New quest decks
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Re: New quest decks
by Sloth » 30 Oct 2015, 22:00
But now to something completely unfun: Time Vault + Voltaic Key
Enjoy!
- Immortus 4 | Open
- 18 Island
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Ancestral Recall
1 Time Walk
1 Time Vault
4 Voltaic Key
4 Fabricate
4 Trinket Mage
4 Mana Drain
4 Spell Snare
4 Think Twice
4 True-Name Nemesis
2 Mental Misstep
2 Daze
1 Treachery
Enjoy!
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Re: New quest decks
by tojammot » 31 Oct 2015, 06:23
I applaud it, that has to be the beast-est deck I've seen, surpassing my Invisible Man 4. The only thing that can top it now is an early-kill deck.
Re: New quest decks
by tojammot » 03 Nov 2015, 15:44
Here's a miracle deck I whipped up within 10 minutes
- Sanae Kochiya 2 | Open
- Main:
2 Bonfire of the Damned
2 Entreat the Angels
1 Honden of Cleansing Fire
1 Honden of Infinite Rage
1 Honden of Seeing Winds
4 Howling Mine
1 Island
2 Jeskai Banner
1 Mountain
2 Mystic Monastery
1 Plains
2 Plateau
1 Raka Sanctuary
2 Reforge the Soul
2 Reliquary Tower
2 Swiftwater Cliffs
1 Temple of Enlightenment
2 Temple of Epiphany
2 Temple of Triumph
4 Temporal Mastery
4 Thunderous Wrath
1 Time Spiral
2 Tranquil Cove
2 Tundra
4 Vanishment
2 Volcanic Island
4 Wheel of Sun and Moon
2 Wind-Scarred Crag
2 Peacekeeper
1 Moat
Re: New quest decks
by Sloth » 05 Nov 2015, 22:01
Is there any synergy involved with the Miracle cards? I can't see any.tojammot wrote:Here's a miracle deck I whipped up within 10 minutes
- Sanae Kochiya 2 | Open
- Main:
2 Bonfire of the Damned
2 Entreat the Angels
1 Honden of Cleansing Fire
1 Honden of Infinite Rage
1 Honden of Seeing Winds
4 Howling Mine
1 Island
2 Jeskai Banner
1 Mountain
2 Mystic Monastery
1 Plains
2 Plateau
1 Raka Sanctuary
2 Reforge the Soul
2 Reliquary Tower
2 Swiftwater Cliffs
1 Temple of Enlightenment
2 Temple of Epiphany
2 Temple of Triumph
4 Temporal Mastery
4 Thunderous Wrath
1 Time Spiral
2 Tranquil Cove
2 Tundra
4 Vanishment
2 Volcanic Island
4 Wheel of Sun and Moon
2 Wind-Scarred Crag
2 Peacekeeper
1 Moat
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Re: New quest decks
by Nordos » 05 Nov 2015, 23:22
What could be a possible synergy, though?
The only thing I can think of would be sry and things like Savor the Moment. And does the AI now how to use scry in combination with Miracle anyway?
The only thing I can think of would be sry and things like Savor the Moment. And does the AI now how to use scry in combination with Miracle anyway?
Re: New quest decks
by tojammot » 06 Nov 2015, 03:01
Howling Mine could count. If the AI was smart enough the deck could be a CounterTop deck. For now, it's just using Peacekeeper and Wheel of Sun and Moon. I could tinker with drawing synergies but it would step on Fred Flintstone's niche.Sloth wrote:Is there any synergy involved with the Miracle cards? I can't see any.
Sigiled Starfish could be nice.Nordos wrote:What could be a possible synergy, though?
The only thing I can think of would be sry and things like Savor the Moment. And does the AI now how to use scry in combination with Miracle anyway?
Re: New quest decks
by Nordos » 06 Nov 2015, 13:15
But aren't things like Howling Mine completely counter-synergic? After all, the additional drawed cards cannot be played for the miracle cost.
Additional turns (including Savor the Moment, IMO) would go around this particullary problem and should synergize far more.
What exactly is the wincodition? Entreat the Angels? Bonfire of the Damned?
If Entreat, mind that Peacekeeper prevents ALL creatures from attacking, including your own. Additionally, he drains mana (1W) needed to play the miracle cost.
Even though Reforge the Soul is a Miracle card, it is useless in this deck. It gives the opponent fuel while reducing the amount of cards you can draw 'for the first time' in a round.
The Honden are seperated, while they are kinda strong, they don't play well with that deck. Especially the blue Honden of Seeing Winds.
Why no Devastation Tide? Most of the cards have instant effects, if you exclude the Hondens and ignore the Entreat the Angels (which is a finisher), it should do a good job to stall.
Same with Terminus.
I would have liked to cut one color and add green, but the Miracle cards for green are creature focused, additionally, all colors have their meaning.
If the AI gets to use it, maybe Serum Visions (being able to order miracle cards for the next turn), things like Augury Owl and Omenspeaker (Chump Blocker), deffing with cards like Anchor to the AEther and Dissolve.
Maybe Jace's Sanctum, since the Miracle cards are all instants/sorcery? It should reduce x cost, right?
Things like Consecrated Sphinx or Mind's Eye, enabling to draw in the turn of the opponent, triggering Miracle aswell. Otherwise something like Archivist which he taps at the end of the opponents turn.
Additional turns (including Savor the Moment, IMO) would go around this particullary problem and should synergize far more.
What exactly is the wincodition? Entreat the Angels? Bonfire of the Damned?
If Entreat, mind that Peacekeeper prevents ALL creatures from attacking, including your own. Additionally, he drains mana (1W) needed to play the miracle cost.
Even though Reforge the Soul is a Miracle card, it is useless in this deck. It gives the opponent fuel while reducing the amount of cards you can draw 'for the first time' in a round.
The Honden are seperated, while they are kinda strong, they don't play well with that deck. Especially the blue Honden of Seeing Winds.
Why no Devastation Tide? Most of the cards have instant effects, if you exclude the Hondens and ignore the Entreat the Angels (which is a finisher), it should do a good job to stall.
Same with Terminus.
I would have liked to cut one color and add green, but the Miracle cards for green are creature focused, additionally, all colors have their meaning.
If the AI gets to use it, maybe Serum Visions (being able to order miracle cards for the next turn), things like Augury Owl and Omenspeaker (Chump Blocker), deffing with cards like Anchor to the AEther and Dissolve.
Maybe Jace's Sanctum, since the Miracle cards are all instants/sorcery? It should reduce x cost, right?
Things like Consecrated Sphinx or Mind's Eye, enabling to draw in the turn of the opponent, triggering Miracle aswell. Otherwise something like Archivist which he taps at the end of the opponents turn.
Re: New quest decks
by tojammot » 06 Nov 2015, 13:45
I'm actually running Terminus in my latest iteration, I don't use Devastation Tide (for now) since it pings back the user's own permanents.
I'll reconsider but I'm busy IRL atm.
I'll reconsider but I'm busy IRL atm.
Re: New quest decks
by tojammot » 09 Nov 2015, 06:47
Okay, I'm working on implementing Scrying synergies like Sigiled Starfish and Flamespeaker Adept to the Sanae deck, in the meantime here's the hard version of the General Patton deck now with Hardened Berserker, Crackling Doom and Fervent Charge.
- General Patton 3 | Open
- Main:
1 Anthem of Rakdos
3 Arid Mesa
1 Athreos, God of Passage
2 Badlands
3 Bloodstained Mire
1 Boggart Brute
1 Cerodon Yearling
4 Crackling Doom
2 Disenchant
2 Dreadbore
3 Fervent Charge
1 Goblin Guide
3 Hardened Berserker
1 Hellrider
1 Legion Loyalist
2 Mardu Ascendancy
1 Mardu Strike Leader
1 Mardu Warshrieker
3 Marsh Flats
1 Monastery Swiftspear
2 Mountain
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Phyrexian Arena
1 Plains
2 Plateau
2 Scrubland
1 Skyknight Legionnaire
1 Sol Ring
1 Stormblood Berserker
1 Swamp
1 Wojek Halberdiers
1 Zurgo Bellstriker
1 Isamaru, Hound of Konda
1 Goblin Deathraiders
1 Bloodsoaked Champion
1 Goblin Wardriver
1 Accorder Paladin
1 Ankle Shanker
Re: New quest decks
by Sloth » 21 Nov 2015, 14:12
The most underrepresented archetype in quest mode opponents is Aggro, because the AI fails to use aggressive decks aggressively.
Here is a deck that works relatively well:
Here is a deck that works relatively well:
- Tweety 3 | Open
- 1 Plains|M12
7 Island|M12
4 Tundra
4 Flooded Strand
4 Polluted Delta
1 Mox Sapphire
1 Mox Pearl
4 Faerie Miscreant
4 Judge's Familiar
4 Squadron Hawk
4 Cloud of Faeries
4 Warden of Evos Isle
4 Thunderclap Wyvern
1 Erayo, Soratami Ascendant
1 Pride of the Clouds
2 Serendib Efreet|VMA
4 Favorable Winds
4 Path to Exile
1 Time Walk
1 Daze
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Re: New quest decks
by friarsol » 21 Nov 2015, 16:13
Is there a way to force use of the reckless AI? Not sure if that AI is that much different than the default, but it might help in having an aggro quest deck.Sloth wrote:The most underrepresented archetype in quest mode opponents is Aggro, because the AI fails to use aggressive decks aggressively.
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Re: New quest decks
by Sloth » 22 Nov 2015, 11:12
Good idea! The reckless AI doesn't play any differently, but i will try to change that as well (at least attack more aggressively).friarsol wrote:Is there a way to force use of the reckless AI? Not sure if that AI is that much different than the default, but it might help in having an aggro quest deck.Sloth wrote:The most underrepresented archetype in quest mode opponents is Aggro, because the AI fails to use aggressive decks aggressively.
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Re: New quest decks
by Agetian » 24 Nov 2015, 16:10
@ Sloth: Nice job extending the Reckless AI functionality to include more aggressive attacking and also utilizing that for Quest Mode! 
Do you think it's possible to somehow maybe make an AI that is willing to trade a little bit more proactively? I mean, one of the weak spots of the current AI is that it rarely trades (except in the most obvious cases). Of course, trading is a *very* tricky part of the game that is very difficult even for a human player to consider, let alone to be tackled by our simple AI model, so honestly I don't have any bright ideas regarding how this area of the AI can be improved such that it does not actually shoot itself in the foot and fall into simple traps... But if you know of some potential paths of improving the way for the AI to act a little bit more proactively when trading (I mean good trades, of course), especially on a more aggro-oriented AI, I think it'd be a good step forward!
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Do you think it's possible to somehow maybe make an AI that is willing to trade a little bit more proactively? I mean, one of the weak spots of the current AI is that it rarely trades (except in the most obvious cases). Of course, trading is a *very* tricky part of the game that is very difficult even for a human player to consider, let alone to be tackled by our simple AI model, so honestly I don't have any bright ideas regarding how this area of the AI can be improved such that it does not actually shoot itself in the foot and fall into simple traps... But if you know of some potential paths of improving the way for the AI to act a little bit more proactively when trading (I mean good trades, of course), especially on a more aggro-oriented AI, I think it'd be a good step forward!
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Re: New quest decks
by Sloth » 24 Nov 2015, 22:17
Well, the Reckless AI's will now attack to trade, no matter the difference between the value of the attacker and the blocker, which is good for real aggro decks (with lots of cheap creatures), but very dangerous for all other decks.
I plan to change the blocking as well for the Reckless AI.
Maybe we can also add a medium aggressive AI between Aggro and Control, which would be appropriate for midrange decks.
I plan to change the blocking as well for the Reckless AI.
Maybe we can also add a medium aggressive AI between Aggro and Control, which would be appropriate for midrange decks.
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Re: New quest decks
by Xitax » 24 Nov 2015, 23:15
Ideally I imagine some kind of AI deck analysis that would look at its own deck and set certain aggression parameters based on the deck type.
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