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- ULTRADECK(c) 1995 Alexander Schonfeld "Wield the magic..." -
- Lightning Deck/Card Management System for Magic: The Gathering{tm}
-
- 0.0 INDEX:
- 1.0 Files Included
- 1.1 Copyrights
- 1.2 Purpose
- 1.3 Updated Datafiles
- 1.4 Credits
- 2.0 General Use
- 2.1 Keyboard Commands and Cursor Movement
- 2.2 Keyboard Commands in Text Editing
- 3.0 What It Displays, LISTING Details
- 4.0 ULTRADECK Functions, GRID Details and more
- 5.0 Using ULTRADECK to Create a Deck
- 6.0 Deck Making Tips (IMHO)
-
- 1.0 FILES INCLUDED:
- ultdeck.exe - The executable program
- ultdeck.ud - The data file, updated monthly or sooner
- ultdeck.doc - The documentation, this file
- allcards.dck - A deck of all the cards
- pal.sav - A save file for the palette
- features.txt - A text file of features
- whatsnew.txt - A text file of info on various releases
- register.txt - How to register and why
- readme.1st - Basic info, very brief
-
- 1.1 COPYRIGHTS:
- This document is copyrighted (1995) by Alexander Schonfeld. Some of
- Wizards of the Coast{R} copyrighted card names are used inside of it. See
- ULTRADECK for other copyrights. This document can only be distributed
- with the rest of the ULTRADECK package. It is illegal to distribute the
- WotC{R} card data for profit. It can be done for free, however. The
- data is free. The ULTRADECK software is NOT free. Do NOT distribute the
- REGISTERED version. The SHAREWARE version MAY be distributed for free.
- Please upload the SHAREWARE version to BBS's everywhere!
-
- 1.2 PURPOSE: "Wield the magic..."
- The purpose of the ULTRADECK project is to make an EASY system for
- creating and evaluating decks that doesn't require shuffling cards or
- writing on your lands. From finding the lowest casting cost blue island
- walking creatures to estimating total dollar deck cost, ULTRADECK can do
- it efficiently and quickly. ULTRADECK can also manage whole card
- collections with relative ease. *blatant plug* If you use this program,
- please show your support and buy the registered version. It doesn't cost
- much and it would encourage a next version. See "register.txt".
-
- 1.3 UPDATED DATAFILES:
- New ".ud" data files will be released with new data (prices and
- card data updates) and for future expansions of the game. These will work
- with any version, as will your ".dck" files (see pressing F5 to update
- data). Updates will be available monthly/odd weekly for FTP at:
- MARVIN.MACC.WISC.EDU
- /pub/deckmaster/misc/utilities/pc
- The newest shareware version will also be here. Updates of the
- REGISTERED software are available to registered users for $3.00.
-
- 1.4 CREDITS:
- Software - Alexander Schonfeld (alexs@cs.pdx.edu)
- Price list - Cloister Bell (kindly distributed often)
- Check out his WWW page:
- HTTP:WWW.HHHH.ORG/~CLOISTER/MAGIC
- Card data - Lots of nice people on the net. (please tell me
- about mistakes)
-
- 2.0 GENERAL USE:
- There are two basic states: cursor movement and editing. You move
- the cursor with the arrow keys. When you press "Enter" or activate some
- functions you might go into a text editing box. You have full cursor
- control and can toggle between insert and overwrite mode. Pressing "Esc"
- will abort the editing and not change the text. "Enter" will keep the
- text and continue. Sometimes you will be asked a "yes or no" question.
- In this case to ANYTHING other than "y" will be a "n"o response. The
- questions are set up so that "n"o does not harm anything. To add cards
- simply type in your closest approximation in the "New Card..." edit box.
- The card will be added with the comment and number you have selected in
- the new card row. To delete move over an item and press the "Delete" key.
-
- 2.1 KEYBOARD COMMANDS IN CURSOR MOVEMENT:
- Delete = Deletes current card, *VERY USEFUL*
- Tab = Changes from HELP to GRID to CARD TEXT
- 0..9 = Changes current card # to number pressed
- + or - = Increments or decrements current card #
- Page Up = Up a page
- Page Down = Down a page
- Home = Go to top card/new card
- End = Go to bottom card
- Arrow keys = move cursor
- Alt + key = Activate highlighted (key) function
- Enter = Change current card, "Enter" again when done
- F1 = Save palette
- F2 = Load palette
- F3 = Random palette (useful, no?)
- F4 = Dump the data file into program with DEL ALL NUM as the
- # for each card, (no warning prompt so be careful)
- F5 = If you download a new data ".ud" file and want to update
- your ".dck"'s data, this will re-read all the data
- from the new data file, making all the data current.
- Re-save after this.
-
- 2.2 KEYBOARD COMMANDS IN TEXT EDITING:
- Any text keys = Edit the name
- Arrow keys = Move cursor right and left
- Enter = Accept text and continue
- Esc = Don't change text and continue
- Ins = Toggle overwrite and insert mode
- Home = Go to front
- End = Go to back
-
- 3.0 WHAT IT DISPLAYS, LIST DETAILS:
- Name = This is the name of the card color coded by card color.
- Comment = A general comment you can enter on the card, maybe how many
- you still need for your deck? Sidebar?
- # = The number of that specific card you have?
- Type = The card type. (ie. Summon, Enchantment, etc...) This is
- also color coded, by my best guess!
- Cost = The casting cost of the card. These values are as seen on
- the card. These are also color coded.
- Rarity = Color coded printing (f,a,etc...) and rarity
- (C,U,1,2,etc...). The higher the number the more of them
- printed on each sheet. The "+" on some "a" cards refers to
- a misprint. On half the cards the cost were a darker gray.
- The lighter circle is more valuable, sorta.
- Value = An average dollar representation gained from a frequently
- posted internet price list. This value is not always the
- best gauge as it is based on auction sale. Sometimes there
- are not enough data points for a reasonable guess. Some
- cards are "$0.00" because of spelling differences. I will
- fix them soon, look for a new ".ud" file.
-
- 4.0 ULTRADECK FUNCTIONS, GRID DETAILS:
- TAB (grid information) -
- This key cycles through the different views available at the bottom
- of the screen. These include:
- ? = The help screen showing what various things in the rarity
- column and others equal.
- # = A grid presenting the number of cards in each category, color
- and type. The sections with color in the background actually
- represent CASTING COSTS NOT numbers of cards. The totals on
- the bottom row represent ACTUAL NUMBERS of cards.
- Casting cost is statistically more valuable than the number
- of cards for deciding how much land you should have and deck
- planning. Knowing the number of "summon" spells is also
- valuable, thus the bottom row is actual numbers of cards.
- % = A grid presenting the percentages of the data in the number
- grid described before.
- $ = The dollar values of cards and such based on color and type.
- Casting cost is not involved here.
- TXT = The text of the card your cursor is currently over. Nicely
- colored?
-
- FILE, SAVE, LOAD -
- Normally to start ULTRADECK one will enter a command line parameter,
- like this: "ultdeck allcards". This will load the "allcards.dck" file.
- The extension ".dck" is assumed if not added. Inside the program there
- is a function, Alt+F, that allows you to edit the first 8 characters of
- the dos filename. The ".dck" extension is automatically assumed within
- the program as well. Once a filename is specified you can load (Alt+L)
- and save (Alt+S) the ULTRADECK data to that file. This data is not
- viewable in a text editor.
-
- PRINT, TO -
- Once you have selected your output destination, using Alt+T select
- Alt+P to print it to that location. Alt+T selects the destination which
- can be either:
- lpt = to the printer attached to your lpt1 port
- txt = a text file named FILE name + ".txt"
-
- CLEAR -
- This function (Alt+C) basically removes all the cards you have
- selected.
-
- RESTRCT -
- This function (Alt+R) restricts your current deck and zeros all the
- cards that are not tournament legal. It also limits normal cards and
- such.
-
- Delete -
- This deletes the card under your cursor.
-
- DEL -
- This function (Alt+D) removes all cards from the list with the number
- specified by NUM (Alt+N). This is handy for creating decks from
- "allcards.dck".
-
- + or - or 0..9 -
- These keys set the card number your cursor is currently on.
-
- SORT 1,2,3 -
- Pressing "Alt+1" cycles the current top level sort. If this is
- "colr" then it will sort based first on color then inside color on the 2nd
- sort selection. This process is continued on through the third level. So
- you can find the lowest casting cost blue summon by sorting by "colr",
- "type" and "cost". This feature is set to all "alph" in the shareware
- version. Please register for the full version.
-
- DRAW -
- This function (Alt+A) allows the user to draw a sample hand from
- their deck. The card names drawn are presented with a percentage chance
- for each. This chance represents your percentage chance of drawing that
- card. You can then choose to have the cards removed from your deck and
- continue drawing. Saving (Alt+S) is recommended before removing the
- cards.
-
- QUIT -
- Exit the program (Alt+Q).
-
- 5.0 USING ULTRADECK TO CREATE A DECK:
- ULTRADECK's main function is to create real play decks. The best way
- to do this is simply start adding cards you think are useful. You might
- first want to some planning with the "allcards.dck". Get an idea of the
- kinds of cards out there. Once you come up with a general strategy use
- the "allcards.dck" file and sort to find the ones that fit your strategy.
- You might work with the "allcards.dck". Increment the cards you want and
- then at the end sort by number to review them. Then delete the rest with
- the DEL ALL NUM function (Alt+D). Another option is just to enter all the
- cards you want in the new card space.
- Adjust any numbers that were not entered before you typed the name.
- Then press RESTRCT (Alt+R) to check your deck is legal. Look at the
- casting costs, do they form a pyramid? Can it do damage quickly? If not
- are there some defenses? Can you say every card serves a purpose or
- better yet, many purposes? Is the deck exactly 60 cards? Are there any
- better ways of doing the things my cards are doing, more efficient?
- SAVE (Alt+S), then start DRAWing (Alt+A) a few random hands. Look at
- the cards, are you getting combinations? Is there some defense? Try to
- continue drawing, do you find your deck losing momentum? Remember this
- is completely random. Different types of shuffling can do different
- things to increase your odds of drawing land and such.
- ReLOAD (Alt+L) and look at the charts (Tab). Am I dependent on one
- type of card? Is 20% of my deck enchantments, artifacts? Will a "shatter
- storm" kill me? Is my deck all creatures? What happens when they cast
- "wrath of god"? Do I have the most "mana" for my highest percentage of
- casting cost totals? Is there one card which will kill me? Is my deck
- totally reactionary?
- Last, but not least, can I afford to buy the cards in this deck? Do
- I want to find those four "ydwen efreets"? Look at the dollar values.
- Usually these are relatively high, with a little shopping, lower values
- can be found.
-
- 6.0 DECK MAKING TIPS (IMHO):
- Start to think about what are some good card combinations. What
- casting cost will these cards take? Do I have to get them together? An
- example might be "Manabarbs" and "Drain Power". This would require a red
- and blue deck. It would also require the game to have progressed some
- time and that you still be alive. There are a few important elements to
- think about:
-
- 1) What kind of deck is mine? Defensive or offensive? How does it
- progress as playing continues? Take for an example a red speed
- destruction deck. If someone pops out a red circle and they are at 2
- life you are in trouble. Not only because of the circle, but because a
- red speed deck will not have the cards necessary to kill a "Serra Angle"
- without using say two "lightning bolt"s. This brings us to point 2.
-
- 2) You have to think about progression. As time goes along does my deck
- build in strength at an adequate rate? Usually think of a pyramid. Lots
- of low casting cost cards at the bottom, moving up to higher casting
- costs at the top. You want a few high casting cost cards at the top.
- This is not always true. By changing the amount of land in your deck you
- might adjust so that getting to higher costs is easier. Or play alternate
- "mana" supplies such as creatures that produce "mana", "artifacts", etc.
- This can allow you to get a lot more "mana" early in the game. You would
- thus be able to bring out high casting cost creatures early or do massive
- damage. Don't make the mistake of assuming you will have the "mana" to
- cast a "juggernaut" early in the game. The main point is that as the
- game progresses you want to use all your "mana" supply. Thus, later in
- the game you should be doing MORE damage with FEWER cards. This is not
- always true if you are playing around certain combos or playing a
- defensive deck.
-
- 3) What matters in this game? There are a few things: TURNS, CARDS and
- your OPPONENT'S LIFE. What you want to do is decrease your opponents
- life to 0 using the least number of cards in the least number of turns.
- You want to maximize your deck around these concepts. If you find
- yourself using 3 cards to destroy one of your opponents cards you are in
- trouble. If you see your opponent always disenchanting your "ornithopter"
- with 2 "giant strength"s on it you are in trouble. The problem is they
- are using one card to destroy 3 of yours. As far as turns, games tend to
- get very nasty after about 10 turns. Combination moves start to become
- all too common. Your 20 life is in jeopardy. Think, am I not getting a
- creatures out early in the game? Is that why his first turn "juzam djinn"
- is killing me? This rule does not only apply to creatures. Your deck
- might include "counterspell"s or maybe some "swords to plow"s doing the
- job just as well or better. These work as well as any low casting cost
- creature. Your deck should be able to kill before you are killed in a
- reasonable amount of turns.
- There are a few ways to do this. Plan around the different card
- types. They all do damage. Think, can you defend against all types of
- cards? The types include: "enchantments", "instants", "interrupts",
- "sorceries", "summons" and "artifacts". Permissions or "counterspell
- decks" can be good because of their ability to shut down any type of
- deck. Their fatal flaws are that they do not do enough damage, sometimes
- take more "mana" to stop cards than the casting cost and take on a
- defensive posture. There are of course ways to make these types as deadly
- as any other. One other way is to not worry about defense and take a
- totally offensive posture. Usually a deck should only have minimal
- defenses for things like "vises" and "manabarbs". Four "disenchants" is
- what I call adequate.
- Then think about what you are going to do to kill them. How does my
- deck do damage? Does it do it quickly, or long term? How long do I have
- to stay alive to kill them?
- Are there any cards that can shut my deck down? A red circle can
- shut down almost any red destruction deck. Do I have a similar problem?
-
- 4) Remember combination is the key. Almost no game can be won on all
- cards being used individually. Clever combinations are the best way to
- fool an opponent into death. Make sure your whole plan doesn't hinge
- around one card. Using multiple combinations can be very useful. Say
- you want the power of "goblin grenade"s, but don't want your goblins
- sitting around waiting to die. Put in some "blood lust"s and "fork"s to
- give the goblins something else to do. Leading us to 5.
-
- 5) Never become dependent on combinations. Or at least have combinations
- which can slowly make themselves evident. For example you may put down a
- "winter orb" and then 5 turns later find your "black vise" with relative
- ease. Don't make it so cards REQUIRE each other unless you have lots of
- them (ie. 12 goblins for your "goblin grenade"s). Don't make it so your
- cards require your opponent have certain cards unless they are sidebar
- and color/land/etc... specific and you KNOW they have them.
-
- 6) Total number of cards. NEVER go above 60. There is no reason to and
- it may decrease your odds of drawing the most important cards in your
- deck. You want to maximize your odds of drawing your most important
- cards such as a "black vise" first turn.
-
- 7) You should either have low casting cost defenses or some way to get
- cards and "mana" quickly into play. 30 percent "mana" is adequate for a
- deck with only a few cards at a casting cost of 3 "mana". If you shuffle
- it in it can be adequate for higher costs. Watch out for land
- destruction!
-
- 8) Shuffling is another key point. Usually before a tournament I will do
- a round robin on all my cards in nice stacks of type. Then lastly
- shuffle the land in evenly. You might want to do this before each game as
- well. Sort out your land and then shuffle it in. Then shuffle it in few
- more times to make your opponent reassured. If you notice your opponent
- doing this make sure they shuffle at least as much as you did. 3 times is
- usually fair for both players.
-
- 9) Sidebars should contain a good mix of cards that target other colors
- specifically. Maybe target the color you are weakest against. Be
- careful of falling into traps which expect you to cast certain offensive
- cards. If you have space left over, put in some land for land
- destruction. Make sure you have cards in your deck that you would be
- willing to take out. If you are playing an all red deck with your blue
- and
- white deck you might want to replace "counterspell"s with "elemental
- blast"s.
-
- 10) When playing semi-intelligent people, with good decks, its mostly
- luck anyway!
-