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Deck for 2012 or 2013
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Deck for 2012 or 2013
by hoza121 » 01 Mar 2013, 04:05
I would like for someone to make the prosbloom deck for Duals 2012 or 2013 if anyone would?
Here is the list.
3 Bad River
7 Forest
5 Island
6 Swamp
4 Undiscovered Paradise
25 lands
4 Cadaverous Bloom
1 Drain Life
1 Elven Cache
1 Emerald Charm
4 Impulse
4 Infernal Contract
2 Memory Lapse
4 Natural Balance
1 Power Sink
4 Prosperity
4 Squandered Resources
1 Three Wishes
4 Vampiric Tutor
Here is the list.
3 Bad River
7 Forest
5 Island
6 Swamp
4 Undiscovered Paradise
25 lands
4 Cadaverous Bloom
1 Drain Life
1 Elven Cache
1 Emerald Charm
4 Impulse
4 Infernal Contract
2 Memory Lapse
4 Natural Balance
1 Power Sink
4 Prosperity
4 Squandered Resources
1 Three Wishes
4 Vampiric Tutor
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Re: Deck for 2012 or 2013
by RiiakShiNal » 01 Mar 2013, 04:21
There may be issues with these cards
- Undiscovered Paradise - Will require mana tokens (which will have issues in this case, i.e. triggering Burning-Tree Shaman)
- Cadaverous Bloom - Will require mana tokens (which will have issues in this case, i.e. triggering Burning-Tree Shaman)
- Drain Life - Will require work-arounds to get "Spend only black mana on X" working.
- Squandered Resources - No way to detect which mana could be produced from non-basic lands (i.e. Undiscovered Paradise) or basic lands that have altered mana production from other effects.
- Three Wishes - This card may not be possible due to trying to play (cast) cards not in hand in a way that allows counter spells to work.
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Re: Deck for 2012 or 2013
by hoza121 » 01 Mar 2013, 17:05
I have seen the deck on the 2011 game so i was just wondering if it could be updated.
look up "ProsBloom Classic Gameplay MTG: Duel of the Planeswalker" on Youtube.
look up "ProsBloom Classic Gameplay MTG: Duel of the Planeswalker" on Youtube.
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Re: Deck for 2012 or 2013
by thefiremind » 01 Mar 2013, 17:49
It seems it's a deck by kevlahnota:
http://www.youtube.com/watch?v=e3Se2q_d_gA
he probably made a lot of approximations to make it right... I wouldn't know where to start, even after seeing the DotP2010 deck, since I never modded DotP2010.
http://www.youtube.com/watch?v=e3Se2q_d_gA
he probably made a lot of approximations to make it right... I wouldn't know where to start, even after seeing the DotP2010 deck, since I never modded DotP2010.
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Re: Deck for 2012 or 2013
by RiiakShiNal » 01 Mar 2013, 21:44
Well, I'm now looking at the deck that was made for DotP 2010 and there are some differences to what you have posted.
Of those the only one I had previously mentioned that would have issues is Three Wishes (which I hold to).
The others I mentioned would have issues are:
Another thing is that DotP 2010 had no ability to create mana abilities so we really didn't have much in the way of non-basic land, that is not the case now.
It should also be noted that he used basic land that had been converted to mana tokens (though since he could not remove the base mana production ability, they could be considered hybrid lands as they had both the built-in ability or you could manually tap for mana tokens).
The coding, however, would be fairly easy to update to DotP 2013, the cards just would have issues (bugs). The reason things worked fairly smoothly with mana tokens in DotP 2010 is because many of the things we can do with tokens and the engine now we couldn't do back then (Burning-Tree Shaman). Back then we did not have TRIGGER_ACTIVATED_ABILITY_PLAYED, so Burning-Tree Shaman couldn't be coded, now he can and causes issues with using Activated Abilities for creating mana tokens (which is what was used back then and still has to be used).
Another example of things that worked in DotP 2010 that won't work properly in DotP 2013 is poison counters. I coded an infect system for DotP 2010 that worked fine and allowed poison counters to be added to players and allowed for proliferate to work on it as well, but since we can't directly add or work with poison counters in DotP 2013 certain cards won't work properly in DotP 2013. This would include cards like Caress of Phyrexia, anything with proliferate, Crypt Cobra, Decimator Web, Hand of the Praetors, Ichor Rats, Leeches, Marsh Viper, Phyrexian Vatmother, Pistus Strike, Pit Scorpion, Reaper of Sheoldred, Relic Putrescence, Sabertooth Cobra, Serpent Generator (specifically the tokens it produces), Snake Cult Initiation, Swamp Mosquito, Virulent Sliver, and Virulent Wound.
- Card Original - Yours
- Elven Cache x2 - x1
- Emerald Charm x0 - x1
- Memory Lapse x4 - x2
- Power Sink x0 - x1
- Three Wishes x0 - x1
Of those the only one I had previously mentioned that would have issues is Three Wishes (which I hold to).
The others I mentioned would have issues are:
- Undiscovered Paradise - DotP 2010 card is coded as an activated ability with mana tokens (which as stated before will have issues). He also gave it a sub-type, "Mine", which is not correct.
- Cadaverous Bloom - DotP 2010 card is coded as an activated ability with mana tokens (which as stated before will have issues).
- Drain Life - DotP 2010 card ignores the "Spend only black mana on X" restriction. So it is not correct.
- Squandered Resources - Was only coded to handle basic land (did not check if there are any modifying effects, because there is no way to do so in DotP 2010) and had special coding looking for Undiscovered Paradise (sub-type "Mine") then would allow the user to choose any color. So this card was coded to only properly work in this deck and used some workarounds that may not be acceptable.
Another thing is that DotP 2010 had no ability to create mana abilities so we really didn't have much in the way of non-basic land, that is not the case now.
It should also be noted that he used basic land that had been converted to mana tokens (though since he could not remove the base mana production ability, they could be considered hybrid lands as they had both the built-in ability or you could manually tap for mana tokens).
The coding, however, would be fairly easy to update to DotP 2013, the cards just would have issues (bugs). The reason things worked fairly smoothly with mana tokens in DotP 2010 is because many of the things we can do with tokens and the engine now we couldn't do back then (Burning-Tree Shaman). Back then we did not have TRIGGER_ACTIVATED_ABILITY_PLAYED, so Burning-Tree Shaman couldn't be coded, now he can and causes issues with using Activated Abilities for creating mana tokens (which is what was used back then and still has to be used).
Another example of things that worked in DotP 2010 that won't work properly in DotP 2013 is poison counters. I coded an infect system for DotP 2010 that worked fine and allowed poison counters to be added to players and allowed for proliferate to work on it as well, but since we can't directly add or work with poison counters in DotP 2013 certain cards won't work properly in DotP 2013. This would include cards like Caress of Phyrexia, anything with proliferate, Crypt Cobra, Decimator Web, Hand of the Praetors, Ichor Rats, Leeches, Marsh Viper, Phyrexian Vatmother, Pistus Strike, Pit Scorpion, Reaper of Sheoldred, Relic Putrescence, Sabertooth Cobra, Serpent Generator (specifically the tokens it produces), Snake Cult Initiation, Swamp Mosquito, Virulent Sliver, and Virulent Wound.
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Re: Deck for 2012 or 2013
by RiiakShiNal » 02 Mar 2013, 03:09
Someone more qualified than me will have to answer that as I didn't mod for 2012 (and have no intention of starting now).hoza121 wrote:What about update it to 2012?
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Re: Deck for 2012 or 2013
by thefiremind » 02 Mar 2013, 10:42
The problems on DotP2012 would be the same, if not even more: DotP2013 generally has more options to get the same thing done.
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