10 first strike on turn 6 (t2 Honor of the Pure, t3 Brimaz, King of Oreskos, t4 Daru Warchief, t5 another 2 Daru Warchief) followed by Captain of the Watch (giving everything more stats and vigilance) and a Field Marshal (more stats and first strike) my weakest creatures were 7/10 first strike vigilance and those were just the free tokens I got out of anything, furthermore that was just turn 6, if I were to use mana to pay their normal costs that would require 13 mana!!! I am quickly growing extremely fond of the deck.
Re: MCS: DLC and Taking Forum Requests (18 Decks - Feb 12 20
by thepiebaker » 13 Feb 2014, 06:25
As far as the title and deck/planeswalker images of this deck I decided to have a little fun with. These decks are more that I've made on paper and have not had the ability to test irl like the hydra deck so if a more experienced deck builder would kindly put his/her two cents in towards balancing them it'd help, especially with the spider deck.
- trollolol | Open
- 1. Cudgel Troll X3
Lotleth Troll X4
Hunted Troll X2
Mossbridge Troll X1
Trestle Troll X4
Pygmy Troll X3
Thrun, the Last Troll X1
Troll Ascetic X3
Varolz, the Scar-Striped X1
Bloodbond March X2
Deadbridge Chant X1
Giant Growth X3
Golgari Charm X3
Hunt the Weak X2
Lure X2
Maelstrom Pulse X2
Putrefy X2
Rampant Growth X3
Survival of the Fittest X2
Wild Defiance X2
Asceticism X2
2. Trololol
3. Troll Face
4. Doesn't matter
5. Artwork for the following
Box Art:
Avatar thumbnail:
Small planeswalker image:
Large planeswalker image:
- Web of Death | Open
- 1. Acid Web Spider X3
Arachnus Spinner X2
Arachnus Web X3
Blightwidow X2
Deadly Recluse X4
Frostweb Spider X2
Goliath Spider X1
Juvenile Gloomwidow X3
Kessig Recluse X2
Silklash Spider X2
Giant Growth X3
Hunt the Weak X2
Oakenform X3
Rampant Growth X2
Rancor X2
Wild Defiance X2
Blanchwood Armor X2
Canopy Cover X3
Naturalize X3
Plummet X2
Tangle X3
2. Web of Death
3. Spiderlings
4. Doesn't Matter
5. Box Art: Blightwidow
Avatar Thumbnail, Small Portait, Large Portrait: Giant Spider
Last edited by thepiebaker on 13 Feb 2014, 18:45, edited 1 time in total.
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