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The Ultimate Quest Mode Thread

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Re: The Ultimate Quest Mode Thread

Postby friarsol » 17 Oct 2014, 23:04

Oof.. Not a lot to work with here Tim. I think I'd go with this aggro deck (if you're willing to play 40). If you'd prefer to go up to 60, start with this and add a smattering of cards in between but try to keep some of these high CMC (>5) to only a few.

Deck | Open
[metadata]
Name=timch
[Main]
1 Black Vise|LEB
1 Blade Sliver|LGN
1 Dragon Whelp|2ED
1 Fireball|ARC
2 Firemane Avenger|GTC
1 Forgestoker Dragon|BNG
1 Howling Mine|7ED
1 Howling Mine|8ED
1 Hunter Sliver|LGN
1 Lava Axe|M14
1 Lightning Blast|6ED
1 Lightning Bolt|2ED
3 Lightning Bolt|M10
1 Metallic Sliver|TMP
1 Mountain|ALA|2
3 Mountain|ALA|3
3 Mountain|ALA|4
1 Mystic Monastery|DDN
5 Plains|ALA|2
1 Plains|ALA|3
1 Plated Sliver|LGN
1 Poultice Sliver|PLC
1 Quilled Sliver|TSP
1 Sacred Foundry|RAV
1 Serra Angel|2ED
1 Sinew Sliver|PLC
1 Sliver Hive|M15
1 Volcanic Geyser|6ED
1 Watcher Sliver|TSP
1 Wind-Scarred Crag|KTK
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Re: The Ultimate Quest Mode Thread

Postby lujo » 18 Oct 2014, 00:35

Agree with Friarsol. Most of these cards are rather unplayable, there aren't any decent early creatures or mana ramp, you said you sold off all your removal...

How about you start up a new card pool, don't need to delete this quest or anything, just start up a new one, and post the pool up. That might actually be more helpful as we could point out the bombs to you and explain why we'd base a deck around them and how. Becaus I don't even know how I'd even end up with a pool like that one o.O

And lumping most of them into a 60+ card decks is definitely not a good idea. That doesn't improve chances of winning with them at all.
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Re: The Ultimate Quest Mode Thread

Postby timmermac » 18 Oct 2014, 05:40

Ok... here's a fresh card pool as a second entry for my challenge. I have a feeling I'm the only one playing at the moment.

Challenge Card Pool 2 | Open
Code: Select all
[metadata]
Name=Challenge 2
[Main]
1 Academy Researchers|USG
1 Aftershock|TMP
1 Alaborn Trooper|PO2
1 Ambassador Laquatus|TOR
1 Ancient Craving|DDK
1 Arcbound Hybrid|DST
1 Arena Athlete|THS
1 Armor Thrull|FEM|1
1 Barren Moor|C13
1 Beast Attack|DDD
1 Benalish Cavalry|TSP
1 Benalish Hero|LEA
1 Bloodscale Prowler|GPT
1 Brainspoil|RAV
1 Brainstorm|COM
1 Breath of Life|S99
1 Burst of Strength|GTC
1 Canyon Wildcat|TMP
1 Catalog|USG
1 Celestial Ancient|DIS
1 Charging Bandits|POR
1 Civic Guildmage|MIR
1 Civilized Scholar|ISD
1 Clockwork Condor|DDF
1 Clockwork Hydra|DDF
1 Cloudgoat Ranger|MMA
1 Coastal Piracy|MMQ
1 Conjured Currency|RTR
1 Conversion|3ED
1 Conversion|4ED
1 Crystalline Nautilus|JOU
1 Dark Heart of the Wood|DRK
1 Darkwater Egg|ODY
1 Dauthi Horror|TMP
1 Defy Gravity|JUD
1 Deglamer|MOR
1 Dehydration|9ED
1 Dementia Sliver|TSP
1 Desert Twister|MMQ
1 Disentomb|M12
1 Disrupting Scepter|3ED
1 Djinn of the Lamp|POR
1 Elven Warhounds|TMP
1 Elvish Healer|ICE
1 Elvish Pioneer|ONS
1 Encrust|M13
1 Enlightened Tutor|6ED
1 Erosion|DRK
1 Excoriate|BNG
1 Exhume|USG
1 Famished Ghoul|ODY
1 Feral Deceiver|CHK
1 Final-Sting Faerie|MOR
1 Fire Elemental|2ED
1 Fissure Vent|ROE
1 Flamespeaker Adept|THS
1 Flowstone Flood|EXO
1 Flowstone Mauler|STH
4 Forest|HOP|1
2 Forest|HOP|2
4 Forest|HOP|3
3 Forest|HOP|4
7 Forest|HOP|5
1 Gemstone Mine|WTH
1 Giant Caterpillar|MMQ
1 Glasses of Urza|2ED
1 Glory Seeker|ROE
1 Goblin Balloon Brigade|M11
1 Goblin Bombardment|C13
1 Goblin Bushwhacker|ZEN
1 Goblin Electromancer|RTR
1 Goblin Sledder|EVG
1 Goblin Turncoat|LGN
1 Golgari Guildgate|C13
1 Gray Ogre|LEB
1 Gristle Grinner|CSP
1 Headless Horseman|LEG
1 Hero's Resolve|S00
1 Hoard-Smelter Dragon|SOM
1 Hold the Line|DDN
1 Hopeful Eidolon|THS
1 Hornet Sting|M11
1 Hurloon Minotaur|LEA
1 Hurloon Shaman|WTH
1 Infernal Plunge|ISD
1 Infest|ALA
1 Infiltrator il-Kor|FUT
1 Inspirit|9ED
4 Island|HOP|1
7 Island|HOP|2
4 Island|HOP|3
5 Island|HOP|4
1 Jagged-Scar Archers|LRW
1 Jolting Merfolk|NMS
1 Kashi-Tribe Warriors|CHK
1 Kelsinko Ranger|ICE
1 Kor Skyfisher|DDF
1 Leaden Myr|SOM
1 Leyline of the Void|GPT
1 Lifelink|M10
1 Llanowar Sentinel|WTH
1 Lose Hope|5DN
1 Malachite Golem|MRD
1 Manor Skeleton|ISD
1 Megrim|9ED
1 Mending Hands|BOK
1 Merfolk of the Pearl Trident|LEA
1 Merfolk of the Pearl Trident|LEB
1 Metamorphic Wurm|ODY
1 Might Sliver|TSP
1 Minamo Scrollkeeper|CNS
1 Moon Sprite|S99
1 Mountain|HOP|1
3 Mountain|HOP|3
3 Mountain|HOP|5
4 Mountain|HOP|6
2 Mountain|HOP|7
5 Mountain|HOP|8
2 Mountain|HOP|9
1 Mox Diamond|STH
1 Mulldrifter|LRW
1 Mystic Compass|ALL
1 Mystical Tutor|MIR
1 Necravolver|APC
1 Negate|M10
1 Nomad Decoy|ODY
1 Nylea's Disciple|THS
1 Nylea's Presence|THS
1 Orzhov Basilica|C13
1 Pacifism|M14
1 Palace Guard|M11
1 Pardic Collaborator|TOR
1 Pardic Dragon|MMA
1 Pariah|10E
1 Pemmin's Aura|SCG
1 Plague Dogs|UDS
1 Plague Rats|5ED
1 Plague Rats|LEA
4 Plains|HOP|1
4 Plains|HOP|2
2 Plains|HOP|3
5 Plains|HOP|4
5 Plains|HOP|5
1 Polluted Mire|USG
1 Portent|ICE
1 Primal Visitation|GTC
1 Punishing Fire|DDG
1 Ravages of War|PTK
1 Razorjaw Oni|SOK
1 Ridged Kusite|PLC
1 Righteous Authority|RTR
1 Rogue Kavu|INV
1 Rolling Thunder|HOP
1 Root Maze|10E
1 Runed Servitor|ROE
1 Russet Wolves|DKA
1 Sarcomancy|TMP
1 Shadow Slice|GTC
1 Shock Troops|8ED
1 Siege Mastodon|M12
1 Slumbering Dragon|M13
5 Snow-Covered Forest|CSP
5 Snow-Covered Island|CSP
5 Snow-Covered Mountain|CSP
6 Snow-Covered Plains|CSP
5 Snow-Covered Swamp|CSP
1 Soldevi Sage|ALL|2
1 Soldevi Steam Beast|ALL|2
1 Spinning Darkness|WTH
1 Splinter|BOK
1 Stand Firm|5DN
1 Steadfast Guard|10E
1 Steel of the Godhead|DDI
1 Stream of Acid|S99
1 Striking Sliver|M14
1 Sundering Growth|RTR
6 Swamp|HOP|1
7 Swamp|HOP|2
2 Swamp|HOP|3
5 Swamp|HOP|5
1 Telemin Performance|CFX
1 Temple of Plenty|BNG
1 Tezzeret the Seeker|DDF
1 The Brute|5ED
1 Thornscape Battlemage|PLS
1 Thornscape Master|INV
1 Thrill of the Hunt|TSP
1 Timberland Guide|AVR
1 Transguild Promenade|C13
1 Treetop Bracers|NMS
1 Two-Headed Dragon|DRB
1 Uktabi Wildcats|MIR
1 Vault of Whispers|MRD
1 Venomous Vines|JUD
1 Veteran's Voice|ALL|1
1 Vodalian Hypnotist|INV
1 Vulshok Morningstar|DDI
1 Wall of Denial|COM
1 Whirlpool Rider|APC
1 Wild Growth|3ED
1 Wilderness Hypnotist|EVE
1 Witch Hunter|CHR
1 Zephyr Spirit|RAV
1 Zombie Cannibal|ODY
[Sideboard]


I see Dragons, a few Slivers, a couple of tutors and a Megrim so far.
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Re: The Ultimate Quest Mode Thread

Postby lujo » 18 Oct 2014, 06:50

Ok, I'll take a look at it right away, make a few suggestions, you might or might not choose one of them, and I'll start the quest with the same pool.

Megrim is useless chaff. You can't make a serious deck with that, not even with a deck editor. I know, because I tried several times (Irl over the years. They actually designed a card not too long ago which was 3 times as powerful because people were obsessed with the idea of making an actual functional Megrim that makes sense to put in a MtG deck. It's still not too good.)

The black here is really deep, you've got several things that can win matches. Red also has some really bomby stuff, too. And wow, three out of 4 dragons are actually playable, this is pretty rare. Green's not too good, but Green / Red has a bunch of worthwhile stuff. White looks sneakily efficent, in fact, is probably better than either black or green.

This is an incredible pool, tbh. Much better than I see on average, like, more than much better.

These are the playables:

Initial playables pool | Open
[Main]
1 Ancient Craving|DDK
1 Arena Athlete|THS
1 Armor Thrull|FEM|1
1 Beast Attack|DDD
1 Benalish Cavalry|TSP
1 Benalish Hero|LEA
1 Brainspoil|RAV
1 Brainstorm|COM
1 Canyon Wildcat|TMP
1 Cloudgoat Ranger|MMA
1 Coastal Piracy|MMQ
1 Crystalline Nautilus|JOU
1 Dauthi Horror|TMP
1 Dehydration|9ED
1 Desert Twister|MMQ
1 Djinn of the Lamp|POR
1 Elven Warhounds|TMP
1 Elvish Pioneer|ONS
1 Encrust|M13
1 Excoriate|BNG
1 Final-Sting Faerie|MOR
1 Giant Caterpillar|MMQ
1 Glory Seeker|ROE
1 Goblin Bombardment|C13
1 Goblin Turncoat|LGN
1 Hoard-Smelter Dragon|SOM
1 Hold the Line|DDN
1 Hornet Sting|M11
1 Infest|ALA
1 Infiltrator il-Kor|FUT
1 Inspirit|9ED
1 Jolting Merfolk|NMS
1 Kor Skyfisher|DDF
1 Leaden Myr|SOM
1 Lose Hope|5DN
1 Mox Diamond|STH
1 Mulldrifter|LRW
1 Nomad Decoy|ODY
1 Nylea's Disciple|THS
1 Pacifism|M14
1 Pardic Dragon|MMA
1 Plague Dogs|UDS
1 Portent|ICE
1 Primal Visitation|GTC
1 Punishing Fire|DDG
1 Rogue Kavu|INV
1 Rolling Thunder|HOP
1 Runed Servitor|ROE
1 Russet Wolves|DKA
1 Sarcomancy|TMP
1 Shock Troops|8ED
1 Spinning Darkness|WTH
1 Stand Firm|5DN
1 Steadfast Guard|10E
1 Telemin Performance|CFX
1 Thornscape Battlemage|PLS
1 Thornscape Master|INV
1 Timberland Guide|AVR
1 Two-Headed Dragon|DRB
1 Vulshok Morningstar|DDI


There's a bit more but generally those are things I'd certainly play if I decided to play two of the colors, and then I'd sell stuff from the other three colors, check if I have relevant land, and check what's in the shop. Would under no circumstance stuff it all in a deck, that wouldn't work at all, and some of this stuff would only work in certain builds, but would be good.

White also has the Heroe's Resolve + Pariah combo in there, but I'd only hazard that if I was going 40 cards.

All three red dragons are playable (allthough if you're going that route I'd advise to always cast the suspend one for full cost). Red also has plenty of removal. Red green has two good multicolor cards (they also have white abilities but those are not worth going 3 colors for, I think, but you do have quite a few interesting lands including the Gestone Mine. Still not worth it probably.). Playing all three dragons is probably overkill unless you go with all the white weenies to keep the enemy busy while you get mana for it.

There could be more playables, but I'd be aware of it only after I took a better look.

There's a you can make a 2 colored 40 cards deck in any combo with red except blue and go 20-0 with it, if you check the shop after every match. I'll play with one of those but I'll make the decklists for several before I dump the cards I don't need, just so you can compare.

General rule for 40 cards desks is 6 non-creatures, 17 creatures, 17 lands, no more than 2 of which come into play tapped. No more than 2 creatures in the deck with 4+ cc if at all possible, and avoid anything multicolored or which has 2 identical colored mana like the plague (unless it's an obvious game winner or way above the curve). Before you have a foolproof manabase it just gets you into trouble most of the time.

Anywho, there's several kickass starting decks in that pool.

Oh, and there are only 3 slivers in that pool. That's not nearly enough to even consider going Slivers. And One of them is 2 colors that the other 2 are not, which would make going for them not worth it even if it were worth it. The 4/4 for 5 is kinda ok for an initial pool green card without any other slivers, the other guy is complete garbage. The B/U one is also rather pointless.
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Re: The Ultimate Quest Mode Thread

Postby lujo » 18 Oct 2014, 14:41

Ok, so here's the first one. I'd probably most likely go with this one, but the pool is deep enough that I'm curious if there's a better one, so I'll post more here.

RW 5-0 in testing | Open
Name=Initial Deck
[Main]

These guys do most of the damage:

1 Benalish Hero|LEA (Band with attacker to take damage for him, or band on defense to disperse damage and make it harmless)
1 Arena Athlete|THS (Cast your 2 auras on him, othewise just attack)
1 Canyon Wildcat|TMP (Just attack, sometimes landwalk, so pump)
1 Glory Seeker|ROE (Just a attack)
1 Kor Skyfisher|DDF (When bounce lands, but tap them for mana first)
1 Benalish Cavalry|TSP (Just attack)

Your 3 mana guys:

1 Bloodscale Prowler|GPT (If you're spamming your 2 power weenies and attacking, always has bloodlust)
1 Nomad Decoy|ODY (Tap stuff down so your guys can attack)

Your 4 mana guys:

1 Russet Wolves|DKA (Attack)
1 Shock Troops|8ED (Block one guy, sac, burn other guy, or kill utility)
1 Clockwork Condor|DDF (Just attack)

Your killer 5 mana guys:

1 Celestial Ancient|DIS (Mostly just attack. If you draw an aura, woot!)
1 Cloudgoat Ranger|MMA (Tap your tokens, attack with evasion)

Your dead cards in hand most of the time, otherwise potential killers:

1 Hoard-Smelter Dragon|SOM (Dragon)
1 Two-Headed Dragon|DRB (Dragon)
1 Pardic Dragon|MMA (Dragon)

7 Spells:

1 Goblin Bombardment|C13 (If the ground stalls, just sac everything, otherwise sac in response to removal)
1 Hero's Resolve|S00 (Put on a weenie and attack, you even have sinergy with Benalish hero and Arena Athlete)
1 Punishing Fire|DDG (Get a weenie out of the way)
1 Rolling Thunder|HOP (Get one or more weenies out of the way)
1 Pacifism|M14 (Stick on their bombs)
1 Veteran's Voice|ALL|1 (You got some sinergy, but you can put it on a weak guy to always be able to pump a flier)
1 Vulshok Morningstar|DDI (Pretty obv)

16 lands + Mox, I've mulliganed to 4 and been mana screwed once, I'd probably cut a dragon and put one more mountain, as I've gone 5-0 and never even got to the point of casting a dragon.

8 Mountain|HOP|3
8 Plains|HOP|1
1 Mox Diamond|STH


Way to upgrade it - Replace everything with cheaper, deadlier creatures when you find them, cut auras's for burn or really cheap equipment, get lands which don't come into play tapped but are on color and then you can just pick up RW stuff from multicolor blocks IF it's both cheaper and stronger than what you have already. Try to get rid of stuff over 3-4 mana at any opportunity.


Tried RB, didn't work so well.

Also tried, RG, WG, and RWG, no benefit over RW. Then I noticed that there's a
Ravages of War in there which is Armageddon. That + 2 Conversion (free win against any red deck without a lot of non-basics) is almost enough to go mono white with this.

Mono White 5-0 | Open
Utility weenies:

1 Hopeful Eidolon|THS (Stick it on a 2/2 and rule, or play it if you have Vulshok Morningstar)
1 Benalish Hero|LEA (Banding, it's probably the best combat ability ever)

Use these to kill people fast, and also enchant/eqip them:

1 Benalish Cavalry|TSP (Meat and Potatos)
1 Glory Seeker|ROE (Same)
1 Kor Skyfisher|DDF (Same, also evasion, and land bounce sinergy with Armageddon)
1 Steadfast Guard|10E (Playable in mono W)

Placeholders / Defense:

1 Alaborn Trooper|PO2 (Replace with a 2 mana 2/2 asap)
1 Palace Guard|M11 (Hmmm, makes for a good stall)

Utility guys:

1 Nomad Decoy|ODY (Tapper, doooh, you might even score threshold with Armageddon, but don't expect it, replace with Whipcorder ASAP)
1 Witch Hunter|CHR (Complete bomb provided they give you time, can lock out people on his own)

Placeholder big guys:

1 Clockwork Condor|DDF (Disposable but functional flyer, does his six damage or stall up the board. Replace with a bear or anything better)
1 Clockwork Hydra|DDF (Basically the same but can remove a chump blocker for your bears)
1 Celestial Ancient|DIS (Placeholder flier, just there as a 3/3 flier, don't force sinergy and potentially replace asap, but he does have sinergy with white removal.)

Really good guy:

1 Cloudgoat Ranger|MMA (Serious beater, wouldn't really replace this guy)

Too many spells, should probably cut one or two for more 2 power 2/2 creatures in the short term, and whatever in the long term.

1 Excoriate|BNG (Removal, not the best. Replace with pacifism)
1 Inspirit|9ED (Fine ass pump, still, with better weenies, would replace with Pacifism or something like that)
1 Pacifism|M14 (Only upgrade to a better kind of Pacifism)
1 Pariah|10E (Meh, I'm not sure this is good in the deck, but what have you, replaceable, but can buy you time)
1 Mox Diamond|STH (Kinda good in this deck)
1 Ravages of War|PTK (Armageddon, if you've god board advantage, go nuts. Some anti sinergy with some stuff, but tweaking the deck to work better with it would make it a better deck even without it)
1 Stand Firm|5DN (Fine cheap trick to get stuff out of the way early, and scry a bit. Replaceable ofc, but actualy highly useful)
1 Vulshok Morningstar|DDI (Pretty good equipment)

18 Plains|10E|1


Evolve into any direction, tbh. In fact, the only slivers really worth playing are WW slivers with 4X Sentinel Sliver, 4X Sinnew Sliver and an Essence Sliver or two (maaaaaybe), and if you can get the mana base for it then possibly Predatory Sliver and/or Muscle Sliver. But only with a really, really killer mana base supporting it, proper one W removal.

With the right mana base, you could evolve that into a Sliver + Living Wish towards a toolbox with a bunch of other slivers in the board.

But you'd have to put this WW togather better first. It and drafting could grind you out whatever you want though.
Last edited by lujo on 18 Oct 2014, 16:02, edited 1 time in total.
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Re: The Ultimate Quest Mode Thread

Postby Fizanko » 18 Oct 2014, 15:43

The big advantage of a 40 cards deck is that everything comes faster and so you do not need much of the expensive creatures so you can easily replace them with something else.
The big disadvantage, assuming that you like to have varied possibilities within a deck, is that a 40 cards one does not provide much variety in the tactics.
But in the same time due to the speed it's more efficient at a single-tactic deck than a 60 cards one :

I remember long time ago in a main world quest i bought the "Speed Scorch" intro deck in the spellshop as originally i wanted some more goblins cards for my goblin-themed deck.

But i decided to just play Speed Scorch for a while to test that 40 cards deck (as i never made any 40 cards deck ones before) and was surprised to find that deck was just walking all over every "easy" AI.
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Re: The Ultimate Quest Mode Thread

Postby lujo » 18 Oct 2014, 16:06

^ There's not so much a disadvantage in tactics variety in a 40 card deck if you put it together right. There's actualy more variation, because you've got a lot of playable singletons and anything you replace opens up your options and interactions with what's already there. It's just that your draws are more consistent and you can play more different cards without gimping yourself. Sixty card decks usually just pile on consistency aimed at a specific strat, the best 40 card decks are more toolboxy by nature.

Fewer "dead cards" on average too if you know how to build them. And if you want even more variety - whishes, no joke. Just always have a decent suite of agressive creatures while you whish for your bomb/solution of choice. Learning to draft ODY/TOR/JUD is a skill anyone should develop, tbh, that's a hell of a block ^^


And my disdain of megrim if someone finds it offensive - that thing lures newbies into a wrong mindset, it looks like a discard card, but it isn't, there's no such thing as an effective discard focused strategy. That thing only kills people with "draw 7 descard 7" power cards like Wheel of Fortune but even then it's suboptimal. Discard is always utility/sideboard, and the best ones in my experience are:

Hymn to Tourach (hard to argue with that) - for mono black, or supremely flexible mana bases
Stupor - A bit weaker, a bit slower, but still sorta does it's job in the right deck
Thoughtseize - obv.
Duress - to have in the sideboard if you have removal in the main deck and the other guy is immune to it
Mind Sludge - one off in mono black controll where you can tutor it up
Last Rites - best one there is but you gotta be playing the right deck, but it can effectively take out the entire hand from the other guy, while you put reanimation targets into the graveyard or just enable madness/hellbent/threshold (It's like armageddon, but with cards)
Cabal Therapy - but that for when you REALLY know a metagame. Still you can go places with that.

There's other forms and more playable ones than those (like cratures which temporarily take cards out of your the other guy's hand), but in general, those are the best. Maybe Persecute, but it's kinda easy to miss with that thing and you can't build around it as well as you can around Last Rites in my experience.

Otherwise, Slavering Nulls + a bunch of efficient R/B removal (but really efficient, like Firebolt, Seal of Fire, Vendetta etc.), as it deals damage and causes discard.

It's more of an utility strat which you shouldn't overdo, as there's just too many situations where a discard card is a dead draw. If it doesn't do anything but cause discard, apart from the ones listed above, it's probably not something you'd want in your deck (or if you're playing it you'd probably be better off upgrading it to one of those depending on your deck).
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Re: The Ultimate Quest Mode Thread

Postby Fizanko » 21 Oct 2014, 19:23

Where do i see i play Forge too much ?
When i get that achievement :)
Image

And it's counting only since achievements are in, i can't even imagine how many rounds (as games are in the sense of rounds, it's not 500 duels i won but 500 rounds) i played since i follow Forge .

After Alcoholics Anonymous i guess we'll need soon a Forge Addicts Anonymous circle :D
Last edited by Fizanko on 21 Oct 2014, 19:50, edited 1 time in total.
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Re: The Ultimate Quest Mode Thread

Postby squee1968 » 21 Oct 2014, 19:43

Uhhh, hi. My name is squee, and I'm a Forge-aholic. I've been sober for 20 minutes, and I already know I'm going to be playing another game in a few minutes. Someone please (don't) help me!
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Re: The Ultimate Quest Mode Thread

Postby Fizanko » 21 Oct 2014, 22:37

Emrakul, the Aeons Torn is fun.
... well depending on which side of the battlefield you are :D

Image

Walls'r'us used to have a lot of lands and a lot of walls/defenders.

Emrakul does not like much opponent players having so many cards deployed :)
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Re: The Ultimate Quest Mode Thread

Postby Fizanko » 22 Oct 2014, 17:59

Finally got my 2nd planeswalker achievement :)

Image

Still lots of them to get.
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Re: The Ultimate Quest Mode Thread

Postby Fizanko » 25 Oct 2014, 21:36

I added 13 more decks built from my long lived Ravnica and Zendikar quest cards awards (on my signature click on "Forge custom decks" )

the Ravnica decks are built for each 10 guilds, and are rather balanced with each other(and have proved strong enough to beat some hard AI on Ravnica). I find each of them fun and spent time playing with them, but i'm a bit biaised as the 2 Ravnica blocks are my favorite blocks of the whole MTG anyways.

The Zendikar decks have one based on the Ally mechanic i themed that as some kind of resistance to the eldrazi rising (i have not completely finished this one as i'm still testing it), the other on vampires and everything black mana fitting that theme and the last based on eldrazi servant gathering power to free the eldrazi.everything in Zendikar is strong anyways.
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
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Re: The Ultimate Quest Mode Thread

Postby Stampedo » 27 Oct 2014, 02:44

Hello!
I have a question, I didn't find the answer using search function, sorry if it was previously answered.

I just won a Goblin King card that is worth 10k credits, but I can only sell it for 1k, I guess there's a cap, but I'd like to know if there's a way to remove it.

Thanks!
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Re: The Ultimate Quest Mode Thread

Postby friarsol » 27 Oct 2014, 03:05

Stampedo wrote:Hello!
I have a question, I didn't find the answer using search function, sorry if it was previously answered.

I just won a Goblin King card that is worth 10k credits, but I can only sell it for 1k, I guess there's a cap, but I'd like to know if there's a way to remove it.

Thanks!
Quest Preferences has a few settings in relation to the cap.
"Card Sale Price Cap" is how much the cap is set to.
"Wins to Uncap Sale Price" is how many wins you need before the cap is no longer followed.
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Re: The Ultimate Quest Mode Thread

Postby Fizanko » 08 Nov 2014, 00:02

Image

Yes ! this one was difficult to pull as i'm currently in the middle of fighting the "hard" AI opponents in my Zendikar quest and it's rare i can get my planeswalker to survive long enough at that point :)

Here's the deck i had built and gave me this achievement :
Wrath of the Firemaster | Open
1 Brimstone Mage|ROE
1 Chandra Ablaze|ZEN
1 Cosi's Ravager|WWK
2 Cunning Sparkmage|WWK
1 Deathforge Shaman|WWK
2 Dragonmaster Outcast|WWK
2 Explorer's Scope|ZEN
3 Flame Slash|ROE
1 Geyser Glider|ZEN
1 Kargan Dragonlord|ROE
2 Kiln Fiend|ROE
2 Mark of Mutiny|ZEN
1 Molten Ravager|ZEN
4 Mountain|ROE|1
4 Mountain|ROE|3
4 Mountain|ZEN|1
4 Mountain|ZEN|3
2 Mountain|ZEN|6
4 Mountain|ZEN|8
1 Obsidian Fireheart|ZEN
2 Plated Geopede|ZEN
3 Punishing Fire|ZEN
1 Quest for Pure Flame|ZEN
2 Rage Nimbus|ROE
2 Spire Barrage|ZEN
1 Splinter Twin|ROE
2 Valakut, the Molten Pinnacle|ZEN
3 Vent Sentinel|ROE
1 Zektar Shrine Expedition|ZEN
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
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Fizanko
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