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2 years ago ::
Oct 17, 2011 - 5:12PM
#1
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Date Joined:
Jun 24, 2008
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This thread is for discussion of this week's Serious Fun, which goes live Tuesday morning on magicthegathering.com.
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2 years ago ::
Oct 17, 2011 - 9:45PM
#2
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Date Joined:
May 17, 2009
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As soon as I read about horde Magic, I went online and purchaced a lot of 100 Innistrad tokens from ebay. I'm sure this will be a hit with my playgroup, at least as a change of pace.
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2 years ago ::
Oct 17, 2011 - 9:52PM
#3
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To answer the first question posted in the article, if I were to make a Horde deck, it would be based around grazing animals and the like. You know, cards like Ironhoof Ox , Pillarfield Ox , Aurochs , Zodiac Goat , Flock of Rabid Sheep , Grazing Gladehart . For the Herd!
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2 years ago ::
Oct 17, 2011 - 10:00PM
#4
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Variant format articles are always great. Listing the pros and cons of each one was a plus.
For Zombie Magic, I'd consider increasing the control zombie players have. I'd try something like 'zombie players must attack with all their creatures each turn if able, but can't attack their zombie masters. zombies may choose targets of spells and abilities, but their zombie master can counter any ability that targets the master or a permanent he or she controls. I think this would address the problem of players who lose control not having fun, because they retain a large amount of control in zombie form. Zombie masters are going to have about the same amount of fun, because they get a minion who messes up everyone else while being harmless to them, but zombies are going to have more fun because they can still decide who to attack and where to aim their spells. The only other change I'd make would be to give the zombies a better way to win. Under the current rules, I feel it would be very difficult for anyone to actually win a game after becoming a zombie; sure, you might mess someone else up, but winning yourself is largely unattainable. Some sort of scenario in which the zombies could unite against the zombie masters would be very interesting, and would definitely keep the zombies interested in the game longer.
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2 years ago ::
Oct 17, 2011 - 10:07PM
#5
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Date Joined:
May 18, 2002
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Finally! A worthwhile use for Relentless Rats!
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2 years ago ::
Oct 17, 2011 - 11:33PM
#6
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Date Joined:
Apr 25, 2010
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Dragon horde! That would be very difficult to face (some goblins would probably have to be put in) but so much fun to be had!
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2 years ago ::
Oct 17, 2011 - 11:35PM
#7
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Date Joined:
Aug 26, 2010
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Is it weird that I immediately want to make a horde deck that is 99 Dragon tokens and a single Flame-Kin Zealot ?
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2 years ago ::
Oct 18, 2011 - 1:38AM
#8
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Date Joined:
Aug 25, 2010
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Respawn Magic sounds amazing. I think it would be even cooler with an "items" pile that you drew from whenever you kill someone in it.
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2 years ago ::
Oct 18, 2011 - 2:05AM
#9
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Date Joined:
Jun 26, 2004
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I have played zombie and respawn magic before and will keep playing them. Some pro's weren't mentioned for respawn magic: Sometimes not everyone in your playgroup arrives at the same time or some people want to leave early. People can join and leave respawn magic at any time. They simply take the 3 turns and then wait until the offical turn rolls around to their turn again to join the game. Our rules for zombie are different: Zombie rule The Zombie rule is a rule that can be applied to most free-for-all types of multiplayer games. It ensures that all players can continue playing until the game ends for everyone.
- Making a zombie
- Whenever a player loses the game, that player will be inactive until his/her next turn.
- If you caused him/her to lose the game, you may pay an amount of life equal to 25% (rounded up) of your current life total. If you do, that player will be your zombie.
- If you choose to not pay this amount, bidding starts. You can choose to place the first bid. Your minimal bid is 25% life rounded up, should you choose to bid at any time. In turn order, all active non-zombie players can raise the bid. When everybody passes, the player with the highest bid loses that amount of life and the player who lost the game will be his zombie.
- If no active player caused the loss of the player, then bidding will start with the first active player in turn order, using a minimal bid of 0.
- If no player places bids then the losing player will unfortunately be required to serve drinks for the remainder of the game.
- If any player other than you died during your turn, if that player was not a zombie, then you get a bonus. From the deck of all Archenemy schemes, 3 schemes are randomly drawn and revealed. You choose one of the schemes. For the remainder of the game (even if you become a zombie), you can set that scheme in motion as a sorcery (it is not a sorcery, cards that affect sorceries might not affect this). If you do, the scheme is returned to the deck of Archenemy cards.
- Being a zombie
- If you are inactive, you become active at the beginning of your turn.
- You shuffle all cards you own into your library. Cards that are exiled remain so. You may search your library for up to 5 basic land cards and put them into play. Draw 7 cards.
- The player who paid life for you is considered your zombie master/mistress. That player is considered a friendly player for all team play rules. Your one and only task is to help that player achieve a game win.
- Look at the amount of life of your zombie master. You have the same amount of life. If your zombie master is inactive, look at his/her zombie master (etc...).
Note: These rules may create a chain of zombies/zombie masters. It is not uncommon to gain a zombie master as your zombie. In that case, the entire chain of zombies will help you achieve victory. Note 2: Zombies can be killed and re-created as zombies.
Kamikazegerbil wrote: Coke Spill Level 1 Encounter Attack Power Trigger: You must be pouring yourself a drink Range: Close Blast 1D10 from Player Target: All creatures and objects within blast Attack: Any vs. Reflex Hit: 1d6 Fizzy damage and target is wet (save ends) Aftereffect: Target is sticky (save ends)
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2 years ago ::
Oct 18, 2011 - 3:28AM
#10
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Date Joined:
Mar 25, 2005
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The Horde format seems like it would be too easy if players were allowed to build decks specifically to combat it. For example, any player casting Light of Day is practically an instant win against the Zombie horde in the article. Moat effects combined with spot removal, infinite combos, or multiple players running many Fog effects would also be very effective against hordes in general. The format might work better as some kind of Sealed Deck variant where the players share a pool of cards.
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