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【25/09/14】DotP2014 DLC v9.5
Moderator: CCGHQ Admins
Re: 【3/8/13】DotP2014 custom mod released【v3.3 24 decks】
by sumomole » 04 Aug 2013, 22:07
I have made a lot of RTR decks in DotP2013, so I won't make any more until the Theros released, or a deck with new idea.Exxington wrote:I think anything with aether vial would be pretty fun or just like blue white red flash or junk aristocrats i really enjoyed playing your aristocrats decks in 2013
RDW or Dragonstorm? I would choose the former, I think it's more interesting.Drakno wrote:Hey there mate, I am missing only one title to complete all of them: the favorite color red title. I always found red boring so I neglected it to the point where getting the title means I have to play about 200 or so games with red to surpass my green score so monored seems to be the only way (awakening zone proved to be too much fun >.>) RDW decks make me wanna shoot myself after a game or two since it's always the same boring gameplay so I was thinking could you make a dragonstorm deck with rituals and hand refreshers (ie reforge the soul and wheel of destiny)?


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sumomole - Programmer
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Re: 【3/8/13】DotP2014 custom mod released【v3.3 24 decks】
by Drakno » 05 Aug 2013, 08:20
I can understand that people like playing RDW cause it is legitimately good and bring results but I find interesting to be a bit of a stretch, all you do is atk and once they drop low enough burn their face to oblivion, to each their own I guess.
Here's the list I was thinking, I tuned it into a monored so my red rating will increase faster and I made it as good/consistent as possible so I can increase my red rating as fast as possible so once I get rid of the last title I never have to touch this color again
4x dragonstorm
3x utvara hellkite
4x scourge of valkas
4x wheel of destiny
3x reforge the soul
3x scroll rack
4x black lotus
3x geosurge
4x rite of flame
4x seething song
4x mox ruby
4x arid mesa
4x scalding tarn
12x mountain
Here's the list I was thinking, I tuned it into a monored so my red rating will increase faster and I made it as good/consistent as possible so I can increase my red rating as fast as possible so once I get rid of the last title I never have to touch this color again
4x dragonstorm
3x utvara hellkite
4x scourge of valkas
4x wheel of destiny
3x reforge the soul
3x scroll rack
4x black lotus
3x geosurge
4x rite of flame
4x seething song
4x mox ruby
4x arid mesa
4x scalding tarn
12x mountain
Re: 【3/8/13】DotP2014 custom mod released【v3.3 24 decks】
by sumomole » 08 Aug 2013, 03:49
Scourge of Valkas is official card, and others are in my mod now, except Wheel of Destiny, I guess u actually want is Wheel of Fortune, right?Drakno wrote:4x dragonstorm
3x utvara hellkite
4x scourge of valkas
4x wheel of destiny
3x reforge the soul
3x scroll rack
4x black lotus
3x geosurge
4x rite of flame
4x seething song
4x mox ruby
4x arid mesa
4x scalding tarn
12x mountain

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sumomole - Programmer
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Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by Drakno » 08 Aug 2013, 08:24
Yeah wheel should be the only thing missing I think
Re: 【3/8/13】DotP2014 custom mod released【v3.3 24 decks】
by thefiremind » 08 Aug 2013, 09:09
Or maybe Wheel of Fate?sumomole wrote:I guess u actually want is Wheel of Fortune, right?
< Former DotP 2012/2013/2014 modder >
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Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by Drakno » 08 Aug 2013, 09:40
Wheel of Fate won't really work since it's suspend therefore activates during the upkeep meaning even if the rituals were instant speed your mana pool would empty before the main phase which is the earliest you could cast dragonstorm, also you need to wait to activate it so it doesn't work well with the storm count. The idea is to use as many of your rituals to get mana and then refresh your hand with spare mana from the rituals to continue increasing the storm count while scroll rack ensures the dragons stay in your deck and fetchlands thin out your deck while also providing a shuffle option when you draw too many dragons and return them with scroll rack. A multicolor version would also contain manamorphose, brain storm, karthus and mind's desire or even entreat the angels for an alt win con since I am running scroll rack to make the deck more consistent but I am set in making this monored for the sake of red rating for the last title.thefiremind wrote:Or maybe Wheel of Fate?
Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by Drakno » 08 Aug 2013, 15:34
Geosurge is also missing
Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by sumomole » 08 Aug 2013, 19:27
Ah, yes, RSN's mana tokens still can't support the specified type spell, so I use Pyretic Ritual to instead.Drakno wrote:Geosurge is also missing
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sumomole - Programmer
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Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by Drakno » 08 Aug 2013, 22:09
been trying the deck without Geosurge and Wheel of Fortune with Sol Ring and Faithless Looting instead and it's still beastly (I just dropped 3 people from 20 to 0 thanks to a pimped Dragonstorm that brought me 4 Scourge of Valkas and 3 Utvara Hellkite turn 2 in free for all) but it really hits some rough patches if you choose to drop an early hellkite when you don't have Dragonstorm and it gets removed, most of the time if you drop anything you are automatically at 0 hand so wheels will really help, plus it should be easy to make it right? Just copy Reforge the Soul 's text without including the miracle and change the name. I really can't wait to try it out with wheels if it's been doing this amazingly this far >:D
Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by sumomole » 08 Aug 2013, 22:22
Wheel of Fortune is in my mod for long time, I thought you knew.Drakno wrote:been trying the deck without Geosurge and Wheel of Fortune with Sol Ring and Faithless Looting instead and it's still beastly (I just dropped 3 people from 20 to 0 thanks to a pimped Dragonstorm that brought me 4 Scourge of Valkas and 3 Utvara Hellkite turn 2 in free for all) but it really hits some rough patches if you choose to drop an early hellkite when you don't have Dragonstorm and it gets removed, most of the time if you drop anything you are automatically at 0 hand so wheels will really help, plus it should be easy to make it right? Just copy Reforge the Soul 's text without including the miracle and change the name. I really can't wait to try it out with wheels if it's been doing this amazingly this far >:D

EDIT: You really should play my vintage deck, you'll find a lot of OP cards that I think you like in there.
Last edited by sumomole on 08 Aug 2013, 22:26, edited 1 time in total.
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sumomole - Programmer
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Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by Drakno » 08 Aug 2013, 22:24
O.o
EDIT: HOLY CRAP IT IS! (Caps intended)
You rule dude.
EDIT: HOLY CRAP IT IS! (Caps intended)
You rule dude.
Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by Drakno » 08 Aug 2013, 22:50
I've tried it but I only got the Donate / Illusions of Grandeur combo to work once so the other 9 times I tried to pull of the combo it was just tinker into colossus and that got stale a bit fast, besides I am not so much a fan of OP decks, I am more of a "make a tribal/theme deck that is as OP as possible" kind of guy. Most of the time I remove all great removal cards such as Swords to Plowshares and Path to Exile just to make the theme run smoother. After I get my red rating higher than my green rating I will try my hand at an Angel deck (pure angel, no humans or anything else) with Urza's Incubator, Pristine Angel, Concerted Effort and all that "I WILL NEVER DIE!!!" jazz or a demon reanimator deck (with maybe a Sheoldred as the only non demon inside)sumomole wrote:EDIT: You really should play my vintage deck, you'll find a lot of OP cards that I think you like in there.
Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by KENOG » 08 Aug 2013, 23:33
Hi Sumo.
First of all, big respect and love for your enthusiasm and hard work. Your mods are awesome!
Well, I just went through all the cards from today's updated core (using RSN's Deck Builder), just to see all the artwork. And I found that a few of the cards had their artwork missing. Are they supposed to be like that for now, or did I do something wrong?
For example, all the Mana tokens. And a few Wurm tokens and such, have missing descriptions/effects (Like trample, deathtouch etc). Was wondering if it was a problem on my side, or a problem with the mod.
A few of them I understood (like Witchstalker) that you didn't have the artwork for, from the last few posts.
Ok. Thank you once again, for the Mod.
First of all, big respect and love for your enthusiasm and hard work. Your mods are awesome!

Well, I just went through all the cards from today's updated core (using RSN's Deck Builder), just to see all the artwork. And I found that a few of the cards had their artwork missing. Are they supposed to be like that for now, or did I do something wrong?
For example, all the Mana tokens. And a few Wurm tokens and such, have missing descriptions/effects (Like trample, deathtouch etc). Was wondering if it was a problem on my side, or a problem with the mod.
A few of them I understood (like Witchstalker) that you didn't have the artwork for, from the last few posts.
Ok. Thank you once again, for the Mod.

Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by KENOG » 09 Aug 2013, 20:35
Hi Sumo
I noticed that the Rakdos Guildgate card acts a little weird (atleast for me). When I use its tap effect, it doesn't really get tapped (but its effect seems to activate- The spell resolution spark-effect appears). It doesn't show the Mana Pool either, like it does when you use Badlands' tap ability. And strangely, AFTER you cast a spell, it taps. Not a huge problem, I guess, but it gets a little confusing at times. Hope you could check, and fix it for the next updae, if there really is a problem.
Alright
I noticed that the Rakdos Guildgate card acts a little weird (atleast for me). When I use its tap effect, it doesn't really get tapped (but its effect seems to activate- The spell resolution spark-effect appears). It doesn't show the Mana Pool either, like it does when you use Badlands' tap ability. And strangely, AFTER you cast a spell, it taps. Not a huge problem, I guess, but it gets a little confusing at times. Hope you could check, and fix it for the next updae, if there really is a problem.
Alright

Re: 【8/8/13】DotP2014 custom mod released【v4 seven angels】
by sumomole » 09 Aug 2013, 20:46
Give me the errors list, I'll fix.KENOG wrote:Hi Sumo.
First of all, big respect and love for your enthusiasm and hard work. Your mods are awesome!![]()
Well, I just went through all the cards from today's updated core (using RSN's Deck Builder), just to see all the artwork. And I found that a few of the cards had their artwork missing. Are they supposed to be like that for now, or did I do something wrong?
For example, all the Mana tokens. And a few Wurm tokens and such, have missing descriptions/effects (Like trample, deathtouch etc). Was wondering if it was a problem on my side, or a problem with the mod.
A few of them I understood (like Witchstalker) that you didn't have the artwork for, from the last few posts.
Ok. Thank you once again, for the Mod.
My multicolor land is auto tap as the basic land, the activated ability just let you choose colour, not put mana token into play.KENOG wrote:Hi Sumo
I noticed that the Rakdos Guildgate card acts a little weird (atleast for me). When I use its tap effect, it doesn't really get tapped (but its effect seems to activate- The spell resolution spark-effect appears). It doesn't show the Mana Pool either, like it does when you use Badlands' tap ability. And strangely, AFTER you cast a spell, it taps. Not a huge problem, I guess, but it gets a little confusing at times. Hope you could check, and fix it for the next updae, if there really is a problem.
Alright
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