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New quest decks

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Re: New quest decks

Postby Sloth » 09 Oct 2012, 20:08

Some updates:
Here are the two morph decks: One is based on the first ability of Ixidron, one on the second:
Jesse James 1 | Open
Code: Select all
4 Ixidron
4 Primal Whisperer
4 Dermoplasm
8 Forest
16 Island
3 Brine Elemental
2 Hystrodon
2 Krosan Cloudscraper
2 Krosan Colossus
3 Root Elemental
2 Spitting Gourna
2 Titanic Bulvox
2 Towering Baloth
2 Treespring Lorian
2 Venomspout Brackus
2 Woodcloaker
Doc Holiday 1 | Open
Code: Select all
3 Aphetto Runecaster
3 Aven Farseer
4 Ixidron
6 Plains|10E
11 Island|10E
6 Forest|10E
2 Obelisk of Bant
4 Crystallization
1 Brine Elemental
1 Daru Sanctifier
2 Defender of the Order
4 Echo Tracer
4 Liege of the Axe
4 Nantuko Vigilante
2 Thelonite Hermit
1 Wingbeat Warrior
2 Woodcloaker
I've also tested the Corpsejack Menace deck and found the whole Lotleth Troll / Scavenge package alittle disappointing in the hands of the AI. So i searched around for cards that get +1/+1 counters reliably and found a ton. Here is what i'm testing at the moment, but i think it's neither medium nor hard so i will split it in two when i find the time:
Gollum 3 | Open
Code: Select all
4 Corpsejack Menace
1 Death's Presence
2 Doubling Season
4 Bayou
4 Verdant Catacombs
7 Swamp
6 Forest
1 Champion of Lambholt
1 Consumptive Goo
1 Cytoplast Root-Kin
1 Deadbridge Goliath
1 Desecration Demon
1 Dirtcowl Wurm
1 Dreg Mangler
1 Drudge Beetle
1 Feral Hydra
1 Forgotten Ancient
1 Fungal Behemoth
1 Hunting Moa
1 Kavu Titan
1 Korozda Monitor
1 Lumberknot
1 Mephidross Vampire
1 Mirri the Cursed
1 Necropolis Regent
1 Ob Nixilis, the Fallen
1 Primordial Hydra
1 Quirion Dryad
1 Scute Mob
1 Skullbriar, the Walking Grave
1 Slitherhead
1 Sluiceway Scorpion
1 Spiritmonger
1 Vigor
1 Vigor Mortis
1 Vinelasher Kudzu
1 Vulturous Zombie
Cytoplast Root-Kin and Fungal Behemoth bring a little more synergies along, but the real stars are Champion of Lambholt, Feral Hydra, Quirion Dryad, Scute Mob and Vinelasher Kudzu. If they are followed by Corpsejack Menace, they build up a lot of pressure early on.
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Re: New quest decks

Postby Nordos » 10 Oct 2012, 09:58

I had another idea, which can't be done yet, as stated here: viewtopic.php?p=100164#p100164
I will post it anyway, since I really like how its working out.
Code: Select all
4 Axebane Guardian
4 Carven Caryatid
4 Feed the Pack
24 Forest
4 Overgrown Battlement
4 Shield Sphere
4 Spidersilk Armor
4 Traproot Kami
4 Tree of Redemption
1 Vine Trellis
3 Wall of Blossoms
This is a quick list I've made. It can be expanded by finding other synergies for sacrifice/defenders... Axebane Guardian may prove a bit too costful, too.

EDIT: Another addition could be Leyline of Vitality, since it gives toughness (1 more token) and 1 life per entering creature (which makes it even more powerful)
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Re: New quest decks

Postby Sloth » 12 Oct 2012, 11:02

Nordos wrote:
| Open
Code: Select all
1 Avatar of Slaughter
1 Blazing Archon
2 Blightsteel Colossus
4 Buried Alive
4 Exhume
4 Gravestorm
4 It That Betrays
4 Leyline of the Void
4 Living Death
4 Nezumi Graverobber
2 Rag Dealer
1 Sheoldred, Whispering One
1 Spirit of the Night
24 Swamp
Feel free to add any synergies. I didn't came across any more, then again, I wasn't looking at all cards ;)
On closer inspection, there are some cards here that don't go together well. Blightsteel Colossus can't be reanimated at all. It That Betrays doesn't work with Leyline of the Void.
I like the combo of Leyline of the Void, Gravestorm and Living Death though. Here is an attempt to make it more consistent:
Tombstone 3 | Open
4 Exhume
4 Living Death
2 All Hallow's Eve
4 Buried Alive
1 Corpse Connoisseur
3 Entomb
1 Deathrite Shaman
4 Gravestorm
4 Leyline of the Void
1 Nezumi Graverobber
1 Rag Dealer
1 Blazing Archon
1 Drogskol Reaver
1 Elesh Norn, Grand Cenobite
1 Iname, Death Aspect
1 Massacre Wurm
1 Sheoldred, Whispering One
1 Spirit of the Night
24 Swamp

All Hallow's Eve is more reanimation and Corpse Connoisseur, Entomb and Iname, Death Aspect fill your graveyard some more.
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Re: New quest decks

Postby Nordos » 12 Oct 2012, 11:47

I have to agree with your changes. As I said, I wassn't really paying attention to the other cards, yet I wanted to share the combination of Leyline of the Void + Gravestorm and the possibility of reanimating via Living Death or Exhume :)

I am currently thinking about a green deck which is based upon playing lands, yet I encountered some problems.
Good synergies for it are Traproot Kami, Molimo, Maro-Sorcerer, Baru, Fist of Krosa and Budoka Gardnener. Since the AI should have always more lands in play then any enemy, I thought about adding Nature's Revolt, but the AI can't really use it. It would often play it, then tap its forest for mana, instead of using them to attack.
Another combination I thought would fit is Crucible of Worlds with Zuran Orb and a lot of enchantments/creatures like Azusa, Lost but Seeking, Oracle of Mul Daya and Rites of Florishing.
I don't know which way I should go with that deck.
Code: Select all
2 Azusa, Lost but Seeking
1 Baru, Fist of Krosa
3 Budoka Gardener
3 Crucible of Worlds
80 Forest
1 Garruk, Primal Hunter
4 Grazing Gladehart
1 Molimo, Maro-Sorcerer
2 Mulch
4 Oracle of Mul Daya
2 Rites of Flourishing
4 Rowen
2 Scute Mob
2 Seed the Land
4 Seek the Horizon
2 Seer's Sundial
3 Zuran Orb
So far it is IMO easy
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Re: New quest decks

Postby Sloth » 14 Oct 2012, 19:00

Nordos wrote:
Code: Select all
4 Angelic Wall
4 Arid Mesa
4 Badlands
4 Bitterblossom
3 Forsaken Wastes
2 Greater Auramancy
2 Havoc Festival
3 Leyline of Punishment
4 Marsh Flats
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
4 Phyrexian Arena
4 Plains
4 Plateau
4 Scrubland
4 Transcendence
1 Urborg, Tomb of Yawgmoth
2 Wall of Diffusion
2 Wall of Hope
2 Wall of Razors
Here's an experimental deck, which is based uppon Transcendence in combination with either Leyline of Punishment, Havoc Festival or Forsaken Wastes. If anyone finds any better synergies, let me know :P Mesa Enchantress is worth considering, too, since 37% of this deck are enchantments
Nice combo, but i think the deck is a little bit too extreme. Only four cards in the whole deck have the potential to harm your opponent. Without finding Transcendence, the AI will likely kill itself with Bitterblossom, Phyrexian Arena, Forsaken Wastes and Havoc Festival without any input from the human.

Nordos wrote:I am currently thinking about a green deck which is based upon playing lands, yet I encountered some problems.
Good synergies for it are Traproot Kami, Molimo, Maro-Sorcerer, Baru, Fist of Krosa and Budoka Gardnener. Since the AI should have always more lands in play then any enemy, I thought about adding Nature's Revolt, but the AI can't really use it. It would often play it, then tap its forest for mana, instead of using them to attack.
Another combination I thought would fit is Crucible of Worlds with Zuran Orb and a lot of enchantments/creatures like Azusa, Lost but Seeking, Oracle of Mul Daya and Rites of Florishing.
I don't know which way I should go with that deck.
| Open
Code: Select all
2 Azusa, Lost but Seeking
1 Baru, Fist of Krosa
3 Budoka Gardener
3 Crucible of Worlds
80 Forest
1 Garruk, Primal Hunter
4 Grazing Gladehart
1 Molimo, Maro-Sorcerer
2 Mulch
4 Oracle of Mul Daya
2 Rites of Flourishing
4 Rowen
2 Scute Mob
2 Seed the Land
4 Seek the Horizon
2 Seer's Sundial
3 Zuran Orb
So far it is IMO easy
EDIT: On second glance, it's not that similar to the Dr Watson decks. I will test a bit.
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Re: New quest decks

Postby Nordos » 14 Oct 2012, 19:06

Hm. Agreed, that the Transcendence deck is a bit too extreme, yet I really liked the idea of it. Is there any other card like Transcedence? Or any way to prevent the human to attack? I guess, Humility would work in it once again, wouldn't it? :S

Well, with the green deck I wanted a different approach. While the Dr Watson decks are based upon getting forest, the my deck should be based upon playing lands. That may have similar results, yet I used completely different cards (e.g. the Oracle)
Then again, since it is atm easy anyway, why not add it as Dr Watson 1?


How about the defender deck? I would really like to hear your opinion toward it :)
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Re: New quest decks

Postby Chris H. » 14 Oct 2012, 19:12

Sloth wrote:Nice combo, but i think the deck is a little bit too extreme. Only four cards in the whole deck have the potential to harm your opponent. Without finding Transcendence, the AI will likely kill itself with Bitterblossom, Phyrexian Arena, Forsaken Wastes and Havoc Festival without any input from the human.
 
Would the deck work OK if it was a quest challenge deck and had the Transcendence card start the game on the battlefield?
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Re: New quest decks

Postby friarsol » 14 Oct 2012, 19:28

Chris H. wrote:Would the deck work OK if it was a quest challenge deck and had the Transcendence card start the game on the battlefield?
Well, the AI would need to start at like 10 or 0 life. They would die immediately if it starts in play.
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Re: New quest decks

Postby Sloth » 14 Oct 2012, 19:33

Nordos wrote:Well, with the green deck I wanted a different approach. While the Dr Watson decks are based upon getting forest, the my deck should be based upon playing lands. That may have similar results, yet I used completely different cards (e.g. the Oracle)
Then again, since it is atm easy anyway, why not add it as Dr Watson 1?
You are right, they are different enough. I instantly changed my mind after posting (see above).

Chris H. wrote:Would the deck work OK if it was a quest challenge deck and had the Transcendence card start the game on the battlefield?
This is a good idea. Haven't touched challenges for ages.

Nordos wrote:How about the defender deck? I would really like to hear your opinion toward it :)
The defender deck looks nice. I will try to improve the AI using Feed the Pack. I would still prefer a second win condition besides Feed the Pack though (there's no chance of winning without it). What about adding red for Vent Sentinel?
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Re: New quest decks

Postby Nordos » 14 Oct 2012, 20:11

Hmmm...
Lets assume it will be stronger with adding red - how about keeping the mono green one as medium and adding the green + red one as hard?
Another addition could, theoretically, be white: Perimeter Captain (a lot of toughness and can keep the AI alive a bit more), Stalwart Shield-Bearers (increases the the toughness by 2 and therefor increasing the tokens by two), Sunscape Familiar (green spells cost less mana. Then again this one isn't very effective, since you have a lot of mana with Overgrown Battlement/Axebane Guardian)
The red decklist could be something like this:
Code: Select all
3 AEther Membrane
2 Axebane Guardian
3 Carven Caryatid
4 Feed the Pack
16 Forest
4 Overgrown Battlement
4 Rootbound Crag
2 Shield Sphere
4 Spidersilk Armor
4 Taiga
2 Traproot Kami
4 Tree of Redemption
4 Vent Sentinel
2 Wall of Blossoms
2 Leyline of Vitality
EDIT: It may even be hard and very hard ... Dunno
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Re: New quest decks

Postby Nordos » 15 Oct 2012, 15:45

Code: Select all
4 Big Game Hunter
2 Call to the Netherworld
4 Cunning Lethemancer
4 Dark Withering
4 Geth's Grimoire
4 Gibbering Descent
4 Gorgon Recluse
3 Liliana of the Veil
2 Liliana's Caress
2 Sangromancer
3 Strength of Lunacy
24 Swamp
a deck based uppon 'Madness'. I dont know if I should add another colour or if it's fine this way :P There are a lot of possible synergies, yet many of them go into a direction which I don't like (forcing the enemy to discard cards instead of using Madness)
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Re: New quest decks

Postby edessa » 16 Oct 2012, 05:51

Hi. Im not very good makong decks, but maybe this is not quite wrong. Its a Goblin Rogue Deck. A bit different than the RB goblin deck that exist already in quest mode. What do you think. I like to make tribal decks.

1 Auntie´s Snicht
2 Frogtosser Banneret
4 Prickly Boggart
4 Squeaking Pie Sneak
3 Stinkdrinker Bandit
1 Warren Pilferers
2 Knucklebone Witch
4 Mad Auntie
1 Weirding Shaman
4 Murder
1 Hoarder´s Greed
1 Fodder Launch
2 Curse of the Stalked Prey
2 Mizzium Mortars
2 Wort, Boggart Auntie
2 Door of Destinies
2 Cloack and Dagger
6 Swamp
4 Auntie´s Hovel
4 Cavern of Souls
2 Evolving Wilds
3 Blood Crypt

I believe the deck is hard enough to make it to Medium. But I would like to read your opinions. I tried to mantein the Goblin Rogue theme, using most of the cards from Shadowmoor, Lowryn and Morningtide sets. Some of Return to Ravnica and M13.
I would like that your opinions respect the theme and make ir stronger please, and if it is worthy I would like to see it in a Forge Version.
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Re: New quest decks

Postby Sloth » 17 Oct 2012, 11:21

I've added this deck as Tweedledum 2. It can do really powerful things with the right mix of lands and non-lands, so medium is the right place for it. I'm thinking about adding Fetchlands (good with landfall and Crucible of Worlds) and Horn of Greed (because it's the nuts here).

Nordos wrote:
Code: Select all
4 Big Game Hunter
2 Call to the Netherworld
4 Cunning Lethemancer
4 Dark Withering
4 Geth's Grimoire
4 Gibbering Descent
4 Gorgon Recluse
3 Liliana of the Veil
2 Liliana's Caress
2 Sangromancer
3 Strength of Lunacy
24 Swamp
a deck based uppon 'Madness'. I dont know if I should add another colour or if it's fine this way :P There are a lot of possible synergies, yet many of them go into a direction which I don't like (forcing the enemy to discard cards instead of using Madness)
The problem with Madness is that
A. The AI will not predict the mana cost, which should be OK for Cunning Lethemancer (since mana should be there at the start of the turn) but not with Liliana of the Veil.
B. At one point in the game the AI and the Human will have an empty hand, draw cards and play them, which will make most of the cards more or less useless.

edessa wrote:Hi. Im not very good makong decks, but maybe this is not quite wrong. Its a Goblin Rogue Deck. A bit different than the RB goblin deck that exist already in quest mode. What do you think. I like to make tribal decks.

| Open
1 Auntie´s Snicht
2 Frogtosser Banneret
4 Prickly Boggart
4 Squeaking Pie Sneak
3 Stinkdrinker Bandit
1 Warren Pilferers
2 Knucklebone Witch
4 Mad Auntie
1 Weirding Shaman
4 Murder
1 Hoarder´s Greed
1 Fodder Launch
2 Curse of the Stalked Prey
2 Mizzium Mortars
2 Wort, Boggart Auntie
2 Door of Destinies
2 Cloack and Dagger
6 Swamp
4 Auntie´s Hovel
4 Cavern of Souls
2 Evolving Wilds
3 Blood Crypt


I believe the deck is hard enough to make it to Medium. But I would like to read your opinions. I tried to mantein the Goblin Rogue theme, using most of the cards from Shadowmoor, Lowryn and Morningtide sets. Some of Return to Ravnica and M13.
I would like that your opinions respect the theme and make ir stronger please, and if it is worthy I would like to see it in a Forge Version.
We already have a BR goblin deck, but we don't have a mono black one yet. The Rogue sub-theme is also nice and is not affected by cutting red.
The AI can't use Weirding Shaman and Fodder Launch very well, they should be replaced too. Hoarder´s Greed doesn't look very synergistic or strong in this deck as well.

Here would be a mono black version:
| Open
4 Auntie´s Snicht
4 Frogtosser Banneret
1 Squeaking Pie Grubfellows
4 Prickly Boggart
4 Squeaking Pie Sneak
4 Stinkdrinker Bandit
4 Warren Pilferers
2 Knucklebone Witch
4 Mad Auntie
4 Murder
2 Door of Destinies
2 Cloak and Dagger
17 Swamp
4 Cavern of Souls
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Re: New quest decks

Postby edessa » 19 Oct 2012, 01:49

thanks sloth. I will test the deck. If I build something nice I will upload for opinions. Im also working in a RG werewolf deck. So far it looks pretty good.
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Re: New quest decks

Postby edessa » 19 Oct 2012, 04:21

Ok guys I believe I have a decent werewolves deck her. Please check it.

2 Kruin Outlaw
2 Reckless Waif
2 Instigator Gang
4 Mizzium Mortars
3 Mayor of Avabruck
2 Daybreak Ranger
2 Gastaf Shepherd
1 Scorned Villager
2 Wolfbitten Captive
2 Wolfir Silverheart
3 Huntmaster of the Fells
3 Immerwolf
2 Descendant´s Path
2 Mana Bloom
2 Triumph of Ferocity
1 Wild Defiance
2 Naturalize
1 Ranger´s Path
1 Vessel of the Endless Rest
4 Forest
4 Mountain
3 Cavern of Souls
2 Rootbound Crag
4 Wooded Foothills
4 Taiga

I was thinking that maybe take out 2 forests and mountains in order to use 4 Stomping Grounds, Also im not pretty sure that the AI makes use of the overload capability of the mortars, but I like it for removal in order to use new cards. Also I was considering taking out the Ranger´s Path for the third Mana Bloom, or fourth Immerwolf. Any suggestions please comment. Thanks.
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