New quest decks
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Re: New quest decks
by abyssaldesignatorify » 13 Jun 2012, 21:41
Thanks for the suggestions guys. I guess I will just edit the existing quest decks by taking out old cards (they look ugly) to satisfy my need lol. Problem is a lot of the cards don't really have any replacement, such as retribution of the meek.
I understand now that the cards that have AI label should be avoided.. what about those with AI? and ?
Also, the current deck editor have bug handling same cards from different version, such as basic lands, which is a pain. So let's say every time I want to add lightning bolt, I need to filter out to M11 in order to add it, because the "modern" cards listing will give the older version.
Regarding the shocklands, is it possible to add the code to make the ai not paying life when they can't use the mana at the same turn (Maybe a check to see the mana cost of their cards in hand and activated abilities on the field)? It's kinda important, especially when I'm gonna use them in place of old dual lands and moxens. Thanks.
edit: Why the AI can't use sol ring? That card is as simple as a card can get.
I understand now that the cards that have AI label should be avoided.. what about those with AI? and ?
Also, the current deck editor have bug handling same cards from different version, such as basic lands, which is a pain. So let's say every time I want to add lightning bolt, I need to filter out to M11 in order to add it, because the "modern" cards listing will give the older version.
Regarding the shocklands, is it possible to add the code to make the ai not paying life when they can't use the mana at the same turn (Maybe a check to see the mana cost of their cards in hand and activated abilities on the field)? It's kinda important, especially when I'm gonna use them in place of old dual lands and moxens. Thanks.
edit: Why the AI can't use sol ring? That card is as simple as a card can get.
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Re: New quest decks
by Chris H. » 13 Jun 2012, 22:49
abyssaldesignatorify wrote:I understand now that the cards that have AI label should be avoided.. what about those with AI? and ?
The "?" character denotes cards which are only useful when combined with other cards... they need to be part of a combo.
It is possible for a card to not be usable by the AI and at the same time needs to be part of a combo to be effective.
abyssaldesignatorify wrote:Also, the current deck editor have bug handling same cards from different version, such as basic lands, which is a pain. So let's say every time I want to add lightning bolt, I need to filter out to M11 in order to add it, because the "modern" cards listing will give the older version.
The deck files can be edited and/or created via a text editor and this should allow you to set the version used for the cards in the deck.
abyssaldesignatorify wrote:Regarding the shocklands, is it possible to add the code to make the ai not paying life when they can't use the mana at the same turn (Maybe a check to see the mana cost of their cards in hand and activated abilities on the field)? It's kinda important, especially when I'm gonna use them in place of old dual lands and moxens. Thanks.
edit: Why the AI can't use sol ring? That card is as simple as a card can get.
The people who make contributions to the forge project do so as a volunteer. It is a hobby and we can only afford to devote a limited amount of time to the project. Today, the forge project is at least 5 years old and is the result of dozens of peoples efforts.

The AI is being improved but it takes time and we need to be patient since there are other areas of the project that we also want to see advance.
Oh, no one has modified the code which the AI uses to pay mana costs so that it can use cards which provide more than a single mana at a time (Sol Ring, etc.). The current code would likely have to be rewritten and the bugs that would appear tends to convince us to spend our time on other areas of the project at this time.

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Re: New quest decks
by abyssaldesignatorify » 13 Jun 2012, 23:44
Thanks Chris for the reply. Where do I check the list of ? card combos? I was curious of the AI algorithm.. for example I include cards like painter servant, how can I be sure that they will, for example choose "red".
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Re: New quest decks
by Chris H. » 14 Jun 2012, 00:33
abyssaldesignatorify wrote:Thanks Chris for the reply. Where do I check the list of ? card combos? I was curious of the AI algorithm.. for example I include cards like painter servant, how can I be sure that they will, for example choose "red".
The AI column in the constructed mode deck editor will have "AI" for cards that the computer should not use.
The AI column in the constructed mode deck editor will have "?" for cards that are only useful as a combo and has little use if the combo cards are not included. I think that many of the lord like cards might be an example.
The AI column in the constructed mode deck editor will have "AI ?" for cards that the computer should not use and at the same time is a combo card.
Note that you can click on this column title to sort the cards by the AI setting.
The Painter's Servant card's ability is hard coded and there is a comment in the code which states:
- Code: Select all
// AI chooses the color that appears in the keywords of
// the most cards in its deck, hand and on battlefield
So if your deck contains creatures with the keyword protection from red then the AI should choose the color red I would assume.
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Re: New quest decks
by Nordos » 26 Jun 2012, 13:37
- Code: Select all
1 Bloodchief Ascension
3 Consuming Vapors
2 Corrupt
1 Death Cultist
4 Exquisite Blood
1 Kokusho, the Evening Star
3 Leechridden Swamp
1 Mox Jet
2 Pristine Talisman
4 Sanguine Bond
2 Seraph Sanctuary
21 Swamp
4 Tendrils of Corruption
4 Typhoid Rats (only if the AI knows how to block with these, otherwise replace them with Sol Ring / Doom Blade / Royal Assassin or similar)
4 Vampire Nighthawk
3 Vault Skirge
Re: New quest decks
by Sloth » 26 Jun 2012, 15:21
I like this list a lot Nordos. This is exactly the type of deck we could have some more of. A few notes:Nordos wrote:I guess everyone can see what I did here. Nearly all of these card have only one purpose - to wither gain life or drain life of the enemy. That isn't a big deal - wouldn't it be for Sanguine Bond and Exquisite Blood. With these two combined, you only need to deal one damage or gain one life to drain the complete life of the enemy.
- Code: Select all
1 Bloodchief Ascension
3 Consuming Vapors
2 Corrupt
1 Death Cultist
4 Exquisite Blood
1 Kokusho, the Evening Star
3 Leechridden Swamp
1 Mox Jet
2 Pristine Talisman
4 Sanguine Bond
2 Seraph Sanctuary
21 Swamp
4 Tendrils of Corruption
4 Typhoid Rats (only if the AI knows how to block with these, otherwise replace them with Sol Ring / Doom Blade / Royal Assassin or similar)
4 Vampire Nighthawk
3 Vault Skirge
- 29 mana sources seems a lot (even though the key spells cost a lot).
- It needs some more early defense (what about Wall of Souls?) or removal (Hideous End?).
- I think Death Cultist will be saced immediately (might be a little weak).
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Re: New quest decks
by Nordos » 26 Jun 2012, 15:33
The only reason for Death Cultist was, to have an early blocker, and at the same time, having a card which lets the enemy loose life. If it gets sacrificed immediatly, there isn't really a need into keeping it.
So, lets change it a bit. How about following:
IMO this deck would be ~hard, since it may be deadly for someone unprepared, yet if you can destroy enchantments or if you are able to prevent getting killed by loss of life, this deck is a trivial threat.
The Bloodchief Ascension is especially against decks which use many cards (draw-discard decks and treshold type of decks)
So, lets change it a bit. How about following:
- Code: Select all
1 Bloodchief Ascension
3 Consuming Vapors
2 Corrupt
4 Exquisite Blood
1 Kokusho, the Evening Star
3 Leechridden Swamp
1 Mox Jet
2 Pristine Talisman
4 Sanguine Bond
20 Swamp
4 Tendrils of Corruption
4 Vampire Nighthawk
3 Vault Skirge
3 Sol Ring
3 Wall of Souls
2 Royal Assassin
IMO this deck would be ~hard, since it may be deadly for someone unprepared, yet if you can destroy enchantments or if you are able to prevent getting killed by loss of life, this deck is a trivial threat.
The Bloodchief Ascension is especially against decks which use many cards (draw-discard decks and treshold type of decks)
Re: New quest decks
by Sloth » 26 Jun 2012, 18:25
I agree that this deck should be hard.Nordos wrote:The only reason for Death Cultist was, to have an early blocker, and at the same time, having a card which lets the enemy loose life. If it gets sacrificed immediatly, there isn't really a need into keeping it.
So, lets change it a bit. How about following:The Sol Rings are really effective to get fast enough mana to play the highcost cards.
- Code: Select all
1 Bloodchief Ascension
3 Consuming Vapors
2 Corrupt
4 Exquisite Blood
1 Kokusho, the Evening Star
3 Leechridden Swamp
1 Mox Jet
2 Pristine Talisman
4 Sanguine Bond
20 Swamp
4 Tendrils of Corruption
4 Vampire Nighthawk
3 Vault Skirge
3 Sol Ring
3 Wall of Souls
2 Royal Assassin
IMO this deck would be ~hard, since it may be deadly for someone unprepared, yet if you can destroy enchantments or if you are able to prevent getting killed by loss of life, this deck is a trivial threat.
The Bloodchief Ascension is especially against decks which use many cards (draw-discard decks and treshold type of decks)
The AI does not use Sol Ring very effectively (and we like to keep our decks vintage legal). Are you ok with these replacements?
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Re: New quest decks
by Nordos » 26 Jun 2012, 18:32
Didn't know that Sol Ring had any restrictions 
I wouldn't include Sorins Thirst, though. Instead raise Consuming Vapors by one and Hideous End.
Consuming Vapors is perfect to eliminate mass of enemies while giving life at the same time. Hideous End is better then Sorins Thirst for that deck IMO, since Consuming Vapors will already eleminate the small creatures.
Its your call, though
Do whatever you think fits more

I wouldn't include Sorins Thirst, though. Instead raise Consuming Vapors by one and Hideous End.
Consuming Vapors is perfect to eliminate mass of enemies while giving life at the same time. Hideous End is better then Sorins Thirst for that deck IMO, since Consuming Vapors will already eleminate the small creatures.
Its your call, though

Re: New quest decks
by Sloth » 27 Jun 2012, 11:05
I've added your deck as Dr Doom 3. Final list:Nordos wrote:Didn't know that Sol Ring had any restrictions
I wouldn't include Sorins Thirst, though. Instead raise Consuming Vapors by one and Hideous End.
Consuming Vapors is perfect to eliminate mass of enemies while giving life at the same time. Hideous End is better then Sorins Thirst for that deck IMO, since Consuming Vapors will already eleminate the small creatures.
Its your call, thoughDo whatever you think fits more
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Re: New quest decks
by Chris H. » 27 Jun 2012, 14:09
Sloth wrote:I've added your deck as Dr Doom 3.
I see that Corwin included an icon file for Dr Doom, looks good to me.
@ Marc:
I know that you are busy at this moment, but when you find the free time can you add this opponent icon to cardforge?
- Attachments
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- Dr Doom.jpg (2.66 KiB) Viewed 3548 times
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Re: New quest decks
by Sloth » 03 Jul 2012, 20:48
Here is a new deck based on unblockable creatures paired with fitting auras and equipment:
- Robin 3 | Open
- [duel]
[metadata]
Name=Robin 3
Title=Robin
Difficulty=hard
Description=URG deck with unblockable creatures and auras and equipment
Icon=Robin.jpg
Deck Type=constructed
[main]
4 Volcanic Island
4 Tropical Island
1 Sulfur Falls
1 Hinterland Harbor
1 Island
2 Flooded Strand
3 Misty Rainforest
2 Polluted Delta
3 Scalding Tarn
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
4 AEther Figment
4 Invisible Stalker
4 Jhessian Infiltrator
3 Metathran Soldier
4 Curiosity
1 Keen Sense
1 Latulla's Orders
2 Curse of Stalked Prey
1 Sigil of Sleep
1 Destructive Urge
1 Snake Umbra
1 Specter's Shroud
1 Quietus Spike
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
3 Lightning Bolt
1 Naturalize
1 Propaganda
[sideboard]
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Re: New quest decks
by moomarc » 05 Jul 2012, 13:17
Added! Well, just added to the download links. I uploaded all Corwin's icons some time ago so they just need to be added to quest/quest-opponent-icons.txt to enable the downloads.Chris H. wrote:Sloth wrote:I've added your deck as Dr Doom 3.
I see that Corwin included an icon file for Dr Doom, looks good to me.
@ Marc:
I know that you are busy at this moment, but when you find the free time can you add this opponent icon to cardforge?
-Marc
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Re: New quest decks
by Chris H. » 05 Jul 2012, 15:42
moomarc wrote:Added! Well, just added to the download links. I uploaded all Corwin's icons some time ago so they just need to be added to quest/quest-opponent-icons.txt to enable the downloads.
Ah, that was a good idea.

It looks like we still have a number of deck names that are ready for a future deck.
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Re: New quest decks
by Sloth » 09 Jul 2012, 21:07
Here is a WB loner deck:
- Ghost Rider 2 | Open
- [duel]
[metadata]
Name=Ghost Rider 2
Title=Ghost Rider
Difficulty=medium
Description=WB loner deck with
Icon=Gimli.jpg
Deck Type=constructed
[main]
5 Swamp|M12
5 Plains|M12
2 Scrubland
4 Arcane Sanctum
4 Isolated Chapel
3 Cathedral of War
4 Steel Golem
4 Grid Monitor
4 Divine Reckoning
4 Homicidal Seclusion
4 Predator's Gambit
4 The Abyss
1 Angelic Benediction
1 Swiftfoot Boots
1 Sword of Vengeance
2 Gerrard's Verdict
1 Disenchant
2 Infest
1 Mana Tithe
1 Abeyance
1 Condemn
1 Rebuff the Wicked
1 Inquisition of Kozilek
[sideboard]
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