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(Tejahn) Waste Not deck

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(Tejahn) Waste Not deck

Postby Tejahn » 21 Jun 2014, 22:39

WN4.png
WN2.png
WN3.png
WN1.png
Well, here's one of many decks I made lately. It features the Magic 2015 card Waste Not. The unlocks are cards I was testing with the deck.

REQUIREMENTS
[01/03/14] DotP2014 DLC - Theros v9.1 by sumomole
Born of the Gods and Theros by NeoAnderson
Duels 2012 and 2013 by GrovyleXShinyCelebi
TFM&G2K's Planeswalkers Pool v6d by thefiremind & G2k
Attachments
Waste Not.zip
This file includes all TDX and XMLs.
(12.39 MiB) Downloaded 1161 times
Last edited by Tejahn on 23 Jun 2014, 22:53, edited 4 times in total.
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Re: (Tejahn) Waste Not deck

Postby NEMESiS » 22 Jun 2014, 02:03

Unfortunately you did not add any of the cards to the wad so we can't play the deck. Is it dependent on other particular wads?
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Re: (Tejahn) Waste Not deck

Postby Tejahn » 22 Jun 2014, 08:52

Thanks for pointing that out NEMESIS. I re-uploaded the file with the .TDX and XMLs.
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Re: (Tejahn) Waste Not deck

Postby Kithkin » 23 Jun 2014, 05:55

Great deck. Very strong and very efficient. I hope you will upload your other decks as well.
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Re: (Tejahn) Waste Not deck

Postby Xander9009 » 23 Jun 2014, 18:12

Very nicely put together. It's actually a rather strong deck. Do you have plans for any others?
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Re: (Tejahn) Waste Not deck

Postby Tejahn » 23 Jun 2014, 23:02

I'm glad y'all like the deck. And I do have a lot of other decks ready including the Hythonia's Hatred deck you see in the lobby screenshot. I'll upload a few more decks later on. Thanks for the feedback.
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Re: (Tejahn) Waste Not deck

Postby Tejahn » 30 Jun 2014, 00:07

GRD.png

GRL.png

GRDM.png

GRIG.png

Here's another deck called Goblin Rabblemasters.
Attachments
Goblin Rabblemasters.zip
Contains XML and TDX
(5.24 MiB) Downloaded 338 times
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Re: (Tejahn) Waste Not deck

Postby Kithkin » 30 Jun 2014, 15:43

The game crashes when loading your new deck. Are you sure the file is complete? The .wad is only 766 kb in size.
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Re: (Tejahn) Waste Not deck

Postby Xander9009 » 30 Jun 2014, 17:19

Okay, before I go into this, I like the deck. However, figuring out if I liked the deck was a long, tedious, and frustrating process because you made some mistakes while putting the files together. This deck (the goblins) wouldn't play at all. After a lot of tinkering with it, it's finally playing. It initially crashed when starting the game.

  1. When you copied Kev's Goblin Piledrivers, you put both version into the unlocks, but only the legacy art version was actually included. This was crashing the game.
  2. Many of these refer to TFM's goblin tokens, but you didn't include those tokens. Not terrible, but it means they won't work without TFM's mod installed (which I wouldn't normally notice, because I normally have it installed all the time, but I took out all mods temporarily).
  3. You did however change the haste goblin token to refer to your own copy... but that token was not included.
  4. Goblin Rabblemaster gives himself +1/+1. He is supposed to give himself +1/+0.
  5. You have you deck block ID at the default 1000. In Riiak's Deck Builder, you can go to Tools->Options, and next to the "Use ID" check-box, there's a field to change your block ID. Due to conflicting issues, it's strongly recommended that you set this to a number other than the default. Here is a list of all registered IDs being used. Pick a number not on the list (and feel free to add the one you pick to it), and you should be good to go. This isn't strictly necessary, but it will ensure we don't make conflicting decks.
  6. Including both a folder and a wad is very confusing. You should definitely only include one (preferably the wad, but going the folder route is also acceptable).
  7. The name of the wad and folder should match DATA_DLC_... This is another that's not necessary, but it's the general convention that is used.

With that said, there's another thing you should be aware of that isn't actually a mistake or anything: the game does not save deck configurations very well. It only saves a limited number, and that number is the number of official decks. This means that if someone has all the official decks, then if they modify your deck in-game, then exiting the game will cause their changes to be forgotten. They'll have to do it again the next time they load the game. With that in mind, you might consider trying to put together the best deck you can and moving only the "extra" cards to the unlock section.

Another note, while it's not technically a mistake to include the mountains in the deck, it is certainly strange. Basic land doesn't really need to be added to the deck itself because the game will do this automatically. Its only real effects are that sorting through the cards in the deck editor looks nicer and while playing, more than just the one mountain will appear (I'm referring to the art).

Anyway, I've managed to play the deck a couple of times and it's been very strong. With the right tweaks and a good first hand, you can win in just a few turns, long before any slower decks have even gotten any traction.

I'm uploading what should be a working wad with all of these issues fixed. The only thing I've changed that isn't a fix is that while you used two goblin tokens with different art and two piledrivers with different art, I've made them the same (because both tokens were missing and the second piledriver was missing).
Attachments
DATA_DLC_100053_GOBLIN_RABBLEMASTERS.zip
(4.46 MiB) Downloaded 358 times
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Re: (Tejahn) Waste Not deck

Postby MasterXploder7 » 01 Jul 2014, 10:35

Necrotic Ooze in your waste not deck does not work. the card is amazing but if it does work please tell me how it is supposed to be used?
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Re: (Tejahn) Waste Not deck

Postby RiiakShiNal » 01 Jul 2014, 12:22

MasterXploder7 wrote:Necrotic Ooze in your waste not deck does not work. the card is amazing but if it does work please tell me how it is supposed to be used?
Necrotic Ooze can't work in DotP 2014 as there is no way to access abilities on other cards (meaning there is no way to copy abilities from other cards other than cad cloning).

If it was included then either it is completely non-functional or it is partially functional by keying off of card names and enabling resource abilities based on the card name (it would have to contain all activated abilities for all cards that it keys off of by name). My guess would be that a completely non-functional version would have been included as the other method would be a huge amount of work that would only work properly in very few situations.
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Re: (Tejahn) Waste Not deck

Postby Xander9009 » 01 Jul 2014, 14:14

I didn't even notice necrotic ooze. It's actually not completely non-functional. Instead, it only works for the cards that are in the deck. At least, that's what it's supposed to do. It doesn't do that because it's erroneously set to only grant itself those abilities while it's in the graveyard.
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Re: (Tejahn) Waste Not deck

Postby Ferrix » 01 Jul 2014, 15:30

The planeswalkers died upon entering the battlefield in the Waste Not deck, even with all the prerequisites, and the prerequisites for the prerequisites (2HG).
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Re: (Tejahn) Waste Not deck

Postby Kithkin » 01 Jul 2014, 19:41

Ferrix wrote:The planeswalkers died upon entering the battlefield in the Waste Not deck, even with all the prerequisites, and the prerequisites for the prerequisites (2HG).
All 3 Planeswalkers work fine for me.
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Re: (Tejahn) Waste Not deck

Postby drleg3nd » 01 Jul 2014, 22:56

cool someone else made a waste not deck..i had one in my mod but i personally didnt like it. I'll give yours a try when i get a chance, thx for upload.
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