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rasmus_agren@hotmail.com
03-04-2008, 10:25 AM
Hi!

I wonder if anyone has a good way of testing whether a combo deck might be viable. What I'm looking at is a set of tests against commonly played archetypes. This is for a deck that wins on one given turn and that is immune to creature and graveyard hate. Right now I'm thinking about something like this:

1) He plays a first turn Duress, second turn Hymn. You should win on turn 5

2) He has Stifle and FoW and plays them when it hurts the most. You should win on turn 4

3) He starts with Trinisphere. You should win on turn 5

4) He starts with Chalice@ 1 and/or 2. You should win on turn 5

These are just examples, and I understand that this will never match the real thing. It might, however, be better than goldfishing. Am I too optimistic about when I need to win? Any suggestions?

mercenarybdu
03-04-2008, 10:29 PM
Throw it against everything known with a SB particially developed with a few cards off the top of your head.

Play tons of games with it, tally up the w-l-d and then make a few changes here and there to make it a bit better. Then repeat the process until you win more often with it.

frogboy
03-05-2008, 02:16 AM
*scratches head* why are you not just playing games?

Bryant Cook
03-05-2008, 09:02 AM
I just threw shit at the wall and it stuck.

Nightmare
03-05-2008, 09:33 AM
I just threw shit at the wall and it stuck.

Pretty much.

Jaiminho
03-05-2008, 02:33 PM
Usually when testing new cards for a deck, I take them to bed, sleep on them and those that stick when I wake up take the slots. Always works.

Tacosnape
03-05-2008, 04:06 PM
I just tell good combo players about it and let them do the testing for me, since I suck ass at combo decks not named Solidarity and Counterdoom. Then I go test Aggro and Control decks with the spare time.