New quest decks
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Re: New quest decks
by Sloth » 19 May 2011, 17:14
Updated Version:
- | Open
- Riddler 3
[general]
constructed
[main]
4 Arid Mesa
4 Plateau
4 Windswept Heath
5 Plains
5 Mountain
1 Mox Pearl
1 Mox Ruby
4 Spitemare
4 Swans of Bryn Argoll
3 Deep-Slumber Titan
3 Stuffy Doll
4 Wall of Hope
1 Cinder Giant
1 Subterranean Spirit
2 AEther Flash
1 Caltrops
1 Powerstone Minefield
3 Pyrohemia
4 Pyroclasm
2 Volcanic Fallout
2 Tremor
1 Chain Reaction
[sideboard]
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Re: New quest decks
by Corwin72 » 19 May 2011, 17:23
I would drop the third Stuffy Doll for the second Subterranean Spirit.
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Re: New quest decks
by Sloth » 19 May 2011, 17:31
The AI doesn't use the abilities of Subterranean Spirit and Pyrohemia if it can't kill one of your creatures. Stuffy Doll has so many good things to deliver for this deck, I can't understand why you don't like it.Corwin72 wrote:I would drop the third Stuffy Doll for the second Subterranean Spirit.
You haven't seen the AI cast Pyroclasm wiping your creatures away (the big ones with the help of Spitemare), drawing 2 cards, gaining 4 life and dealing 2 damage to you.
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Re: New quest decks
by Corwin72 » 19 May 2011, 17:37
It is just a card that can not be dealt with in a normal method. You either have to be able to remove a creature\artifact from the game or have evasion\trample. You can not race it on a ground war. I just think that it is a "no fun" card to play against. IMO.
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Re: New quest decks
by Sloth » 19 May 2011, 17:50
There are actually a lot more of ways to deal with it: Arrest, Thirst, Deglamer, Enfeeblement, Boomerang+Counterspell,...Corwin72 wrote:It is just a card that can not be dealt with in a normal method. You either have to be able to remove a creature\artifact from the game or have evasion\trample. You can not race it on a ground war. I just think that it is a "no fun" card to play against. IMO.
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Re: New quest decks
by Corwin72 » 19 May 2011, 18:14
Green and Red are kind of dead to it.
It just feels like another Samantha Stevens where a red deck is just out of luck when playing against that.
It just feels like another Samantha Stevens where a red deck is just out of luck when playing against that.
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Re: New quest decks
by Sloth » 19 May 2011, 19:07
We can't make it easy for every kind of deck. The player can always chose another opponent if their deck is unprepared.Corwin72 wrote:Green and Red are kind of dead to it.
It just feels like another Samantha Stevens where a red deck is just out of luck when playing against that.
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Re: New quest decks
by Sloth » 20 May 2011, 09:18
An easy deck for a change:
- | Open
- King Goldemar 1
[general]
constructed
[main]
17 Mountain
4 Kher Keep
4 Crimson Kobolds
4 Crookshank Kobolds
4 Kobold Drill Sergeant
4 Kobold Overlord
4 Kobold Taskmaster
4 Kobolds of Kher Keep
1 Artifact Blast
1 Crush
1 Fire Ambush
1 First Volley
1 Flare
1 Misguided Rage
1 Mob Justice
1 Pinpoint Avalanche
1 Victorious Destruction
1 Yawning Fissure
1 Bloodshed Fever
1 Bravado
1 Furious Assault
1 Onslaught
1 Sluggishness
[sideboard]
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Re: New quest decks
by Sloth » 20 May 2011, 09:36
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Re: New quest decks
by Chris H. » 20 May 2011, 10:04
`Sloth wrote:An easy deck for a change:
- | Open
- King Goldemar 1
[general]
constructed
[main]
17 Mountain
4 Kher Keep
4 Crimson Kobolds
4 Crookshank Kobolds
4 Kobold Drill Sergeant
4 Kobold Overlord
4 Kobold Taskmaster
4 Kobolds of Kher Keep
1 Artifact Blast
1 Crush
1 Fire Ambush
1 First Volley
1 Flare
1 Misguided Rage
1 Mob Justice
1 Pinpoint Avalanche
1 Victorious Destruction
1 Yawning Fissure
1 Bloodshed Fever
1 Bravado
1 Furious Assault
1 Onslaught
1 Sluggishness
[sideboard]
Ah, good job. With over 8000 cards we should be able to create a few new tribal theme decks using creatures that are not that powerful. We still have the Dwarves and the Orcs to think about.

There are some interesting combo cards that we have not yet used. Granted, they may only lead to a tier 2 deck, but that still gives us one more opponent to face.
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Re: New quest decks
by Sloth » 20 May 2011, 10:16
Orcs are really crappy. Their tribal cards are: Orc General, Orcish Captain and Raiding Party. I never want to see any of these cards in the hands of the AI.Chris H. wrote:Ah, good job. With over 8000 cards we should be able to create a few new tribal theme decks using creatures that are not that powerful. We still have the Dwarves and the Orcs to think about.
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Re: New quest decks
by Chris H. » 20 May 2011, 11:07
`Sloth wrote:Orcs are really crappy. Their tribal cards are: Orc General, Orcish Captain and Raiding Party. I never want to see any of these cards in the hands of the AI.
I just took a closer look at them, Ugh.
There might be some sort of a tier 1 combo deck though? Tribal does look bad.
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Re: New quest decks
by Chris H. » 20 May 2011, 11:08
`Sloth wrote:Updated Version:
- | Open
- Riddler 3
[general]
constructed
[main]
4 Arid Mesa
4 Plateau
4 Windswept Heath
5 Plains
5 Mountain
1 Mox Pearl
1 Mox Ruby
4 Spitemare
4 Swans of Bryn Argoll
3 Deep-Slumber Titan
3 Stuffy Doll
4 Wall of Hope
1 Cinder Giant
1 Subterranean Spirit
2 AEther Flash
1 Caltrops
1 Powerstone Minefield
3 Pyrohemia
4 Pyroclasm
2 Volcanic Fallout
2 Tremor
1 Chain Reaction
[sideboard]
- Attachments
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- Riddler.jpg (14.96 KiB) Viewed 3930 times
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Chris H. - Forge Moderator
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Re: New quest decks
by Corwin72 » 20 May 2011, 14:23
I am not overly happy with either of the Cable decks.
Cable 2 has been done before. I am really happy that it did not have artifact lands. With them being banned in most formats I found them really out of place in our medium and hard decks.
Cable 3 has so many cards that can not be used correctly by the AI that it is scary.
The Dinosaur decks look good to me. Thoughts?
Cable 2 has been done before. I am really happy that it did not have artifact lands. With them being banned in most formats I found them really out of place in our medium and hard decks.
Cable 3 has so many cards that can not be used correctly by the AI that it is scary.
The Dinosaur decks look good to me. Thoughts?
- | Open
- Dinosaur 1
[general]
constructed
[main]
3 Volcanic Submersion
4 Angelsong
2 Ridge Rannet
1 Soul's Might
5 Plains
2 Welkin Guide
2 Naya Panorama
9 Forest
4 Gustrider Exuberant
4 Rakeclaw Gargantuan
4 Bloodpyre Elemental
4 Jungle Weaver
4 Obelisk of Naya
1 Cavern Thoctar
7 Mountain
[sideboard]
- | Open
- Dinosaur 2
[general]
constructed
[main]
4 Druid of the Anima
2 Ridge Rannet
4 Bloodthorn Taunter
4 Lightning Talons
2 Oblivion Ring
2 Savage Hunger
7 Plains
2 Naya Panorama
5 Forest
4 Godtoucher
4 Branching Bolt
4 Knight of the Skyward Eye
3 Cavern Thoctar
4 Incurable Ogre
2 Yoked Plowbeast
8 Mountain
[sideboard]
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Corwin72 - Posts: 793
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Re: New quest decks
by Sloth » 20 May 2011, 14:32
Sorry Corwin, they are completely unfinished. There is a lot of unrelated stuff in there and the important cards are missing: Drumhunter, Exuberant Firestoker, Kavu Lair, Mayael the Anima, Mighty Emergence, Sunseed Nurturer, Paleoloth, Where Ancients Tread, Mycoid Shepherd, Vagrant Plowbeasts, Woolly Thoctar, Cliffrunner Behemoth, Spearbreaker Behemoth.Corwin72 wrote:I am not overly happy with either of the Cable decks.
Cable 2 has been done before. I am really happy that it did not have artifact lands. With them being banned in most formats I found them really out of place in our medium and hard decks.
Cable 3 has so many cards that can not be used correctly by the AI that it is scary.
The Dinosaur decks look good to me. Thoughts?
- | Open
- Dinosaur 1
[general]
constructed
[main]
3 Volcanic Submersion
4 Angelsong
2 Ridge Rannet
1 Soul's Might
5 Plains
2 Welkin Guide
2 Naya Panorama
9 Forest
4 Gustrider Exuberant
4 Rakeclaw Gargantuan
4 Bloodpyre Elemental
4 Jungle Weaver
4 Obelisk of Naya
1 Cavern Thoctar
7 Mountain
[sideboard]
- | Open
- Dinosaur 2
[general]
constructed
[main]
4 Druid of the Anima
2 Ridge Rannet
4 Bloodthorn Taunter
4 Lightning Talons
2 Oblivion Ring
2 Savage Hunger
7 Plains
2 Naya Panorama
5 Forest
4 Godtoucher
4 Branching Bolt
4 Knight of the Skyward Eye
3 Cavern Thoctar
4 Incurable Ogre
2 Yoked Plowbeast
8 Mountain
[sideboard]
-
Sloth - Programmer
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