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New quest decks

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Re: New quest decks

Postby Sloth » 28 Jan 2015, 22:53

tojammot wrote:Huh, that works.
+1 Sphere of Safety
I think Mr Smith is better off without a Sphere of Safety. 5 mana is too much to be a reliable lock. I've added Spear of Heliod, Journey to Nowhere and a Banishing Light to actualy survive until Opalescence can come online.
Mr Smith 3 | Open
4 Opalescence
4 Ghostly Prison
4 Glorious Anthem
1 Spear of Heliod
1 Greater Auramancy
4 Honor of the Pure
4 Journey to Nowhere
4 Oblivion Ring
1 Banishing Light
2 Replenish
2 Idyllic Tutor
1 Mark of Asylum
3 Mesa Enchantress
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
19 Plains
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Re: New quest decks

Postby tojammot » 29 Jan 2015, 03:28

timmermac wrote:What does that mean, exactly?
Referring to the He-Man thing: This image

Referring to the deck arrangement: My decks are listed by alphabetical order while everyone else's is by card type.

Referring to Patton's hard deck: I'm tinkering for the right balance of haste creatures and attack-trigger effects. Maybe dropping a color to make it more consistent.

EDIT: Once again, thanks for making decks work, Sloth. You're a really cool guy with this.
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Re: New quest decks

Postby Sloth » 04 Feb 2015, 22:12

tojammot wrote:Balancing 3-color decks is HARD.
General Patton 1 | Open
1 Academy Raider
1 Ankle Shanker
3 Arid Mesa
2 Bellowing Saddlebrute
1 Blood Crypt
1 Bloodfell Caves
2 Bloodsoaked Champion
3 Bloodstained Mire
1 Dutiful Return
1 First Response
1 Godless Shrine
2 Lightning Strike
2 Mardu Ascendancy
1 Mardu Banner
1 Mardu Charm
3 Mardu Hateblade
2 Mardu Heart-Piercer
3 Mardu Hordechief
1 Mardu Roughrider
2 Mardu Skullhunter
2 Mardu Warshrieker
3 Marsh Flats
1 Mountain
4 Nomad Outpost
1 Plains
1 Sacred Foundry
1 Scoured Barrens
2 Sign in Blood
1 Swamp
2 Timely Hordemate
1 Ulcerate
1 Utter End
4 War-Name Aspirant
1 Wind-Scarred Crag
1 Wingmate Roc

General Patton 2 | Open
Main:
2 Alesha's Vanguard
2 Alesha, Who Smiles at Death
2 Arid Mesa
2 Ash Zealot
4 Badlands
1 Blazing Specter
4 Bloodstained Mire
1 Break Through the Line
2 Curse of Shallow Graves
2 Emblem of the Warmind
1 Fervor
1 Flamerush Rider
2 Goblin Heelcutter
1 Hellrider
1 Kathari Bomber
1 Lightning Helix
1 Mardu Ascendancy
3 Mardu Scout
3 Mardu Shadowspear
4 Mardu Strike Leader
1 Marsh Flats
2 Mountain
1 Nobilis of War
1 Path of Bravery
1 Plains
3 Plateau
1 Pyreheart Wolf
2 Scrubland
1 Skyknight Legionnaire
2 Swamp
2 Terminate
4 Valley Dasher

General Patton 3 | Open
Main:
4 Arid Mesa
3 Ash Zealot
3 Badlands
2 Blazing Specter
4 Bloodstained Mire
4 Cerodon Yearling
2 Curse of Shallow Graves
1 Curse of Stalked Prey
1 Disenchant
3 Goblin Guide
1 Gurmag Swiftwing
2 Legion Loyalist
2 Mardu Ascendancy
3 Marsh Flats
1 Mountain
2 Path of Bravery
1 Plains
3 Plateau
2 Raid Bombardment
2 Scrubland
4 Skyknight Legionnaire
1 Slith Firewalker
4 Spike Jester
1 Swamp
2 Terminate
2 Unmake

I've yet to download the latest version to add cards that could supplement the decks since they're heavily KtK.
I don't really see much synergy when the AI plays with these cards. A normal player would attack and trade with decks like these, but the AI is always conservative and doesn't want its Spike Jester to die.

A Mardu Raid deck may be possible by combining cards with Raid (and maybe Raid Bombardment) with creatures like Tormented Soul and Inkfathom Infiltrator.


Standard changes all the time. I don't see any profit in artificially restricting the card pool for a quest opponent. The AI is already restricted enough because of the cards it can't use.
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Re: New quest decks

Postby tojammot » 05 Feb 2015, 04:19

Sloth wrote:I don't really see much synergy when the AI plays with these cards. A normal player would attack and trade with decks like these, but the AI is always conservative and doesn't want its Spike Jester to die.

A Mardu Raid deck may be possible by combining cards with Raid (and maybe Raid Bombardment) with creatures like Tormented Soul and Inkfathom Infiltrator.
Oh wow I didn't think about that, I'll go back to revision. Thanks.
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Re: New quest decks

Postby Sloth » 07 Feb 2015, 13:44

This deck is much more interesting than a "normal" tribal deck, because of Rakish Heir and the other vampires that want to connect. I made some changes, but i still have the feeling that the theme can still be improved:

- 1 Cover of Darkness (it's a very nice card in this deck [really nice find tojammot], but 3 copies is just too much)
- 3 Erdwal Ripper (lots of better 3-drops already)
- 1 Havengul Vampire (a lower curve is needed)
- 1 Whip of Erebos (both abilities do not help the AI play this deck)
- 1 Bituminous Blast (a nice card, but the deck needs to clear the way early, to grow the small vampires)
- 1 Feast on the Fallen (very weak and lackluster compared to Rakish Heir)

+ 1 Bloodlord of Vaasgoth (a weak card, but it profits from the creatures that want to connect anyway)
+ 1 Stromkirk Noble, + 1 Vampire Interloper, + 1 Bloodcrazed Neonate (lower curve)
+ 1 Markov Blademaster (not really necessary, but fun card)
+ 1 Markov Warlord (a blowout card in this deck)
+ 1 Dreadbore, + 1 Lightning Bolt (solid removal to kill blockers)

Dracula 3 | Open
1 Arid Mesa
4 Badlands
1 Blood Crypt
4 Bloodstained Mire
1 Marsh Flats
3 Swamp
7 Mountain
1 Mox Jet
1 Mox Ruby
2 Cover of Darkness
3 Bloodcrazed Neonate
1 Bloodline Keeper
1 Bloodlord of Vaasgoth
2 Captivating Vampire
3 Crossway Vampire
1 Erdwal Ripper
1 Havengul Vampire
2 Heirs of Stromkirk
1 Markov Blademaster
1 Markov Warlord
1 Olivia Voldaren
3 Rakish Heir
4 Stromkirk Captain
4 Stromkirk Noble
1 Vampire Interloper
2 Urge to Feed
2 Feast of Blood
1 Dreadbore
1 Lightning Bolt
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Re: New quest decks

Postby tojammot » 10 Feb 2015, 02:41

Sloth wrote:This deck is much more interesting than a "normal" tribal deck, because of Rakish Heir and the other vampires that want to connect. I made some changes, but i still have the feeling that the theme can still be improved:

- 1 Cover of Darkness (it's a very nice card in this deck [really nice find tojammot], but 3 copies is just too much)
- 3 Erdwal Ripper (lots of better 3-drops already)
- 1 Havengul Vampire (a lower curve is needed)
- 1 Whip of Erebos (both abilities do not help the AI play this deck)
- 1 Bituminous Blast (a nice card, but the deck needs to clear the way early, to grow the small vampires)
- 1 Feast on the Fallen (very weak and lackluster compared to Rakish Heir)

+ 1 Bloodlord of Vaasgoth (a weak card, but it profits from the creatures that want to connect anyway)
+ 1 Stromkirk Noble, + 1 Vampire Interloper, + 1 Bloodcrazed Neonate (lower curve)
+ 1 Markov Blademaster (not really necessary, but fun card)
+ 1 Markov Warlord (a blowout card in this deck)
+ 1 Dreadbore, + 1 Lightning Bolt (solid removal to kill blockers)

Dracula 3 | Open
1 Arid Mesa
4 Badlands
1 Blood Crypt
4 Bloodstained Mire
1 Marsh Flats
3 Swamp
7 Mountain
1 Mox Jet
1 Mox Ruby
2 Cover of Darkness
3 Bloodcrazed Neonate
1 Bloodline Keeper
1 Bloodlord of Vaasgoth
2 Captivating Vampire
3 Crossway Vampire
1 Erdwal Ripper
1 Havengul Vampire
2 Heirs of Stromkirk
1 Markov Blademaster
1 Markov Warlord
1 Olivia Voldaren
3 Rakish Heir
4 Stromkirk Captain
4 Stromkirk Noble
1 Vampire Interloper
2 Urge to Feed
2 Feast of Blood
1 Dreadbore
1 Lightning Bolt
I like the changes, also, I actually had Markov Blademaster which I removed for Crossway Vampire.

General Patton 3 | Open
Quest-GeneralPattonTest

Main:
3 Arid Mesa
3 Badlands
3 Bloodstained Mire
4 Brutal Hordechief
2 Curse of Shallow Graves
2 Curse of Stalked Prey
2 Gurmag Swiftwing
4 Hellrider
1 Lightning Helix
2 Mardu Ascendancy
3 Marsh Flats
1 Mountain
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
2 Path of Bravery
1 Plains
3 Plateau
2 Raid Bombardment
1 Scalding Salamander
3 Scrubland
1 Skyknight Legionnaire
3 Soltari Foot Soldier
1 Sungrace Pegasus
1 Swamp
4 Swords to Plowshares
3 Tormented Soul
1 Wheel of Fortune
1 Whip of Erebos
I forgo the Raid theme and went for all-out WRB attack. I understand that the AI can't run Brutal Hordechief properly but it's passive effect is sorta worth it. Also, I'm sorta happy with this but I think I need some more adjustments, primarily a good balance of attackers and enchantments and such.
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Re: New quest decks

Postby Sloth » 10 Feb 2015, 22:09

tojammot wrote:
General Patton 3 | Open
Quest-GeneralPattonTest

Main:
3 Arid Mesa
3 Badlands
3 Bloodstained Mire
4 Brutal Hordechief
2 Curse of Shallow Graves
2 Curse of Stalked Prey
2 Gurmag Swiftwing
4 Hellrider
1 Lightning Helix
2 Mardu Ascendancy
3 Marsh Flats
1 Mountain
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
2 Path of Bravery
1 Plains
3 Plateau
2 Raid Bombardment
1 Scalding Salamander
3 Scrubland
1 Skyknight Legionnaire
3 Soltari Foot Soldier
1 Sungrace Pegasus
1 Swamp
4 Swords to Plowshares
3 Tormented Soul
1 Wheel of Fortune
1 Whip of Erebos

I forgo the Raid theme and went for all-out WRB attack. I understand that the AI can't run Brutal Hordechief properly but it's passive effect is sorta worth it. Also, I'm sorta happy with this but I think I need some more adjustments, primarily a good balance of attackers and enchantments and such.
At a glance i'm pretty sure that the deck needs more attackers. Attackers without the enchantments attack. Most of the enchantments do nothing without attackers (and some do very little even when attackers are present).
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Re: New quest decks

Postby Sloth » 14 Feb 2015, 12:27

tojammot wrote:I forgo the Raid theme and went for all-out WRB attack.
I tried using the Raid cards for an easy version. Here is what i've come up with:
General Patton 1 | Open
4 Nomad Outpost
4 Bloodfell Caves
4 Scoured Barrens
4 Wind-Scarred Crag
2 Terramorphic Expanse
2 Plains
1 Mountain
2 Swamp
4 Tormented Soul
4 Soltari Foot Soldier
1 Prickly Boggart
1 Crazed Goblin
1 Battle-Mad Ronin
1 Dauthi Horror
1 Nezumi Cutthroat
1 Soltari Trooper
1 Stormblood Berserker
1 Valley Dasher
1 Utvara Scalper
1 Impetuous Sunchaser
1 Yellow Scarves Cavalry
3 Arrow Storm
2 Bloodsoaked Champion
1 Curse of the Forsaken
1 Mardu Heart-Piercer
2 Mardu Hordechief
3 Mardu Skullhunter
1 Raid Bombardment
1 Timely Hordemate
3 War-Name Aspirant
1 Hellrider

It's actually a little bit on the powerful side of the easy opponents, but i guess it should be ok.
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Re: New quest decks

Postby tojammot » 10 Mar 2015, 09:40

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Re: New quest decks

Postby Sloth » 10 Mar 2015, 14:33

Maybe i'm missing something, but there's no synergy in this list. In fact multiple stealing cards make each other worse, because they fight for the same targets.

I would like the quest decks to have at least a little synergy. That makes the cards "shine" if you know what i mean.
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Re: New quest decks

Postby Sloth » 22 Mar 2015, 14:04

I really wanted to make a Flash deck, but Flash is restricted or banned everywhere. AEthermage's Touch and Surprise Deployment were the only alternatives that i've found.

The deck is not very consistend, but produces some powerful plays from time to time.

Spike Spiegel 3 | Open
4 Seachrome Coast
4 Sejiri Refuge
3 Temple of Enlightenment
4 Tranquil Cove
4 Seaside Citadel
1 Thornwood Falls
1 Mox Pearl
1 Mox Sapphire
1 Mox Emerald
1 Sol Ring
4 Sundering Titan
4 Trostani's Summoner
2 Hornet Queen
2 Armada Wurm
4 AEthermage's Touch
4 Surprise Deployment
1 Flash
1 Absorb
1 Ancestral Recall
1 Time Walk
4 Swords to Plowshares
1 Disenchant
1 Rewind
2 Spell Snare
1 Mental Misstep
1 Think Twice
1 Fact or Fiction
1 Jace, Architect of Thought
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Re: New quest decks

Postby tojammot » 25 Mar 2015, 12:46

I haven't downloaded the latest version yet, so I don't know how the AI will react then. This could use some tweaking but it should be fine for an easy opponent.

Sly Cooper 1 | Open
Main:
3 Jeskai Elder
3 Jeskai Sage
4 Jeskai Windscout
2 Mistfire Adept
4 Lotus Path Djinn
1 Riverwheel Aerialists

3 Gaseous Form
3 Control Magic
3 Singing Bell Strike
2 Threads of Disloyalty
2 Bident of Thassa
2 Tangle Kelp

1 Undo
4 Ancestral Vision
3 Divination

21 Island
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