Laurent - AI deck update (including psyringe modification from the forum)
This commit is contained in:
@@ -2,18 +2,14 @@
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#DESC:"Death is such an exquisite sensation.
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#DESC:Your life was meaningless,
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#DESC:but your death will glorify Yawgmoth.
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#DESC:Rise, metathran.
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#DESC:You shall serve a nobler cause
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#DESC:in death.
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#DESC:Rise, metathran. You shall serve
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#DESC:a nobler cause in death.
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#DESC:Every last one of you
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#DESC:will become my servant.
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#DESC:It's a shame you won't live
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#DESC:to see the irony.
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#DESC:Do you think you can stop me?
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#DESC:There's nothing I wouldn't give
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#DESC:to achieve victory.
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#DESC:Can you say the same?"
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#DESC:Tsabo Tavoc
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#4x Glen Elendra Liege {1}{UB}{UB}{UB} - flying lord black/blue creature +1/+1
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146743
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146743
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@@ -14,22 +14,24 @@
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#2x Control Magic
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1194
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1194
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#2x Ray of Erasure
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2529
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2529
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#2x Tome Scour
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191598
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191598
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#4x Glimpse the Unthinkable
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83597
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83597
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83597
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83597
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#2x Psychic Drain
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#1x Psychic Drain
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89114
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89114
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#4x Howling Mine
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129598
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129598
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#1x Forced Fruition
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146166
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#2x Howling Mine
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129598
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129598
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#2x Memory Erosion
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175108
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175108
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#2x Mortivore
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129648
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129648
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@@ -39,9 +41,9 @@
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#2x Dreamborn Muse
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135246
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135246
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#2x Unsummon
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136218
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136218
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#2x Traumatize
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129774
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129774
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#4x Oona's Gatewarden
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141975
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141975
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@@ -1,55 +1,59 @@
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#NAME:CD Kobold Overlord
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#NAME:Kobold Overlord
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#
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#DESC: Creature's Decks 1:
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#DESC: "The deck that a Kobold Overlord
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#DESC: would (and could) assemble."
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#DESC: (v1.05)
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#DESC: (v1.06)
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#DESC:
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#DESC:You may think we are weak
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#DESC:But we are many
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#DESC:And sometimes we can hire
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#DESC:A powerful mercenary
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#
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Mountain (10E) *24
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Crimson Kobolds (LEG) *4
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Crookshank Kobolds (LEG)*4
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Mountain (10E) *22
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Crimson Kobolds (LEG) *4
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Crookshank Kobolds (LEG) *4
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Kobold Drill Sergeant (LEG) *4
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Kobold Overlord (LEG) *4
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Kobold Taskmaster (LEG) *4
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Kobold Overlord (LEG) *4
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Kobold Taskmaster (LEG) *4
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Kobolds of Kher Keep (LEG) *4
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Keldon Warlord (RV) *4
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Battle Squadron (MRQ) *2 # to have a flyer in the deck
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Keldon Warlord (RV) *2
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# Doesn't fit the theme too well (would a Keldon Warlord really
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# work as a mercenary for a Kobold Overlord?), but without it
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# the deck would be too weak, and a deck full of weak
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# creatures is exactly the environment where a Keldon Warlord
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# thrives.
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Wheel of Fortune (RV) *1
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Wheel of Fortune (RV) *1
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#To get a new hand (hopefully) full of cheap kobolds once the
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#previous hand has been used up. Only 1 because it's
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#restricted.
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Slate of Ancestry (ONS) *3
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Slate of Ancestry (ONS) *2
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#To draw more cards (check whether the AI overuses it and
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#decks itself out)
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Howling Mine (10E) *4
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Howling Mine (10E) *4
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Mob Justice (STH) *3 # finisher
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#
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#
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# Cards considered, but not included:
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# Orcish Oriflamme - would match the deck's focus of
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# strengthening the creatures, but is too expensive. Perhaps add
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# it when mana acceleration via Brightstone Ritual works.
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# it when mana acceleration is possible for this deck.
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#
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# Cards removed from he deck:
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# 3 x Bravado (USG) (ID 5848)
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# The card's name and illustration don't really fit the "kobold"
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# theme, but the effect (strength through numbers) definitely
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# does.
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# Removed because the AI cast it on its opponent's creatures.
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# Removed because the AI casts it on its opponent's creatures.
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#
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# 4 x Brightstone Ritual (ONS) (ID 39846)
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# for mana acceleration
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# Removed because the AI doesn't use the mana.
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# Also ... only works with goblins. Duh. *blush*
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#
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# 2 x Kher Keep (TSP) (ID 113553)
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# For bringing additional kobolds into play
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# AI taps Kher Keep for mana and then can't
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# use that mana to produce a kobold token.
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#
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#
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@@ -1,61 +1,57 @@
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#NAME:CD Might Sliver
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#NAME:Might Sliver
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#
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#DESC: Creature's Decks 2:
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#DESC: "The deck that a Might Sliver
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#DESC: would (and could) assemble."
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#DESC: (v1.0)
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#DESC: (v1.01)
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#DESC:
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#DESC:The Hive reaches your doorstep ...
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#
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#
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Winged Sliver (TMP) *2
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# gives Flying
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Winged Sliver (TMP) *2 # gives Flying
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Horned Sliver (TMP) *3
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# gives Trample, also 2/2 isn't bad for a 3-drop creature that
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# will be pumped by others
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Horned Sliver (TMP) *3 # gives Trample, also 2/2 isn't bad for a
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# 3-drop creature that others will pump
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Muscle Sliver (TMP) *4
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# cheap, and the +1/+1 bonus is cumulative and can't be misused
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# by the AI
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Muscle Sliver (TMP) *4 # cheap and the +1/+1 bonus is cumulative
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# and can't be misused by the AI
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Heart Sliver (TMP) *3
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# gives Haste
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Heart Sliver (TMP) *2 # gives Haste
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Talon Sliver (TMP) *3
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# gives First Strike
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Talon Sliver (TMP) *3 # gives First Strike
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Watcher Sliver (TSP) *2
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# nice cumulative +0/+2 bonus, but too expensive to have more of
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# them, and we only have 3 plains in the deck
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Watcher Sliver (TSP) *1 # nice cumulative +0/+2 bonus, but too
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# expensive to have more of them, and we
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# only have 3 plains in the deck
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Shadow Sliver (TSP) *1
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# might be great or bad - thrown in as an element of surprise
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Shadow Sliver (TSP) *1 # might be great or bad - thrown in as
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# an element of surprise
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Bonesplitter Sliver (TSP) *4
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# nice cumulative +2/+0 bonus
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Crystalline Sliver (STH) *1 # Shroud is nice, especially in a
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# deck with no non-creature spells
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Fury Sliver (TSP) *2
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# gives double strike, only 2 because it's a 6-drop creature
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Bonesplitter Sliver (TSP) *4 # nice cumulative +2/+0 bonus
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Might Sliver (TSP) *4
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# nice cumulative +2/+2 bonus
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Fury Sliver (TSP) *2 # gives double strike, only 2 because
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# it's a 6-drop creature
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Spinneret Sliver (TSP) *4
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# 2/2 Sliver for only 2 mana, also gives Reach to all slivers,
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# which is good because we only have 2 Winged Slivers in the deck,
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# and those might not even be played because we have few Islands.
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Might Sliver (TSP) *4 # nice cumulative +2/+2 bonus
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Gemhide Sliver (TSP) *4
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# Additional mana source to get Might Slivers out faster
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Spined Sliver (STH) *2 # gives Rampage
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Forest (M10) *12
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# (most slivers in the deck are green)
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Island (M10) *3
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# only 3 blue creatures in the deck
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Spinneret Sliver (TSP) *3 # 2/2 Sliver for only 2 mana, also
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# gives Reach to all slivers, which is good because we only have
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# two Winged Slivers in the deck, and those might not even be
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# played because we have few Islands.
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Gemhide Sliver (TSP) *4 # Additional mana source to get Might
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# Slivers out faster
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Forest (M10) *12 # (most slivers in the deck are green)
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Island (M10) *3 # only 4 blue creatures in the deck
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Mountain (M10) *6
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Plains (M10) *3
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# only 5 white creatures in the deck
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Plains (M10) *3 # only 5 white creatures in the deck
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#
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# Cards considered, but not included:
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@@ -74,9 +70,17 @@ Plains (M10) *3
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# Sliversmith - doesn't profit from other slivers. Its tokens
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# do, but the AI isn't smart in deciding which cards to discard
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# Metallic Sliver - is cheap, but doesn't strengthen other slivers
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# Victual Sliver - AI too eager to sacrifice
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# Battering Sliver - effect already provided by cheaper Horned Sl.
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# Sliver Queen - AI can't handle 5-color deck
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# Reflex Sliver - Heart Sliver has same effect for lower cost
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# Sinew Sliver - good +1/+1 bonus, but only few plains in this
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# deck, and red/green slivers provide same or similar effects
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# Synchronous Sliver - Vigilance is nice, but sliver is blue and
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# pretty expensive
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#
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# Cards removed from the deck:
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# 20 dual lands - AI only uses the first "auto" rule for each
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# dual land. Therefore none of the chosen lands produced green
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# mana, the AI treated most dual lands as islands, and the deck
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# never got sliver production started.
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# never got sliver production started.
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@@ -1,8 +1,9 @@
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#NAME:CD Master of Etherium
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#NAME:Master of Ether
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#
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#DESC: Creature's Decks 3:
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#DESC: "The deck that a Master of Etherium
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#DESC: would (and could) assemble"
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#DESC: (v1.0)
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#DESC: (v1.01)
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#DESC:
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#DESC: Surrounded by the things I built
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#DESC: my power will grow
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@@ -13,50 +14,49 @@ Master of Etherium (ALA) *4 # gets stronger with every artifact
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Vedalken Archmage (MRD) *2 # draws card when summoning artifact
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Ornithopter (10E)*4 # cheap artifact, later air defense
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Nuisance Engine (MRD)*4 # create more cheap artifacts
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Ornithopter (10E) *4 # cheap artifact, later air defense
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Nuisance Engine (MRD) *4 # create more cheap artifacts
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Cathodion (MRD) *4 # 3-drop 3/3 creature without a down-
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# side since manaburn was abolished
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Cathodion (MRD) *4 # 3-drop 3/3 creature without a down-
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# side since manaburn was abolished
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Sculpting Steel (10E)*4 # surprise element - might become
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# another Master of Etherium - or
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# just another pest ...
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Steel Wall (MRD) *2 # mainly for defending
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Yotian Soldier (MRD) *2 # cheap defender
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Steel Wall (MRD) *2 # mainly for defending
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Yotian Soldier (MRD) *2 # cheap defender
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Coiled Tinviper (TMP)*1 # first strike attacker
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Coiled Tinviper (TMP) *1 # first strike attacker
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Scarecrone (EVE) *2 # brings back artifacts
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Scarecrone (EVE) *2 # brings back artifacts
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Salvage Slasher (CFX)*2 # grows stronger with artifacts in
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# graveyard - nice effect if opponent
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# has destroyed all artifacts
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Glaze Fiend (ALA) *2 # temp. bonus for playing artifacts
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Silver Myr (MRD) *4 # artifact source of blue mana (which
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# is needed for the 6 Vedalken)
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Salvage Slasher (CFX) *2 # grows stronger with artifacts in
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# graveyard - nice effect if opponent
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# has destroyed all artifacts
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Island (10E) *3 # more blue mana
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Seat of the Synod (MRD) *5 # 20 artifact lands for huge bonuses
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Vault of Whispers (MRD) *5 # on Master of Etherium and Tolarian
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Great Furnace (MRD) *5 # Academy.
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Tree of Tales (MRD) *5 # Ancient Den temporarily removed due
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# Ancient Den (MRD) *4 # to game bug.
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Silver Myr (MRD) *4 # artifact source of blue mana (which
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# is needed for the 6 Vedalken)
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Academy Ruins (TSP) *1 # brings back artifacts
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Akroma's Memorial (FUT) *2 # massive bonuses incl. Trample
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Island (10E) *3 # more blue mana
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Seat of the Synod (MRD) *4 # 20 artifact lands for huge bonuses
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Vault of Whispers (MRD) *4 # on Master of Etherium and Tolarian
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Great Furnace (MRD) *4 # Academy.
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Tree of Tales (MRD) *4
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Ancient Den (MRD) *4
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Academy Ruins (TSP) *1 # brings back artifacts
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Tolarian Academy (USG) *1 # Generates massive amounts of mana
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# in this deck - which the AI usually
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# wastes.
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# in this deck - which the AI usually
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# wastes.
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# Cards considered, but not included:
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# Gaea's Cradle - would make the deck even strongerm but doesn't
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# Gaea's Cradle - would make the deck even stronger, but doesn't
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# fit the theme.
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# Glaze Fiend - buggy in 0.8.1, bonuses aren't removed at end of
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# turn
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#
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# Cards removed from the deck:
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# none
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# Sculpting Steel - reported to lead to crashes
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@@ -1,34 +1,35 @@
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#NAME:CD Terravore
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#NAME:TerravoreTurmoil
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#
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#DESC: Creature's Decks 4:
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#DESC: "The deck that a Terravore
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#DESC: would (and could) assemble."
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#DESC: (v1.0)
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#DESC: (v1.01)
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#DESC:
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#DESC: Your homeland is my lunch.
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#
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Birds of Paradise (10E) *4 # mana source
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Vine Trellis (MRQ)*4 # mana source and defender
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Birds of Paradise (10E) *4 # mana source
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Vine Trellis (MRQ) *4 # mana source and defender
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Carven Caryatid (RAV) *3 # card drawer and defender
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Carven Caryatid (RAV) *3 # card drawer and defender
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Collective Unconscious (MRQ) *2 # card drawer
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Knight of the Reliquary (CFX) *4 # attacker
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Terravore (ODY) *4 # attacker
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Terravore (ODY) *4 # attacker
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Armageddon (POR) *4 # puts lands into graveyard
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Kudzu (RV)*1 # should be 4, but the AI puts
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# several Kudzus on one land,
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# which causes a crash
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Winter's Grasp (TMP) *2 # weak replacement for Kudzu
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Armageddon (POR) *4 # puts lands into graveyard
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Kudzu (RV) *1 # should be 4, but the AI puts
|
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# several Kudzus on one land,
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# which causes a crash
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Winter's Grasp (TMP) *2 # weak replacement for Kudzu
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Nature's Lore (ICE) *4 # land fetcher for fast buildup
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Rampant Growth (10E) *4 # land fetcher for fast buildup
|
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Nature's Lore (ICE) *4 # land fetcher for fast buildup
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Rampant Growth (10E) *4 # land fetcher for fast buildup
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Grasslands (MIR) *4 # two land fetchers which put
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Mountain Valley (MIR) *4 # themself into the graveyard,
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# feeding the Terravore and the
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# Knight
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Grasslands (MIR) *4 # two land fetchers which put
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Mountain Valley (MIR) *4 # themselves into the graveyard,
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# feeding the Terravore and the
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# Knight
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Forest (M10) *8
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Plains (10E) *6
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@@ -37,11 +38,11 @@ Flagstones of Trokair (TSP) *2
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#
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# Cards considered, but not included:
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# Foratog - eats forests (which is good), but the AI doesn't use
|
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this ability.
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# this ability.
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# Terramorphic Expanse - crashes game
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# Windswept Heath - crashes game
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# Elves, Orochi Sustainer - more mana sources not needed
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# Elves - more mana sources not needed
|
||||
#
|
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# Cards removed from the deck:
|
||||
# 3 more Kudzu- game crashes when a land with two Kudzu on it is
|
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# tapped
|
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# tapped
|
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@@ -1,30 +1,30 @@
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#NAME:CD Prodigal Pyromancer
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#NAME: Pyromancer
|
||||
#
|
||||
#DESC: Creature's Decks 5:
|
||||
#DESC: "The deck that a Prodigal Pyromancer
|
||||
#DESC: would (and could) assemble"
|
||||
#DESC: (v1.0)
|
||||
#DESC: (v1.01)
|
||||
#DESC:
|
||||
#DESC: Well protected by solid stone
|
||||
#DESC: I scorch you with lances of fire
|
||||
#
|
||||
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Prodigal Pyromancer (10E) *1 # actually the deck evolved to a
|
||||
# state where it would fare better
|
||||
# without its main creature ...
|
||||
# state where it would fare better
|
||||
# without its main creature ...
|
||||
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||||
Wall of Diffusion (TMP) *4 # 12 walls for defense
|
||||
Wall of Earth (LEG) *4
|
||||
Wall of Stone (RV) *4
|
||||
Wall of Diffusion (TMP) *4 # 12 walls for defense
|
||||
Wall of Earth (LEG) *4
|
||||
Wall of Stone (RV) *4
|
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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)
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Flame Burst (ODY) *4
|
||||
Kindle (TMP) *4
|
||||
Lava Spike (CHK) *4
|
||||
Lightning Bolt (M10) *4
|
||||
|
||||
Howling Mine (10E) *4 # accelerates the game, makes more
|
||||
# damage spells available
|
||||
Howling Mine (10E) *4 # accelerates the game, makes more
|
||||
# damage spells available
|
||||
|
||||
Mountain (10E) *24
|
||||
|
||||
@@ -67,10 +67,12 @@ Mountain (10E) *24
|
||||
# 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.
|
||||
# Dancing Scimitar - Perhaps add as a defense against flyers as
|
||||
# long as Aether Membrane isn't available?
|
||||
|
||||
# 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.
|
||||
# Volcanic Hammer - was a stand-in for Kindle as long is that was
|
||||
# buggy.
|
||||
|
||||
# Notes:
|
||||
#
|
||||
@@ -83,4 +85,7 @@ Mountain (10E) *24
|
||||
# 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.
|
||||
# enemy creatures are out.
|
||||
#
|
||||
# The deck would profit massively from Mana Flare and Aether
|
||||
# Membrane, but neither card is currently implemented.
|
||||
|
||||
@@ -1,26 +1,29 @@
|
||||
#NAME:CD Ball Lightning
|
||||
#NAME:Ball Lightning
|
||||
#
|
||||
#DESC: Creature's Decks 6:
|
||||
#DESC: "The deck that a Ball Lightning
|
||||
#DESC: would (and could) assemble"
|
||||
#DESC: (v1.0)
|
||||
#DESC: (v1.01)
|
||||
#DESC:
|
||||
#DESC: Well protected by solid stone
|
||||
#DESC: I scorch you with lances of fire
|
||||
#DESC: You are nothing
|
||||
#DESC: But more fuel
|
||||
#DESC: For my insatiable
|
||||
#DESC: Rage
|
||||
#
|
||||
|
||||
Ball Lightning (M10)*4
|
||||
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
|
||||
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
|
||||
Howling Mine (10E) *4 # accelerates the game, makes more
|
||||
# damage spells available
|
||||
|
||||
Mountain (10E) *24
|
||||
|
||||
@@ -71,4 +74,4 @@ Mountain (10E) *24
|
||||
# targeting the opponent.
|
||||
#
|
||||
# The AI sometimes casts Ball Lightning and then doesn't attack
|
||||
# with it, effectively wasting the card.
|
||||
# with it, effectively wasting the card.
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
#NAME:CD Lord of the Undead
|
||||
#NAME:Undead Lord
|
||||
#
|
||||
#DESC: Creature's Decks 7:
|
||||
#DESC: "The deck that a Lord of the Undead
|
||||
#DESC: would (and could) assemble"
|
||||
#DESC: (v1.0)
|
||||
#DESC: (v1.01)
|
||||
#DESC:
|
||||
#DESC: Can you smell the sweet perfume
|
||||
#DESC: Of festering flesh and rotting bones?
|
||||
@@ -13,22 +14,22 @@
|
||||
#
|
||||
|
||||
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
|
||||
Cemetery Reaper (M10) *4 # strengthens zombies
|
||||
Soulless One (ONS) *4 # gets powerful with lots of zombies
|
||||
|
||||
Walking Dead (LEG) *4 # cheap early defense
|
||||
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 # /
|
||||
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
|
||||
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.
|
||||
# rack zombie numbers up for the
|
||||
# Soulless One.
|
||||
|
||||
Beacon of Unrest (10E) *1 # More raising of zombies
|
||||
|
||||
@@ -56,13 +57,16 @@ Swamp (10E) *24
|
||||
# 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
|
||||
# Disentomb - the Lord of the Undead will do most of the Raising
|
||||
# Raise Undead - dito
|
||||
# Tortured Existence - 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
|
||||
# Unholy Grotto, Volrath's Stronghold - would weaken Soulless One
|
||||
# Haunted Crossroads - would weaken Soulless One
|
||||
|
||||
# Cards removed from the deck:
|
||||
# Accursed Centaur - sacrifices itself
|
||||
@@ -71,4 +75,4 @@ Swamp (10E) *24
|
||||
# Notes:
|
||||
#
|
||||
# Slow buildup, and no synergy until the 3-drop creatures come in.
|
||||
# Would profit a lot from Dark Ritual if it worked.
|
||||
# Would profit a lot from Dark Ritual if it worked.
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
#NAME:CD Zuberi Golden Feather
|
||||
#NAME:Zuberi's Flock
|
||||
#
|
||||
#DESC: Creature's Decks 8:
|
||||
#DESC: "The deck that Zuberi, Golden Feather,
|
||||
#DESC: would (and could) assemble"
|
||||
#DESC: (v1.0)
|
||||
#DESC: (v1.01)
|
||||
#DESC:
|
||||
#DESC: Winged fighters
|
||||
#DESC: for honor and justice
|
||||
@@ -10,29 +11,28 @@
|
||||
#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
|
||||
Zuberi, Golden Feather (MIR) *2
|
||||
|
||||
Moat (LEG)*4 # 4 because it's important for this
|
||||
# deck to keep strong attackers away
|
||||
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
|
||||
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
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
@@ -43,10 +43,11 @@ Plains (10E) *24
|
||||
# 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
|
||||
# Teremko Griffin - Banding removed from Wagic
|
||||
|
||||
# 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.
|
||||
# civilized enchantments.
|
||||
|
||||
@@ -1,33 +1,35 @@
|
||||
#NAME:CD Viashino Warrior
|
||||
#NAME:Viashino Warrior
|
||||
#
|
||||
#DESC: Creature's Decks :
|
||||
#DESC: "The deck that a Viashino Warrior
|
||||
#DESC: would (and could) assemble"
|
||||
#DESC: (v1.0)
|
||||
#DESC: (v1.01)
|
||||
#DESC:
|
||||
#DESC: With claws and swords and flames
|
||||
#DESC: we fiercely protect
|
||||
#DESC: those we revere
|
||||
|
||||
Viashino Slasher (RAV) *4 # cheap Viashino
|
||||
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
|
||||
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
|
||||
Firebreathing (10E) *4 # fiery breath for the dragons'
|
||||
# descendants - also allows to
|
||||
# use spare mana, although the
|
||||
# AI rarely does that.
|
||||
Flaming Sword (MRQ) *2 # fiery weapons as well
|
||||
Emblem of the Warmind (FUT) *2 # gives Haste
|
||||
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
|
||||
|
||||
@@ -56,9 +58,6 @@ Mountain (10E) *24
|
||||
# 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.
|
||||
# Flavor deck.
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
#NAME:CD Heartmender
|
||||
#NAME:Heartmender
|
||||
#
|
||||
#DESC: Creature's Decks 10:
|
||||
#DESC: "The deck that a Heartmender
|
||||
#DESC: would (and could) assemble"
|
||||
#DESC: (v1.0)
|
||||
#DESC: (v1.01)
|
||||
#DESC:
|
||||
#DESC: No matter who
|
||||
#DESC: No matter what
|
||||
@@ -12,22 +13,22 @@
|
||||
#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
|
||||
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
|
||||
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?
|
||||
# AI use that ability?
|
||||
|
||||
Vine Trellis (MRQ)*4 # cheap defender and mana source
|
||||
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
|
||||
Animate Dead (RV) *4 # to bring back creatures that were
|
||||
# killed before the Heartmenders came
|
||||
# online
|
||||
|
||||
Forest (10E) *12
|
||||
Swamp (10E) *12
|
||||
@@ -45,6 +46,9 @@ Swamp (10E) *12
|
||||
# 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
|
||||
@@ -59,4 +63,4 @@ Swamp (10E) *12
|
||||
# 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.
|
||||
# Dead" could prioritize the Kitchen Finks as targets.
|
||||
|
||||
Reference in New Issue
Block a user