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BloodReyvyn's Mods 2014 [34 Decks]

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Re: BloodReyvyn's Mods 2014 v6.0

Postby Drakno » 20 Jul 2013, 07:30

Hi, I was wondering if you could post the fists of krosa deck with Kamahl as the walker instead of Garruk. You see Kamahl has always been my favorite from the magic books whereas Garruk always seemed a bit... subpar to put it politely when compared to the awesomeness that was Kamahl so I really wanna play the deck but having Garruk summon Kamahl is a bit too much for me (I have been bashing Garruk for being the inferior substitute to Kamahl for years).
Besides I can't imagine it being to difficult it's just a change of a picture and a name right?
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Re: BloodReyvyn's Mods 2014 v6.0

Postby elminster63500 » 20 Jul 2013, 08:01

Hi,
I found a bug with the Apprentice Wizard - he doesn't add the 3 uncolored mana when engaged
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Re: BloodReyvyn's Mods 2014 v6.0

Postby Ratava » 20 Jul 2013, 08:35

elminster63500 wrote:Hi,
I found a bug with the Apprentice Wizard - he doesn't add the 3 uncolored mana when engaged
i just played a game
and for me the "Apprentice Wizard" worked just fine
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Re: BloodReyvyn's Mods 2014 v6.0

Postby BloodReyvyn » 20 Jul 2013, 09:50

Drakno wrote:Hi, I was wondering if you could post the fists of krosa deck with Kamahl as the walker instead of Garruk. You see Kamahl has always been my favorite from the magic books whereas Garruk always seemed a bit... subpar to put it politely when compared to the awesomeness that was Kamahl so I really wanna play the deck but having Garruk summon Kamahl is a bit too much for me (I have been bashing Garruk for being the inferior substitute to Kamahl for years).
Besides I can't imagine it being to difficult it's just a change of a picture and a name right?
Sounds Awesome, I wasn't sure what PW to make for the deck, so I defaulted to Garruk being mono-green and all. I was going to make a {R} {G} featuring a Kamahl PW, but you know what... Maybe I will make a separate mono-{R} deck to compliment this one with Kamahl, Pit Fighter... :wink:

Ratava wrote:hi
found another bug with "Hellrider" in "Heavenly Hellfire"
if i attack he doesnt deal dmg to the defending player
Am looking into it as I ran into the same bug just ten minutes ago when I was playing against it.
Last edited by BloodReyvyn on 20 Jul 2013, 09:52, edited 1 time in total.
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Re: BloodReyvyn's Mods 2014 v6.0

Postby thefiremind » 20 Jul 2013, 09:51

BloodReyvyn wrote:Whoops I thought I fixed that error, be updating hopefully soon with a compressed core (if I can get it to work).

Hey, sumo, is there a guide somewhere for how exactly to use that batch file? I changed the path, but when I dropped the file on it, got BSOD :shock: Stack Overflow or something was the apparent cause... I tried to see if it would do it again, but it just does nothing when I drop a file on it now...
That batch file needs an edit according to which directory you keep Gibbed Tools in. I have a better alternative. :wink:
thefiremind's pack batch.zip
(220 Bytes) Downloaded 385 times
Extract this to your Gibbed Tools directory, then drag and drop your unpacked WADs from anywhere and you'll get your compressed WAD.
(I haven't invented this by myself, I found how to do that with the good old Google. :lol:)
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Re: BloodReyvyn's Mods 2014 v6.0

Postby BloodReyvyn » 20 Jul 2013, 10:50

Awesome, thanks man.

Updated the core with a (hopefully) fixed Hellrider, and now compressed to smaller size thanks to sumo and tfm for the time helping me shrink that thing down.

Updated "Walkers of the Woods" with a few copies of Escaped Null.

Updated "Fists of Krosa" Kamahl is now the Planeswalker, but the Garruk art is still in the core for possible future use, or anyone else who wants to use it I guess. (All PW Art is in the core wad.)

I have tested Apprentice Wizard quite a few times, seems to be working fine to me. You are aware mana doesn't carry over between steps? I have, however noticed that if you don't use the whole {3} right away, the game will not use the left-over mana unless there is no other mana sources available to use first.

Made an attempt at fixing Rith's Charm 3rd ability, but am just now about to actually test it.
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Re: BloodReyvyn's Mods 2014 v6.0

Postby Drakno » 20 Jul 2013, 11:00

Kamahl is great in RG since his 1st ability + pyroclasm is so much fun. Also if you don't mind some suggestions I think sakura tribe elder and yavimaya elder would both fit the krosan deck great since they provide you with ramp while also being chump blockers for early since the deck uses as much mana as possible, rampaging baloth is another great card to throw in these sort of decks. I have been playing such a beast beatdown for a while irl in kitchen table (though I also used doubling season and garruk primal hunter for a nasty 12 6/6 in t5 with just one nature lore).
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Re: BloodReyvyn's Mods 2014 v6.0

Postby NEMESiS » 21 Jul 2013, 14:55

I like your decks but some of those multi land decks could really use mana fixers like Terramorphic Expanse or Evolving Wilds. Also, why only 20 lands on each deck? I guess I can edit the land count myself though.
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Re: BloodReyvyn's Mods 2014 v6.0

Postby BloodReyvyn » 21 Jul 2013, 18:47

NEMESiS wrote:I like your decks but some of those multi land decks could really use mana fixers like Terramorphic Expanse or Evolving Wilds. Also, why only 20 lands on each deck? I guess I can edit the land count myself though.
Glad you like 'em. I am very aware that I need some color-fixing in a few decks, but am unsure of whether I want to use terramorphic expanse or actual dual or tri-color lands.

As far as only 20 lands, since the game does allow the ability to finally change your own land pool, I decided to cram as many cards into each deck as possible while still leaving it playable enough that the AI can still use the base deck (and it has an uncanny knack for almost always pulling the best cards) most games.

I have been swapping in and out a lot of cards, trying to see what different builds I can make with each deck, and trying to remain mindful of the color balance so that when I do some land fixing I know which decks will actually need dual lands to open more build options and which ones need something more like Terramorphic Expanse or Evolving Wilds not just for color-fixing, but for moving lands out of the deck to get to your spells faster.

But, maybe I am over-complicating a simple situation. Lately I been trying to just get to my goal of 10 varied theme decks before going through and overhauling them. :D
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Re: BloodReyvyn's Mods 2014 v6.0

Postby NEMESiS » 21 Jul 2013, 19:25

I think that the only deck deck really needs dual lands is Multiplicity because the cards on that deck splash a lot of colors. The Ancients' Call, Heavenly Hellfire and Ramaz deck can due with just simple land fixers like Evolving Wilds since its not too color dependant. Fist of Krosa could use more ramp in the base deck for the AI (20 base lands, no real ramp and ton of big spells). Also, I noticed that Druidic Satchel does not reveal the top card of the library when its a creature. Of course, these are all just suggestions.
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Re: BloodReyvyn's Mods 2014 [8 Decks]

Postby BloodReyvyn » 22 Jul 2013, 05:54

I will definitely be going through each deck over the next few days and tweaking each of them, adding Jungle Basin to the mono-green deck, Rith's Grove Jungle Shrine and Naya Panorama for "Multiplicity" and probably doing a complete overhaul on "Shadows of the Wastes" to eliminate alot of the duplicate unlocks.

New deck "Temple of Duality" is up featuring some of my favorite clerics (I really want to make Frontline Medic, but am unsure about the counter ability.) I will probably have a few minor tweaks to the unlocks in a few days since I still need to make Transcendant Master and Debt to the Deathless.
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Re: BloodReyvyn's Mods 2014 [8 Decks]

Postby franbaher » 22 Jul 2013, 08:58

Please who i can do it for transfer my favorite deck "RISE OF IRINDU" of magic 2013 to magic 2014?
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Re: BloodReyvyn's Mods 2014 [8 Decks]

Postby BloodReyvyn » 22 Jul 2013, 10:22

Not sure I am understanding correctly, but Rise of Irindu was not one of my decks. Maybe ask the original mod author? :)

Already found a few bugs to work out with the new deck, in case anyone decides to report them they know that I know;

- Teysa's First ability can't be paid for some reason.
- Suture Priest seems to work ok, but I am getting a script log reporting that it is trying to index a nil value, unsure where.
- With Edgewalker in play, if you play Mikaeus, the Lunarch you can play him for free with X up to the number of color-producing lands you have. Since I am using the core game's Mikaeus I am not sure why Edgewalker is allowing you to reduce the cost of each X colorless...
- Kor Sanctifiers kicker ability does nothing because I forgot the target block. :oops:
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Re: BloodReyvyn's Mods 2014 [8 Decks]

Postby thefiremind » 22 Jul 2013, 11:15

BloodReyvyn wrote:- Teysa's First ability can't be paid for some reason.
I won't even search for what went wrong... "Sacrifice three white creatures" can be coded without using a generic cost, since you don't even need to remember anything about the creatures you sacrificed:
Code: Select all
    <COST type="Sacrifice" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="3" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
    </COST_DEFINITION>
BloodReyvyn wrote:- Suture Priest seems to work ok, but I am getting a script log reporting that it is trying to index a nil value, unsure where.
You wrote SecondaryObject() instead of TriggerObject() in the second trigger condition.

BloodReyvyn wrote:- With Edgewalker in play, if you play Mikaeus, the Lunarch you can play him for free with X up to the number of color-producing lands you have. Since I am using the core game's Mikaeus I am not sure why Edgewalker is allowing you to reduce the cost of each X colorless...
This might be an engine bug, but first, make a test: try to reduce only white mana cost (comment the "black cost" line) and see if Mikaeus works as expected. If he does, then tell me and I'll suggest you a possible fix.
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Re: BloodReyvyn's Mods 2014 [8 Decks]

Postby Foren » 22 Jul 2013, 11:39

Hey Bloodreyvyn! I was just playing your new Clerics' deck and I have a bug to report. When I dealt damage to my opponent with Blind Zealot if gave me option to sacrifice it to destroy a creature, as it should have, but I pressed finish since my Zealot was enchanted and I didn't want to sacrifice her just yet. However despite pressing finish my Zealot was still destroyed. Hope it's just a minor error in the code and you can fix it easily. Thanks in advance and keep up a good work! :3
PS Necromancer's Covenant doesn't exile all creatures from a graveyard. I had 3 different creatures in my graveyard and only one was exiled, resulting in only one zombie being put on the battlefield.
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