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New quest decks

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Re: New quest decks

Postby Sloth » 20 May 2011, 20:19

Corwin72 wrote:How old?
My boy is 2,5 month old now.
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Re: New quest decks

Postby Corwin72 » 20 May 2011, 20:25

I have a 3.5 year old and a 3 week old girl. It is hard to do anything when there is the threat of being thrown up on.
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Re: New quest decks

Postby Sloth » 20 May 2011, 20:36

Corwin72 wrote:I have a 3.5 year old and a 3 week old girl. It is hard to do anything when there is the threat of being thrown up on.
I see you know what it's like. :D
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Re: New quest decks

Postby Chris H. » 20 May 2011, 21:31

I think that we might want to take a step back and try to see the big picture as there may be room for all of us to contribute. I hope we can find a middle ground. :)

We have a handful of really nice tier 3 decks. We can tone these decks down somewhat and the resulting tier 2 deck still has a theme that is recognizable. But tone down that tier 2 deck to tier 1 and it is almost impossible to recognize the theme. Might as well be a random generated deck.

I remember my experiences last year creating the hatchling decks. The tier 3 and 2 versions were OK, but the tier 1 version was, well, a mess. :(

I had the reverse experience with the pirate decks. Tier 1 and 2 had a recognizable theme (or flavor if you like) and are a fair deck to face in the early stages of a quest. But I really struggled trying to put together a tier 3 pirate deck. I feel like I failed.

We want people to feel like there are some tier 1 and 2 decks that they can face in the early stages of a quest that are a fair match up and also have some sort of a theme (or flavor) that they can recognize. Pirates, Angels, Kobolds, Apes and so forth.

And we also need some higher tier decks that are using powerful cards that work well together to challenge people in the later stages of the quest.
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Re: New quest decks

Postby Chris H. » 21 May 2011, 01:00

Sloth wrote:Sorry Corwin, they are completely unfinished. There is a lot of unrelated stuff in there and the important cards are missing: Drumhunter, Exuberant Firestoker, Kavu Lair, Mayael the Anima, Mighty Emergence, Sunseed Nurturer, Paleoloth, Where Ancients Tread, Mycoid Shepherd, Vagrant Plowbeasts, Woolly Thoctar, Cliffrunner Behemoth, Spearbreaker Behemoth.
`
I looked at this list of cards and they are interesting. When the Neo deck was changed I spent some time trying to figure out a better Ball Lightening type of deck.

With Sloth's list of cards I was able to finish my idea and here it is:

Dilbert 3 ? | Open
Dilbert 3 ?
[general]
constructed
[main]
3 Flamekin Harbinger
2 Hoofprints of the Stag
2 Druid of the Anima
1 Sunseed Nurturer
3 Woolly Thoctar
2 Ball Lightning
2 Groundbreaker
1 Rockslide Elemental
2 Kavu Lair
3 Drumhunter
2 Nova Chaser
1 Mycoid Shepherd
1 Barishi
1 Rumbling Slum
3 Blitz Hellion
1 Stonebrow, Krosan Hero
2 Where Ancients Tread
3 Paleoloth
1 Spitebellows
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
4 Plateau
4 Savannah
4 Taiga
3 Kazandu Refuge
3 Rith's Grove
3 Jungle Shrine
[sideboard]
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Re: New quest decks

Postby Sloth » 21 May 2011, 05:52

Chris H. wrote:I think that we might want to take a step back and try to see the big picture as there may be room for all of us to contribute. I hope we can find a middle ground. :)

We have a handful of really nice tier 3 decks. We can tone these decks down somewhat and the resulting tier 2 deck still has a theme that is recognizable. But tone down that tier 2 deck to tier 1 and it is almost impossible to recognize the theme. Might as well be a random generated deck.

I remember my experiences last year creating the hatchling decks. The tier 3 and 2 versions were OK, but the tier 1 version was, well, a mess. :(

I had the reverse experience with the pirate decks. Tier 1 and 2 had a recognizable theme (or flavor if you like) and are a fair deck to face in the early stages of a quest. But I really struggled trying to put together a tier 3 pirate deck. I feel like I failed.

We want people to feel like there are some tier 1 and 2 decks that they can face in the early stages of a quest that are a fair match up and also have some sort of a theme (or flavor) that they can recognize. Pirates, Angels, Kobolds, Apes and so forth.

And we also need some higher tier decks that are using powerful cards that work well together to challenge people in the later stages of the quest.
This is a good reason to have flavor themed decks. Well spoken Chris.


Chris H. wrote:
Sloth wrote:Sorry Corwin, they are completely unfinished. There is a lot of unrelated stuff in there and the important cards are missing: Drumhunter, Exuberant Firestoker, Kavu Lair, Mayael the Anima, Mighty Emergence, Sunseed Nurturer, Paleoloth, Where Ancients Tread, Mycoid Shepherd, Vagrant Plowbeasts, Woolly Thoctar, Cliffrunner Behemoth, Spearbreaker Behemoth.
`
I looked at this list of cards and they are interesting. When the Neo deck was changed I spent some time trying to figure out a better Ball Lightening type of deck.

With Sloth's list of cards I was able to finish my idea and here it is:

Dilbert 3 ? | Open
Dilbert 3 ?
[general]
constructed
[main]
3 Flamekin Harbinger
2 Hoofprints of the Stag
2 Druid of the Anima
1 Sunseed Nurturer
3 Woolly Thoctar
2 Ball Lightning
2 Groundbreaker
1 Rockslide Elemental
2 Kavu Lair
3 Drumhunter
2 Nova Chaser
1 Mycoid Shepherd
1 Barishi
1 Rumbling Slum
3 Blitz Hellion
1 Stonebrow, Krosan Hero
2 Where Ancients Tread
3 Paleoloth
1 Spitebellows
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
4 Plateau
4 Savannah
4 Taiga
3 Kazandu Refuge
3 Rith's Grove
3 Jungle Shrine
[sideboard]
I think this deck focuses on too much features of Ball Lightning:
- Power > 5 (Naya stuff)
- Elementals (Flamekin Harbinger, Nova Chaser)
- Trample (Stonebrow, Krosan Hero)
- Sacrificing (Rockslide Elemental)

The problem is that there are only 4 copies of Ball Lightning/Groundbreaker and a lot of the other cards only care about one aspect. So the AI might end up with Where Ancients Tread, Rockslide Elemental, Barishi and Stonebrow, Krosan Hero which doesn't help that much. If you drop the elemental and sacrificing stuff, the deck would be more consistent.
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Re: New quest decks

Postby Chris H. » 21 May 2011, 13:31

Sloth wrote:I think this deck focuses on too much features of Ball Lightning:
- Power > 5 (Naya stuff)
- Elementals (Flamekin Harbinger, Nova Chaser)
- Trample (Stonebrow, Krosan Hero)
- Sacrificing (Rockslide Elemental)

The problem is that there are only 4 copies of Ball Lightning/Groundbreaker and a lot of the other cards only care about one aspect. So the AI might end up with Where Ancients Tread, Rockslide Elemental, Barishi and Stonebrow, Krosan Hero which doesn't help that much. If you drop the elemental and sacrificing stuff, the deck would be more consistent.
`
Agreed, if we drop the one shot elemental stuff the deck would become more consistent. We already have a deck just like that, Electro 3. It is a nice deck:

Electro 3 | Open
Electro 3
[general]
constructed
[main]
4 Jungle Shrine
3 Plateau
3 Taiga
3 Savannah
3 Arid Mesa
3 Wooded Foothills
3 Windswept Heath
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Thornscape Familiar
1 Druid of the Anima
1 Drumhunter
2 Exuberant Firestoker
1 Kavu Lair
1 Mayael the Anima
1 Mighty Emergence
2 Sunseed Nurturer
2 Paleoloth
1 Where Ancients Tread
2 Mycoid Shepherd
1 Vagrant Plowbeasts
1 Blistering Barrier
1 Rage Nimbus
4 Woolly Thoctar
2 Cliffrunner Behemoth
1 Hunted Lammasu
1 Rumbling Slum
1 Baneslayer Angel
4 Lightning Helix
4 Swords to Plowshares
[sideboard]


The Original Neo deck was just a one shot elemental stuff type deck and it had absolutely no defense. It was an interesting deck in its day but how do I fix it? I am thinking about it, just not sure what to do at this time.

Nonetheless, I will try to redo the pirates deck and limit it to just tier 1 and maybe tier 2. I will post the updates in the revamp topic later this weekend.
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Re: New quest decks

Postby Sloth » 21 May 2011, 15:03

Chris H. wrote:Agreed, if we drop the one shot elemental stuff the deck would become more consistent. We already have a deck just like that, Electro 3. It is a nice deck:

Electro 3 | Open
Electro 3
[general]
constructed
[main]
4 Jungle Shrine
3 Plateau
3 Taiga
3 Savannah
3 Arid Mesa
3 Wooded Foothills
3 Windswept Heath
1 Mox Emerald
1 Mox Ruby
1 Mox Pearl
1 Thornscape Familiar
1 Druid of the Anima
1 Drumhunter
2 Exuberant Firestoker
1 Kavu Lair
1 Mayael the Anima
1 Mighty Emergence
2 Sunseed Nurturer
2 Paleoloth
1 Where Ancients Tread
2 Mycoid Shepherd
1 Vagrant Plowbeasts
1 Blistering Barrier
1 Rage Nimbus
4 Woolly Thoctar
2 Cliffrunner Behemoth
1 Hunted Lammasu
1 Rumbling Slum
1 Baneslayer Angel
4 Lightning Helix
4 Swords to Plowshares
[sideboard]
I thought we didn't have one. Forgot about this deck

Chris H. wrote:The Original Neo deck was just a one shot elemental stuff type deck and it had absolutely no defense. It was an interesting deck in its day but how do I fix it? I am thinking about it, just not sure what to do at this time.
Some symetrical enchantsments won't affect these creatures: Smoke, Bedlam (and Pandemonium if it's implemented)

Chris H. wrote:Nonetheless, I will try to redo the pirates deck and limit it to just tier 1 and maybe tier 2. I will post the updates in the revamp topic later this weekend.
Be sure to remove Ancestral Recall from Jack Sparrow 1 and 2. People like Corwin really don't like power everywhere.
Since Jack Sparrow 3 already has two copies of Spreading Seas maybe we can turn it into a deck centered around it. Or should I create a new opponent for it?
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Re: New quest decks

Postby Chris H. » 21 May 2011, 18:49

Sloth wrote:
Chris H. wrote:Nonetheless, I will try to redo the pirates deck and limit it to just tier 1 and maybe tier 2. I will post the updates in the revamp topic later this weekend.
Be sure to remove Ancestral Recall from Jack Sparrow 1 and 2. People like Corwin really don't like power everywhere.
Since Jack Sparrow 3 already has two copies of Spreading Seas maybe we can turn it into a deck centered around it. Or should I create a new opponent for it?
`
I came across an interesting card with a name that is on theme:

Coastal Piracy

Hmmm, and the pirate Talas Warrior has the "Unblockable" ability! This is starting to look interesting.

I should probably keep the Spreading Seas as this will allow the Armored Galleon and the Pirate Ship to attack and we need a few cards with a higher attack value than the pirates provide.

Fodder Cannon might also be on theme as it represents the ship's cannon. I do not know if the AI can handle this card or not. I may have to run a test.
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Re: New quest decks

Postby Sloth » 21 May 2011, 19:09

Chris H. wrote:Fodder Cannon might also be on theme as it represents the ship's cannon. I do not know if the AI can handle this card or not. I may have to run a test.
I took a look at AF DealDamage: The AI will not use Fodder Cannon.
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Re: New quest decks

Postby Corwin72 » 24 May 2011, 14:13

How about this for Dinosaur 3?

| Open
[metadata]
Name=Dinosaur
Deck Type=constructed
[main]
1 Lightning Bolt|M11
2 Mountain|MBS
2 Drumhunter|ALA
1 Rumbling Slum|GPT
1 Journey to Nowhere|ZEN
2 Plateau|3ED
1 Sarkhan Vol|ALA
2 Druid of the Anima|ALA
1 Overwhelming Stampede|M11
1 Mycoid Shepherd|ARB
1 Ajani Vengeant|ALA
2 Stomping Ground|GPT
1 Deus of Calamity|SHM
1 Fires of Yavimaya|INV
1 Runes of the Deus|SHM
1 Scourge of the Nobilis|EVE
1 Armadillo Cloak|INV
1 Leyline of Vitality|M11
1 Oust|ROE
1 Spellbreaker Behemoth|ARB
2 Forest|MBS
2 Savannah|3ED
1 Shield of the Oversoul|SHM
1 Oversoul of Dusk|SHM
4 Jungle Shrine|ALA
2 Sacred Foundry|RAV
2 Exuberant Firestoker|ALA
1 Where Ancients Tread|ALA
2 Taiga|3ED
2 Lightning Helix|RAV
2 Plains|MBS
1 Meglonoth|CFX
1 Kavu Lair|INV
1 Enlisted Wurm|ARB
1 Rith, the Awakener|INV
2 Temple Garden|RAV
2 Sunseed Nurturer|ALA
4 Woolly Thoctar|ALA
2 Reflecting Pool|SHM
[sideboard]


I did not include Cliffrunner Behemoth because I wanted to keep the creatures multi colored.
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Re: New quest decks

Postby Sloth » 24 May 2011, 14:34

Corwin72 wrote:How about this for Dinosaur 3?

| Open
[metadata]
Name=Dinosaur
Deck Type=constructed
[main]
1 Lightning Bolt|M11
2 Mountain|MBS
2 Drumhunter|ALA
1 Rumbling Slum|GPT
1 Journey to Nowhere|ZEN
2 Plateau|3ED
1 Sarkhan Vol|ALA
2 Druid of the Anima|ALA
1 Overwhelming Stampede|M11
1 Mycoid Shepherd|ARB
1 Ajani Vengeant|ALA
2 Stomping Ground|GPT
1 Deus of Calamity|SHM
1 Fires of Yavimaya|INV
1 Runes of the Deus|SHM
1 Scourge of the Nobilis|EVE
1 Armadillo Cloak|INV
1 Leyline of Vitality|M11
1 Oust|ROE
1 Spellbreaker Behemoth|ARB
2 Forest|MBS
2 Savannah|3ED
1 Shield of the Oversoul|SHM
1 Oversoul of Dusk|SHM
4 Jungle Shrine|ALA
2 Sacred Foundry|RAV
2 Exuberant Firestoker|ALA
1 Where Ancients Tread|ALA
2 Taiga|3ED
2 Lightning Helix|RAV
2 Plains|MBS
1 Meglonoth|CFX
1 Kavu Lair|INV
1 Enlisted Wurm|ARB
1 Rith, the Awakener|INV
2 Temple Garden|RAV
2 Sunseed Nurturer|ALA
4 Woolly Thoctar|ALA
2 Reflecting Pool|SHM
[sideboard]


I did not include Cliffrunner Behemoth because I wanted to keep the creatures multi colored.
As Chris noticed, we already have a Naya opponent in Electro 3. Maybe this can become Electro 2?
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Re: New quest decks

Postby Corwin72 » 24 May 2011, 14:37

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Re: New quest decks

Postby Corwin72 » 24 May 2011, 14:44

I guess I was looking at it more of a dinosaur deck than 5+ power.
IMO the dinosaur deck is more focused but the Baneslayer in Electro 3 is a large threat.
I can strip out the 5+ power theme and try to rework it or I can scrap it. Thoughts?

Electro does have 2 cards marked no for the AI.
Does it use Mayael the Anima or Rage Nimbus correctly?
I know that it will at least cast the Rage Nimbus.
I have never seen it use it's ability.
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Re: New quest decks

Postby Sloth » 24 May 2011, 15:15

Corwin72 wrote:I guess I was looking at it more of a dinosaur deck than 5+ power.
IMO the dinosaur deck is more focused but the Baneslayer in Electro 3 is a large threat.
I can strip out the 5+ power theme and try to rework it or I can scrap it. Thoughts?
Ups, I've just added your 2 deck as Electro 2. Is that ok?

Corwin72 wrote:Electro does have 2 cards marked no for the AI.
Does it use Mayael the Anima or Rage Nimbus correctly?
I know that it will at least cast the Rage Nimbus.
I have never seen it use it's ability.
Rage Nimbus could be replaced by another Woolly Thoctar.
Mayael the Anima did work, but it was converted to script this month. The dig ability currently has no AI, so it went nonfunctional. Some of the other developers really don't care much about the AI, so I will try to fix this.
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