diff --git a/projects/mtg/bin/Res/ai/baka/deck35.txt b/projects/mtg/bin/Res/ai/baka/deck35.txt index 0040906c9..1bce1b775 100644 --- a/projects/mtg/bin/Res/ai/baka/deck35.txt +++ b/projects/mtg/bin/Res/ai/baka/deck35.txt @@ -1,64 +1,23 @@ -#NAME:Might Sliver -# -#DESC:Beware! Beware! -#DESC:They are everywhere! -#DESC:Even in the air -#DESC:and under the ground. -#DESC:The whole world has turned -#DESC:into a squirming mass -#DESC:of these small, yet dangerous -#DESC:... things ... - -# Land(s) -Forest (8ED) * 12 -Island (8ED) * 3 +#NAME:Mighty Slivers +#DESC:The hive mind of the Slivers +#DESC:erases any difference +#DESC:between the one and the many. +Bonesplitter Sliver (TSP) * 4 +Forest (8ED) * 4 +Forest (TMP) * 4 +Forest (TSP) * 4 +Fury Sliver (TSP) * 2 +Gemhide Sliver (TSP) * 4 +Heart Sliver (H09) * 2 +Horned Sliver (TPR) * 3 +Island (8ED) * 4 +Island (TMP) * 1 +Might Sliver (TSP) * 4 Mountain (8ED) * 6 -Plains (8ED) * 3 - -# Creature(s) -Bonesplitter Sliver (TSP) * 4 # nice cumulative +2/+0 bonus -Crystalline Sliver (H09) * 1 # Shroud is nice, especially in a deck with no non-creature spells -Fury Sliver (TSP) * 2 # gives double strike, only 2 because it's a 6-drop creature -Gemhide Sliver (TSP) * 4 # Additional mana source to get Might Slivers out faster -Heart Sliver (H09) * 2 # gives Haste -Horned Sliver (TPR) * 3 # gives Trample, also 2/2 isn't bad for a 3-drop creature that others will pump -Might Sliver (TSP) * 4 # nice cumulative +2/+2 bonus -Muscle Sliver (H09) * 4 # cheap and the +1/+1 bonus is cumulative and can't be misused by the AI -Shadow Sliver (TSP) * 1 # might be great or bad - thrown in as an element of surprise -Spined Sliver (H09) * 2 # gives Rampage -Spinneret Sliver (TSP) * 3 # 2/2 Sliver for only 2 mana, also gives Reach to all slivers, which is good because we only have -# # two Winged Slivers in the deck, and those might not even be played because we have few Islands. -Talon Sliver (*) * 3 # gives First Strike -Watcher Sliver (TSP) * 1 # nice cumulative +0/+2 bonus, but too expensive to have more of them, and we have 3 plains in the deck -Winged Sliver (H09) * 2 # gives Flying - -# 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 -# Victual Sliver - AI too eager to sacrifice -# Battering Sliver - effect already provided by cheaper Horned Sl. -# Sliver Queen - AI can't handle 5-color deck -# Reflex Sliver - Heart Sliver has same effect for lower cost -# Sinew Sliver - good +1/+1 bonus, but only few plains in this -# deck, and red/green slivers provide same or similar effects -# Synchronous Sliver - Vigilance is nice, but sliver is blue and -# pretty expensive -# -# 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. +Mountain (TMP) * 4 +Muscle Sliver (H09) * 4 +Shifting Sliver (LGN) * 2 +Spinneret Sliver (TSP) * 3 +Striking Sliver (M14) * 3 +Two-Headed Sliver (TSP) * 1 +Winged Sliver (H09) * 3