Hi, I've made a full set of enemy decks. I'm finally happy with the results after a lot of testing.
Balance is impossible so I just tried to make the decks interesting and attack from a lot of different angles. Some of the decks the computer is BAD with(stupid computer).
There may be some broken cards, I used Thieves Hideout 1 August 3rd card set. I know for sure the smoke bug will effect the Centaur Warcheif deck and sometimes the elf deck crashes, haven't figured out why.
Here are the rules I used to make the decks:
- | Open
- (I categorized the enemies by how much life they start with at the beginning of the game, I may not have all the names exactly right)
abbreviations: C: common, U:Uncommon, R:Rare, M:Mythic, P:Power
Level 1: witch, seer, sorceress, druid, cleric
Goal: sampling of things in color, easy, should be inconsistent, different every time. Like a bad draft deck
Rules: max U7, R2, max of each individual card: 1xR/U/C.
Level 2: undead knight, elvish magi, merfolk shaman, sorcerer, priestess
Goal: themed, still inconsistent, still fairly easy for beginning decks. Like a decent draft deck.
Rules: max U15, R5, max of each individual card: 2xU/C, 1xR.
Level 3: warlock, conjurer, troll shaman, enchantress, crusader
Goal: getting more challenging, like a bad standard deck.
Rules: Max: R7, M2, max of each individual card: 3xC,2xU,1xR
Level 4: elementalist, sedge beast, fungus master, mind stealer, tusked guardian
Goal: same range of challenge as 3, small step up, like a good standard deck
Rules: Max: R10, M5, max of each individual card: 3xUC, 2xR, 1xM
Level 5: sea dragon, vampire lord, forest dragon, goblin warlord, paladin
Goal: same range of challenge as 4, small step up, like a bad modern deck
Rules: Max: R15, M7, max of each individual card: 4xC 3xU, 2xMR
Level 6: altakesh, aga galneer, queltosh, saltrem tor
Goal: same range of challenge as 5, small step up, like a good modern deck
Rules: Max: M10, max of each individual card: 4xUC, 3xR, 2xM
Level 7: lord of fate, winged stallion, centaur shaman, ape lord, centaur warchief, shapeshifter, archangel, hydra, nether fiend, beastmaster
Goals: small step up, like a bad legacy deck(some of these are not as good as the level 6 ones, but those ones tend to attack from odd angles or have lockout cards that can just win the game if you are not prepared.)
Rules: no maxes, max of each individual card: 4xUC, 3xMR
Level 8: summoner, high priest, war mage, thought invoker, necromancer
Goals: Didn't want these to be super hard since you can't buy your way out of fighting them, but still challenging enough to fear. Still in the bad legacy deck range
Rules: allow 1 Power, max of each individual card: 4xUCMR
Level 9: mandurung, whim, prismat, dracur, kiskara
Goals: hard, can buy way out of fighting, did best I could with cards available using all 3 colors, some are good, some are mediocre.
Rules: allow 5 Power, max of each individual card: 4xUCMRP
Level 10: castle bosses
Goals: mono colored mastery, did best I could with cards in one color to make most challenging bosses, you only fight these guys once
Rules: allow 10 power, max of each individual card: 4xUCMRP
Level 11: End Boss
Goals: HARD 5 color tall stack(least tested deck so I don't know how successful I was)
Rules: max of each individual card: 4xUCMRP
I also wanted to shout out a thanks to the rest of you who are making and posting decks as they are interesting, fun and great to steal ideas from.
If anybody can figure out a decklist for the computer use turbofog correctly(not casting fog on their turn) I would love to see it.
Sorry for not listing out all the decks. I want to get back to playing.