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Shandalar enemy decks overhaul

MicroProse's Shandalar Campaign Game, now with new cards & a new look!

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Re: Shandalar enemy decks overhaul

Postby jiansonz » 04 Oct 2011, 20:39

Dracur - Red Dragon
Deck file: 0993.dck
Plays: Red, Black and Green
Life: 18/20/22/24
Frequent advantage: Goblin Polka Band
Frequent special reward: Goblin Polka Band

Original Dracur deck:
.164 5 Mountain
.239 5 Swamp
.91 5 Forest
.870 3 Gem Bazaar
.165 1 Mox Emerald
.166 1 Mox Jet
.168 1 Mox Ruby
.17 1 Black Lotus
.528 2 Strip Mine
.318 2 Fellwar Stone
.236 4 Stone Rain
.63 2 Dingus Egg
.84 2 Fireball
.65 2 Disintegrate
.145 2 Lightning Bolt
.155 2 Mana Flare
.582 2 Blight
.409 2 Desert Twister
.321 3 Fissure
.162 1 Mind Twist
.943 2 Rag Man
.117 4 Hypnotic Specter
.66 2 Disrupting Scepter
.841 3 Wall of Dust

.vNone
.251 1 Tranquility
.75 2 Earthquake
.vBlack
.251 2 Tranquility
.75 1 Earthquake
.vBlue
.253 1 Tsunami
.251 2 Tranquility
.vGreen
.75 2 Earthquake
.251 1 Tranquility
.vRed
.237 2 Stream of Life
.251 1 Tranquility
.vWhite
.100 1 Gloom
.251 2 Tranquility

The first of the tricoloured dragons plays a rather weird deck that is trying to do three things:
- destroy your lands
- destroy your hand
- destroy you and your creatures with burn spells

It can be frustrating to play against Dracur if you get a slow start, because as soon as you manage to build a little, your progress can get destroyed. However, Dracur usually isn´t a fast killer (the burn spells can get big if it gets a Mana Flare out, though), so you often get another chance or two to get back into the duel.

The total mana base isn´t too bad - 20 lands, three moxes and a Lotus. But look at the distribution! Not counting Lotus, there are only six cards per colour that will produce a specific coloured mana (plus 2 Fellwar Stones and 3 Gem Bazaars that might do it). The deck is just as good at making green mana as it is at making red mana, yet there are:
- 20 red spells with a total of 23 red mana symbols
- 9 black spells (17 mana symbols plus 2x3 in activation cost)
- 3 green spells (5 mana symbols)

That can´t be good.

My obvious land fix takes care of part of this problem, then:

-1 Forest
+1 Mountain
-3 Stone Rain
+3 Ice Storm

Ah, much better.

-2 Blight
+2 Sinkhole

Unless you have a specific reason (e.g. Verduran Enchantress) for having an 'enchantment land destruct' card, Sinkhole is clearly better. Big bad dragons should use the better card if there is a choice.

Modified Dracur deck:
.164 2 Mountain
.239 1 Swamp
.12 4 Bayou
.9 4 Badlands
.241 4 Taiga
.870 3 Gem Bazaar
.165 1 Mox Emerald
.166 1 Mox Jet
.168 1 Mox Ruby
.17 1 Black Lotus
.528 2 Strip Mine
.318 2 Fellwar Stone
.236 1 Stone Rain
.63 2 Dingus Egg
.84 2 Fireball
.65 2 Disintegrate
.145 2 Lightning Bolt
.155 2 Mana Flare
.226 2 Sinkhole
.409 2 Desert Twister
.118 3 Ice Storm
.321 3 Fissure
.162 1 Mind Twist
.943 2 Rag Man
.117 4 Hypnotic Specter
.66 2 Disrupting Scepter
.841 3 Wall of Dust

.vNone
.251 1 Tranquility
.75 2 Earthquake
.vBlack
.251 2 Tranquility
.75 1 Earthquake
.vBlue
.253 1 Tsunami
.251 2 Tranquility
.vGreen
.75 2 Earthquake
.251 1 Tranquility
.vRed
.237 2 Stream of Life
.251 1 Tranquility
.vWhite
.100 1 Gloom
.251 2 Tranquility

Test Gauntlet result: Won 2 duels, then lost to Alt-A-Kesh
Last edited by jiansonz on 30 Oct 2011, 19:30, edited 3 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 04 Oct 2011, 20:58

Druid
Deck file: 0139.dck
Plays: Green
Life: 4/6/8/10
Frequent advantage: Wall of Wood
Frequent special reward: +2 Life in the next duel

Original Druid deck:
.91 20 Forest
.508 4 Mishra's Factory
.139 3 Ley Druid
.149 3 Llanowar Elves
.445 2 Oasis
.288 3 Wooden Sphere
.97 4 Giant Growth
.276 3 Wanderlust
.275 2 Wall of Wood
.444 2 Nafs Asp
.98 2 Giant Spider
.49 2 Craw Wurm
.125 2 Ironroot Treefolk
.121 3 Instill Energy
.698 2 Killer Bees
.618 2 Durkwood Boars

.vNone
.106 3 Grizzly Bears
.vBlack
.106 3 Grizzly Bears
.vBlue
.106 3 Grizzly Bears
.vGreen
.222 3 Shanodin Dryads
.vRed
.106 3 Grizzly Bears
.vWhite
.106 3 Grizzly Bears

"One of the earliest foes you’ll face in Green is the Druid. This deck is built largely around Ley Druid. One of the goals I want to accomplish is to make the decks more thematic, without always making them better. The Druid is a chump opponent, and its modified deck needs to recognize that. Pulling out all of the worst cards and adding good ones will make all of the decks look the same. This is the Druid deck, after all. Let’s make it more Druid-y.

There’s not a lot of opportunity to abuse Ley Druid. Then it has some creatures, and a few spells. Let’s make this a bit more.

The first place I look is the Wanderlusts. This creature enchantment is simply not on theme. I pull out 3, and add a 4th Ley Druid. I add 2 Citanul Druids. (Ichneumon Druid was not in the game).

Let’s really use those lands. I pull 2 Forests for 2 Deserts. That’s a good number of changes. I don’t want to change the deck just to change the deck, you know?"


Well spoken, Abe.

Even though this deck has occasionally beaten me by getting out a good defense and killing me with Wanderlusts before I break through the defense, I am not against removing them here.

Modified Druid deck:
.91 18 Forest
.508 4 Mishra's Factory
.139 4 Ley Druid
.149 3 Llanowar Elves
.445 1 Oasis
.288 2 Wooden Sphere
.97 4 Giant Growth
.275 2 Wall of Wood
.444 2 Nafs Asp
.98 2 Giant Spider
.49 2 Craw Wurm
.125 2 Ironroot Treefolk
.121 3 Instill Energy
.698 2 Killer Bees
.618 2 Durkwood Boars
.407 2 Desert
.482 2 Citanul Druid

.vNone
.106 3 Grizzly Bears
.vBlack
.106 3 Grizzly Bears
.vBlue
.106 3 Grizzly Bears
.vGreen
.222 3 Shanodin Dryads
.vRed
.106 3 Grizzly Bears
.vWhite
.106 3 Grizzly Bears

Test Gauntlet result: Lost first duel to Seer. Ouch.
Last edited by jiansonz on 26 Oct 2011, 22:06, edited 1 time in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 04 Oct 2011, 21:41

Elementalist
Deck file: 0399.dck
Plays: Red and Blue
Life: 10/12/14/16
Frequent advantage: None in particular
Frequent special reward: A duplicate card of your choice!

Original Elementalist deck:
.164 12 Mountain
.126 12 Island
.870 2 Gem Bazaar
.157 2 Mana Vault
.0 3 Air Elemental
.73 3 Earth Elemental
.83 3 Fire Elemental
.279 3 Water Elemental
.267 1 Wall of Air
.274 1 Wall of Water
.270 1 Wall of Fire
.272 1 Wall of Stone
.75 3 Earthquake
.84 3 Fireball
.69 2 Drain Power
.145 2 Lightning Bolt
.462 2 Unstable Mutation
.494 1 Energy Flux

.vNone
.69 2 Drain Power
.494 1 Energy Flux
.vBlack
.69 2 Drain Power
.494 1 Energy Flux
.vBlue
.199 3 Red Elemental Blast
.vGreen
.69 2 Drain Power
.494 1 Energy Flux
.vRed
.22 3 Blue Elemental Blast
.vWhite
.69 2 Drain Power
.494 1 Energy Flux

This is a midsized two-coloured enemy that starts off slowly, but once she reaches 5 mana, she is likely to summon an elemental every turn for a couple of turns now. That can get brutal quickly if your defense isn´t up to par, or you haven´t almost killed her already.

But what is Drain Power doing here? The deck does not have its obvious working partner, Psychic Venom.
Maybe it´s supposed to let her get an elemental out faster than she otherwise could? But that is not going to happen often. The two most likely instances for that to happen are:
- She has 4 mana and the opponent has 3 untapped lands.
- She has 3 mana and the opponent has 4 untapped lands.
(besides, the second event can only help her if the opponent plays red or blue). Or maybe it´s meant for the late game, to allow her burn spells to get bigger?

Anyway, I pull the 2 Drain Power in the main deck but I leave the ones in the sideboard.

I found a great little addition for this deck: Arena. This deck has only big creatures, so the Elementalist usually has the biggest one out there. Even the pumpable Walls can fight in the Arena.

I wondered if the computer would play Arena in an intelligent way. Turns out it does it very well - usually just after it has declared attackers. Even if my "champion" survives, it can´t be used for blocking this turn because it is now tapped!

Modified Elementalist deck:
.164 10 Mountain
.126 10 Island
.266 4 Volcanic Island
.870 2 Gem Bazaar
.899 2 Arena
.157 2 Mana Vault
.0 3 Air Elemental
.73 3 Earth Elemental
.83 3 Fire Elemental
.279 3 Water Elemental
.267 1 Wall of Air
.274 1 Wall of Water
.270 1 Wall of Fire
.272 1 Wall of Stone
.75 3 Earthquake
.84 3 Fireball
.145 2 Lightning Bolt
.462 2 Unstable Mutation
.494 1 Energy Flux

.vNone
.69 2 Drain Power
.494 1 Energy Flux
.vBlack
.69 2 Drain Power
.494 1 Energy Flux
.vBlue
.199 3 Red Elemental Blast
.vGreen
.69 2 Drain Power
.494 1 Energy Flux
.vRed
.22 3 Blue Elemental Blast
.vWhite
.69 2 Drain Power
.494 1 Energy Flux

One thing I think was cool when I was playtesting this deck was that I (a couple of times) got a Mana Vault out on turn 1, an elemental on turn 2, took one damage from the Vault on turn 3, then cast Energy Flux. I could now drop the tapped Mana Vault into the graveyard on turn 4. Too bad the computer never does this.

Test Gauntlet result: Won 1 duel, then lost to Sorcerer.
(But what a sweet win! I played against Enchantress and my Water Elemental killed two Cockatrices in the Arena. :mrgreen: )
Last edited by jiansonz on 21 Nov 2011, 09:28, edited 4 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 05 Oct 2011, 18:15

Elvish Magi
Deck file: 0076.dck
Plays: Green
Life: 6/8/10/12
Frequent advantage: Llanowar Elves
Frequent special reward: Llanowar Elves in the next duel

Original Elvish Magi deck:
.91 22 Forest
.76 4 Elvish Archers
.98 4 Giant Spider
.622 4 Elven Riders
.149 4 Llanowar Elves
.131 2 Jayemdae Tome
.277 4 War Mammoth
.855 4 Winter Blast
.116 4 Hurricane
.237 4 Stream of Life
.831 1 Untamed Wilds

.vNone
.831 3 Untamed Wilds
.vBlack
.831 2 Untamed Wilds
.851 1 Whirling Dervish
.vBlue
.831 2 Untamed Wilds
.281 1 Web
.vGreen
.831 2 Untamed Wilds
.269 1 Wall of Brambles
.vRed
.831 2 Untamed Wilds
.146 1 Living Artifact
.vWhite
.831 2 Untamed Wilds
.251 1 Tranquility

"Most colors have a tribal deck in their color as a bad guy. There is also zombie, merfolk and goblin. What’s interesting here is that there is a tribal opponent despite no tribal enabler for Elves.

The easy change here is to Elf it up. I pull 2 Winter Blast, 2 Stream of Life and 2 Giant Spider.
I add 4 Savean Elves, 2 People of the Woods. I was looking at Sylvan Library but the deck runs Tranquility and I didn’t want to pull them.

The result changes by 6 cards, but the changes are nice."


Yeah, I agree.

Again, Abe has another original deck list than the one I have (shown above). He has 2 Tranquility and 2 Green Mana Battery, where I have 4 Untamed Wilds instead. I have Tranquility only in the sideboard against White.

I like the Wilds, as they speed up the deck, enabling the Elvish Magi to often reach the powerful creatures (Mammoth, Riders) earlier and being able to fire off bigger Hurricanes in the late game.

Modified Elvish Magi deck:
.91 22 Forest
.76 4 Elvish Archers
.98 2 Giant Spider
.622 4 Elven Riders
.149 4 Llanowar Elves
.131 2 Jayemdae Tome
.277 4 War Mammoth
.855 2 Winter Blast
.116 4 Hurricane
.237 2 Stream of Life
.831 1 Untamed Wilds
.944 4 Savaen Elves
.323 2 People of the Woods

.vNone
.831 3 Untamed Wilds
.vBlack
.831 2 Untamed Wilds
.851 1 Whirling Dervish
.vBlue
.831 2 Untamed Wilds
.281 1 Web
.vGreen
.831 2 Untamed Wilds
.269 1 Wall of Brambles
.vRed
.831 2 Untamed Wilds
.146 1 Living Artifact
.vWhite
.831 2 Untamed Wilds
.251 1 Tranquility

Test Gauntlet result: Lost 1st duel to Arch Angel (there´s no shame in that...)
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 05 Oct 2011, 19:17

Enchantress
Deck file: 0262.dck
Plays: Green
Life: 8/10/12/14
Frequent advantage: None that I can think of
Frequent special reward: Time Vault in the next duel
Special ability: Can summon a Summoner (so you get to fight the Summoner instead of the Enchantress)

Original Enchantress deck:
.91 22 Forest
.149 4 Llanowar Elves
.262 3 Verduran Enchantress
.40 3 Cockatrice
.244 3 Thicket Basilisk
.618 2 Durkwood Boars
.503 1 Ivory Tower
.152 3 Lure
.281 2 Web
.201 3 Regeneration
.146 3 Living Artifact
.7 4 Aspect of Wolf
.285 2 Wild Growth
.486 2 Coral Helm
.121 2 Instill Energy

.vNone
.409 2 Desert Twister
.140 1 Library of Leng
.vBlack
.136 2 Kormus Bell
.409 1 Desert Twister
.vBlue
.409 2 Desert Twister
.140 1 Library of Leng
.vGreen
.147 2 Living Lands
.409 1 Desert Twister
.vRed
.409 2 Desert Twister
.140 1 Library of Leng
.vWhite
.519 2 Primal Clay
.409 1 Desert Twister

"The Enchantress is another of the early foes you face from the Green team. It uses a familiar card combination to try and force through a win.

The obvious changes are adding Rabid Wombats and a 4th Enchantress. I pull the Coral Helms, Durkwood Boars, and 1 Living Artifact for those 5 cards.

Instill Energy doesn’t do too much, so I pull them out as well. I add a 4th Lure and a Sylvan Library. The result is a more streamlined deck."



Wombats and Enchantresses certainly thrive in the same environment.

I like to keep the Coral Helms, as they make the 'storm through' abilities in the late game stronger. I pull a Lure and only add 3 Wombats, compared to Abe. I have another Wombat-oriented deck, and that runs fine with only 3 of them. You do not want to draw too many Wombats early on, as they are expensive.

Modified Enchantress deck:
.91 22 Forest
.149 4 Llanowar Elves
.262 4 Verduran Enchantress
.40 3 Cockatrice
.244 3 Thicket Basilisk
.503 1 Ivory Tower
.152 3 Lure
.281 2 Web
.201 3 Regeneration
.146 2 Living Artifact
.7 4 Aspect of Wolf
.285 2 Wild Growth
.486 2 Coral Helm
.803 1 Sylvan Library
.755 3 Rabid Wombat

.vNone
.409 2 Desert Twister
.140 1 Library of Leng
.vBlack
.136 2 Kormus Bell
.409 1 Desert Twister
.vBlue
.409 2 Desert Twister
.140 1 Library of Leng
.vGreen
.147 2 Living Lands
.409 1 Desert Twister
.vRed
.409 2 Desert Twister
.140 1 Library of Leng
.vWhite
.519 2 Primal Clay
.409 1 Desert Twister

Sideboard comment: I have no idea why this deck has Primal Clay against white (which, of all the colours, is likely the best at getting rid of them...) but it´s so wacky that I am keeping it for now. Anyone have a good idea for a flavourful replacement?

Test Gauntlet result: Won 3 duels, then lost to Arch Angel
Last edited by jiansonz on 30 Oct 2011, 19:31, edited 2 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 05 Oct 2011, 19:47

Forest Dragon
Deck file: 0049.dck
Plays: Green
Life: 12/14/16/18
Frequent advantage: None that I can think of
Frequent special reward: Extra food

Original Forest Dragon deck:
.91 22 Forest
.49 4 Craw Wurm
.40 4 Cockatrice
.244 4 Thicket Basilisk
.409 3 Desert Twister
.237 2 Stream of Life
.152 4 Lure
.201 2 Regeneration
.831 4 Untamed Wilds
.149 4 Llanowar Elves
.147 3 Living Lands
.454 2 Sandstorm

.vNone
.269 2 Wall of Brambles
.487 1 Crumble
.vBlack
.269 3 Wall of Brambles
.vBlue
.269 1 Wall of Brambles
.98 2 Giant Spider
.vGreen
.269 1 Wall of Brambles
.147 2 Living Lands
.vRed
.269 1 Wall of Brambles
.237 2 Stream of Life
.vWhite
.269 3 Wall of Brambles

"This deck is themed after the Craw Wurm of awesomeness. As such, of all of the Green decks, this one has the least amount of work to do to modify it.

The first thing I do is pull the 2 Wall of Brambles for 2 Faerie Dragons. These are Green Astral creatures from online only. They are 2GG, 1/3, flying, and for 1GG, you can create a random effect (among all effects, like Lightning Bolt, Healing Salve, Add G to your mana pool, etc). Since they are Green dragons, I feel they should be added over Wall of Brambles.

I pull 2 Sandstorm for 2 Hornet Cobra. I’m not sure what Sandstorm has to do with the theme, but the snakey Cobras are closer to theme. I’m going to steer clear of Serpent Generator and Marsh Viper and such, however. Just the first strike Cobras will suffice.

And that’s it. Again, there’s not much to change here, the concept is limiting."



I like the changes but I still want to keep the Sandstorms.

Here is what Sandstorm has done to me a number of times:

(Me thinking): "Living Lands is out. Cool, I can now attack with these four Forests I have no use for this turn, and my defense is still good enough on opponent´s turn."

(Forests attack)

*Sandstorm*

"Ouch."

Sandstorm was the one element of surprise this deck had, so I want to keep that. I love Faerie Dragon so I am all for including them. They can certainly bring some surprises. :)

I pull one Living Lands (from the maindeck, and one from the green sideboard. It still has three vs. Green (so it was actually cheating vs. Green before!)). I also pull one Desert Twister, but add it to some of the sideboards.

Modified Forest Dragon deck:
.91 22 Forest
.49 4 Craw Wurm
.40 4 Cockatrice
.244 4 Thicket Basilisk
.409 2 Desert Twister
.237 2 Stream of Life
.152 4 Lure
.201 2 Regeneration
.831 4 Untamed Wilds
.149 4 Llanowar Elves
.147 2 Living Lands
.454 2 Sandstorm
.865 2 Faerie Dragon

.vNone
.674 2 Hornet Cobra
.487 1 Crumble
.vBlack
.674 2 Hornet Cobra
.409 1 Desert Twister
.vBlue
.674 1 Hornet Cobra
.98 2 Giant Spider
.vGreen
.674 2 Hornet Cobra
.147 1 Living Lands
.vRed
.674 2 Hornet Cobra
.237 1 Stream of Life
.vWhite
.674 2 Hornet Cobra
.409 1 Desert Twister

Test Gauntlet result: Lost 1st duel to Vampire Lord
Last edited by jiansonz on 12 Oct 2011, 12:14, edited 3 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 05 Oct 2011, 20:30

Fungus Master
Deck file: 0094.dck
Plays: Green
Life: 10/12/14/16
Frequent advantage: Wall of Wood
Frequent special reward: Wall of Wood in the next duel

This deck is similar to the Conjurer´s, in that it tries to 'ping' you from behind its defense. It has less ping creatures/spells than its relative, but better offensive creatures. Plus it can pump its Fungusaurs using Rods and Sorcerers. Unlike the Conjurer, it has absolutely zero aerial defense (well, unless you count Unsummoning a flier, followed by Power Sinking as the opponent tries to cast it again).

I haven´t changed this deck other than the fix I am not going to comment. Any ideas?

Modified Fungus Master deck:
.91 9 Forest
.126 9 Island
.252 4 Tropical Island
.193 4 Prodigal Sorcerer
.94 4 Fungusaur
.125 3 Ironroot Treefolk
.269 2 Wall of Brambles
.208 4 Rod of Ruin
.305 2 Carnivorous Plant
.831 2 Untamed Wilds
.285 2 Wild Growth
.275 2 Wall of Wood
.445 2 Oasis
.201 4 Regeneration
.260 4 Unsummon

.vNone
.191 3 Power Sink
.vBlack
.191 1 Power Sink
.136 2 Kormus Bell
.vBlue
.191 3 Power Sink
.vGreen
.147 2 Living Lands
.191 1 Power Sink
.vRed
.191 3 Power Sink
.vWhite
.191 3 Power Sink

Test Gauntlet run: Won 1 duel, then lost to Fungus Master (that probably means I suck... :oops: )
Last edited by jiansonz on 26 Oct 2011, 22:08, edited 1 time in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 06 Oct 2011, 15:22

Goblin Lord
Deck file: 0102.dck
Plays: Red
Life: 12/14/16/18
Frequent advantage: Mons' Goblin Raiders
Frequent special reward: Mons' Goblin Raiders in the next duel

Original Goblin Lord deck
.164 21 Mountain
.178 4 Orcish Oriflamme
.109 4 Helm of Chatzuk
.102 4 Goblin King
.101 4 Goblin Balloon Brigade
.163 4 Mon´s Goblin Raiders
.135 4 Keldon Warlord
.866 4 Goblin Polka Band
.533 2 Tawnos' Weaponry
.679 2 Immolation
.649 4 Giant Strength

.vNone
.158 2 Manabarbs
.223 1 Shatter
.vBlack
.158 2 Manabarbs
.223 1 Shatter
.vBlue
.158 1 Manabarbs
.199 1 Red Elemental Blast
.223 1 Shatter
.vGreen
.158 2 Manabarbs
.223 1 Shatter
.vRed
.158 1 Manabarbs
.937 2 Goblin Rock Sled
.vWhite
.238 1 Sunglasses of Urza
.158 2 Manabarbs

"As I mentioned before, all colors but White have a tribal deck, and this is the Goblin one. It will get some serious help from the expansions.

We need to add many goblins to the deck. Expansions gave us Goblin Artisans, Goblin Digging Team, Goblin Hero, and Goblins of the Flarg (but not Goblin Shrine or Goblin Caves).

Goblin Polka Band is good because it is on theme as well as funny and interesting, but there is one major problem. Goblin Polka Band is not good in a deck with a lot of goblins. Here is what Goblin Polka Band does:

Goblin Polka Band
RR
1/1
Summon Goblin
X2, tap: Pay only R for X. Tap X target creatures determined randomly. Goblins tapped this way to not untap during their next untap step.

That is just “un-good” in a deck rolling a lot of goblins. This creature alone makes the Goblin Warlord a pushover, because they will try to tap your creatures, hit a few of their goblins, and screw themselves over.
Therefore, I have to pull them out, despite being on theme. I add four Goblin Hero in their place.

Next up, I pull the four Helms for 2 each of Goblins of the Flarg and Goblin Digging Team.

The result is simply a better deck from all angles. More reliable goblins are added."



I mostly agree. The Helms of Chatzuk really didn´t add anything to this deck because the computer usually wasn´t smart enough to use them well.

However, over countless duels, the Goblin Lord has only very rarely lost a duel against me because the Polka Band tapped own creatures at the wrong time. I love the goofiness of the Polka Band, so I keep two of them (and therefore add only two Heroes).

Modified Goblin Lord deck:
.164 21 Mountain
.178 4 Orcish Oriflamme
.102 4 Goblin King
.101 4 Goblin Balloon Brigade
.163 4 Mons's Goblin Raiders
.135 4 Keldon Warlord
.866 2 Goblin Polka Band
.533 2 Tawnos's Weaponry
.679 2 Immolation
.649 4 Giant Strength
.330 2 Goblin Hero
.936 2 Goblin Digging Team
.332 2 Goblins of the Flarg

.vNone
.158 2 Manabarbs
.223 1 Shatter
.vBlack
.158 2 Manabarbs
.223 1 Shatter
.vBlue
.158 1 Manabarbs
.199 1 Red Elemental Blast
.223 1 Shatter
.vGreen
.158 2 Manabarbs
.223 1 Shatter
.vRed
.158 1 Manabarbs
.937 2 Goblin Rock Sled
.vWhite
.238 1 Sunglasses of Urza
.158 2 Manabarbs

Test Gauntlet result: Lost 1st duel to Sedge Beast.
Last edited by jiansonz on 21 Nov 2011, 09:32, edited 1 time in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 06 Oct 2011, 15:46

High Priest (White henchman)
Deck file: 0203.dck
Plays: White
Life: (11/13/15/17)+X (Life increases over the course of the game. I´ve seen him with as much as 27 life)
Frequent advantage: Mesa Pegasus? (or maybe some other small white creature)
Frequent special reward: Never gives any reward at all
Special ability: "Why don´t you try this deck!" (Sometimes, the High Priest will hand you a random Shandalar deck to play him with.)

Original High Priest deck:
.188 22 Plains
.6 4 Armageddon
.63 3 Dingus Egg
.108 4 Healing Salve
.161 4 Mesa Pegasus
.213 4 Savannah Lions
.318 2 Fellwar Stone
.112 2 Holy Strength
.10 1 Balance
.852 2 White Mana Battery
.283 4 White Knight
.826 4 Tundra Wolves
.64 2 Disenchant
.205 3 Righteousness

"I actually like this deck, I just think it needs help in a few places.

This deck wants to play some cheap beaters, drop a Dingus Egg, then Armageddon you away. The Egg is optional.

This is a great plan and it makes for a powerful deck except it sidetracks itself. Healing Salve and Righteousness lead the deck astray and lose its focus. Fellwar Stone is great because the deck wants artifact mana, but it wants White mana, and the Fellwar Stone likely will be unable to provide that color.

Cheap Beaters, Armageddon, Artifact mana, Dingus Egg, Balance, this has all of the makings of a really strong deck. Let’s tweak it a bit.

-2 Fellwar Stone
+1 Mox Pearl
+1 Dingus Egg

I think the henchmen decks should have a couple of restricted cards, and there are not many options for White. Since you cannot get ante by playing against them, adding a Mox here will not give players a chance to get more Moxen. I also wanted to add another Dingus Egg

-4 Healing Salve
-3 Righteousness
-1 Plains
+4 Swords to Plowshares
+4 Strip Mine

I can’t believe that one of the best decks in the color does not have the best card in the color, especially when it is a perfect fit for the deck as a cheap way of taking out blockers that prevent your beaters from getting hits.

The deck needs some more land, and I think you’ll find Strip Mine to be a perfect card for this deck.
Now the deck is much better, packing some serious heat. You could also try out Land Tax and see if the AI can figure out how to work it."


Now you´ve gone and done it, Abe! Make an annnoying deck even more annoying. Awesome.

Modified High Priest Deck:
.188 21 Plains
.528 4 Strip Mine
.167 1 Mox Pearl
.6 4 Armageddon
.63 4 Dingus Egg
.161 4 Mesa Pegasus
.213 4 Savannah Lions
.112 2 Holy Strength
.10 1 Balance
.852 2 White Mana Battery
.283 4 White Knight
.826 4 Tundra Wolves
.64 2 Disenchant
.240 4 Swords to Plowshares

Test Gauntlet result: Lost 1st duel to Sainted One
Last edited by jiansonz on 26 Oct 2011, 22:12, edited 1 time in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 06 Oct 2011, 17:21

Hydra
Deck file: 0207.dck
Plays: Red
Life: 16/18/20/22
Frequent advantage: None that comes to my mind
Frequent special reward: First move in the next duel

Original Hydra deck:
.164 22 Mountain
.155 4 Mana Flare
.192 4 Power Surge
.84 4 Fireball
.145 2 Lightning Bolt
.337 4 Inferno
.512 4 Onulet
.270 4 Wall of Fire
.65 4 Disintegrate
.490 1 Detonate
.231 2 Soul Net
.224 2 Shivan Dragon

.vNone
.243 3 The Hive
.vBlack
.243 3 The Hive
.vBlue
.199 1 Red Elemental Blast
.243 2 The Hive
.vGreen
.243 3 The Hive
.vRed
.243 3 The Hive
.vWhite
.243 3 The Hive

"Along with Green’s Forest Dragon (Craw Wurm) and Blue’s Sea Dragon (Serpent), this is one of the three serpentine enemies you must face, and the most deadly of the normal minions that serve the Red Archmagi.

As you can see, the deck awkwardly wants to combine Power Surge and Mana Flare to fuel giant spells and effects like The Hive, Disintegrate, Fireball, and firebeathing on Shivan Dragon and Wall of Fire.

I guess it believes that if it forces you to have too much mana, you will be unable to tap all of your lands, but the problem is that you can just keep the extra lands in hand, or use them for very powerful and damaging effects.

Therefore, I’d like to see the deck pick a lane. In this deck, we are going to push the Power Surge. There are other decks with Mana Flares. This is the only one with Power Surge.

I pull the Mana Flares. In replacement, I add two Disrupting Scepters and two Dragon Whelps. The Scepters are a very valuable addition. They “encourage” your opponent to drop all of their lands, while also providing an outlet for your land. Without the Mana Flare, a Dragon Whelp pump will suffice to tap all of your lands to prevent Power Surge damage.

I pull 2 Fireball and 2 Disintegrate. I add 2 Strip Mine and 2 Mishra’s Factory. The deck needs more mana. The Strip should be used to take out opposing Factories, and the AI will usually do that with Strips. That way you remove a mana sink from your opponent. The Factories will serve as a sink as well.

I pull the four Inferno for 2 Bolts and 2 Rock Hydra. After all, this is a Hydra deck.

I yank the Soul Nets for 2 more Dragon Whelps. This is supposed to be one of the more powerful Red decks, and it should not be packing charms.

As a result, our modification is quite heavy, but gives the deck a serious theme."


Modified Hydra deck:
.164 22 Mountain
.528 2 Strip Mine
.508 2 Mishra's Factory
.84 2 Fireball
.145 4 Lightning Bolt
.512 4 Onulet
.270 4 Wall of Fire
.65 2 Disintegrate
.490 1 Detonate
.224 2 Shivan Dragon
.207 2 Rock Hydra
.66 2 Disrupting Scepter
.67 4 Dragon Whelp
.192 4 Power Surge

.vNone
.243 3 The Hive
.vBlack
.243 3 The Hive
.vBlue
.199 1 Red Elemental Blast
.243 2 The Hive
.vGreen
.243 3 The Hive
.vRed
.243 3 The Hive
.vWhite
.243 3 The Hive

This really is a serious overhaul. The whole behaviour of the deck has changed. Without Mana Flare and with 8 fewer heavy burn spells, the deck is not as immediately scary as it was before. It is now much more creature-oriented, with 14 attacking creatures compared to 6 in the original version.

The deck does seem to be able to deal Power Surge damage more often than before. Unfortunately, the computer does not realize that it can avoid all Power Surge damage when it has a Mishra´s Factory out.

I do not know which version of the deck that actually wins more, but I am going to go with this more themed Power Surge variant for now. And the Rock Hydras should definitely be in.

(Note than in the red castle on Wizard level, Mana Flare will still be in play.)

Test Gauntlet result: Won 7 duels, then lost to High Priest.
Last edited by jiansonz on 18 Oct 2011, 08:38, edited 2 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 06 Oct 2011, 17:43

Kiska-Ra, White Dragon
Deck file: 0994.dck
Plays: White, Green and Blue
Life: 18/20/22/24
Frequent advantage: Pandora´s Box
Frequent special reward: Pandora´s Box

This is the 'weenie' player among the tricoloured dragons. Kiska has lots of cheap creatures and uses several spells and effects to pump those creatures up.

This is the biggest non-Arzakon deck in Shandalar, with its 66 cards.

I have made no changes other than the usual one.

Modified Kiska-Ra deck:
.188 2 Plains
.126 2 Island
.91 2 Forest
.252 4 Tropical Island
.254 4 Tundra
.212 4 Savannah
.870 3 Gem Bazaar
.165 1 Mox Emerald
.167 1 Mox Pearl
.169 1 Mox Sapphire
.213 2 Savannah Lions
.422 2 Giant Tortoise
.76 2 Elvish Archers
.217 2 Scryb Sprites
.859 2 Zephyr Falcon
.826 2 Tundra Wolves
.247 2 Timber Wolves
.211 2 Samite Healer
.15 2 Birds of Paradise
.942 2 Pikemen
.462 3 Unstable Mutation
.97 3 Giant Growth
.112 3 Holy Strength
.533 4 Tawnos's Weaponry
.44 2 Control Magic
.409 2 Desert Twister
.1 1 Ancestral Recall
.249 1 Time Walk
.250 1 Timetwister
.25 1 Braingeyser
.202 1 Regrowth

Test Gauntlet result: Won 4 duels, then lost to Mind Stealer
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 06 Oct 2011, 18:30

Kzzy´n - the Dragon Lord (Red Wizardess)
Deck file: 0135.dck
Plays: Red, with some splashes of White and Green
Life: (30/35/40/45)-X (X is the number of red enemies you have killed during the game. X is capped at 10.)
Frequent advantage: Fire Drake (guaranteed on the higher difficulties)
Frequent special reward: Three different red cards of your choice

As you might expect, the chief of Dragon Mount has a deck full of dragons. Abe does a great job with it, which is badly needed because its mana base just sucks.

Original Kzzy´n deck:
.164 18 Mountain
.91 2 Forest
.188 2 Plains
.870 4 Gem Bazaar
.15 4 Birds of Paradise
.318 2 Fellwar Stone
.155 2 Mana Flare
.64 2 Disenchant
.145 4 Lightning Bolt
.224 4 Shivan Dragon
.67 4 Dragon Whelp
.492 2 Dragon Engine
.865 2 Faerie Dragon
.861 2 Prismatic Dragon
.29 2 Celestial Prism
.49 2 Craw Wurm
.620 2 Elder Land Wurm
.503 1 Ivory Tower
.854 3 Winds of Change

"As you can see, this is a Dragon theme deck. Now remember that the Archmagi are supposed to be the most powerful decks around. But, here we are with no Moxes, no Wheel of Fortune, no Balance, no Regrowth, and a woefully inept mana base. I mean, look at this. We have double Green in the casting cost with two Forests. Ick.

We are going to fix all of these things.

The first thing we need to do is fix the manabase.

-1 Plains, -1 Forest, -4 Gem Bazaar, -8 Mountain
+4 Plateau
+2 City of Brass
+4 Taiga
+4 Savannah

Whew. The deck needed that! Let’s keep going.

-4 Birds of Paradise
+1 Sol Ring, Mox Pearl, Mox Ruby, Mox Emerald

Now we have 24 lands plus those four artifact mana sources. Okay, the deck is just about fixed mana wise. Let’s pull out some crap now that the mana is fixed.

-2 Mana Flare
-2 Celestial Prism
-2 Fellwar Stone
+1 Regrowth
+1 Wheel of Fortune
+1 Balance
+1 Nalathni Dragon
+2 Fireball

I really like Fellwar Stone, but with a full set of duals and two Cities, and more, they are not needed. I add the triple power cards from the colors to help round out the deck. The deck can also use a Nalathni Dragon, as it is on theme. Finally, I think the deck could serious benefit from some X spells, so I added a pair of Fireballs.

-1 Winds of Change
+1 Disenchant

The Prismatic Dragon is this:
2WW
2/3
Flying
At the beginning of your upkeep, Prismatic Dragon changes to a random color
2: Change Prismatic Dragon’s color to a random color.
Thus, it is on theme.

The problem with this deck is that, because of the theme, it branches into other colors but does not add their power. It adds White, but no Moat, no Serra Angel, no Swords to Plowshares, no Wrath of God, and no Armageddon. I thought about pulling the Wurms and Dragon Engine for Moats and just flying dragons. I think there might be some value in that. At that point, however, perhaps you should just pull Green altogether because all that would be left in Green is the Faerie Dragons and the Regrowth. The Prismatics deal more damage, so fill out that section of the deck, and you could increase the Nalathni count as well. Then you could find room for Swords to Plowshares. That would be a very different deck.

This deck is the best I can do with the subject, while still keeping the old deck’s flavor."


Modified Kzzy´n deck:
.164 10 Mountain
.188 1 Plains
.91 1 Forest
.241 4 Taiga
.212 4 Savannah
.189 4 Plateau
.403 2 City of Brass
.64 3 Disenchant
.145 4 Lightning Bolt
.224 4 Shivan Dragon
.67 4 Dragon Whelp
.492 2 Dragon Engine
.861 2 Prismatic Dragon
.865 2 Faerie Dragon
.895 1 Nalathni Dragon
.49 2 Craw Wurm
.620 2 Elder Land Wurm
.503 1 Ivory Tower
.854 2 Winds of Change
.230 1 Sol Ring
.167 1 Mox Pearl
.168 1 Mox Ruby
.165 1 Mox Emerald
.202 1 Regrowth
.282 1 Wheel of Fortune
.10 1 Balance
.84 2 Fireball

I am swallowing all those changes. The deck is just better in every way now.

Test Gauntlet result: Lost 1st duel to Kiska-Ra. (oops)
Last edited by jiansonz on 12 Oct 2011, 22:14, edited 3 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 06 Oct 2011, 22:22

Lord of Fate
Deck file: 0010.dck
Plays: Black and White
Life: 14/16/18/20
Frequent advantage: Black Knight
Frequent special reward: "Any card in the game" (at least out of those you can normally trade with amulets).

Original Lord of Fate deck:
.188 11 Plains
.239 11 Swamp
.55 2 Dark Ritual
.28 3 Castle
.108 3 Healing Salve
.112 3 Holy Strength
.259 3 Unholy Strength
.550 4 Yotian Soldier
.221 4 Serra Angel
.736 3 Osai Vultures
.182 3 Pestilence
.871 2 Necropolis of Azar
.70 3 Drudge Skeletons
.616 2 Divine Transformation

.vNone
.514 3 Ornithopter
.vBlack
.930 3 Brass Man
.vBlue
.514 3 Ornithopter
.vGreen
.3 3 Animate Dead
.vRed
.466 3 Amulet of Kroog
.vWhite
.930 3 Brass Man

The idea of this deck is to have creatures with some kind of special ability (flying, vigilance, regeneration) and pump them with enchantments. Then there´s Pestilence, and Necropolis of Azar to make use of the Pestilence (or battle-) victims.

What I want to do here is to to add a creature that loves to be around when creatures are dying left and right.

-1 Castle
-1 Yotian Soldier
+2 Khabal Ghoul

Now you can get both Ghoul pumping and husk counters when you kill creatures with Pestilence.

The red sideboard is so lame that I am going to revamp it completely.
I am also going to add White Knight to all the sideboards. He works nicely with Pestilence and the white enchantments. Unholy Strength does not work on him, so I do not want too many Knights. Just one is fine (two against Black).

Modified Lord of Fate deck:
.188 9 Plains
.239 9 Swamp
.216 4 Scrubland
.55 2 Dark Ritual
.28 2 Castle
.108 3 Healing Salve
.112 3 Holy Strength
.259 3 Unholy Strength
.550 3 Yotian Soldier
.221 4 Serra Angel
.736 3 Osai Vultures
.182 3 Pestilence
.871 2 Necropolis of Azar
.70 3 Drudge Skeletons
.616 2 Divine Transformation
.435 2 Khabal Ghoul

.vNone
.514 2 Ornithopter
.283 1 White Knight
.vBlack
.930 1 Brass Man
.283 2 White Knight
.vBlue
.514 2 Ornithopter
.283 1 White Knight
.vGreen
.3 2 Animate Dead
.283 1 White Knight
.vRed
.204 1 Reverse Damage
.45 1 Conversion
.283 1 White Knight
.vWhite
.930 2 Brass Man
.283 1 White Knight

Test Gauntlet result: Won 4 duels, then lost to Queltosh.
Last edited by jiansonz on 16 Oct 2011, 22:27, edited 2 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 07 Oct 2011, 17:17

Mandurang - Black Dragon
Deck file: 0990.dck
Plays: Black, Blue and Red
Life: 18/20/22/24
Frequent advantage: Necropolis of Azar
Frequent special reward: Necropolis of Azar

This deck is similar to Kiska-Ra in that is uses (mostly) cheap creatures and enchantments to pump them. The difference is that Mandurang´s creatures are almost all flying.

Apart from the land fix, I am only doing a little change for the sideboard vs Green:

-1 Lifetap
-1 Deathgrip
+2 Acid Rain

Modified Mandurang deck:
.164 2 Mountain
.239 2 Swamp
.126 2 Island
.9 4 Badlands
.258 4 Underground Sea
.266 4 Volcanic Island
.589 2 Carrion Ants
.859 4 Zephyr Falcon
.286 4 Will-o'-the-Wisp
.931 4 Dancing Scimitar
.514 4 Ornithopter
.168 1 Mox Ruby
.166 1 Mox Jet
.169 1 Mox Sapphire
.131 2 Jayemdae Tome
.649 4 Giant Strength
.462 4 Unstable Mutation
.259 4 Unholy Strength
.25 1 Braingeyser
.583 1 Blood Lust
.17 1 Black Lotus
.230 1 Sol Ring

.vNone
.53 3 Cursed Land
.vBlack
.24 3 Bog Wraith
.vBlue
.199 3 Red Elemental Blast
.vGreen
.58 1 Deathgrip
.552 2 Acid Rain
.vRed
.22 3 Blue Elemental Blast
.vWhite
.100 1 Gloom
.86 2 Flashfires

Test Gauntlet result: Won 1 duel, then lost to Sorcerer
Last edited by jiansonz on 26 Oct 2011, 22:09, edited 2 times in total.
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Re: Shandalar enemy decks overhaul

Postby jiansonz » 07 Oct 2011, 19:37

Merfolk Shaman
Deck file: 0150.dck
Plays: Blue
Life: 6/8/10/12
Frequent advantage: Merfolk of the Pearl Trident
Frequent special reward: Merfolk of the Pearl Trident in the next duel

"You knew this foe was coming. Let’s take a look at the Blue tribal foe that the Blue Archmagi will send at you."

Original Merfolk Shaman deck:
.126 22 Island
.160 4 Merfolk of the Pearl Trident
.150 4 Lord of Atlantis
.782 4 Segovian Leviathan
.462 4 Unstable Mutation
.184 4 Phantasmal Terrain
.186 3 Pirate Ship
.218 3 Sea Serpent
.427 2 Island Fish Jasconius
.153 3 Magical Hack
.144 3 Lifetap
.260 4 Unsummon

Note: Abe has 4 different cards than in the list the above. In his list, there are no Unsummons, but instead another Island and three Sunken City.

"This decklist does almost everything you want with the initial cards, but it does not add another level. I mean, you could have pulled some of the crappy cards for Ankh of Mishra or Winter Orb. That would have made this a much better deck. Since they did not go that direction, I cannot in my deck either.

There are two problems with this deck. The first is that the AI is horrible with Phantasmal Terrain. It will almost never turn one of my lands into an Island. Let’s suppose I’m playing White/Red. I have out a Plateau and two Mountains. It will turn my Plateau into a third Mountain in order to cut off my White. As a result, they aren’t that useful in the deck.

The second issue is the large amount of crappy giant creatures in the deck. There are two problems with that. Firstly, this is trying to be an aggro deck, and secondly, this is the theme of the next deck, the Sea Dragon. It is kind of like this deck is crowding in on another deck’s territory.

Let’s begin some modification.

-2 Island Fish Jasconius
-3 Sea Serpent
+1 Sunken City
+4 Merfolk Assassin

We can add to our Merfolk count while also upping our Sunken City count to four. Cutting crap like The Island Fish and Sea Serpents can only help.

-4 Segovian Leviathan
+4 War Barge

War Barge and Merfolk Assassin were an old, old, old combo from The Dark years. You could also use Sandals of Abdallah. War Barge fits the theme as well as helps with the Assassin. The Sandals tap and cost two to use, The War barge can be used again and again and costs 3 to use. I went with the Barge, but the Sandals work too.

-3 Pirate Ship
+3 Psionic Blast

This is an aggro deck, let’s add some burn.

-3 Lifetap
+1 Magical Hack
+2 Mana Short

I like these cards for the aggro deck better than the Lifetap. Magical Hack is just as good as Phantasmal Terrain for getting people through, and the AI does know how to use that. "


Great changes! Much more aggro and effective now. Feels weird for me to not have the Segovian Leviathans in the deck, but with the extra Merfolk, there will be enough landwalking anyway, and faster.

Modified Merfolk Shaman deck:
.126 23 Island
.160 4 Merfolk of the Pearl Trident
.150 4 Lord of Atlantis
.462 4 Unstable Mutation
.184 4 Phantasmal Terrain
.153 4 Magical Hack
.364 4 Sunken City
.940 4 Merfolk Assassin
.385 4 War Barge
.194 3 Psionic Blast
.156 2 Mana Short

Test Gauntlet result: Won 1 duel, then lost to Dracur
Last edited by jiansonz on 18 Oct 2011, 08:50, edited 2 times in total.
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