Update deck43.txt
Reformatted; added tutor effects and related hints to improve deck speed; rebalanced mana base
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#NAME:Heartmender
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#
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#DESC:"No matter who
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#DESC: No matter what
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#DESC: We heal.
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#DESC: The good and the bad
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#DESC: The calm and the mad
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#DESC: The live and the dead
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#DESC: We heal."
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Heartmender (SHM) *4 # continuously removes -1/-1 counters
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# # from all others
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Kitchen Finks (SHM) *4 # brings 2 life everytime it persists
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Safehold Elite (SHM) *4 # cheap early defense
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Lingering Tormentor (EVE) *4 # attacker with Fear
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Rendclaw Trow (EVE) *4 # has Wither
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Gravelgill Axeshark (SHM) *3 # 3/3 creature
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Scuzzback Marauders (SHM) *3 # 5/2 attacker
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Restless Apparition (EVE) *2 # can get +3/+3 bonus, but does the
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# # AI use that ability?
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Vine Trellis (MRQ) *4 # cheap defender and mana source
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Animate Dead (RV) *4 # to bring back creatures that were
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# # killed before the Heartmenders came
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# # online
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Forest (10E) *12
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Swamp (10E) *12
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# Cards considered, but not included:
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# Kithkin Spellduster - has Persist, but is expensive & needs W
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# River Kelpie - has Persist, but is expensive & needs blue mana
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# Rattleblaze Scarecrow - too expensive for conditional persist
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# Wingrattle Scarecrow - only conditional persist
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# Gaea's Cradle - AI doesn't use the mana, bad thematic fit
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# Cauldron Haze - effect only til end of turn, too short
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# Trapjaw Kelpie - very expensive, AI doesn't use flash
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# Sadistic Glee - Might help in a deck where so many creatures go
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# to the Graveyard, then again it might not if it's the
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# enchanted creature that dies. The point is currently moot
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# though since the AI casts the spell on its opponents anyway
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# Vulturous Zombie - no Persist, too expensive
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# Infest - perhaps too dangerous as long as no Heartmender in play
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# Harbinger of Night - definitely too dangerous
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# Cards removed from the deck:
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# none
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# Notes:
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# Doesn't perform as well as I'd like it to. The deck is very
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# dependent on the Heartmenders, and sometimes they take a long
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# time to come out. Suggestions?
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#
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# Animate Dead seems to choose targets randomly and sometimes
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# picks bad ones. But it still works well in this deck if it
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# targets creatures with Persist, because when these get killed
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# while they are animated dead, they return from the graveyard
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# without the animation enchantment. It would be nice if "Animate
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# Dead" could prioritize the Kitchen Finks as targets.
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#DESC:Life will always endure,
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#DESC:no matter the odds,
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#DESC:no matter the cost.
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#HINT:combo hold(Worldly Tutor|myhand)^cast(Worldly Tutor|myhand) targeting(Heartmender|mylibrary)^totalmananeeded({G})
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#HINT:alwaysattackwith(Scuzzback Marauders)
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Forest (MIR) *2
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Forest (MRQ) *4
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Forest (10E) *4
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Forest (SHM) *4
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Heartmender (SHM) *4
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Kitchen Finks (SHM) *4
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Lingering Tormentor (EVE) *4
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Putrid Goblin (MH1) *2
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Raise Dead (9ED) *2
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Rendclaw Trow (EVE) *4
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Safehold Elite (SHM) *4
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Scuzzback Marauders (SHM) *4
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Swamp (MRQ) *4
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Swamp (10E) *4
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Swamp (SHM) *2
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Vine Trellis (MRQ) *4
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Worldly Tutor (MIR) *4
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