New quest decks
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Re: New quest decks
by Sloth » 26 Sep 2012, 21:12
No. Some of the tribal cards are too complex for the AI, but there could be enough others to scrape together a deck.Nordos wrote:Does a wizard deck exist?
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Re: New quest decks
by Nordos » 27 Sep 2012, 21:39
- Code: Select all
2 AEther Adept
1 Arcanis the Omnipotent
2 Archivist
1 Azami, Lady of Scrolls
4 Beguiler of Wills
1 Ertai, Wizard Adept
2 Fugitive Wizard
2 Information Dealer
26 Island
4 Nameless One
2 Patron Wizard
3 Riptide Director
4 Sage of Fables
4 Sower of Temptation
2 Stonybrook Banneret

Re: New quest decks
by friarsol » 27 Sep 2012, 23:47
A Wizard deck without Diviner's Wand or Prodigal Sorcerer? Silly Nordros
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Re: New quest decks
by moomarc » 28 Sep 2012, 06:27
Maybe swap out the Sage of Fables for these seeing as none of the wizards in this deck would enter th battlefield with any +1/+1 counters making it's ability a little underwhelming.friarsol wrote:A Wizard deck without Diviner's Wand or Prodigal Sorcerer? Silly Nordros
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Re: New quest decks
by Nordos » 28 Sep 2012, 09:09
Huh? They enter with a +1/+1 counter just fine, since most of the wizards are CMC 4 or higher, while Sage of Fables has a CMC of 3 - making it more likely to be played first.moomarc wrote:Maybe swap out the Sage of Fables for these seeing as none of the wizards in this deck would enter th battlefield with any +1/+1 counters making it's ability a little underwhelming.friarsol wrote:A Wizard deck without Diviner's Wand or Prodigal Sorcerer? Silly Nordros
I actually had Diviner's Wand included at first, but that felt underwhelming for me. Dunno, maybe it's only my own preference, but it felt a lot stronger the way it is now.
Re: New quest decks
by moomarc » 28 Sep 2012, 09:53
Sorry! I was just being completely woolheaded!Nordos wrote:Huh? They enter with a +1/+1 counter just fine, since most of the wizards are CMC 4 or higher, while Sage of Fables has a CMC of 3 - making it more likely to be played first.moomarc wrote:Maybe swap out the Sage of Fables for these seeing as none of the wizards in this deck would enter th battlefield with any +1/+1 counters making it's ability a little underwhelming.friarsol wrote:A Wizard deck without Diviner's Wand or Prodigal Sorcerer? Silly Nordros
I actually had Diviner's Wand included at first, but that felt underwhelming for me. Dunno, maybe it's only my own preference, but it felt a lot stronger the way it is now.

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Re: New quest decks
by Nordos » 28 Sep 2012, 14:07
- Code: Select all
4 Beguiler of Wills
4 Control Magic
2 Corrupted Conscience
2 Govern the Guildless
24 Island
1 Keiga, the Tide Star
4 Legacy's Allure
4 Roil Elemental
4 Sower of Temptation
1 Spirit Away
2 Treachery
4 Vedalken Shackles
4 Vow of Flight
Re: New quest decks
by Sloth » 28 Sep 2012, 16:47
The list looks good. Clear theme and nothing the AI can't use. I have to test some more, but i suspect this deck to not be easy enough (at least a bit annoying for a starting player).Nordos wrote:that deck should be easy.
The AI can't make use of Information Dealer. Tribal cards that should be fine on the other hand: Ixidor's Will, Sage's Dousing and maybe Riptide Laboratory (The AI will save a wizard from some some types of spells, but not all harmful ones yet). Diviner's Wand will be painfully underused (drawing cards after combat and all), so i would say rather no.Nordos wrote:My wizard-try. It may not be a kinship like deck, but it should be strong enough
- Code: Select all
2 AEther Adept
1 Arcanis the Omnipotent
2 Archivist
1 Azami, Lady of Scrolls
4 Beguiler of Wills
1 Ertai, Wizard Adept
2 Fugitive Wizard
2 Information Dealer
26 Island
4 Nameless One
2 Patron Wizard
3 Riptide Director
4 Sage of Fables
4 Sower of Temptation
2 Stonybrook Banneret
There's also no reason to include 4 copies of Beguiler of Wills and Sower of Temptation, there are lots and diverse blue wizards (Sol's Prodigal Sorcerer for example). The deck could be medium (so no reason to care for power level a lot).
Is there any synergy here that the AI can use?Nordos wrote:If Vedalken Shackles won't get fixed soon, replace them with 2 Treachery and 2 Corrupted Conscience
- Code: Select all
4 Beguiler of Wills
4 Control Magic
2 Corrupted Conscience
2 Govern the Guildless
24 Island
1 Keiga, the Tide Star
4 Legacy's Allure
4 Roil Elemental
4 Sower of Temptation
1 Spirit Away
2 Treachery
4 Vedalken Shackles
4 Vow of Flight
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Re: New quest decks
by Nordos » 28 Sep 2012, 17:33
The first deck is quite slow. It needs a lot of time to profitate from its synergies, because it needs to get first a CMC 3 or CMC 5 card onto the battlefield, and then pay the flashback costs, which are all above 5. Additionally, it wouldn't play that smart in some cases.
It is a rather slow deck which needs time to use its power well. If you find some synergies, feel free to add them and rank it as medium, but IMO it is easy as it is now.
Well, the 2. deck is certainly a hard opponent as it is, but you may create a modified version of it by cutting some Beguiler of Wills and Sower of Temptation.
I've looked through the tribal spells, and I didn't found any particulary interesting. Thats why I fixed on getting as many creatures as possible, to maximize the power of Beguiler of Wills, Nameless One, Azami, Lady of Scrolls, Sage of Fables, Riptide Director and Patron Wizard. That's the hidden theme of the deck - getting as many wizard creatures as possible. Originally I thought about including Lich Lord of Unx, then again I couldn't find enough black wizards to justify adding black as second color.
Adding some Riptide Laboratory sounds good, on the other hand. I just didn't thought, that the AI uses it well, thats why I skipped it ^^
For the 3. deck - its just a pretty annoying anti-creature deck. I couldn't think of any other synergies but the Vow, which isn't used properly. If you find some, feel free to add them. The difficulty should be around medium-hard
It is a rather slow deck which needs time to use its power well. If you find some synergies, feel free to add them and rank it as medium, but IMO it is easy as it is now.
Well, the 2. deck is certainly a hard opponent as it is, but you may create a modified version of it by cutting some Beguiler of Wills and Sower of Temptation.
I've looked through the tribal spells, and I didn't found any particulary interesting. Thats why I fixed on getting as many creatures as possible, to maximize the power of Beguiler of Wills, Nameless One, Azami, Lady of Scrolls, Sage of Fables, Riptide Director and Patron Wizard. That's the hidden theme of the deck - getting as many wizard creatures as possible. Originally I thought about including Lich Lord of Unx, then again I couldn't find enough black wizards to justify adding black as second color.
Adding some Riptide Laboratory sounds good, on the other hand. I just didn't thought, that the AI uses it well, thats why I skipped it ^^
For the 3. deck - its just a pretty annoying anti-creature deck. I couldn't think of any other synergies but the Vow, which isn't used properly. If you find some, feel free to add them. The difficulty should be around medium-hard
Re: New quest decks
by Nordos » 28 Sep 2012, 20:01
I actually like this deck. If some things are given, it is fairly hard to beat ^^
Re: New quest decks
by Sloth » 29 Sep 2012, 11:20
- River Kelpie deck | Open
I noticed that the AI wouldn't use Retrace at all, so i added some code to make it work. It will need some fine tuning, but then i will add the deck as medium.Nordos wrote:The first deck is quite slow. It needs a lot of time to profitate from its synergies, because it needs to get first a CMC 3 or CMC 5 card onto the battlefield, and then pay the flashback costs, which are all above 5. Additionally, it wouldn't play that smart in some cases.
It is a rather slow deck which needs time to use its power well. If you find some synergies, feel free to add them and rank it as medium, but IMO it is easy as it is now.
I like this deck too. Very much actually. I've improved the AI for Porphyry Nodes already. I need to check that all rules interactions of Humility are happening correctly (oh dear), then i will add it as "The Nac Mac Feegle 3" opponent.Nordos wrote:I actually like this deck. If some things are given, it is fairly hard to beat ^^
EDIT: Checked and added. Thanks Nordos. One of the most interesting opponents we have!
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Re: New quest decks
by Xitax » 30 Sep 2012, 05:14
I'd like to add in, thanks to gos, some more precon decks going back to Eventide, filling in some gaps since they were first added. I added in the set assignments, edited for the store and added the pic. All are available to start with - so edit that if you want.
(BTW, extension 7z not allowed?)
(BTW, extension 7z not allowed?)
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Precons.zip
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Re: New quest decks
by Nordos » 30 Sep 2012, 10:24
- Code: Select all
4 Badlands
4 Bayou
4 Blood Reckoning
4 Curse of the Nightly Hunt
4 Forbidden Orchard
4 Hissing Miasma
4 Humility
3 Hunted Dragon
1 Mercy Killing
2 Pestilence
4 Reflecting Pool
4 Scrubland
4 Thunderstaff
4 Urza's Armor
4 Vesuva
2 Wall of Hope
2 Wall of Souls
2 Wound Reflection
Re: New quest decks
by Nordos » 30 Sep 2012, 16:48
Does a deck exist, which is based upon removing -1/-1 counter, e.g. Quillspike?
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