Quest decks revamp
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Re: Quest decks revamp
by Sloth » 10 May 2011, 13:51
I replaced Jabba the Hut 3 with this deck.Corwin72 wrote:
- | Open
- [general]
constructed
[main]
3 Darksteel Axe
3 Hand of the Praetors
4 Ichorclaw Myr
3 Necropede
4 Plague Stinger
4 Phyrexian Crusader
3 Phyrexian Vatmother
2 Doom Blade
3 Counterspell
3 Corrupted Conscience
4 Despise
5 Island
7 Swamp
4 Darkslick Shores
4 Drowned Catacomb
4 Inkmoth Nexus
[sideboard]
I think that it will miss the card draw.
EDIT: We already have a mono black deck (color themed): Da Vinci, but it could do with a copy of Phyrexian Obliterator or two.
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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 14:12
Lets take a look at that.
- | Open
- Da Vinci 3
[general]
constructed
[main]
21 Swamp
1 Jet Medallion
1 Mox Jet
1 Ascendant Evincar
1 Ashenmoor Cohort
2 Bad Moon
2 Corrosive Mentor
1 Crowd of Cinders
1 Hellfire
2 Corrupt
1 Intimidation
4 Korlash, Heir to Blackblade
1 Vampire Nocturnus
1 Mind Sludge
1 Nightmare
2 Tendrils of Corruption
1 Halo Hunter
1 Helldozer
1 Visara the Dreadful
1 Black Knight
1 Dauthi Slayer
2 Death Stroke
1 Enfeeblement
1 Hand of Cruelty
3 Hymn to Tourach
1 Nantuko Shade
1 Nether Traitor
1 Sign in Blood
2 Sinkhole
[sideboard]
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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 14:15
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Re: Quest decks revamp
by Chris H. » 10 May 2011, 14:23
`Sloth wrote:I also wish Fnoed made an example or explained his changes.
I built a test project. I will have to start a new quest as my old file creates an error. But this should allow me to run a few tests and I will see if I can figure out how to add the metadata.
It should not be too hard. Once I figure it out I will leave an example here and will slowly try to convert as many of the existing decks over to the new metadata format. I will try.

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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 14:33
In a mono deck I like to see 20 Basic lands, 4 Fetch lands. Perhaps switch out a Swamp with a Mox.
I think that Hymn should be Wrench Mind. The random discard just hurts so bad.
It looks like the theme of this deck is a big Korlash, Heir to Blackblade.
How can we make him huge and abuse his ability. Raise Dead cards?
What should the curve be like. My recommendations remove most of the lower curve...
So far I am seeing:
I think that Hymn should be Wrench Mind. The random discard just hurts so bad.
It looks like the theme of this deck is a big Korlash, Heir to Blackblade.
How can we make him huge and abuse his ability. Raise Dead cards?
What should the curve be like. My recommendations remove most of the lower curve...
So far I am seeing:
- | Open
- 19 Swamp
1 Mox Jet
4 Polluted Delta
4 Korlash, Heir to Blackblade
2 Wrench Mind
2 Mind Sludge
4 Corrupt
4 Tendrils of Corruption
2 Nantuko Shade
2 Black Knight
2 Dunerider Outlaw
2 Bad Moon
2 Corrosive Mentor
2 Phyrexian Obliterator
1 Visara the Dreadful
1 Ascendant Evincar
2 Go for the Throat
2 Doom Blade
2 Lashwrithe
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Re: Quest decks revamp
by Chris H. » 10 May 2011, 15:18
`Chris H. wrote:`Sloth wrote:I also wish Fnoed made an example or explained his changes.
I built a test project. I will have to start a new quest as my old file creates an error. But this should allow me to run a few tests and I will see if I can figure out how to add the metadata.
It should not be too hard. Once I figure it out I will leave an example here and will slowly try to convert as many of the existing decks over to the new metadata format. I will try.
My tests were not helpful. I commented out the deck description for King Arthur 1 and attempted to add key + values as metadata and it did not work.
I tried a few things and only got errors. I may be approaching this the wrong way or Fnoed may not have been able to finish his work last weekend.
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Re: Quest decks revamp
by Sloth » 10 May 2011, 16:07
I used some of your suggested changes:Corwin72 wrote:In a mono deck I like to see 20 Basic lands, 4 Fetch lands. Perhaps switch out a Swamp with a Mox.
I think that Hymn should be Wrench Mind. The random discard just hurts so bad.
It looks like the theme of this deck is a big Korlash, Heir to Blackblade.
How can we make him huge and abuse his ability. Raise Dead cards?
What should the curve be like. My recommendations remove most of the lower curve...
So far I am seeing:
- | Open
- 19 Swamp
1 Mox Jet
4 Polluted Delta
4 Korlash, Heir to Blackblade
2 Wrench Mind
2 Mind Sludge
4 Corrupt
4 Tendrils of Corruption
2 Nantuko Shade
2 Black Knight
2 Dunerider Outlaw
2 Bad Moon
2 Corrosive Mentor
2 Phyrexian Obliterator
1 Visara the Dreadful
1 Ascendant Evincar
2 Go for the Throat
2 Doom Blade
2 Lashwrithe
- | Open
- Da Vinci 3
[general]
constructed
[main]
19 Swamp
1 Mox Jet
4 Polluted Delta
4 Korlash, Heir to Blackblade
1 Ascendant Evincar
2 Bad Moon
2 Corrosive Mentor
1 Hellfire
2 Corrupt
2 Phyrexian Obliterator
1 Mind Sludge
1 Nightmare
1 Tendrils of Corruption
1 Halo Hunter
1 Massacre Wurm
1 Visara the Dreadful
2 Black Knight
1 Gatekeeper of Malakir
1 Dauthi Slayer
1 Death Stroke
1 Enfeeblement
1 Hand of Cruelty
3 Hymn to Tourach
1 Nantuko Shade
1 Nether Traitor
1 Sinkhole
1 Lashwrithe
1 Geth's Verdict
1 Wrench Mind
[sideboard]
Too many decks have Go for the Throat and/or Doom Blade already. Dunerider Outlaw is not very powerful I think.
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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 16:16
The reason that I like Dunerider Outlaw is the Pro Green. That will give it a lot of room against a quick green deck but not dominate the match.
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Re: Quest decks revamp
by Sloth » 10 May 2011, 16:36
OK one will be squeezed in for a Hymn to Tourach.Corwin72 wrote:The reason that I like Dunerider Outlaw is the Pro Green. That will give it a lot of room against a quick green deck but not dominate the match.
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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 17:02
Is Bamm Bamm Rubble 1 too powerful?
4 Matca Rioters seems rough for a level 1 with dual lands.
I would cut the duals for basics.
4 Matca Rioters seems rough for a level 1 with dual lands.
- | Open
- Bamm Bamm Rubble 1
[general]
constructed
[main]
2 Underground Sea
2 Plateau
2 Taiga
2 Tropical Island
2 Tromp the Domains
1 Sejiri Merfolk
1 Hedge Troll
2 Scrubland
2 Might of Alara
2 Bayou
2 Tundra
2 Gaea's Might
2 Savannah
4 Wandering Goblins
1 Kird Ape
4 Aven Trailblazer
3 Exotic Disease
4 Tribal Flames
1 Power Armor
2 Badlands
4 Allied Strategies
1 Collective Restraint
1 Loam Lion
1 Sedge Troll
2 Volcanic Island
2 Wild Nacatl
1 Wandering Stream
4 Matca Rioters
1 Voices from the Void
[sideboard]
I would cut the duals for basics.
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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 17:16
What land count are we aiming for?
18 including a mox seems low for a deck with 4-6 drops
18 including a mox seems low for a deck with 4-6 drops
- | Open
- Terminator 3
[general]
constructed
[main]
4 Master of Etherium
1 Mox Sapphire
3 Concentrate
4 Shield Sphere
2 Stuffy Doll
1 Timetwister
4 Sarcomite Myr
2 Control Magic
17 Island
1 Ancestral Recall
4 Solemn Simulacrum
1 Bribery
4 Sky Diamond
2 Memnarch
4 Psionic Blast
2 Darksteel Gargoyle
4 Cloudheath Drake
[sideboard]
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Re: Quest decks revamp
by friarsol » 10 May 2011, 17:42
Or at least non-basics that don't have basic land types.Corwin72 wrote:Is Bamm Bamm Rubble 1 too powerful?
4 Matca Rioters seems rough for a level 1 with dual lands.
I would cut the duals for basics.
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Re: Quest decks revamp
by Corwin72 » 10 May 2011, 17:48
I think that the deck will need all the help that it can get with out duals. I have no problem with a third turn 3/3. It is the third and fourth turn 5/5s that would destroy a level 1 deck.
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Re: Quest decks revamp
by Chris H. » 10 May 2011, 17:51
There have been times where I would have 4 of these types of top notch creats in a tier 3 deck. I usually find myself decreasing this to 3 creats in a tier 2 deck and then maybe 1 or 2 creats in a tier 1 deck.
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Re: Quest decks revamp
by Sloth » 10 May 2011, 17:52
You are right, some slow fetchlands and basics should be better here. I will update it.Corwin72 wrote:Is Bamm Bamm Rubble 1 too powerful?
4 Matca Rioters seems rough for a level 1 with dual lands.
- | Open
- Bamm Bamm Rubble 1
[general]
constructed
[main]
2 Underground Sea
2 Plateau
2 Taiga
2 Tropical Island
2 Tromp the Domains
1 Sejiri Merfolk
1 Hedge Troll
2 Scrubland
2 Might of Alara
2 Bayou
2 Tundra
2 Gaea's Might
2 Savannah
4 Wandering Goblins
1 Kird Ape
4 Aven Trailblazer
3 Exotic Disease
4 Tribal Flames
1 Power Armor
2 Badlands
4 Allied Strategies
1 Collective Restraint
1 Loam Lion
1 Sedge Troll
2 Volcanic Island
2 Wild Nacatl
1 Wandering Stream
4 Matca Rioters
1 Voices from the Void
[sideboard]
I would cut the duals for basics.
This deck can be changed to something else, since we have another blue artifact deck.Corwin72 wrote:What land count are we aiming for?
18 including a mox seems low for a deck with 4-6 drops
- | Open
- Terminator 3
[general]
constructed
[main]
4 Master of Etherium
1 Mox Sapphire
3 Concentrate
4 Shield Sphere
2 Stuffy Doll
1 Timetwister
4 Sarcomite Myr
2 Control Magic
17 Island
1 Ancestral Recall
4 Solemn Simulacrum
1 Bribery
4 Sky Diamond
2 Memnarch
4 Psionic Blast
2 Darksteel Gargoyle
4 Cloudheath Drake
[sideboard]
-
Sloth - Programmer
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- Has thanked: 125 times
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