Yet Another Shandalar Enemy Deck Set

I decided to overhaul all 55 enemy decks for Shandalar, to add more variety and make the game more challenging. This is the result of that time-consuming decision.
This is not a criticism of the earlier works by jiansonz and podbelski. Rather, I wanted a to have a different style of play and more variety. I made a more radical departure from the original decks than jiansonz did, and almost all of them are completely rewritten. There is more variation in the card choices than in jiansonz's version, but probably less than in podbelski's. The difficulty level is much higher than both, especially in the beginning, and I did not pull many punches, the AI being as poor as it is. I hope to extract some cleverness from the player, so that it will no longer be possible to carry the same powerful deck around everywhere. Perhaps you'll let me know the extent to which I've succeeded, since don't have any free time left to play the game myself.
I would like to consider this version 0.1, and will make further revisions as needed (if anyone gives me feedback.) Please do let me know if:
- You find AI bugs. I made an effort to remove those cards which I have observed misbehaving, but it's probable that more need to be expunged. I left a few cards in that I think are likely to be buggy, such as Lightning Bolt, in hope that people will tell me if they are. Even better, if someone could get to the bottom of the mid-combat targeting bug so that we could put cards like Giant Growth back in, that would be very nice.
- You find some opponents too easy. I playtested many of the decks but not all of them, and I only know my own strategies. I am particularly interested if you find upper level enemies easier than lower level ones, especially if you have ideas on how to make them harder. I am not particularly interested in making the lower level enemies easier.
- You have ideas about how cards should be distributed in the game. I made an effort to avoid placing cards that appear as dungeon prizes in decks that give ante, but it's possible there were some oversights. I also have not played the latter half of the game for many years, and don't recall if the dragons and genies give ante. If not, I may want to put some restricted cards in their decks.
- You want to tell me what strategies you used to beat the various enemies. This will help me improve them, and I may also copy your strategy with permission. I am particularly interested in reforming the great wizard decks, which currently are powerful but not highly polished, and players who have played a certain mono-color deck for a long time probably know better than I do how to build one.
If you play with these decks I suggest treating the following cards as restricted, that is keeping no more than one in your deck at any time.
Ali from Cairo
Ancestral Recall
Berserk
Black Lotus
Braingeyser
Candelabra of Tawnos
Channel
Copy Artifact
Demonic Tutor
Fastbond
Feldon's Cane
Forcefield
Fork
Hurkyl's Recall
Ivory Tower
Library of Alexandria
Mind Twist
Mishra's Workshop
All Mox Gemstones
Regrowth
Sol Ring
Time Twister
Time Walk
Wheel of Forture
All dual lands (Tundra, Taiga, etc.)
My decks abide by these restrictions in all but a couple cases. Other than Arzakon and the great wizards, the only decks that use restricted cards at all, except for dual lands, are the henchmen to the great wizards (Summoner, High Priest, etc.) The genies and dragons are allowed to treat the dual lands as unrestricted and take four of each, and the great wizards are allowed four copies of restricted cards. (However, I gave them all 80-card decks, so it's as if they have only three copies each.) Arzakon's deck contains mostly restricted cards and is quite formidable - sometimes it can even beat the Arch Angel.
I hope that you won't peek at the decks, as finding out what's in them is part of the game, so I will never write a blow-by-blow of how I designed them, like jiansonz did. I also hope you won't save and load, although perhaps it's not my business. I feel sorry for the poor AI, which lacks your advantage of human intelligence.
On that note, you should also treat Juggernaut as if it were unable to block, because the AI believes this, and if the Fungus Master shoots its 2/2 Fungusaur with Cuombajj Witches, be a gentleman and assign the other damage point to the opposing player. Siren's call apparently does not work when used by the player, so don't include it in your deck. If you'd like to add to this running list of trivialities, do not hesitate to contact me. I made this set for the original Microprose version, but it should work equally well with Shandalar 2012 (please let me know if otherwise.) There are some minor rule differences, the most notable ones involving creature types. For example there are only two zombies in the original - Scathe Zombies and Drowned. Walking Dead is a Walking Dead type. This means for example that the giant swampwalking army that the Necromancer used to build using Zombie Lord doesn't work in my version. It also makes kobolds much weaker. It's up to you if you want to abuse the new creature types, but my decks don't.
Incidentally, I was rather liberal with changing color combinations around. Many of the decks are now multicolor, or have splashes of another color. In part this was necessary in order to avoid having people stock up on Northern Paladins and Karmas and march into the swamp expecting an easy win, but more often I did it for purely thematic reasons, as in the case of the Cleric. I did make an effort to make all the decks thematically appropriate, sometimes sacrificing power to do so. A marginal exception was the Sedge Beast - I really couldn't keep on theme because I didn't know what a Sedge Beast was. (Try looking up "sedge" on wikipedia.) I decided it was a freak of nature. If I recall there was also a dragon deck that fell slightly short of my expectations, because there are simply not enough dragon cards.
Some advice on how to play the game: early on you will have to avoid most of the opponents, who are more likely to take your cards than give you theirs. You should probably go from town to town judiciously buying and selling cards and running away from everything in sight until you can put a passable deck together. Some of the early enemies are very powerful - don't fight the Witch. The Conjurer has an extremely good deck that the AI unfortunately mishandles, and he ends up being a moderate challenge. Your best bets for early battles are the Seer, the Druid, the Priestess, and maybe the Sorceress, but they are not exactly pushovers by the old standard. The Priestess's army of walls is no more.
With that, here it is.
To install it, first back up your Decks folder (...\MagicTG\Magic\Decks\) and then overwrite its contents with the unzipped files.
This is not a criticism of the earlier works by jiansonz and podbelski. Rather, I wanted a to have a different style of play and more variety. I made a more radical departure from the original decks than jiansonz did, and almost all of them are completely rewritten. There is more variation in the card choices than in jiansonz's version, but probably less than in podbelski's. The difficulty level is much higher than both, especially in the beginning, and I did not pull many punches, the AI being as poor as it is. I hope to extract some cleverness from the player, so that it will no longer be possible to carry the same powerful deck around everywhere. Perhaps you'll let me know the extent to which I've succeeded, since don't have any free time left to play the game myself.
I would like to consider this version 0.1, and will make further revisions as needed (if anyone gives me feedback.) Please do let me know if:
- You find AI bugs. I made an effort to remove those cards which I have observed misbehaving, but it's probable that more need to be expunged. I left a few cards in that I think are likely to be buggy, such as Lightning Bolt, in hope that people will tell me if they are. Even better, if someone could get to the bottom of the mid-combat targeting bug so that we could put cards like Giant Growth back in, that would be very nice.
- You find some opponents too easy. I playtested many of the decks but not all of them, and I only know my own strategies. I am particularly interested if you find upper level enemies easier than lower level ones, especially if you have ideas on how to make them harder. I am not particularly interested in making the lower level enemies easier.
- You have ideas about how cards should be distributed in the game. I made an effort to avoid placing cards that appear as dungeon prizes in decks that give ante, but it's possible there were some oversights. I also have not played the latter half of the game for many years, and don't recall if the dragons and genies give ante. If not, I may want to put some restricted cards in their decks.
- You want to tell me what strategies you used to beat the various enemies. This will help me improve them, and I may also copy your strategy with permission. I am particularly interested in reforming the great wizard decks, which currently are powerful but not highly polished, and players who have played a certain mono-color deck for a long time probably know better than I do how to build one.
If you play with these decks I suggest treating the following cards as restricted, that is keeping no more than one in your deck at any time.
Ali from Cairo
Ancestral Recall
Berserk
Black Lotus
Braingeyser
Candelabra of Tawnos
Channel
Copy Artifact
Demonic Tutor
Fastbond
Feldon's Cane
Forcefield
Fork
Hurkyl's Recall
Ivory Tower
Library of Alexandria
Mind Twist
Mishra's Workshop
All Mox Gemstones
Regrowth
Sol Ring
Time Twister
Time Walk
Wheel of Forture
All dual lands (Tundra, Taiga, etc.)
My decks abide by these restrictions in all but a couple cases. Other than Arzakon and the great wizards, the only decks that use restricted cards at all, except for dual lands, are the henchmen to the great wizards (Summoner, High Priest, etc.) The genies and dragons are allowed to treat the dual lands as unrestricted and take four of each, and the great wizards are allowed four copies of restricted cards. (However, I gave them all 80-card decks, so it's as if they have only three copies each.) Arzakon's deck contains mostly restricted cards and is quite formidable - sometimes it can even beat the Arch Angel.
I hope that you won't peek at the decks, as finding out what's in them is part of the game, so I will never write a blow-by-blow of how I designed them, like jiansonz did. I also hope you won't save and load, although perhaps it's not my business. I feel sorry for the poor AI, which lacks your advantage of human intelligence.
On that note, you should also treat Juggernaut as if it were unable to block, because the AI believes this, and if the Fungus Master shoots its 2/2 Fungusaur with Cuombajj Witches, be a gentleman and assign the other damage point to the opposing player. Siren's call apparently does not work when used by the player, so don't include it in your deck. If you'd like to add to this running list of trivialities, do not hesitate to contact me. I made this set for the original Microprose version, but it should work equally well with Shandalar 2012 (please let me know if otherwise.) There are some minor rule differences, the most notable ones involving creature types. For example there are only two zombies in the original - Scathe Zombies and Drowned. Walking Dead is a Walking Dead type. This means for example that the giant swampwalking army that the Necromancer used to build using Zombie Lord doesn't work in my version. It also makes kobolds much weaker. It's up to you if you want to abuse the new creature types, but my decks don't.
Incidentally, I was rather liberal with changing color combinations around. Many of the decks are now multicolor, or have splashes of another color. In part this was necessary in order to avoid having people stock up on Northern Paladins and Karmas and march into the swamp expecting an easy win, but more often I did it for purely thematic reasons, as in the case of the Cleric. I did make an effort to make all the decks thematically appropriate, sometimes sacrificing power to do so. A marginal exception was the Sedge Beast - I really couldn't keep on theme because I didn't know what a Sedge Beast was. (Try looking up "sedge" on wikipedia.) I decided it was a freak of nature. If I recall there was also a dragon deck that fell slightly short of my expectations, because there are simply not enough dragon cards.
Some advice on how to play the game: early on you will have to avoid most of the opponents, who are more likely to take your cards than give you theirs. You should probably go from town to town judiciously buying and selling cards and running away from everything in sight until you can put a passable deck together. Some of the early enemies are very powerful - don't fight the Witch. The Conjurer has an extremely good deck that the AI unfortunately mishandles, and he ends up being a moderate challenge. Your best bets for early battles are the Seer, the Druid, the Priestess, and maybe the Sorceress, but they are not exactly pushovers by the old standard. The Priestess's army of walls is no more.
With that, here it is.
To install it, first back up your Decks folder (...\MagicTG\Magic\Decks\) and then overwrite its contents with the unzipped files.