89 lines
3.4 KiB
Plaintext
89 lines
3.4 KiB
Plaintext
#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 ...
|
|
#
|
|
#
|
|
|
|
Winged Sliver (TMP) *2 # gives Flying
|
|
|
|
Horned Sliver (TMP) *3 # gives Trample, also 2/2 isn't bad for a
|
|
# # 3-drop creature that others will pump
|
|
|
|
Muscle Sliver (TMP) *4 # cheap and the +1/+1 bonus is cumulative
|
|
# # and can't be misused by the AI
|
|
|
|
Heart Sliver (TMP) *2 # gives Haste
|
|
|
|
Talon Sliver (TMP) *3 # gives First Strike
|
|
|
|
Watcher Sliver (TSP) *1 # 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
|
|
|
|
Crystalline Sliver (STH) *1 # Shroud is nice, especially in a
|
|
# # deck with no non-creature spells
|
|
|
|
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
|
|
#
|
|
Spined Sliver (STH) *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.
|
|
|
|
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 4 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
|
|
# 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.
|