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Special quests

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Special quests

Postby Sloth » 30 Jul 2011, 19:32

Sloth wrote:I think we should have a concept for the special quest decks. The experience for the player should be different from battling a normal quest opponent.
The big difference is that permanents may be on the battlefield from the start. I think most special quests use this opportunity poorly by just putting some random creatures on the battlefield, which makes the quest a little harder but the general gameplay stays the same as usual.

My ideas, what a good special quest could look like:
- There are enchantments/artifacts with symmetrical effects on the battlefield that change the way the game is played. Example: Concordant Crossroads + Sunken Hope x 4 (it doesn't have to be so extreme). The harder quests could be build around them but the easier ones don't have to.

- The AI starts with some kind of clock like Darksteel Reactor that pressures the player to win earlier.

- The AI starts with some kind of defense that needs to be overcome (like two copies of Sun Droplet and Sanguine Bond).

What do you think?

EDIT: Here are the first replacements:


Quest 1 White Dungeon

AI Starts with: Divine Presence

Quest 1 White Dungeon Deck | Open
quest1
[general]
constructed
[main]
24 Plains
1 Abbey Gargoyles
1 Archon of Redemption
1 Border Guard
1 Cho-Arrim Bruiser
1 Commander Eesha
1 Daru Lancer
1 Femeref Scouts
1 Foot Soldiers
1 Fountain Watch
1 Harvest Gwyllion
1 Hearthfire Hobgoblin
1 Herald of Serra
1 Hero of Bladehold
1 Linvala, Keeper of Silence
1 Makindi Griffin
1 Mirran Crusader
1 Peregrine Griffin
1 Spiritual Guardian
1 Standing Troops
1 Starlit Angel
1 Staunch Defenders
1 Teroh's Faithful
1 Warrior Angel
1 Wilt-Leaf Cavaliers
1 Zealots en-Dal
1 Beckon Apparition
1 Blessed Reversal
1 Chastise
1 Condemn
1 Disempower
1 Excommunicate
1 Last Breath
1 Narrow Escape
1 Rebuff the Wicked
1 Retribution of the Meek
1 Sunlance
[sideboard]



Quest 2 Blue Dungeon

AI starts with: Forced Fruition
Human starts with: Quest for Ancient Secrets

Quest 2 Blue Dungeon Deck | Open
quest2
[general]
constructed
[main]
20 Island
4 Wasteland
1 Cognivore
4 Visions of Beyond
1 Bonehoard
1 Conversion Chamber
4 Veil of Birds
1 Veiled Apparition
1 Veiled Serpent
1 Straw Golem
1 Isolation Cell
1 Chimeric Egg
1 Soul Barrier
4 Aven Fogbringer
4 Glowing Anemone
2 Cloud Pirates
2 Cloud Sprite
1 Cosi's Trickster
1 Water Wurm
1 Wandering Ones
1 Slippery Bogle
1 Merfolk of the Pearl Trident
1 Fugitive Wizard
1 Grayscaled Gharial
[sideboard]



Quest 3 Black Dungeon

AI Starts with: Infernal Genesis

Quest 3 Black Dungeon Deck | Open
quest3
[general]
constructed
[main]
20 Swamp
4 Charcoal Diamond
1 Armillary Sphere
1 Pilgrim's Eye
1 Cabal Torturer
1 Caustic Crawler
3 Consumptive Goo
1 Disciple of Tevesh Szat
1 Grandmother Sengir
3 Weed-Pruner Poplar
1 Corrosive Mentor
4 Creakwood Liege
1 Akroma's Memorial
4 Dross Golem
4 Scornful Egotist
1 Viridian Longbow
1 Rod of Ruin
1 Avatar of Woe
1 Delraich
1 Spirit of the Night
1 Stillmoon Cavalier
2 Pennon Blade
1 Beacon of Unrest
1 Zombify
[sideboard]



Quest 4 Red Dungeon

AI Starts with: Furnace of Rath

Quest 4 Red Dungeon Deck | Open
quest4
[general]
constructed
[main]
49 Mountain
1 Fury Sliver
1 Hearthfire Hobgoblin
1 Ridgetop Raptor
1 Rockshard Elemental
1 Ambush Party
1 Anaba Bodyguard
1 Battering Craghorn
1 Blood Knight
1 Blood Ogre
1 Bloodmark Mentor
1 Boros Recruit
1 Goblin Berserker
1 Goblin Striker
1 Halberdier
1 Hobgoblin Dragoon
1 Jeska, Warrior Adept
1 Lightning Hounds
1 Plated Geopede
1 Renegade Warlord
1 Rockslide Elemental
1 Rustrazor Butcher
1 Sabertooth Wyvern
1 Sabretooth Tiger
1 Shivan Raptor
1 Soulsurge Elemental
1 Talruum Champion
1 Viashino Spearhunter
1 Wall of Razors
1 Anaba Shaman
1 Barbed Field
1 Brimstone Mage
1 Chainflinger
1 Chandra Nalaar
1 Cinder Pyromancer
1 Cunning Sparkmage
1 Goblin Sharpshooter
1 Grim Lavamancer
1 Kamahl, Pit Fighter
1 Kyren Sniper
1 Prodigal Pyromancer
1 Seal of Fire
1 Viashino Fangtail
1 Vithian Stinger
1 Vulshok Sorcerer
1 Leyline of Lightning
1 Warstorm Surge
1 Beacon of Destruction
1 Burn the Impure
1 Burning Fields
1 Chandra's Outrage
1 Cinder Storm
1 Engulfing Flames
1 Fire Ambush
1 Firebolt
1 First Volley
1 Flame Javelin
1 Flame Slash
1 Flame Wave
1 Hammer of Bogardan
1 Incinerate
1 Jagged Lightning
1 Lash Out
1 Lava Axe
1 Lava Spike
1 Lightning Blast
1 Lightning Bolt
1 Lightning Surge
1 Lunge
1 Magma Spray
1 Melt Terrain
1 Poison the Well
1 Puncture Blast
1 Punishing Fire
1 Rockslide Ambush
1 Shock
1 Shower of Sparks
1 Smash to Smithereens
1 Strafe
1 Sudden Shock
1 Tarfire
1 Volcanic Hammer
[sideboard]



Quest 5 Green Dungeon

AI Starts with: Eladamri's Vineyard, Upwelling

Human starts with: Defense of the Heart

Quest 5 Green Dungeon Deck | Open
quest5
[general]
constructed
[main]
33 Forest
1 Alpha Tyrranax
1 Avatar of Might
1 Barbtooth Wurm
1 Body of Jukai
1 Carnage Wurm
1 Crash of Rhinos
1 Craw Giant
1 Craw Wurm
1 Crush of Wurms
1 Desert Twister
1 Duskdale Wurm
1 Engulfing Slagwurm
1 Enormous Baloth
1 Epic Proportions
1 Fangren Marauder
1 Fangren Pathcutter
1 Feral Thallid
1 Gaea's Revenge
1 Gang of Elk
1 Giant Warthog
1 Goliath Spider
1 Havenwood Wurm
1 Hornet Queen
1 Hydra Omnivore
1 Jedit Ojanen of Efrava
1 Jugan, the Rising Star
1 Kalonian Behemoth
1 Living Hive
1 Loamdragger Giant
1 Lurking Predators
1 Maul Splicer
1 Moss Kami
1 Mythic Proportions
1 Needleshot Gourna
1 Nightsoil Kami
1 Oakgnarl Warrior
1 Paleoloth
1 Pelakka Wurm
1 Penumbra Wurm
1 Phantom Wurm
1 Plated Slagwurm
1 Praetor's Counsel
1 Primalcrux
1 Primeval Titan
1 Primordial Sage
1 Quilled Slagwurm
1 Rampaging Baloths
1 Regal Force
1 Rootbreaker Wurm
1 Scaled Wurm
1 Stone-Tongue Basilisk
1 Symbiotic Beast
1 Symbiotic Wurm
1 Tangle Spider
1 Terra Stomper
1 Thousand-legged Kami
1 Vastwood Gorger
1 Verdant Force
1 Whiptail Wurm
1 Woodfall Primus
1 Yavimaya Wurm
[sideboard]



Quest 6 Artifact Dungeon

AI starts with: Eon Hub x 3

Quest 6 Artifact Dungeon Deck | Open
20 Island
20 Swamp
1 Complex Automaton
1 Eldrazi Monument
1 Esperzoa
1 Forethought Amulet
1 Masticore
1 Molten-Tail Masticore
1 Puppet Conjurer
1 Razormane Masticore
1 Rejuvenation Chamber
1 Rusting Golem
1 Soldevi Simulacrum
1 Soultether Golem
1 Thran War Machine
1 Urza's Blueprints
1 Aku Djinn
1 Arnjlot's Ascent
1 Benthic Djinn
1 Binding Grasp
1 Blessing of Leeches
1 Breeding Pit
1 Carnophage
1 Cloudskate
1 Cosmic Horror
1 Demonic Appetite
1 Drifter il-Dal
1 Ebon Praetor
1 Fledgling Djinn
1 Flow of Maggots
1 Greater Harvester
1 Grinning Demon
1 Illusionary Forces
1 Illusionary Wall
1 Illusions of Grandeur
1 Imaginary Pet
1 Junun Efreet
1 Juzam Djinn
1 Kezzerdrix
1 Kuro, Pitlord
1 Liege of the Pit
1 Lord of the Pit
1 Melancholy
1 Minion of Tevesh Szat
1 Molting Harpy
1 Moroii
1 Mystic Remora
1 Oni Possession
4 Pact of Negation
1 Pact of the Titan
1 Phantasmal Forces
1 Phobian Phantasm
1 Pit Raptor
1 Pit Spawn
1 Raven Familiar
1 Sangrophage
1 Sarcomancy
1 School of Piranha
1 Serendib Efreet
1 Shauku, Endbringer
1 Skull Collector
4 Slaughter Pact
1 Spindrift Drake
1 Spiteful Bully
1 Thirst
1 Trusted Advisor
1 Unstable Mutation
1 Vampire Lacerator
1 Waning Wurm
1 Whipstitched Zombie
1 Yawgmoth Demon
Last edited by Sloth on 25 Aug 2011, 11:15, edited 4 times in total.
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Re: Special quests

Postby Chris H. » 30 Jul 2011, 19:55

We now have a much larger pool of cards. It might be easier now to use this type of theme. The initial work that Dennis and I did in this area was preliminary in nature. It could be improved upon. :)

There is a system in place which determines when decks are seen. I think that the dungeon crawl decks start to appear after 25 wins. Other decks show up after 50, 75, 100 wins etc.

The dungeon crawl decks could be tribal decks of some sort, kinship or not. It should not be too unbalancing to have just a single goblin in play. Decks that appear after 50 to 100 wins could then use the deck/game play enhancements that Sloth recommends.

It has been awhile, but I remember that it was difficlut to play test these special quest decks. Adding the metadata to the deck files would improve things.

We also have the issue with dev mode. Dev mode, if working correctly, can make it far easier to play test these decks that have cards that start in play.

Oh, and I made this topic a sticky.
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Re: Special quests

Postby Sloth » 30 Jul 2011, 20:11

Chris H. wrote:Oh, and I made this topic a sticky.
Thanks Chris.

Chris H. wrote:The dungeon crawl decks could be tribal decks of some sort, kinship or not. It should not be too unbalancing to have just a single goblin in play. Decks that appear after 50 to 100 wins could then use the deck/game play enhancements that Sloth recommends
I think, when a player has won 25 matches he will be delighted to see that the special quests are ... well something special (and not a deck that is similar to the decks he fought before with a single goblin). Especially the first special quests have to be flashy (but I agree that they should not be too hard).

Maybe the green dungeon crawl can start out with Eladamri's Vineyard and Upwelling (everyone loves having a ton of mana).
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Re: Special quests

Postby Chris H. » 30 Jul 2011, 20:18

Sloth wrote:I think, when a player has won 25 matches he will be delighted to see that the special quests are ... well something special (and not a deck that is similar to the decks he fought before with a single goblin). Especially the first special quests have to be flashy (but I agree that they should not be too hard).

Maybe the green dungeon crawl can start out with Eladamri's Vineyard and Upwelling (everyone loves having a ton of mana).
`
Yeah, those first decks faced could have something in play that is different without unbalancing the quest at an early stage.

I started a new quest about 4 or 5 weeks ago. I now have 23 wins and 15 losses so I am getting close to special opponents.
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Re: Special quests

Postby Sloth » 30 Jul 2011, 20:45

Chris H. wrote:`
Yeah, those first decks faced could have something in play that is different without unbalancing the quest at an early stage.
I try to come up with something fun for each color.

White dungeon crawl: Earnest Fellowship + Divine Presence.

Blue dungeon crawl: Forced Fruition.

Black dungeon crawl: Oath of Ghouls. (It's hard to find anything fun in black)

Red dungeon crawl: Furnace of Rath.

Green dungeon crawl: Eladamri's Vineyard + Upwelling.
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Re: Special quests

Postby friarsol » 30 Jul 2011, 21:04

Sloth wrote:
Chris H. wrote:`
Yeah, those first decks faced could have something in play that is different without unbalancing the quest at an early stage.
I try to come up with something fun for each color.

White dungeon crawl: Earnest Fellowship + Divine Presence.

Blue dungeon crawl: Forced Fruition.

Black dungeon crawl: Oath of Ghouls. (It's hard to find anything fun in black)

Red dungeon crawl: Furnace of Rath.

Green dungeon crawl: Eladamri's Vineyard + Upwelling.
How about Infernal Genesis for Black? It looks like we don't have it yet, but lemme see if it's scriptable. Or how about Spiteful Visions?
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Re: Special quests

Postby Sloth » 30 Jul 2011, 21:12

friarsol wrote:How about Infernal Genesis for Black? It looks like we don't have it yet, but lemme see if it's scriptable. Or how about Spiteful Visions?
Infernal Genesis would be nice indeed. Spiteful Visions is also better than Oath of Ghouls.

How should we edit the decks themselves? Should we keep the tribal themes (white, red and green feature tribes with some lords)?

I guess we should at least lower the power level and replace some copies of the omnipresent staples (like Lightning Bolt and Swords to Plowshares).
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Re: Special quests

Postby Chris H. » 30 Jul 2011, 22:30

In message:

viewtopic.php?f=48&t=3960&start=210#p66714

friarsol wrote:
Chris H. wrote:It has been over a year since I played against the special quest opponents in quest mode. I seem to remember that the first opponents, the dungeon crawls, had no cards in play at the start.
Here's the block for the Dungeon Crawl in QuestUtil.java around line 102.
White: AI gets 2 Savannah Lions, you get Adventuring Gear
Blue: AI gets 3 1/1 Merfolk
Black: Nothing
Red: AI gets 3 1/1 Goblin
Green: Nothing
Artifact: AI gets 2 Ornithopter

I'm up for just removing all of these for this grouping.

DungeonCrawl | Open
if (id == 1) //White Dungeon
{
CardList humanList = new CardList();
Card c = AllZone.getCardFactory().getCard("Adventuring Gear", AllZone.getHumanPlayer());

c.setCurSetCode(c.getMostRecentSet());
c.setImageFilename(CardUtil.buildFilename(c));

humanList.add(c);

qa.setHuman(humanList);

for (int i = 0; i < 2; i++)
qa.addCompy("Savannah Lions");

qa.setCardRewardList(pack.generateCards(cards, 3, Constant.Rarity.Rare, Constant.Color.White));
} else if (id == 2) //Blue Dungeon
{
for (int i = 0; i < 3; i++)
qa.addCompy("Merfolk of the Pearl Trident");

qa.setCardRewardList(pack.generateCards(cards, 3, Constant.Rarity.Rare, Constant.Color.Blue));
} else if (id == 3) //Black Dungeon
{
qa.setCardRewardList(pack.generateCards(cards, 3, Constant.Rarity.Rare, Constant.Color.Black));
} else if (id == 4) //Red Dungeon
{
for (int i = 0; i < 3; i++)
qa.addCompy("Mons's Goblin Raiders");

qa.setCardRewardList(pack.generateCards(cards, 3, Constant.Rarity.Rare, Constant.Color.Red));
} else if (id == 5) //Green Dungeon
{
qa.setCardRewardList(pack.generateCards(cards, 3, Constant.Rarity.Rare, Constant.Color.Green));
} else if (id == 6) //Colorless Dungeon
{
for (int i = 0; i < 2; i++)
qa.addCompy("Ornithopter");
qa.setCardRewardList(pack.generateCards(cards, 3, Constant.Rarity.Rare, Constant.Color.Colorless));
}
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Re: Special quests

Postby Chris H. » 30 Jul 2011, 22:47

These are the first 6 special quest opponent decks:

quest1 White Dungeon | Open
quest1
[general]
constructed
[main]
2 Elspeth, Knight-Errant
19 Plains
4 Field Marshal
2 Raise the Alarm
4 Preeminent Captain
4 Mobilization
4 Swords to Plowshares
4 Captain of the Watch
1 Mox Pearl
4 Path to Exile
4 Veteran Swordsmith
4 Honor of the Pure
4 Veteran Armorsmith
[sideboard]

`
quest2 Blue Dungeon | Open
quest2
[general]
constructed
[main]
2 Keiga, the Tide Star
1 Mox Sapphire
4 Concentrate
4 Sower of Temptation
2 Arcanis the Omnipotent
4 Control Magic
17 Island
1 Ancestral Recall
4 Echoing Truth
4 Boomerang
4 Sky Diamond
4 Repulse
3 Bribery
2 Memnarch
4 Man-o'-War
[sideboard]

`
quest3 Black Dungeon | Open
quest3
[general]
constructed
[main]
4 Dark Ritual
2 Anowon, the Ruin Sage
3 Gatekeeper of Malakir
2 Phyrexian Arena
20 Swamp
4 Douse in Gloom
2 Pulse Tracker
1 Shizo, Death's Storehouse
4 Malakir Bloodwitch
4 Vampire Nighthawk
4 Bad Moon
3 Bloodghast
1 Mox Jet
4 Doom Blade
1 Mirri the Cursed
1 Volrath's Stronghold
[sideboard]

`
quest4 Red Dungeon | Open
quest4
[general]
constructed
[main]
4 Goblin Grenade
1 Kher Keep
4 Warren Instigator
4 Siege-Gang Commander
4 Goblin King
4 Goblin Ringleader
4 Lightning Bolt
1 Mox Ruby
4 Goblin Matron
4 Mudbutton Torchrunner
4 Goblin General
4 Goblin Lackey
18 Mountain
[sideboard]

`
quest5 Green Dungeon | Open
quest5
[general]
constructed
[main]
2 Wellwisher
3 Norwood Archers
1 Mox Emerald
3 Immaculate Magistrate
3 Sylvan Messenger
2 Nevinyrral's Disk
1 Wolf-Skull Shaman
3 Harmonize
3 Overrun
19 Forest
1 Winnower Patrol
3 Timberwatch Elf
3 Gaea's Anthem
2 Naturalize
2 Moss Diamond
4 Llanowar Elves
3 Imperious Perfect
2 Essence Warden
[sideboard]

`
quest6 Colorless Dungeon | Open
quest6
[general]
constructed
[main]
3 Underground Sea
1 Vampiric Tutor
1 Mox Emerald
4 Master of Etherium
3 Ancient Den
1 Windwright Mage
3 Seat of the Synod
2 Enlightened Tutor
3 Coiled Tinviper
3 Scrubland
3 Ornithopter
1 Flying Carpet
1 Mox Pearl
3 Tundra
1 Demonic Tutor
3 Vault of Whispers
1 Mox Jet
2 War Chariot
3 Dancing Scimitar
3 Tower Gargoyle
1 Mox Sapphire
3 Darklit Gargoyle
1 Vectis Agents
1 Mox Ruby
1 Hanna, Ship's Navigator
3 Vedalken Archmage
2 Arachnoid
1 Iron Lance
2 Esper Cormorants
[sideboard]
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Re: Special quests

Postby Sloth » 31 Jul 2011, 08:42

Chris H. wrote:These are the first 6 special quest opponent decks:

quest1 White Dungeon | Open
quest1
[general]
constructed
[main]
2 Elspeth, Knight-Errant
19 Plains
4 Field Marshal
2 Raise the Alarm
4 Preeminent Captain
4 Mobilization
4 Swords to Plowshares
4 Captain of the Watch
1 Mox Pearl
4 Path to Exile
4 Veteran Swordsmith
4 Honor of the Pure
4 Veteran Armorsmith
[sideboard]

`
quest2 Blue Dungeon | Open
quest2
[general]
constructed
[main]
2 Keiga, the Tide Star
1 Mox Sapphire
4 Concentrate
4 Sower of Temptation
2 Arcanis the Omnipotent
4 Control Magic
17 Island
1 Ancestral Recall
4 Echoing Truth
4 Boomerang
4 Sky Diamond
4 Repulse
3 Bribery
2 Memnarch
4 Man-o'-War
[sideboard]

`
quest3 Black Dungeon | Open
quest3
[general]
constructed
[main]
4 Dark Ritual
2 Anowon, the Ruin Sage
3 Gatekeeper of Malakir
2 Phyrexian Arena
20 Swamp
4 Douse in Gloom
2 Pulse Tracker
1 Shizo, Death's Storehouse
4 Malakir Bloodwitch
4 Vampire Nighthawk
4 Bad Moon
3 Bloodghast
1 Mox Jet
4 Doom Blade
1 Mirri the Cursed
1 Volrath's Stronghold
[sideboard]

`
quest4 Red Dungeon | Open
quest4
[general]
constructed
[main]
4 Goblin Grenade
1 Kher Keep
4 Warren Instigator
4 Siege-Gang Commander
4 Goblin King
4 Goblin Ringleader
4 Lightning Bolt
1 Mox Ruby
4 Goblin Matron
4 Mudbutton Torchrunner
4 Goblin General
4 Goblin Lackey
18 Mountain
[sideboard]

`
quest5 Green Dungeon | Open
quest5
[general]
constructed
[main]
2 Wellwisher
3 Norwood Archers
1 Mox Emerald
3 Immaculate Magistrate
3 Sylvan Messenger
2 Nevinyrral's Disk
1 Wolf-Skull Shaman
3 Harmonize
3 Overrun
19 Forest
1 Winnower Patrol
3 Timberwatch Elf
3 Gaea's Anthem
2 Naturalize
2 Moss Diamond
4 Llanowar Elves
3 Imperious Perfect
2 Essence Warden
[sideboard]

`
quest6 Colorless Dungeon | Open
quest6
[general]
constructed
[main]
3 Underground Sea
1 Vampiric Tutor
1 Mox Emerald
4 Master of Etherium
3 Ancient Den
1 Windwright Mage
3 Seat of the Synod
2 Enlightened Tutor
3 Coiled Tinviper
3 Scrubland
3 Ornithopter
1 Flying Carpet
1 Mox Pearl
3 Tundra
1 Demonic Tutor
3 Vault of Whispers
1 Mox Jet
2 War Chariot
3 Dancing Scimitar
3 Tower Gargoyle
1 Mox Sapphire
3 Darklit Gargoyle
1 Vectis Agents
1 Mox Ruby
1 Hanna, Ship's Navigator
3 Vedalken Archmage
2 Arachnoid
1 Iron Lance
2 Esper Cormorants
[sideboard]
These decks look very familiar. I think they were more or less copies of existing normal quest decks, no?

Anyway, I think these decks are stepping on the toes of other quest decks and to prevent that I suggest building them differently. Instead of having synergy with other cards in the deck, the cards should be flavorful and/or fun to play against and maybe have a little (for the first special quests) or more (for the later special quests) synergy with the cards starting on the battlefield.

EDIT: This is a first draft for the white dungeon crawl (Earnest Fellowship + Divine Presence):
| Open
24 Plains
1 Transguild Courier
1 Abbey Gargoyles
1 Archon of Redemption
1 Border Guard
1 Cho-Arrim Bruiser
1 Commander Eesha
1 Daru Lancer
1 Femeref Scouts
1 Foot Soldiers
1 Fountain Watch
1 Harvest Gwyllion
1 Herald of Serra
1 Hero of Bladehold
1 Linvala, Keeper of Silence
1 Makindi Griffin
1 Peregrine Griffin
1 Shu Soldier-Farmers
1 Spiritual Guardian
1 Standing Troops
1 Starlit Angel
1 Staunch Defenders
1 Teroh's Faithful
1 Warrior Angel
1 Wilt-Leaf Cavaliers
1 Zealots en-Dal
1 Beckon Apparition
1 Blessed Reversal
1 Chastise
1 Condemn
1 Disempower
1 Excommunicate
1 Last Breath
1 Narrow Escape
1 Rebuff the Wicked
1 Retribution of the Meek
1 Sunlance


I hope the power level is not too low.
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Re: Special quests

Postby Chris H. » 31 Jul 2011, 11:09

Sloth wrote:These decks look very familiar. I think they were more or less copies of existing normal quest decks, no?
`
I seem to remember Dennis saying that he borrowed some decks from the deck forum for these initial quest opponents. And I borrowed some decks myself from there ... that could explain what you are seeing.

Sloth wrote:Anyway, I think these decks are stepping on the toes of other quest decks and to prevent that I suggest building them differently. Instead of having synergy with other cards in the deck, the cards should be flavorful and/or fun to play against and maybe have a little (for the first special quests) or more (for the later special quests) synergy with the cards starting on the battlefield.

EDIT: This is a first draft for the white dungeon crawl (Earnest Fellowship + Divine Presence):
| Open
24 Plains
1 Transguild Courier
1 Abbey Gargoyles
1 Archon of Redemption
1 Border Guard
1 Cho-Arrim Bruiser
1 Commander Eesha
1 Daru Lancer
1 Femeref Scouts
1 Foot Soldiers
1 Fountain Watch
1 Harvest Gwyllion
1 Herald of Serra
1 Hero of Bladehold
1 Linvala, Keeper of Silence
1 Makindi Griffin
1 Peregrine Griffin
1 Shu Soldier-Farmers
1 Spiritual Guardian
1 Standing Troops
1 Starlit Angel
1 Staunch Defenders
1 Teroh's Faithful
1 Warrior Angel
1 Wilt-Leaf Cavaliers
1 Zealots en-Dal
1 Beckon Apparition
1 Blessed Reversal
1 Chastise
1 Condemn
1 Disempower
1 Excommunicate
1 Last Breath
1 Narrow Escape
1 Rebuff the Wicked
1 Retribution of the Meek
1 Sunlance


I hope the power level is not too low.
`
I think it is OK for the first decks to be not too strong. The power/difficulty level of these decks can determine the number of rates rares won. And we can use the power/difficulty level of these decks to set the number of wins needed before a specific deck appears as a candidate.
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Re: Special quests

Postby Chris H. » 31 Jul 2011, 16:51

Do you have a file for this deck which allows it to be played via the dev mode? I have not had a chance to investigate this option yet. I could do with an attachment to get me over the hump as I would like to play test this deck myself.
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Re: Special quests

Postby Sloth » 31 Jul 2011, 17:16

Chris H. wrote:Do you have a file for this deck which allows it to be played via the dev mode? I have not had a chance to investigate this option yet. I could do with an attachment to get me over the hump as I would like to play test this deck myself.
Just create a text file with this:
| Open
AICardsInPlay=Divine Presence
HumanCardsInPlay=Island

[Without anything in HumanCardsInPlay the Mana Pool won't be there].
Choose the quest1 opponent and setup the game state before the mulligan.
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Re: Special quests

Postby Chris H. » 31 Jul 2011, 23:47

Sloth wrote:Just create a text file with this:
| Open
AICardsInPlay=Divine Presence
HumanCardsInPlay=Island

[Without anything in HumanCardsInPlay the Mana Pool won't be there].
Choose the quest1 opponent and setup the game state before the mulligan.
`
Thank you.

I play tested the deck a couple of times and I am starting to get a feel for the new type of quest opponent decks. I realized that in order to give a more realistic play test that the human should start with a plant wall pet and only 15 life.

So, I modified Sloth's Setup Game State file. I created 6 new cards for the cardsfolder. These provide a card representing each of the 6 stages of a plant wall pet.

This allowed me to play test Sloth's deck in a state that matched that stage of a quest game. Oh, I like the deck idea.

Code: Select all
AICardsInPlay=Divine Presence
HumanCardsInPlay=G 1 3 Plant Wall Deathtouch
HumanLife=15
`
Attachments
apets.zip
(4.52 KiB) Downloaded 725 times
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