@pjbear2005 Well we gotta wait for more people, but thanks for participating!
The playtesting will happen next Saturday at noon Eastern Time. If not enough people (we need 2 more) participate, I'll make extra accounts and fill in the missing people.
@MonkeyPirate2002 Id love to help you play test this, but I can only really start after Tuesday of the coming week, as I have some big assignments due for them
The deck I'll be using is pretty similar to the one I just posted: 1x Grovia, Nature's Hand 2x Wood Minder 2x Headstrong Bristleback 2x Pack huntmaster 2x Greenvoice 3x Fertile Soils 8x Forests
I know you asked for only 2 copies of each card in a deck but to make it 12 spells, I just needed one more - unless my commander doesn't count as something in the deck then I might need 3 cpoies of another card as well (probably Wood Minder or Headstrong Bristleback)
@pjbear2005 are you going to use your rat deck for this play testing? @Monkeypirate2002 If no other players show their interest for the play testing in the next day or so, I can always make another account and use another one of my adventures decks for it - I'm currently working on a mono white, cleric style deck
@Blazin_Biscuit don't worry, if no one else joins, I'll run a G/W team healer deck to compensate for that.
Also, let's talk about rules for playing. Although most of the rules are the same, there will be a few key differences:
One is that the players start with less health than the boss. Early on, the combined health totals of the players may reach or exceed the boss' health pool. However, the distance between health pools will get larger and larger as the game goes on. These bosses aren't meant to be a piece of cake.
Two is that players can inflict commander dmg, while the bosses can't. That being said, it won't be particularly easy to actually hit the boss with a commander.
Three is NO POISON COUNTERS ALLOWED.
And finally, four is when a player goes into their combat phase, they may skip that combat step in order to attack at the same time one of their teammates attacks. They have this opportunity until the start of their next turn. Sorceries are not given the same benefit.
Edit: When a player attempts to draw from an empty deck, they do not lose. That being said, Labatory Maniac is also banned (due to easy win condition)
Edit edit: Screw it, ALL alternate win conditions are banned, except for player made win conditions (even then, you have to get my permission and I may not provide the card with a good score.)
@Blazin_Biscuit you can use official cards, so long as they cost four or less and are less rare than a mythic (no avenger of Zendikar). You are also allowed to use custom cards from another smither, as long as you gain permission from them. Here's a card I think your deck would love that fits the requirements:
So I figured out the class roles, translated into MTG to the best of my abilities.
Healer:
Your job is to reverse bad stuff from the party, you are a support role. You gain life, return creatures from the graveyard, reduce commander tax, give your allies mana. Every once in a while you might need to destroy an artifact or an enchantment, or buff a creature but your main role is to keep everyone alive long enough to win. Your play style should be control/group-hug.
Tank:
Your role overlaps a bit with the healer, but while he's trying to reverse negative effects your trying to protect everyone, mostly from the boss. Your commander should be powerful and you should play lots of blockers. your goal is to stop anything that the opponent sends at your team in its tracks. Other than creatures you should run some spells that can protect your allies or prevent your enemy from attacking. Your play style should be mid range/voltron.
Warrior:
Your role is simple, kill the opponent by dealing lots of damage, sometimes you buff all your allies, sometimes you protect for a turn. Nufff said. Your play style should be aggro/burn/voltron.
Mage:
This one was kind of the hardest since by default everyone in magic is kind of a mage but I think I narrowed it down. As mage your job is to cast spells, lots of spells, you should keep an answer for everything and be ready to interfere with the opponent at a moments notice. Your should also build your deck around a combo that should create a powerful effect later in the game, perhaps even win it. Your play style should be control/combo/burn.
Thief:
last but not least the thief, you are the sneaky member of the party and you are the one who deals with the dirty jobs. Your basic job is to inflict the three D's on your opponent, discard, destroy, delay, all the time. Be annoying and unpredictable, play hard to block creatures, get benefits from dealing combat damage to a player. Draw cards for your allies, tap creatures, make your teammates bombs unblockable. Your job is to control the field by limiting your opponents options and giving your allies plenty, fateseal is your favorite mechanic. You may be a complete a-hole to play against but you are a team player and that makes in ten times worst for the opponent. Your play style is control/aggro
Those are my thoughts on how the classes should be drawn as well as how a party should divide its roles, there are two win conditions (mage and warrior), two controllers (mage and thief), two supporters (healer and thief), two team players (tank and healer), and two commanders (warrior and tank). This should create a powerful balanced party that if well coordinated should grind any boss that faces them into dust. Comments on your thoughts below are appreciated.
Oh, here's another additional rule. Just like in Two-Headed Giant, when a player is attacked, that player AND his teammates can block it with their creatures. The bosses will get a keyword mechanic that is exclusive to them: Bulldoze. The mechanic's text is "This creature can only be blocked by creatures the defending player controls."
@MonkeyPirate2002 I'll be able to participate in the untap.in test (on the condition I remember), though I still need to get round to creating stuff. My untap.in name's Memoryhead.
Comments
Okay I am ready if you are.
The playtesting will happen next Saturday at noon Eastern Time. If not enough people (we need 2 more) participate, I'll make extra accounts and fill in the missing people.
Other cards in the deck: (7 creatures, 3 noncreature spells, 8 lands)
2x Wood Minder
2x Headstrong Bristleback
2x Pack Huntmaster
1x Greenvoice
3x Fertile Soils
8x Forests
The deck I'll be using is pretty similar to the one I just posted:
1x Grovia, Nature's Hand
2x Wood Minder
2x Headstrong Bristleback
2x Pack huntmaster
2x Greenvoice
3x Fertile Soils
8x Forests
I know you asked for only 2 copies of each card in a deck but to make it 12 spells, I just needed one more - unless my commander doesn't count as something in the deck then I might need 3 cpoies of another card as well (probably Wood Minder or Headstrong Bristleback)
@Monkeypirate2002 If no other players show their interest for the play testing in the next day or so, I can always make another account and use another one of my adventures decks for it - I'm currently working on a mono white, cleric style deck
Yes I am, I even have the deck assembled.
Also, let's talk about rules for playing. Although most of the rules are the same, there will be a few key differences:
One is that the players start with less health than the boss. Early on, the combined health totals of the players may reach or exceed the boss' health pool. However, the distance between health pools will get larger and larger as the game goes on. These bosses aren't meant to be a piece of cake.
Two is that players can inflict commander dmg, while the bosses can't. That being said, it won't be particularly easy to actually hit the boss with a commander.
Three is NO POISON COUNTERS ALLOWED.
And finally, four is when a player goes into their combat phase, they may skip that combat step in order to attack at the same time one of their teammates attacks. They have this opportunity until the start of their next turn. Sorceries are not given the same benefit.
Edit: When a player attempts to draw from an empty deck, they do not lose. That being said, Labatory Maniac is also banned (due to easy win condition)
Edit edit: Screw it, ALL alternate win conditions are banned, except for player made win conditions (even then, you have to get my permission and I may not provide the card with a good score.)
Fertilizer Druid is by @Faiths_Guide.
Aww I have to get rid of my infect rat. It will be missed.
Healer:
Your job is to reverse bad stuff from the party, you are a support role. You gain life, return creatures from the graveyard, reduce commander tax, give your allies mana. Every once in a while you might need to destroy an artifact or an enchantment, or buff a creature but your main role is to keep everyone alive long enough to win.
Your play style should be control/group-hug.
Tank:
Your role overlaps a bit with the healer, but while he's trying to reverse negative effects your trying to protect everyone, mostly from the boss. Your commander should be powerful and you should play lots of blockers. your goal is to stop anything that the opponent sends at your team in its tracks. Other than creatures you should run some spells that can protect your allies or prevent your enemy from attacking.
Your play style should be mid range/voltron.
Warrior:
Your role is simple, kill the opponent by dealing lots of damage, sometimes you buff all your allies, sometimes you protect for a turn. Nufff said.
Your play style should be aggro/burn/voltron.
Mage:
This one was kind of the hardest since by default everyone in magic is kind of a mage but I think I narrowed it down. As mage your job is to cast spells, lots of spells, you should keep an answer for everything and be ready to interfere with the opponent at a moments notice. Your should also build your deck around a combo that should create a powerful effect later in the game, perhaps even win it.
Your play style should be control/combo/burn.
Thief:
last but not least the thief, you are the sneaky member of the party and you are the one who deals with the dirty jobs. Your basic job is to inflict the three D's on your opponent, discard, destroy, delay, all the time. Be annoying and unpredictable, play hard to block creatures, get benefits from dealing combat damage to a player. Draw cards for your allies, tap creatures, make your teammates bombs unblockable. Your job is to control the field by limiting your opponents options and giving your allies plenty, fateseal is your favorite mechanic. You may be a complete a-hole to play against but you are a team player and that makes in ten times worst for the opponent.
Your play style is control/aggro
Those are my thoughts on how the classes should be drawn as well as how a party should divide its roles, there are two win conditions (mage and warrior), two controllers (mage and thief), two supporters (healer and thief), two team players (tank and healer), and two commanders (warrior and tank). This should create a powerful balanced party that if well coordinated should grind any boss that faces them into dust. Comments on your thoughts below are appreciated.
I think I'll base my rats around thief
If I were to use the categories @BorosPaladin made;
@pjbear2005 Your deck seems to be a mix between thief and warrior, although that might change once you replace the infect rat.
@Blazin_Biscuit Your deck is a bruiser (tank/warrior) type.
My deck is a healer with some token rush within it.
On the plus, this means I now actually have the time I need to create my deck.
Also I'm ready for the play test.