-Adding AI decks provided on the forums. Let's test them, and let me know if some of them crash the game or are just too bad
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-09-22 07:41:18 +00:00
parent f6aba5c5cb
commit 202d461767
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#NAME:Lafiel
#DESC: A mostly green, half elf deck controlled
#DESC: by an influental elf-princess called Lafiel.
#DESC: Don't be fooled by the beauty of the elves
#DESC: or you lose for sure!
#DESC: (Wagic 0.81 Deck & Avatar by Nakano)
#v0.1 / 01.09.2009
# Initial release
#v0.2 / 02.09.2009
# - Swamp (10E) *1 = 0
# - Algae Gharial (ALA) *3 = 0
# - Centaur Glade (ONS) *1 = 0
# - Farhaven Elf (SHM) *2 = 0
# + Forest (10E) *1 = 12
# + Birds of Paradise (RAV) *2 = 3
# + Civic Wayfinder (10E) *2 = 4
# + Regal Force (EVE) *1 = 2
# + Lorescale Coatl (ARB) *2 = 4
#Mana (16)
Forest (10E) *12
Island (10E) *2
Mountain (10E) *2
#Green (30)
Birds of Paradise (RAV) *3
Blanchwood Armor (USG) *1
Civic Wayfinder (10E) *4
Cloudcrown Oak (LRW) *2
Collective Unconscious (MRQ) *1
Druid of the Anima (ALA) *2
Elvish Piper (10E) *1
Elvish Promenade (LRW) *1
Howl of the Night Pack (SHM) *1
Immaculate Magistrate (LRW) *1
Imperious Perfect (LRW) *1
Juvenile Gloomwidow (SHM) *1
Llanowar Elves (10E) *1
Lys Alana Huntmaster (LRW) *1
Nomadic Elf (INV) *1
Primal Rage (10E) *1
Primordial Sage (RAV) *1
Regal Force (EVE) *2
Spidersilk Armor (MRQ) *1
Thicket Basilisk (RV) *1
Wellwisher (ONS) *2
#Blue (1)
Levitation (M10) *1
#Red (6)
Battle Squadron (MRQ) *1
Dragon Fodder (ALA) *1
Keldon Warlord (RV) *1
Lava Axe (POR) *1
Pyroclasm (ICE) *2
#Black (1)
Prowess of the Fair (LRW) *1
#Multicolor (4)
Lorescale Coatl (ARB) *4
#Artifact (2)
Obelisk of Bant (ALA) *1
Obelisk of Grixis (ALA) *1
#MANA + GREEN + BLUE + RED + BLACK + MULTI + ARTIFACT
#16 + 30 + 1 + 6 + 1 + 4 + 2 =60

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#NAME:Kithkin
#DESC:Led by the Cenn,
#DESC:united by the thoughtweft,
#DESC:challenge just one
#DESC:champion of Goldmeadow,
#DESC:and you will face
#DESC:the entire cla-chan !
#4x Glorious Anthem, {1}{W}{W}, Enchantment, Creatures you control get +1/+1
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#4x Wizened Cenn,{W}{W}, Creature - Kithkin Cleric,2/2, other kithin get +1/+1
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#4x Zealous Guardian,{WU}, Creature - Kithkin Soldier,1/1,flash
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#4x Ballynock Cohort,{2}{W},Creature - Kithkin Soldier,2/2,First strike, get +1/+1 aslongas you control another white creature
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4x Armored Ascension,{3}{W},Enchant creature, +1/+1 for each plains and flying
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#4x Thistledown Liege,{1}{WU}{WU}{WU}, 1/3, creature - Kithkin Knight, give +1/+1 to blue and white creature you control
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#4x Kihtkin Shielddare, {1}{W},1/1 creature - Kithkin soldier, {t}{W}:target blocking creature gets +2/+2
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#4x Goldmeadow Harrier, {W},1/1 creature - Kithkin soldier,{W}:tap target creature
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#4x Field Marshall, {1}{W}{W}, 2/2 creature - Human soldier, Other Soldier creatures get +1/+1 and have first strike
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#4x Mobilization, {2}{W}, enchantment, Soldier creatures have vigilance, {2}{W}:Put a 1/1 white Soldier creature token into play
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#20x Plains (10E)
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#NAME:Tsabo
#DESC:"Death is such an exquisite sensation.
#DESC:Your life was meaningless,
#DESC:but your death will glorify Yawgmoth.
#DESC:Rise, metathran.
#DESC:You shall serve a nobler cause
#DESC:in death.
#DESC:Every last one of you
#DESC:will become my servant.
#DESC:It's a shame you won't live
#DESC:to see the irony.
#DESC:Do you think you can stop me?
#DESC:There's nothing I wouldn't give
#DESC:to achieve victory.
#DESC:Can you say the same?"
#DESC:Tsabo Tavoc
#4x Glen Elendra Liege {1}{UB}{UB}{UB} - flying lord black/blue creature +1/+1
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#4x Lord of atlantis -{U}{U} 1/1 Lord merfolk +1/+1
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#4x Lord of the Undead - {1}{B}{B} - 2/2 Lord zombie +1/+1
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#2x Sanguine Guard {1}{B}{B} - Zombie 2/2 first strike {1}{B}:regenerate
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#2x Walking dead {1}{B} - 1/1 zombie, {B}:regenerate
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#4x Oona's Gatewarden {BU} - defender flying faerie 2/1 wither
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#2x Marauding Knight, Zombie {2}{B}{B}, protection from white 2/2 +1/+1 for each plains|opponentinplay
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#2x Methatran Zombie, {1}{U}, 1/1
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#2x Inkfathom Infiltrator {UB}{UB} - Merfolk 2/1 cantblock, unblockable
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#2x Stillmoon Cavalier {1}{WB}{WB} - Zombie knight 2/1 protection from white and black {WB}:flying {WB}:first strike
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#4x Vodalian zombie {B}{U}, zombie merfolk 2/2 protection from green
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#1x Wasp lancer {BU}{BU}{BU} 3/2 faerie flying
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#1x Deepchanel Mentor {5}{U}, 2/2 merfolk lord blue creature:unblockable
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#2x Zombie master {1}{B}{B} - 2/3 zombie lord swampwalk {B}:regenerate
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#4x Zombie outlander {B}{U} - 2/2 protection from green
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#Island
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#Swamp
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#NAME:Depletion
#DESC:More than one mage
#DESC:has been driven insane by
#DESC:the howl of the mine,
#DESC:Dreamborn Muse's voice,
#DESC:and Mortivore's breath.
#DESC:Prepare to discover the truth
#DESC:of the House Dimir.
#4x Animate Dead
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#2x Control Magic
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#2x Ray of Erasure
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#4x Glimpse the Unthinkable
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#2x Psychic Drain
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#4x Howling Mine
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#2x Mortivore
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#2x Terror
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#2x Dreamborn Muse
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#2x Unsummon
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#4x Oona's Gatewarden
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#2x Glen Elendra Liege
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#10x Swamp
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#10x Island
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#NAME:Soldiers
#DESC:Soldiers are prepared for war,
#DESC:they are useful in their way,
#DESC:but they must be commanded
#DESC:as the builder commands the stone.
#DESC:Disciplined and dedicated,
#DESC:they will held their ranks to the end,
#DESC:even in the face of tremendous losses.
#4x Akrasan Squire - human soldier {W}, 1/1 exalted
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#4x Armored Ascension - {3}{W} - enchant creature - +1/+1 for each plains
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#2x Aven Squire - Bird soldier {1}{W},1/1 flying,exalted
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#4x Veteran Armorer - {1}{W} - 2/2 creature you control get +0/+1
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#4x Ballynock Cohort, Kithkin Soldier {2}{W}, 2/2, first strike +1/+1 as long as you control another white creature.
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#2x Aven Trailblazer, {2}{W} 2/*, bird soldier flying, domain (toughness = basic land you control)
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#2x Castle {3}{W} - Enchantment, untapped creature you control get +0/+2
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#4x Field Marshal {1}{W}{W} - 2/2 - other soldier get +1/+1 and first strike
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#4x Glorious Anthem {1}{W}{W} - Enchantment - creature you control get +1/++
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#2x Serra Zealot {W} - 1/1 - First strike
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#4x Mobilization {2}{W} - Soldier get vigilance - {2}{W} put a 1/1 soldier in play
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#20x plains
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#4x Soltari Foot Soldier, {W}, 1/1 shadow
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#NAME:Elfball
#DESC:Green, aggro-combo deck
#DESC:capable of generating huge amount
#DESC:of mana and an endless stream
#DESC:of elvish warriors!
#DESC:v1.2 2009 09 17
Llanowar Elves (M10) *4
Wellwisher (ONS) *4
Elvish Vanguard (ONS) *4
Elvish Visionary (M10) *4
Elvish Hexhunter (SHM) *4
Elvish Promenade (LRW) *4
Elvish Archdruid (M10) *4
Imperious Perfect (LRW) *4
Drove of Elves (SHM) *1
Heedless One (ONS) *3
Overrun (10E) *2
Forest (10E) *4
Forest (M10) *4
Forest (ALA) *4
Forest (LRW) *4
Forest (RAV) *4
Pendelhaven (LEG) *1
Gaea's Cradle (USG) *1

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#NAME:Angelism
#DESC:White, enchantment-based deck.
#DESC:v1.1 2009 09 01
Angelic Chorus (10E) *3
Honor of the Pure (M10) *4
Kitchen Finks (SHM) *4
Mesa Enchantress (M10) *4
Moat (LEG) *3
Pacifism (10E) *4
Cage of Hands (CHK) *3
Sigil of the Empty Throne (CFX) *4
Swords to Plowshares (ICE) *4
Wrath of God (10E) *3
Quicksand (10E) *4
Plains (10E) *4
Plains (M10) *4
Plains (ALA) *4
Plains (LRW) *4
Plains (RAV) *3
Serra's Sanctum (USG) *1

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#NAME:Jihad
#DESC:Mono-White deck with cheap,
#DESC:effective creatures and
#DESC:many pump effects.
#DESC:Designed as a tribute to
#DESC:the Jihad card from
#DESC:Arabian Nights!
#DESC:v1.0 2009 09 16
Crusade (RV) *4
Glorious Anthem (10E) *4
Honor of the Pure (M10) *4
Armored Ascension (M10) *2
Swords to Plowshares (ICE) *4
Disenchant (TMP) *3
Paladin en-Vec (10E) *2
Knight of Meadowgrain (LRW) *4
Kitchen Finks (SHM) *3
Spectral Procession (SHM) *4
Stillmoon Cavalier (EVE) *3
Plains (10E) *4
Plains (M10) *4
Plains (ALA) *4
Plains (LRW) *4
Plains (SHM) *4
Plains (RAV) *3

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#NAME:Spectral Rack
#DESC:Mono black deck with
#DESC:disruption and good
#DESC:removal.
#DESC:v1.0 2009 09 17
The Rack (RV) *4
Doom Blade (M10) *4
Last Gasp (RAV) *4
Hymn to Tourach (FEM) *4
Black Knight (M10) *4
Hypnotic Specter (10E) *4
Nyxathid (CFX) *4
Graveborn Muse (10E) *4
Tendrils of Corruption (M10) *4
Gargoyle Castle (M10) *4
Volrath's Stronghold (TMP) *1
Swamp (10E) *4
Swamp (M10) *4
Swamp (ALA) *4
Swamp (LRW) *4
Swamp (RAV) *3

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#NAME:CD Kobold Overlord
#
#DESC: "The deck that a Kobold Overlord
#DESC: would (and could) assemble."
#DESC: (v1.05)
#DESC:
#DESC:You may think we are weak
#DESC:But we are many
#DESC:And sometimes we can hire
#DESC:A powerful mercenary
#
Mountain (10E) *24
Crimson Kobolds (LEG) *4
Crookshank Kobolds (LEG)*4
Kobold Drill Sergeant (LEG) *4
Kobold Overlord (LEG) *4
Kobold Taskmaster (LEG) *4
Kobolds of Kher Keep (LEG) *4
Keldon Warlord (RV) *4
# Doesn't fit the theme too well (would a Keldon Warlord really
# work as a mercenary for a Kobold Overlord?), but without it
# the deck would be too weak, and a deck full of weak
# creatures is exactly the environment where a Keldon Warlord
# thrives.
Wheel of Fortune (RV) *1
#To get a new hand (hopefully) full of cheap kobolds once the
#previous hand has been used up. Only 1 because it's
#restricted.
Slate of Ancestry (ONS) *3
#To draw more cards (check whether the AI overuses it and
#decks itself out)
Howling Mine (10E) *4
#
#
# Cards considered, but not included:
# Orcish Oriflamme - would match the deck's focus of
# strengthening the creatures, but is too expensive. Perhaps add
# it when mana acceleration via Brightstone Ritual works.
#
# Cards removed from he deck:
# 3 x Bravado (USG) (ID 5848)
# The card's name and illustration don't really fit the "kobold"
# theme, but the effect (strength through numbers) definitely
# does.
# Removed because the AI cast it on its opponent's creatures.
#
# 4 x Brightstone Ritual (ONS) (ID 39846)
# for mana acceleration
# Removed because the AI doesn't use the mana.
#
# 2 x Kher Keep (TSP) (ID 113553)
# For bringing additional kobolds into play
# AI taps Kher Keep for mana and then can't
# use that mana to produce a kobold token.
#

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#NAME:CD Might Sliver
#
#DESC: "The deck that a Might Sliver
#DESC: would (and could) assemble."
#DESC: (v1.0)
#DESC:
#DESC:The Hive reaches your doorstep ...
#
#
Winged Sliver (TMP) *2
# gives Flying
Horned Sliver (TMP) *3
# gives Trample, also 2/2 isn't bad for a 3-drop creature that
# will be pumped by others
Muscle Sliver (TMP) *4
# cheap, and the +1/+1 bonus is cumulative and can't be misused
# by the AI
Heart Sliver (TMP) *3
# gives Haste
Talon Sliver (TMP) *3
# gives First Strike
Watcher Sliver (TSP) *2
# nice cumulative +0/+2 bonus, but too expensive to have more of
# them, and we only have 3 plains in the deck
Shadow Sliver (TSP) *1
# might be great or bad - thrown in as an element of surprise
Bonesplitter Sliver (TSP) *4
# nice cumulative +2/+0 bonus
Fury Sliver (TSP) *2
# gives double strike, only 2 because it's a 6-drop creature
Might Sliver (TSP) *4
# nice cumulative +2/+2 bonus
Spinneret Sliver (TSP) *4
# 2/2 Sliver for only 2 mana, also gives Reach to all slivers,
# which is good because we only have 2 Winged Slivers in the deck,
# and those might not even be played because we have few Islands.
Gemhide Sliver (TSP) *4
# Additional mana source to get Might Slivers out faster
Forest (M10) *12
# (most slivers in the deck are green)
Island (M10) *3
# only 3 blue creatures in the deck
Mountain (M10) *6
Plains (M10) *3
# only 5 white creatures in the deck
#
# Cards considered, but not included:
# Basal Sliver - AI too eager to sacrifice
# Clot Sliver - would be the only black sliver left after Basal
Sliver was taken out; also: AI not too smart with regeneration
# Sedge Sliver - no swamps in deck (since all black slivers were
# taken out)
# Firewake Sliver - AI too eager to sacrifice
# Mnemonic Sliver - AI too eager to sacrifice
# Telekinetic Sliver - AI doesn't make smart tapping definitions
# Quilled Sliver - AI can't target ability in a smart way
# Armored Sliver - AI can't decide well when to use ability
# Barbed Sliver - AI can't decide well when to use ability
# Venser's Sliver - doesn't strengthen other slivers
# Sliversmith - doesn't profit from other slivers. Its tokens
# do, but the AI isn't smart in deciding which cards to discard
# Metallic Sliver - is cheap, but doesn't strengthen other slivers
#
# Cards removed from the deck:
# 20 dual lands - AI only uses the first "auto" rule for each
# dual land. Therefore none of the chosen lands produced green
# mana, the AI treated most dual lands as islands, and the deck
# never got sliver production started.

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#NAME:CD Master of Etherium
#
#DESC: "The deck that a Master of Etherium
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Surrounded by the things I built
#DESC: my power will grow
#DESC: boundlessly
#
Master of Etherium (ALA) *4 # gets stronger with every artifact
Vedalken Archmage (MRD) *2 # draws card when summoning artifact
Ornithopter (10E)*4 # cheap artifact, later air defense
Nuisance Engine (MRD)*4 # create more cheap artifacts
Cathodion (MRD) *4 # 3-drop 3/3 creature without a down-
# side since manaburn was abolished
Sculpting Steel (10E)*4 # surprise element - might become
# another Master of Etherium - or
# just another pest ...
Steel Wall (MRD) *2 # mainly for defending
Yotian Soldier (MRD) *2 # cheap defender
Coiled Tinviper (TMP)*1 # first strike attacker
Scarecrone (EVE) *2 # brings back artifacts
Salvage Slasher (CFX)*2 # grows stronger with artifacts in
# graveyard - nice effect if opponent
# has destroyed all artifacts
Silver Myr (MRD) *4 # artifact source of blue mana (which
# is needed for the 6 Vedalken)
Island (10E) *3 # more blue mana
Seat of the Synod (MRD) *5 # 20 artifact lands for huge bonuses
Vault of Whispers (MRD) *5 # on Master of Etherium and Tolarian
Great Furnace (MRD) *5 # Academy.
Tree of Tales (MRD) *5 # Ancient Den temporarily removed due
# Ancient Den (MRD) *4 # to game bug.
Academy Ruins (TSP) *1 # brings back artifacts
Tolarian Academy (USG) *1 # Generates massive amounts of mana
# in this deck - which the AI usually
# wastes.
# Cards considered, but not included:
# Gaea's Cradle - would make the deck even strongerm but doesn't
# fit the theme.
# Glaze Fiend - buggy in 0.8.1, bonuses aren't removed at end of
# turn
#
# Cards removed from the deck:
# none

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#NAME:CD Terravore
#
#DESC: "The deck that a Terravore
#DESC: would (and could) assemble."
#DESC: (v1.0)
#DESC:
#DESC: Your homeland is my lunch.
#
Birds of Paradise (10E) *4 # mana source
Vine Trellis (MRQ)*4 # mana source and defender
Carven Caryatid (RAV) *3 # card drawer and defender
Collective Unconscious (MRQ) *2 # card drawer
Knight of the Reliquary (CFX) *4 # attacker
Terravore (ODY) *4 # attacker
Armageddon (POR) *4 # puts lands into graveyard
Kudzu (RV)*1 # should be 4, but the AI puts
# several Kudzus on one land,
# which causes a crash
Winter's Grasp (TMP) *2 # weak replacement for Kudzu
Nature's Lore (ICE) *4 # land fetcher for fast buildup
Rampant Growth (10E) *4 # land fetcher for fast buildup
Grasslands (MIR) *4 # two land fetchers which put
Mountain Valley (MIR) *4 # themself into the graveyard,
# feeding the Terravore and the
# Knight
Forest (M10) *8
Plains (10E) *6
Flagstones of Trokair (TSP) *2
#
# Cards considered, but not included:
# Foratog - eats forests (which is good), but the AI doesn't use
this ability.
# Terramorphic Expanse - crashes game
# Windswept Heath - crashes game
# Elves, Orochi Sustainer - more mana sources not needed
#
# Cards removed from the deck:
# 3 more Kudzu- game crashes when a land with two Kudzu on it is
# tapped

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#NAME:CD Prodigal Pyromancer
#
#DESC: "The deck that a Prodigal Pyromancer
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Well protected by solid stone
#DESC: I scorch you with lances of fire
#
Prodigal Pyromancer (10E) *1 # actually the deck evolved to a
# state where it would fare better
# without its main creature ...
Wall of Diffusion (TMP) *4 # 12 walls for defense
Wall of Earth (LEG) *4
Wall of Stone (RV) *4
Beacon of Destruction (10E) *3 # 19 direct damage spells
Flame Burst (ODY) *4
Lava Spike (CHK)*4
Lightning Bolt (M10)*4
Volcanic Hammer (POR) *4 # weaker replacement for Kindle
# (which is buggy in 0.8.1)
Howling Mine (10E) *4 # accelerates the game, makes more
# damage spells available
Mountain (10E) *24
# Cards considered, but not included:
# Shock - nice damager per cost ratio, but 2 damage is too little,
# especially since the AI likes to use it on creatures with
# toughness >2
# Steam Blast - nice effect on all creatures and players, but
# damage amplitude of 2 is just a bit too little.
#
# Aetherflame Wall - no need for a 4th wall
# Ball Lightning - powerful card, but the AI sometimes just casts
# it and then doesn't attack with it, so the card is wasted
# Blaze - AI currently casts spells with "X" cost for too weak an
# effect
# Char - damage per cost ratio too low, and damages caster as well
# Earthquake - difficult to fine-tune for the AI: too little mana
# and the effect might be wasted, too much mana and the effect
# might be dangerous for the AI and its creatures as well.
# Fault Line - more expensive than Earthquake for same effect
# Fire Tempest - very expensive, and too dangerous for the AI
# Fireball - AI doesn't choose targets well
# Flame Javelin - 3 mana for 4 damage is too expensive
# Flamewave Invoker - ability too expensive compared to Beacon of
# Destruction
# Lava Axe - Too expensive for one-time use, esp. since red mana
# acceleration is currently not possible
# Lightning Blast - Too expensive
# Puncture Blast - damage per cost ratio too low. Wither damage
# would help against big creatures, but so do the walls, and the
# opponent hopefully won't last long enough to bring many big
# creatures out anyway.
# Puncture Bolt - effect too weak
# Scorching Spear - effect too weak
# Sonic Burst - AI doesn't make smart discarding decisions
# Zap - too little damage, the AI often uses it on a creature
# that doesn't get killed by it, so the card is wasted.
# Jayemdae Tome - casting cost and ability cost too expensive in
# that deck; Howling Mine serves the same purpose, and hopefully
# the opponent will be dead before he can make much use of the
# cards he draws.
# Cards removed from the deck:
# Kindle - buggy, cannot target player. Bug already fixed in SVN.
# Swap Kindle in for Volcanic Hammer for next Wagic release.
# Notes:
#
# The AI doesn't target the damage spells well, often wasting them
# on creatures that are tough enough to survive the damage.
#
# Oddly, the AI often doesn't block attackers although it could.
#
# Also, the AI summons walls even if no enemy creatures are on the
# battlefield. This could be useful in case the opponent has
# creatures with Haste, but nevertheless the AI would fare better
# if it prioritized other spells over wall summoning as long as no
# enemy cretaures are out.

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#NAME:CD Ball Lightning
#
#DESC: "The deck that a Ball Lightning
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Well protected by solid stone
#DESC: I scorch you with lances of fire
#
Ball Lightning (M10)*4
Beacon of Destruction (10E) *2 # 28 direct damage spells
Flame Burst (ODY) *4
Flame Javelin (SHM) *4
Kindle (TMP)*4
Lava Spike (CHK)*4
Lightning Bolt (M10)*4
Fire Tempest (POR) *2
Volcanic Hammer (POR) *4
Howling Mine (10E) *4 # accelerates the game, makes more
# damage spells available
Mountain (10E) *24
# Cards considered, but not included:
# Sonic Burst - 4 damage is nice, discarding a card is not.
# Shock - nice damage per cost ratio, but 2 damage is too little,
# especially since the AI likes to use it on creatures with
# toughness >2
# Steam Blast - nice effect on all creatures and players, but
# damage amplitude of 2 is just a bit too little.
#
# Blaze - AI currently casts spells with "X" cost for too weak an
# effect
# Char - damage per cost ratio too low, and damages caster as well
# Earthquake - difficult to fine-tune for the AI: too little mana
# and the effect might be wasted, too much mana and the effect
# might be dangerous for the AI and its creatures as well.
# Fault Line - more expensive than Earthquake for same effect
# Fire Tempest - very expensive, and too dangerous for the AI
# Fireball - AI doesn't choose targets well
# Flamewave Invoker - ability too expensive compared to Beacon of
# Destruction
# Lava Axe - Too expensive for one-time use, esp. since red mana
# acceleration is currently not possible
# Lightning Blast - Too expensive
# Puncture Blast - damage per cost ratio too low. Wither damage
# would help against big creatures, but so do the walls, and the
# opponent hopefully won't last long enough to bring many big
# creatures out anyway.
# Puncture Bolt - effect too weak
# Scorching Spear - effect too weak
# Zap - too little damage, the AI often uses it on a creature
# that doesn't get killed by it, so the card is wasted.
# Jayemdae Tome - casting cost and ability cost too expensive in
# that deck; Howling Mine serves the same purpose, and hopefully
# the opponent will be dead before he can make much use of the
# cards he draws.
# Cards removed from the deck:
# none
# Notes:
#
# The AI doesn't target the damage spells well, often wasting them
# on creatures that are tough enough to survive the damage, or
# casting them on creatures when it could have won they game by
# targeting the opponent.
#
# The AI sometimes casts Ball Lightning and then doesn't attack
# with it, effectively wasting the card.

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#NAME:CD Lord of the Undead
#
#DESC: "The deck that a Lord of the Undead
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Can you smell the sweet perfume
#DESC: Of festering flesh and rotting bones?
#DESC:
#DESC: Rejoice if you like it
#DESC: Because soon, soon
#DESC: You will be part of my army.
#
Lord of the Undead (10E) *4 # strengthens and raises zombies
Cemetery Reaper (M10)*4 # strengthens zombies
Soulless One (ONS) *4 # gets powerful with lots of zombies
Walking Dead (LEG) *4 # cheap early defense
Zombie Master (RV) *3 # for Swampwalk, zombie regeneration,
# and 2/3 isn't bad either
Severed Legion (10E) *1 # \
Warpath Ghoul (M10) *1 # > some expensive zombies
Mass of Ghouls (FUT) *1 # /
Dreadwing (CFX) *3 # \ 9 cheap zombies - neither can
Hate Weaver (10E)*3 # > use its abilities. These are
Roofstalker Wight (RAV) *3 # / just temporary solutions to
#rack zombie numbers up for the
#Soulless One.
Beacon of Unrest (10E) *1 # More raising of zombies
Scarscale Ritual (SHM) *4 # Card drawer
Swamp (10E) *24
# Cards considered, but not included:
# Shepherd of the Rot - *much* too dangerous for the AI in this # deck
# Graveborn Muse - dito
# Empty the Catacombs - would weaken the Soulless One
# Dauthi Ghoul - too expensive for a 1/1 creature in a
# non-shadow deck
# Zombify - too expensive, a Zombie deck has cheaper means
# Cruel Revival - too expensive
# Dreg Reaver - Mass of Ghouls better for same cost
# Zombie Goliath - Mass of Ghouls better for same cost
# Gluttonous Zombie - Mass of Ghouls has better power, fear
# won't work against black or artifacts
# Dross Prowler - Severed Legion better for same cost
# Scathe Zombies - Severed Legion better for same cost
# Bog Raiders - Swampwalk provided by Zombie Master, so B.R. is
# weaker than Severed Legion for same cost
# Phyrexian Ghoul - AI can't handle sacrifice decisions well
# Nantuko Husk - dito
# Recover - too expensive
# Disentomb - the Lord of the Undead will do the Raising
# Raise Undead - dito
# Dross Crocodile - too expensive
# Gravedigger - too expensive
# Spineless Thug - cheap, but can't block
# Feeding Frenzy - nice but too expensive
# Sadistic Glee - AI casts it on opponent's creatures
# Cards removed from the deck:
# Accursed Centaur - sacrifices itself
# Dark Ritual - AI doesn't use the mana
# Notes:
#
# Slow buildup, and no synergy until the 3-drop creatures come in.
# Would profit a lot from Dark Ritual if it worked.

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#NAME:CD Zuberi Golden Feather
#
#DESC: "The deck that Zuberi, Golden Feather,
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Winged fighters
#DESC: for honor and justice
#DESC: cross the chasm
#DESC: to take their revenge
#
Zuberi, Golden Feather (MIR) *1 # Perhaps add more when the AI
# learns to hold them back
Suntail Hawk (10E)*4 # cheap flyer
Courier Hawk (RAV)*4 # cheap flyer
Wild Griffin (10E)*3 # balanced 3-drop flyer
Griffin Sentinel (M10)*3 # defensive 3-drop flyer
Razorfoot Griffin (M10) *2 # offensive 4-drop flyer
Ekundu Griffin (MIR) *2 # same as Razorfoot Griffin
Spotted Griffin (POR) *2 # defensive 4-drop flyer
Teremko Griffin (MIR) *1 # only 1, AI doesn't grasp Banding
Divebomber Griffin (RAV) *1 # only 1, AI doesn't use ability
Windbrisk Raptor (SHM)*1 # not a griffin, but a bird, and
# fits well as an endgame surprise
Moat (LEG)*4 # 4 because it's important for this
# deck to keep strong attackers away
Blessing (RV) *2 # \ 6 enchantments to reinforce the
Holy Strength (10E) *2 # > holy nature of the griffins -
Honor of the Pure (M10) *2 # / and the creatures need buffs
Swords to Plowshares (RV) *2 # reinforces the aggresiveness of
# the griffin theme, and stalls the
# the game until Moat comes in
Plains (10E) *24
# Cards considered, but not included:
# Loyal Gyrfalcon - too expensive for a non-griffin in this deck
# Crusade - Weaker than Honor of the Pure
# Cards removed from the deck:
# Welkin Hawk - not a griffin, and can crash the game in 0.8.1
# Righteousness - AI doesn't use it
# Notes:
# Flavor deck, might be more competitive if it included bird
# soldiers and global enchantments (Crusade, Glorious Anthem), but
# I wanted to limit the theme of this deck to "animal" griffins
# and birds, which excluded the "civilized" Aven and the more
# civilized enchantments.

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#NAME:CD Viashino Warrior
#
#DESC: "The deck that a Viashino Warrior
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: With claws and swords and flames
#DESC: we fiercely protect
#DESC: those we revere
Viashino Slasher (RAV) *4 # cheap Viashino
Viashino Slaughtermaster (CFX) *4 # cheap Viashino
Viashino Bladescout (TSP) *1 # only 1, AI doesn't use Flash
Viashino Spearhunter (M10) *4 # first strike
Viashino Grappler (INV)*4 # high power but very vulnerable
Viashino Warrior (MIR) *2 # attacker
Viashino Weaponsmith (USG) *2 # attacker
Viashino Fangtail (RAV)*2 # attacker
Furnace Whelp (10E)*2 # not a Viashino, but having
# two flyers helps the deck
Firebreathing (10E)*4 # fiery breath for the dragons'
# descendants - also allows to
# use spare mana, although the
# AI rarely does that.
Flaming Sword (MRQ)*4 # fiery weapons as well
Beacon of Destruction (10E)*1 # repeated fire blasts
Rage Reflection (SHM) *1 # double strike
Dragon Roost (10E) *1 # endgame surprise - produces
# red dragons
Mountain (10E) *24
# Cards considered, but not included:
# Burning Cloak - AI would kill its own creatures
# Canyon Drake - flyers would be nice, but too expensive
# Crown of Flames - Firebreathing is more foolproof for the AI
# Dragon Whelp - Furnace Whelp is more foolproof
# Desert Drake - Furnace Whelp is better for the same cost
# Immolation - AI can't decide whether it'll help or destroy the
# enchanted creature
# Lizard warrior - is not a viashino, and a viashino with
# identical values exists
# Mass Hysteria - Emblem of the Warmind fits the theme better and
# doesn't help the enemy
# Pyroclasm - AI would kill its own creatures
# Viashino Skeleton - other viashinos wouldn't associate with it
# Kindled Fury - lasts only until end of turn, often wasted by AI
# Double Cleave - lasts only until end of turn, often wasted by AI
# Reflexes - first strike already provided by Flaming Sword
# Cards removed from the deck:
# Bravado - AI casts it on opponent's creatures
# Seething Song - mana acceleration would be great, bit the AI
# doesn't use the mana
# Viashino Sandscout - AI doesn't understand that it will return
# to owner's hand, may enchant it
# Emblem of the Warmind - AI uses it on opponent's creatures
# (which shouldn't be possible with this card in the first place)
# may crash the game
# Notes:
# Flavor deck.

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#NAME:CD Heartmender
#
#DESC: "The deck that a Heartmender
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#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
# 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 Fink as targets.

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#NAME:CD Glen Elendra Archmage
#
#DESC: "The deck that a Glen Elendra Archmage
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Now we're here
#DESC: Now we're there
#DESC: Now we're gone
#DESC: Now we're back
#DESC:
#DESC: But what happened to your defenses?
Glen Elendra Archmage (EVE) *4 # ability is currently buggy ...
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
Gravelgill Axeshark (SHM) *2 # 3/3 creature
Kithkin Spellduster (EVE) *2 # Enchantment removal
Restless Apparition (EVE) *4 # can get +3/+3 bonus
River Kelpie (SHM)*2 # card drawer, only *2 to prevent the
# AI from decking itself out
Oona's Gatewarden (SHM) *4 # good cheap defense & fits the theme
Plumeveil (SHM) *2 # great defense & fits the theme
Wrath of God (10E)*4 # destroys all creatures
Plains (10E) *14
Island (10E) *10
# Cards considered, but not included:
# Rendclaw Trow - has persist & wither, but needs BG mana
# Lingering Tormentor - has persist * Fear, but needs B mana
# Scuzzback Marauders - has persist & high attack, but needs BR
# mana. High attack not necessary once Wrath of God is cast
# Rattleblaze Scarecrow - too expensive for conditional persist
# Wingrattle Scarecrow - only conditional persist
# Gaea's Cradle - AI doesn't use the mana, dubious thematic fit
# Cauldron Haze - effect only til end of turn, too short
# Trapjaw Kelpie - very expensive, AI doesn't use flash
# Cards removed from the deck:
# none
# Notes:
# The AI seemed pretty reluctant to cast Wrath in the test runs,
# although it did use the card from time to time
#
# River Kelpie: The AI is in danger of decking itself out if it
# has many Wither creatures, 2 Kelpies, and casts Wrath of God.
# I already reduced the Kelpies after the AI had to draw 40 cards
# in one test run, but even 2 may be too much. Will have to be
# watched.
#
# Restless Apparition: May actually prevent the Heartmender and
# Wrath of God from being played if the AI uses its plains to pump
# the apparition before checking whether it could use those plains
# to play spells. This will have to be watched too.

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#NAME:CD Orochi Sustainer
#
#DESC: "The deck that a Orochi Sustainer
#DESC: would (and could) assemble"
#DESC: (v1.0)
#DESC:
#DESC: Salute our sinuosity
#DESC: Love our litheness
#DESC: Enjoy our embrace
#DESC:
#DESC: Care for a kiss?
#DESC: Soon you will sleep ...
Orochi Sustainer (CHK) *3 # Orochi Snake Shaman
Orochi Leafcaller (CHK) *3 # Orochi Snake Shaman
Sachi, Daughter of Seshiro (CHK) *1 # toughness bonus to snakes
Anaconda (POR)*2 # 18 snakes
Anaconda (UZS)*2
Hornet Cobra (LEG)*4
Python (POR) *4
Skeletal Snake (POR) *2
Mold Adder (M10) *2 # only good against 2 colors
Boa Constrictor (MRQ) *1 # AI can't handle ability
Serpent Warrior (POR) *1 # AI doesn't realize the life loss
Weakness (M10)*2 # 11 spells which simulate poison effects
Paralyze (RV) *4
Last Gasp (RAV) *2
Terror (10E) *2
Fevered Convulsions (TMP) *1
Forest (10E) *11
Swamp (10E) *13
# Cards considered, but not included:
# Creakwood Liege - not a snake
# Coiled Tinviper - mechanical snake, bad thematic fit
# Plague Wind - considered as endgame surprise, but doesn't fit
# the theme well enough
# Cards removed from the deck:
# Serpent Assassin - AI kills its own creatures with it.
# Notes:
# I haven't found any information about the Orochi, so I can't
# tell whether they fit to the rest of the cards apart from the
# fact that they are snakes. If they don't fit, replacement
# suggestions are welcome.