Update deck43.txt

Reformatted; added tutor effects and related hints to improve deck speed; rebalanced mana base
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BobCyril
2025-08-30 18:11:50 +01:00
committed by GitHub
parent 28e3ebf8cd
commit 09baae5a83

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@@ -1,61 +1,23 @@
#NAME:Heartmender
#
#DESC:"No matter who
#DESC: No matter what
#DESC: We heal.
#DESC: The good and the bad
#DESC: The calm and the mad
#DESC: The live and the dead
#DESC: We heal."
Heartmender (SHM) *4 # continuously removes -1/-1 counters
# # from all others
Kitchen Finks (SHM) *4 # brings 2 life everytime it persists
Safehold Elite (SHM) *4 # cheap early defense
Lingering Tormentor (EVE) *4 # attacker with Fear
Rendclaw Trow (EVE) *4 # has Wither
Gravelgill Axeshark (SHM) *3 # 3/3 creature
Scuzzback Marauders (SHM) *3 # 5/2 attacker
Restless Apparition (EVE) *2 # can get +3/+3 bonus, but does the
# # AI use that ability?
Vine Trellis (MRQ) *4 # cheap defender and mana source
Animate Dead (RV) *4 # to bring back creatures that were
# # killed before the Heartmenders came
# # online
Forest (10E) *12
Swamp (10E) *12
# Cards considered, but not included:
# Kithkin Spellduster - has Persist, but is expensive & needs W
# River Kelpie - has Persist, but is expensive & needs blue mana
# Rattleblaze Scarecrow - too expensive for conditional persist
# Wingrattle Scarecrow - only conditional persist
# Gaea's Cradle - AI doesn't use the mana, bad thematic fit
# Cauldron Haze - effect only til end of turn, too short
# Trapjaw Kelpie - very expensive, AI doesn't use flash
# Sadistic Glee - Might help in a deck where so many creatures go
# to the Graveyard, then again it might not if it's the
# enchanted creature that dies. The point is currently moot
# though since the AI casts the spell on its opponents anyway
# Vulturous Zombie - no Persist, too expensive
# Infest - perhaps too dangerous as long as no Heartmender in play
# Harbinger of Night - definitely too dangerous
# Cards removed from the deck:
# none
# Notes:
# Doesn't perform as well as I'd like it to. The deck is very
# dependent on the Heartmenders, and sometimes they take a long
# time to come out. Suggestions?
#
# Animate Dead seems to choose targets randomly and sometimes
# picks bad ones. But it still works well in this deck if it
# targets creatures with Persist, because when these get killed
# while they are animated dead, they return from the graveyard
# without the animation enchantment. It would be nice if "Animate
# Dead" could prioritize the Kitchen Finks as targets.
#DESC:Life will always endure,
#DESC:no matter the odds,
#DESC:no matter the cost.
#HINT:combo hold(Worldly Tutor|myhand)^cast(Worldly Tutor|myhand) targeting(Heartmender|mylibrary)^totalmananeeded({G})
#HINT:alwaysattackwith(Scuzzback Marauders)
Forest (MIR) *2
Forest (MRQ) *4
Forest (10E) *4
Forest (SHM) *4
Heartmender (SHM) *4
Kitchen Finks (SHM) *4
Lingering Tormentor (EVE) *4
Putrid Goblin (MH1) *2
Raise Dead (9ED) *2
Rendclaw Trow (EVE) *4
Safehold Elite (SHM) *4
Scuzzback Marauders (SHM) *4
Swamp (MRQ) *4
Swamp (10E) *4
Swamp (SHM) *2
Vine Trellis (MRQ) *4
Worldly Tutor (MIR) *4