New quest decks
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Re: New quest decks
by Nordos » 20 Aug 2012, 20:00
well. Let me list my thoughts about these combinations.
The deck itself is pretty slow, but once a certain amount of mana is established, it can play cards like Soul of Harvest. Since the deck consists mainly of creatures and lands, having spells like Boundless Realms drains the lands out of the libary, leaving mainly creatures.
If you draw two cards when playing one creature, one of these cards will soon prove quite certain being a creature, which can in return be played and so on.
With Boundless Realms and Vernal Bloom, you should have about ~40 mana, later up to 80. Now imagine, how many creatures you can play in one turn? Thats why I have choosen these cards, anyway.
I agree, though, that 1. the deck is quite slow and unstable and 2. Concordant Crossroads would fit the deck perfectly. Yet again it was only a concept I had after building a quite similar deck with my own cards
Regarding my 2. deck - it was another concept-like deck. I scanned all cards regarding 'draw card', which explains why I ended up with Sword of Fire and Ice and Psychosis Crawler. The Walls were a quick-made change after I figured out, that it didnt had any low defenses.
Considering this, I would agree that Propaganda/Marble Titan (which affects only the dragon. Yet again, it only needs to be enchanted/paired. It doesn't even need to activate its ability). Either way, there should be something to prevent attacks. I guess Propaganda is good enough, though
The deck itself is pretty slow, but once a certain amount of mana is established, it can play cards like Soul of Harvest. Since the deck consists mainly of creatures and lands, having spells like Boundless Realms drains the lands out of the libary, leaving mainly creatures.
If you draw two cards when playing one creature, one of these cards will soon prove quite certain being a creature, which can in return be played and so on.
With Boundless Realms and Vernal Bloom, you should have about ~40 mana, later up to 80. Now imagine, how many creatures you can play in one turn? Thats why I have choosen these cards, anyway.
I agree, though, that 1. the deck is quite slow and unstable and 2. Concordant Crossroads would fit the deck perfectly. Yet again it was only a concept I had after building a quite similar deck with my own cards

Regarding my 2. deck - it was another concept-like deck. I scanned all cards regarding 'draw card', which explains why I ended up with Sword of Fire and Ice and Psychosis Crawler. The Walls were a quick-made change after I figured out, that it didnt had any low defenses.
Considering this, I would agree that Propaganda/Marble Titan (which affects only the dragon. Yet again, it only needs to be enchanted/paired. It doesn't even need to activate its ability). Either way, there should be something to prevent attacks. I guess Propaganda is good enough, though
Re: New quest decks
by Nordos » 24 Aug 2012, 13:20
- Code: Select all
4 Akrasan Squire
4 Aven Squire
4 Battlegrace Angel
4 Cathedral of War
4 Duty-Bound Dead
4 Isolated Chapel
4 Knight of Glory
4 Knight of Infamy
4 Plains
4 Scrubland
4 Silent Arbiter
4 Sublime Archangel
3 Swamp
4 Tainted Field
4 Tormented Soul
1 Urborg, Tomb of Yawgmoth
It should be hard. It's a pretty fast deck which lacks any spells. the Silent Arbiter should ensure that the AI only attacks with one creature (for example with the tormented souls) and has the advantage forcing the enemy to only use one unit to block/attack.
Everything else just be self-explaining
Re: New quest decks
by Sloth » 24 Aug 2012, 20:34
We still need a W B exalted deck. Thanks a lot Nordos. I will add it right away as a hard deck, but want to replace some of the Tainted Fields with some better lands (Tainted Field is really inconsistent), is that ok? Do you want to choose a name for the opponent?Nordos wrote:W B exalted deck. Haven't seen one yet, but I may be mistaken - if it already exists, just ignore it.
- Code: Select all
4 Akrasan Squire
4 Aven Squire
4 Battlegrace Angel
4 Cathedral of War
4 Duty-Bound Dead
4 Isolated Chapel
4 Knight of Glory
4 Knight of Infamy
4 Plains
4 Scrubland
4 Silent Arbiter
4 Sublime Archangel
3 Swamp
4 Tainted Field
4 Tormented Soul
1 Urborg, Tomb of Yawgmoth
It should be hard. It's a pretty fast deck which lacks any spells. the Silent Arbiter should ensure that the AI only attacks with one creature (for example with the tormented souls) and has the advantage forcing the enemy to only use one unit to block/attack.
Everything else just be self-explaining
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Re: New quest decks
by Sloth » 24 Aug 2012, 21:02
Here is a proposition for the Niv-Mizzet deck:
- Niv-Mizzet 3 | Open
- [duel]
[metadata]
Name=Niv-Mizzet 3
Title=Niv-Mizzet
Difficulty=medium
Description=UR deck with Niv-Mizzet, Curiosity and Tandem Lookout
Icon=Niv Mizzet.jpg
Deck Type=constructed
[main]
7 Island
7 Mountain
4 Volcanic Island
4 Scalding Tarn
1 Mox Ruby
1 Mox Sapphire
4 Goblin Fireslinger
4 Cinder Pyromancer
4 Kyren Sniper
1 Spikeshot Elder
4 Niv-Mizzet, the Firemind
4 Curiosity
4 Ophidian Eye
4 Tandem Lookout
4 Propaganda
1 Sigil of Sleep
1 Ancestral Recall
1 Time Walk
[sideboard]
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Sloth - Programmer
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Re: New quest decks
by friarsol » 24 Aug 2012, 21:19
How many other decks already use Propaganda? Maybe we can find something else instead of that?
Maybe Caverns of Despair? Or Silent Arbiter?
Maybe Caverns of Despair? Or Silent Arbiter?
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Re: New quest decks
by Sloth » 25 Aug 2012, 08:46
Silent Arbiter is a creature so it's out and Caverns of Despair is a really bad card. Maybe a combination of Caltrops and Ensnaring Bridge?friarsol wrote:How many other decks already use Propaganda? Maybe we can find something else instead of that?
Maybe Caverns of Despair? Or Silent Arbiter?
- Niv-Mizzet 3 | Open
- [duel]
[metadata]
Name=Niv-Mizzet 3
Title=Niv-Mizzet
Difficulty=medium
Description=UR deck with Niv-Mizzet, Curiosity and Tandem Lookout
Icon=Niv Mizzet.jpg
Deck Type=constructed
[main]
7 Island
7 Mountain
4 Volcanic Island
4 Scalding Tarn
1 Mox Ruby
1 Mox Sapphire
4 Goblin Fireslinger
1 Cinder Pyromancer
1 Cunning Sparkmage
3 Kyren Sniper
1 Prodigal Pyromancer
1 Prodigal Sorcerer
1 Razorfin Hunter
1 Spikeshot Elder
4 Niv-Mizzet, the Firemind
4 Curiosity
4 Ophidian Eye
4 Tandem Lookout
2 Caltrops
2 Ensnaring Bridge
1 Sigil of Sleep
1 Ancestral Recall
1 Time Walk
[sideboard]
-
Sloth - Programmer
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Re: New quest decks
by friarsol » 25 Aug 2012, 12:46
Ensnaring Bridge won't help because the AI should be drawing lots of cards.Sloth wrote:Silent Arbiter is a creature so it's out and Caverns of Despair is a really bad card. Maybe a combination of Caltrops and Ensnaring Bridge?
How about: Crawlspace, Noetic Scales (probably not, too dangerous), Circle of Flame (instead of Caltrops?), Energy Field (could be interesting, but probably not), Web of Intertia (oh nevermind, we don't even have that)
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Re: New quest decks
by Sloth » 25 Aug 2012, 21:18
If the AI is already drawing lots of cards, it has a good chance of winning.friarsol wrote:Ensnaring Bridge won't help because the AI should be drawing lots of cards.
Circle of Flame sounds good, the rest is not so useful.friarsol wrote:How about: Crawlspace, Noetic Scales (probably not, too dangerous), Circle of Flame (instead of Caltrops?), Energy Field (could be interesting, but probably not), Web of Intertia (oh nevermind, we don't even have that)
I like this one.Nordos wrote:what about Dissipation Field?
So here is an updated list:
- Niv-Mizzet 3 | Open
- [duel]
[metadata]
Name=Niv-Mizzet 3
Title=Niv-Mizzet
Difficulty=medium
Description=UR deck with Niv-Mizzet, Curiosity and Tandem Lookout
Icon=Niv Mizzet.jpg
Deck Type=constructed
[main]
7 Island
7 Mountain
4 Volcanic Island
4 Scalding Tarn
1 Mox Ruby
1 Mox Sapphire
4 Goblin Fireslinger
1 Cinder Pyromancer
1 Cunning Sparkmage
3 Kyren Sniper
1 Prodigal Pyromancer
1 Prodigal Sorcerer
1 Razorfin Hunter
1 Spikeshot Elder
4 Niv-Mizzet, the Firemind
4 Curiosity
4 Ophidian Eye
4 Tandem Lookout
1 Sigil of Sleep
1 Circle of Flame
1 Caltrops
1 Ensnaring Bridge
1 Dissipation Field
1 Ancestral Recall
1 Time Walk
[sideboard]
-
Sloth - Programmer
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Re: New quest decks
by Sloth » 30 Aug 2012, 09:06
I think the AI is finally ready to play a Workshop deck:
I'm sure this won't be the final version, since it still needs a lot of testing. I would be happy to hear some more suggestions though.
Cards that appear in vintage workshop decks, but are too dangerous for the AI: Mana Crypt, Mana Vault, Smokestack, Duplicant, Phyrexian Metamorph, Sculpting Steel.
- Sentinel 4 | Open
- [duel]
[metadata]
Name=Sentinel 4
Title=Sentinel
Difficulty=very hard
Description=Mono brown Aggro Workshop deck with Sphere effects
Icon=Sentinel.jpg
Deck Type=constructed
[main]
4 Mishra's Workshop
4 Mishra's Factory
4 Wasteland
2 Ancient Tomb
4 Darksteel Citadel
1 Strip Mine
1 Tolarian Academy
1 Mox Emerald
1 Mox Pearl
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Mox Opal
1 Sol Ring
4 Lodestone Golem
4 Sphere of Resistance
4 Thorn of Amethyst
4 Tangle Wire
1 Trinisphere
2 Crucible of Worlds
4 Wurmcoil Engine
4 Juggernaut
4 Slash Panther
1 Triskelion
1 Batterskull
I'm sure this won't be the final version, since it still needs a lot of testing. I would be happy to hear some more suggestions though.
Cards that appear in vintage workshop decks, but are too dangerous for the AI: Mana Crypt, Mana Vault, Smokestack, Duplicant, Phyrexian Metamorph, Sculpting Steel.
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Re: New quest decks
by Nordos » 30 Aug 2012, 10:07
Should be a medium - hard, depending if the deck can be improved.
It's very basics are, that the computer plays changelings, enchants them with Call to the Kindred and plays some Descendants' Path. With this, he can get every turn 1-2 creatures, with luck such as It That Betrays, Kozilek, Butcher of Truth, ...
Then again, if the combinations are not given, the deck is very weak. The AI would alyways use the Mothdust Changeling to give itself flying (which is a good thing in this deck, since it will give it a chance to survive.), reducing the number of creatures which can deal damage.
I, too, don't know the perfect ratio for lands/changelings/creatures. Well, maybe someone else can improve it a bit more
It's very basics are, that the computer plays changelings, enchants them with Call to the Kindred and plays some Descendants' Path. With this, he can get every turn 1-2 creatures, with luck such as It That Betrays, Kozilek, Butcher of Truth, ...
Then again, if the combinations are not given, the deck is very weak. The AI would alyways use the Mothdust Changeling to give itself flying (which is a good thing in this deck, since it will give it a chance to survive.), reducing the number of creatures which can deal damage.
I, too, don't know the perfect ratio for lands/changelings/creatures. Well, maybe someone else can improve it a bit more

- Code: Select all
3 Amoeboid Changeling
2 Blightsteel Colossus
4 Call to the Kindred
4 Descendants' Path
2 Emrakul, the Aeons Torn
5 Forest
4 Hinterland Harbor
5 Island
4 It That Betrays
1 Kozilek, Butcher of Truth
4 Mothdust Changeling
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Progenitus
1 Time Walk
4 Tropical Island
1 Ulamog, the Infinite Gyre
3 Woodland Changeling
Re: New quest decks
by Sloth » 30 Aug 2012, 11:45
The problem is, for a medium opponent this deck can be way too brutal (casting Emrakul, the Aeons Torn on turn 4). But as you've mentioned it's not really consistent enough to be a hard opponent. An idea would be to use big creatures that have some use while they can't be cast for their full cost like the evoke creatures (Æthersnipe, Mulldrifter, Faultgrinder).Nordos wrote:Should be a medium - hard, depending if the deck can be improved.
- Code: Select all
3 Amoeboid Changeling
2 Blightsteel Colossus
4 Call to the Kindred
4 Descendants' Path
2 Emrakul, the Aeons Torn
5 Forest
4 Hinterland Harbor
5 Island
4 It That Betrays
1 Kozilek, Butcher of Truth
4 Mothdust Changeling
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire
1 Progenitus
1 Time Walk
4 Tropical Island
1 Ulamog, the Infinite Gyre
3 Woodland Changeling
This is fixed now. Thanks Nordos.Nordos wrote:The AI would alyways use the Mothdust Changeling to give itself flying (which is a good thing in this deck, since it will give it a chance to survive.), reducing the number of creatures which can deal damage.
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Re: New quest decks
by moomarc » 30 Aug 2012, 19:10
Maybe there could be a "Wildcard" difficulty for decks like this, where if things come together you'll be smashed, but if not then you have a free-pass. These decks could appear randomly and maybe without any deck definition so the user can't really prepare for it as well.Sloth wrote:The problem is, for a medium opponent this deck can be way too brutal (casting Emrakul, the Aeons Torn on turn 4). But as you've mentioned it's not really consistent enough to be a hard opponent.

-Marc
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Re: New quest decks
by Sloth » 30 Aug 2012, 20:14
Maybe we can add this for players with a lot of wins. One opponent will be hard, one very hard and one will be a random hard or very hard one.moomarc wrote:Maybe there could be a "Wildcard" difficulty for decks like this, where if things come together you'll be smashed, but if not then you have a free-pass. These decks could appear randomly and maybe without any deck definition so the user can't really prepare for it as well.Sloth wrote:The problem is, for a medium opponent this deck can be way too brutal (casting Emrakul, the Aeons Torn on turn 4). But as you've mentioned it's not really consistent enough to be a hard opponent.
That said, i still think the opponent's deck should feature a minimum of consistency to make the players actions meaningful.
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