Cabal Ph Wall Hack Version 2.0.rar

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Josephine Heathershaw

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Jul 11, 2024, 9:53:47 AM7/11/24
to putcatenpa

This game initially began using 4th Edition cards and a few powerful restricted cards, but expansions added all of the cards from Beta, Arabian Nights, the promos, and a chunk from Legends and The Dark.

As such, this article series is more than an update for decks for those who have played this amazing computer game. It is also a walk through the decks of yesteryear and a chance to see some updated versions of those decks from long ago.

Cabal Ph Wall Hack Version 2.0.rar


Download Zip https://xiuty.com/2yLMcX



I really like this deck. It is a great early example of consistency in deck building with lots of 4x cards included. Among those are a play set of Dark Ritual and the ultimate Dark Ritual creature of all time, Hypnotic Specter. That can simply end games.

The deck is so good, in fact, that there is no modification that can be made. I mean, you could add Demonic Tutor and Mox Jet, but not at this level of deck. There are not any major cards to add from the expansions. Therefore, there will be no modified Warlock deck, just an updated one.

The modern day deck is just downright nasty. This deck is making my casual juices water. Cabal Executioner and Throat Slitter can kill opposing creatures. Bone Dancer reanimates a dead opposing creature, Woebearer Raises Dead one of your own. Hypnotic Specter does its discard thing. Finally, Frozen Shade can deal some damage, with Consume Spirit and Cabal Coffers as back up to make and abuse a lot of mana.

Again, this is an attempt to strengthen the deck. Weakness is good versus opposing regenerators, but you should be able to out flank them post-Disk. The Ghouls are virtual essentials because they can regenerate mana free.

Korlash is a great addition. Instead of being one of these crappy 1/1 regenerators, he can give you some lands, give you a nice sized body, and he regenerates. Deity of Scars similarly gives you a big beater along with mana free regeneration.

Restless Bones is a bit outside the box. Giving a creature swampwalk may come in handy occasionally, but with Urborg, Tomb of Yawgmoth out, you can get a hit it with Korlash, Deity of Scars or a Mortivore for serious damage. Plus, it regenerates too.

I tossed in 6 Drain Life/Consume Spirit spells as finishers and creature removal. This deck ends up rather interesting, and although still on theme, it has really amped up the theme, much like the Updated Warlock Deck above.

The Vampire Lord is the first of three opponents with a similar theme (the others are Arch Angel and Elementalist). The goal is to drop a five mana creature on turn 2 with Mana Vault (and in this case, turn three with Dark Ritual).

We have creatures from all casting costs. Feel free to Dark Ritual out a Mirri on the second turn. We have various vampires with strong effects, from Baron Sengir to Ascendant Evincar and Soul Collector. I also included the original Sengir Vampire, plus Skeletal Vampire brings some bats to the party and the Ascendant Evincar will pump them up for more damage.

I wanted more Knights too. Fallen Askari and Cadaverous Knight fit the bill, as do the Paladins, Shade and Stromgald knights. Then add undead with the Mummy, Cad Knight and Specter plus the Shade and Paladins.

2BB
Enchantment
Whenever a non-Black creature goes to the graveyard, put a Husk counter on Necropolis of Azar.
5, Remove a Husk Counter: Put a Black Spawn token into play with swampwalk and a random power and toughness each between 1-3.

I do like the early beats this deck can offer, allowing it to develop and build into a nice powerful deck. Black Knight and Erg Raiders can keep defensive decks on the defense or counter aggro decks, while it slowly builds towards a solid deck.

Unlike some of my other updates, this one is just for making the card selection better, and not for going off in new directions. The name of the creature is Nether Fiend, and he looks like an imp. Therefore, I am not worrying about The Hive or maybe Breeding Pit or any of that. I want to focus on Nether Shadow, and then add its best friend Ashen Ghoul and cousin Krovikan Horror. I stopped there and did not keep moving into the recursion theme with Necrosavant or Nether Traitor and such, but you certainly could if you wanted.

I liked Tetravus enough to include it here, but perhaps you would prefer Pentavus or Thopter Squadron or something. The Autocrat also makes a bunch of Serfs fattened and ripe for the slaughter. The Lord will happily feast on some peasants.

-2 Unholy Strength. It fits a bit, sure, but I want to add some real creatures, not walls or Cosmic Horrors.
+2 Sengir Vampire. Vampires are undead, which fits the Necro theme. They are also among the best creatures running, so we should be looking at making the deck a bit better, and they do so.

Are you afraid? Of course not, not with cards like Bog Imp, Lord of the Pit, Howl from Beyond and Gloom. These are not some of the most powerful cards in the color. These are hardly going to put the fear of the Lichlord in you. We need to seriously overhaul this deck (which is true for most of the archmagi).

This deck begins almost identically to the original deck. There are Vampires and Specters and even a card better than Juzam Djinn. Plague Sliver is identical to Juzam Djinn in every way, but if someone is playing slivers, it hoses them. I like the Wisps for defense. I kept the Nightmares as well. I wanted some removal, so I went with the Endings and a pair of copies of Consume Spirit. I decided to retain the Syphon Mind idea from The Necromancer and added Jayemdae Tome to the deck as well. The classics are still good.

The only place I decided to go off the reservation was the addition of a full slate of Reiver Demon. I felt that these were simply too good to pass up. After that, I hewed very closely to the original design, even including Sengir Vampire when other creatures are better today.

Gates now work better that before and are available for all factions.
Some Forgotten units have their voice filed edited so they dont refer to themself als "Orca" or Juggernaught" anymore.
Fixed issues with the bombard abillity for Specters and Hailstorm Launcher.

1.8 Beta 9
-Reload time for all SuperWeapons (Nuke, Ion Cannon, Rift Gen and so on) has been reverted to the vanilla value of 420s instead of 300s
-Anti-infantry infantry that deals splash damage (Grenadiers, Zone Raider, Black Hands and so on) now deal reduced damage to units of the same type owned by the same player. This should help with clumped units and friendly fire issues.
-Tiberium harvesters should now have blue Tiberium particles effects while harvesting blue Tiberium
-Added two new Tiberium spawner for mappers: A blossom tree for green Tiberium abd a large blue crystal for blue Tiberium
-Overhauled the gate code:
*All gates (build and preplaced on maps) should default to the auto mode setting (open unless an enemy is near). This should make them easier to use and avoid problems for the AI in custom maps.
*Various bugfixes related to gates
-All wall parts (wall, hubs, gates) can now be repaired like regular buildings
-Added a new EVA voice file: "Select Tiberium field". Its used for special powers like the catalyst missile.
-Added a new EVA voice file: "Destroyed unit sightened". Its used when spotting a huask instead of the generic "enemy unit sightend". Sadly, there were no existing EVA voicelines that use the word "husk", so I had to come up with something else.

CABAL:
-Fixed some model glitches with CABALs infantry when stealthed
-Added gates for CABAL (just like the walls, they are identical to the Nod ones atm)
-Switched buttons for MCV and Souvereign Tank in the Nano Assembler/Replication Center around
-Mole APCs now require a Communication Hub again

Forgotten:
-Added gates for the Forgotten (just like the walls, they look identical to the GDI ones atm but are affected by the building armor upgrade)
-New "Crystalisation" special power: Can be cast at a tiberium field and increases Tiberium growth for a bit (imagine a powerfull Growth Accelerator with a limited lifetime). Best used on depleted fields to regrow them quickly.
-Edited the sounds for all Forgotten aircraft and removed all mentions of Orca, Firehawk, Hammerhead and so on
-The button for the passive "Horde Bonus" abillity is now disabled to avoid confusion. Its a passive skill, it doesnt need to be pressed to be activated.
-Fixed some stuff for the Outcasts to make them more usefull:
*They dont get the Horde Bonus anymore
*Removed the "Scavenged Weaponry" upgrade - it didnt actually changed anything related to the weapons, it just increased the armor. From now on, the improved armor will be the default
*Added the "Basic Training" upgrade to them
*Increased weapon ranges. This should fix an issue where their molotov range was lower than the molotov range of upgraded Forsaken
-Various fixes for the Commando. The Commando can now also be used as spotter for Juggernaughts, Specters and the Hailstorm Launcher
-Hailstorm Launcher require the Armory again. Seems like that setting was removed for testing once and overlooked. Also fixed their "Bombard Spotted Target" abillity to work like you would exspect and removed all mentions of Juggernaughts from their sounds

Nod:
-Increased the research time for "Tactical Nuke Warheads" from 48s to 72s (aka +50%) as it was to low for its price
-Fixed an issue where Specters "Bombard Deployed Beacon" abillity would still fire their regular shells when the unit has be upgraded with nuke warheads

Scrin:
-Made the upgrade holograms over scrin buildings a bit brighter and moved some a bit for better visibility
-Added gates for Scrin (and buildup anims and damage textures for Scrin walls)

Before I forget. The reason most crashes occur with the Forgotten, it's due to their building with the different protocols. Something in there cause the game to crash and even cause saved game crashes due to it.

I want to express my great appreciation to the author of the modification. There are many things I would like to mention, but first of all - visual style and general approach to gameplay. A lot of mod authors put everything in a pile, spending a lot of time and effort to insert units or buildings that do not correspond to the spirit of the game, to throw in a pile of everything from previous parts of the series and from CnC 4. TWA attracted my attention with this, that it understands exactly what the original game was characterized by and reinforces this feeling with additional units, reworked abilities and of course redesigned and improved icons - one of the most eye-catching and pleasant little things.

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