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Re: Quest decks revamp

PostPosted: 26 Jun 2011, 09:19
by Sloth
Chris H. wrote:Sloth, I moved the discussion about revamping the King Arthur decks over here.

Here is an initial draft of the new King Arthur 3 deck. This deck is based on Archers since we already have decks based on Soldiers and Knights. Plus we have a fairly new tribal card for Archers.

King Arthur 3 | Open
King Arthur 3
[general]
constructed
[main]
3 Ezuri's Archers
2 Thornweald Archer
2 Stun Sniper
2 Elvish Hunter
2 Longbow Archer
2 Femeref Archers
2 Jagged-Scar Archers
2 Lys Alana Bowmaster
2 Tajuru Archer
1 Centaur Archer
2 Ranger en-Vec
1 Taurean Mauler
3 Avian Changeling
1 Chameleon Colossus
1 Changeling Berserker
1 War-Spike Changeling
4 Greatbow Doyen
1 Changeling Hero
2 Changeling Titan
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
4 Plateau
4 Savannah
4 Taiga
2 Temple Garden
3 Naya Panorama
1 Stomping Ground
3 Grasslands
[sideboard]
We already have an archer deck (Green Arrow 2), this could become Green Arrow 3. I think it's ok to have a mono white, a WB and a WG knight deck, since Wilt-Leaf Cavaliers, Wilt-Leaf Liege, Steward of Valeron, Juniper Order Ranger and Knight of the Reliquary are pretty powerful (if one deck has to go I would be for the WB version Galahad). Maybe you can raise the number of green cards (for the white non-creature cards) in King Arthur 3 to make them more distinguishable.

Re: Quest decks revamp

PostPosted: 27 Jun 2011, 00:18
by Chris H.
Sloth wrote:We already have an archer deck (Green Arrow 2), this could become Green Arrow 3. I think it's ok to have a mono white, a WB and a WG knight deck, since Wilt-Leaf Cavaliers, Wilt-Leaf Liege, Steward of Valeron, Juniper Order Ranger and Knight of the Reliquary are pretty powerful (if one deck has to go I would be for the WB version Galahad). Maybe you can raise the number of green cards (for the white non-creature cards) in King Arthur 3 to make them more distinguishable.
`
Thank you for the advice.

I will work on some WG Knight decks. It looks like there are enough hybrid WG knights and some hybrid WG spells. I will try to get something together within a day or two at most.

Re: Quest decks revamp

PostPosted: 28 Jun 2011, 01:17
by Chris H.
Chris H. wrote:I will work on some WG Knight decks. It looks like there are enough hybrid WG knights and some hybrid WG spells. I will try to get something together within a day or two at most.
`
King Arthur 3 | Open
King Arthur 3
[general]
constructed
[main]
4 Steward of Valeron
4 Knotvine Paladin
2 Knight of the Reliquary
4 Wilt-Leaf Cavaliers
4 Knight of New Alara
4 Wilt-Leaf Liege
4 Juniper Order Ranger
1 Sigil Blessing
1 Aura Shards
1 Armadillo Cloak
1 Behemoth Sledge
1 Shield of the Oversoul
1 Sigil of the Nayan Gods
1 Mirari's Wake
1 Hymn of Rebirth
1 Sword of Vengeance
1 Sword of Feast and Famine
1 Mox Emerald
1 Mox Pearl
4 Savannah
6 Forest
6 Plains
2 Elfhame Palace
4 Graypelt Refuge
[sideboard]

Re: Quest decks revamp

PostPosted: 28 Jun 2011, 05:25
by Sloth
Chris H. wrote:
Chris H. wrote:I will work on some WG Knight decks. It looks like there are enough hybrid WG knights and some hybrid WG spells. I will try to get something together within a day or two at most.
`
King Arthur 3 | Open
King Arthur 3
[general]
constructed
[main]
4 Steward of Valeron
4 Knotvine Paladin
2 Knight of the Reliquary
4 Wilt-Leaf Cavaliers
4 Knight of New Alara
4 Wilt-Leaf Liege
4 Juniper Order Ranger
1 Sigil Blessing
1 Aura Shards
1 Armadillo Cloak
1 Behemoth Sledge
1 Shield of the Oversoul
1 Sigil of the Nayan Gods
1 Mirari's Wake
1 Hymn of Rebirth
1 Sword of Vengeance
1 Sword of Feast and Famine
1 Mox Emerald
1 Mox Pearl
4 Savannah
6 Forest
6 Plains
2 Elfhame Palace
4 Graypelt Refuge
[sideboard]
The AI is miscalculating the bonus Knotvine Paladin gets, because it checks before the attacking creatures are being tapped, so there shouldn't be 4 in a hard deck without mostly vigilante creatures. I would also love to see some copies of the two knight lords, since they are the reason to build a knight deck (even if that means Shield of the Oversoul has to go).

Re: Quest decks revamp

PostPosted: 28 Jun 2011, 23:32
by Chris H.
Sloth wrote:The AI is miscalculating the bonus Knotvine Paladin gets, because it checks before the attacking creatures are being tapped, so there shouldn't be 4 in a hard deck without mostly vigilante creatures. I would also love to see some copies of the two knight lords, since they are the reason to build a knight deck (even if that means Shield of the Oversoul has to go).
`
I replaced the 4 Knotvine Paladin and added a few of the Knight Lords.

King Arthur 3 rev two | Open
King Arthur 3
[general]
constructed
[main]
4 Steward of Valeron
2 Knight Exemplar
2 Knight of the White Orchid
2 Knight of the Reliquary
4 Wilt-Leaf Cavaliers
2 Knight of New Alara
2 Kinsbaile Cavalier
4 Wilt-Leaf Liege
4 Juniper Order Ranger
1 Sigil Blessing
1 Aura Shards
1 Armadillo Cloak
1 Behemoth Sledge
1 Shield of the Oversoul
1 Sigil of the Nayan Gods
1 Mirari's Wake
1 Hymn of Rebirth
1 Sword of Vengeance
1 Sword of Feast and Famine
1 Mox Emerald
1 Mox Pearl
4 Savannah
6 Forest
6 Plains
2 Elfhame Palace
4 Graypelt Refuge
[sideboard]

Re: Quest decks revamp

PostPosted: 29 Jun 2011, 06:51
by Sloth
Chris H. wrote:
Sloth wrote:The AI is miscalculating the bonus Knotvine Paladin gets, because it checks before the attacking creatures are being tapped, so there shouldn't be 4 in a hard deck without mostly vigilante creatures. I would also love to see some copies of the two knight lords, since they are the reason to build a knight deck (even if that means Shield of the Oversoul has to go).
`
I replaced the 4 Knotvine Paladin and added a few of the Knight Lords.

King Arthur 3 rev two | Open
King Arthur 3
[general]
constructed
[main]
4 Steward of Valeron
2 Knight Exemplar
2 Knight of the White Orchid
2 Knight of the Reliquary
4 Wilt-Leaf Cavaliers
2 Knight of New Alara
2 Kinsbaile Cavalier
4 Wilt-Leaf Liege
4 Juniper Order Ranger
1 Sigil Blessing
1 Aura Shards
1 Armadillo Cloak
1 Behemoth Sledge
1 Shield of the Oversoul
1 Sigil of the Nayan Gods
1 Mirari's Wake
1 Hymn of Rebirth
1 Sword of Vengeance
1 Sword of Feast and Famine
1 Mox Emerald
1 Mox Pearl
4 Savannah
6 Forest
6 Plains
2 Elfhame Palace
4 Graypelt Refuge
[sideboard]
Looks nice and powerful.

Re: Quest decks revamp

PostPosted: 29 Jun 2011, 21:21
by Chris H.

Re: Quest decks revamp

PostPosted: 30 Jun 2011, 00:51
by Chris H.

Re: Quest decks revamp

PostPosted: 30 Jun 2011, 05:29
by Sloth

Re: Quest decks revamp

PostPosted: 30 Jun 2011, 12:30
by Chris H.
Sloth wrote:
I didn't test it yet, but at first glance it looks a little bit too powerful. There is also too much broken hate on black (Northern Paladin and Lightwielder Paladin can win games against mostly black decks alone).

The medium version looks fine to me.
`
I was afraid that my tier 1 first draft might need some adjustments. I play tested it against my current BU quest mode deck. I will make some adjustments.

Re: Quest decks revamp

PostPosted: 30 Jun 2011, 21:18
by Chris H.
Sloth wrote:I didn't test it yet, but at first glance it looks a little bit too powerful. There is also too much broken hate on black (Northern Paladin and Lightwielder Paladin can win games against mostly black decks alone).
`
I replaced the Northern Paladin and Lightwielder Paladin but we still have several creatures with pro from black.

We now have only two equipments rather than three. I also replaced the Crusade.

This version appears to be weaker.

King Arthur 1 Second rev | Open
King Arthur 1
[general]
constructed
[main]
3 Lionheart Maverick
1 Leonin Scimitar
1 Sylvok Lifestaff
1 One with Nature
1 Safewright Quest
3 Steward of Valeron
1 Knight of the White Orchid
1 Leonin Skyhunter
2 Llanowar Knight
1 Respite
1 Gerrard's Command
1 Journeyer's Kite
1 Knight of the Reliquary
2 Wilt-Leaf Cavaliers
1 Springjack Knight
1 Charging Paladin
1 Zhalfirin Knight
1 Stomp and Howl
1 Folk Medicine
2 Raven's Run Dragoon
1 Knight of New Alara
1 Moorish Cavalry
1 Wilt-Leaf Liege
1 Sidar Jabari
1 Rune-Cervin Rider
1 Trokin High Guard
1 Juniper Order Ranger
1 Plover Knights
1 Cyclical Evolution
10 Forest
10 Plains
2 Elfhame Palace
2 Graypelt Refuge
[sideboard]

Re: Quest decks revamp

PostPosted: 01 Jul 2011, 03:57
by Corwin72
It needs 4 Squire.

Re: Quest decks revamp

PostPosted: 01 Jul 2011, 06:43
by Sloth
Chris H. wrote:
Sloth wrote:I didn't test it yet, but at first glance it looks a little bit too powerful. There is also too much broken hate on black (Northern Paladin and Lightwielder Paladin can win games against mostly black decks alone).
`
I replaced the Northern Paladin and Lightwielder Paladin but we still have several creatures with pro from black.

We now have only two equipments rather than three. I also replaced the Crusade.

This version appears to be weaker.

King Arthur 1 Second rev | Open
King Arthur 1
[general]
constructed
[main]
3 Lionheart Maverick
1 Leonin Scimitar
1 Sylvok Lifestaff
1 One with Nature
1 Safewright Quest
3 Steward of Valeron
1 Knight of the White Orchid
1 Leonin Skyhunter
2 Llanowar Knight
1 Respite
1 Gerrard's Command
1 Journeyer's Kite
1 Knight of the Reliquary
2 Wilt-Leaf Cavaliers
1 Springjack Knight
1 Charging Paladin
1 Zhalfirin Knight
1 Stomp and Howl
1 Folk Medicine
2 Raven's Run Dragoon
1 Knight of New Alara
1 Moorish Cavalry
1 Wilt-Leaf Liege
1 Sidar Jabari
1 Rune-Cervin Rider
1 Trokin High Guard
1 Juniper Order Ranger
1 Plover Knights
1 Cyclical Evolution
10 Forest
10 Plains
2 Elfhame Palace
2 Graypelt Refuge
[sideboard]
Looks fair now. Good work Chris.

Corwin72 wrote:It needs 4 Squire.
Of course Squire needs its own deck. (There are some cards with cross synergy for Soldiers and Knights: Aysen Crusader, Hero of Bladehold and Knight-Captain of Eos)

Re: Quest decks revamp

PostPosted: 25 Jul 2011, 02:27
by friarsol
Sloth, so Cave Troll 2 should probably be turned into Bridge Troll 3. I don't think any changes are necessary now, but if you want to make some tweaks feel free. The AI seems to play the deck fairly well, aside from tapping out instead of sitting on the Null Brooch.

Re: Quest decks revamp

PostPosted: 25 Jul 2011, 20:15
by Sloth
friarsol wrote:Sloth, so Cave Troll 2 should probably be turned into Bridge Troll 3. I don't think any changes are necessary now, but if you want to make some tweaks feel free. The AI seems to play the deck fairly well, aside from tapping out instead of sitting on the Null Brooch.
Maybe we can replace the copies of Steel Wall with Will-o'-the-Wisp (that was you're original idea if i remember correctly) now that we made the AI use regeneration abilities much better?