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Magic: The Gathering Daily MtG Article .. 02/21/2011 SF: "Then We Will Fight in the Shade!"
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1 year ago  ::  Feb 22, 2012 - 12:12AM #11
Zindaras
  • Paranoia Paradise
Date Joined: Aug 25, 2003
Posts: 2,227

Feb 21, 2012 -- 11:10AM, Flyheight wrote:

If you stopped reading there, then you definitely missed the part where the Horde resolved and flashbacked an Army of the Damned followed closely by an Endless Ranks of the Dead .  The "survivors" only won that game with 8 life remaining.  If something is giving your deck problems, you pack answer cards, the same applies to the zombie Horde.




That wasn't an answer. That was such an overwhelming threat that the survivors couldn't have done anything about it without an answer like An-Zerrin Ruins.

Also, to add a real challenge, the Horde should include Bone Harvest , Footbottom Feast and the functional reprint in Dark Ascension. That would be pretty nuts.

Dec 1, 2010 -- 10:06AM, ProphetKing wrote:

Zindaras' meta is like a fossil, ancient and its secrets yet to be uncovered. Only men of yore, long dead, knew of it.

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1 year ago  ::  Feb 22, 2012 - 12:34PM #12
Gnomejon
Date Joined: Jan 12, 2012
Posts: 2
One thing I thought of to increase the power of the horde deck as stated in the article is to allow the horde to play x/2 non-token cards per turn (where x is the number of players) except when there is only one person, but we shall ignore that for now because this is a multiplayer format.  So, if you have 2 people, the horde plays based on those same rules, if you have 3, the horde plays the first non-token card then all the tokens up to the next non-token card, and for 4 players, the horde plays every card up to 2 non-token cards per turn.  This way the horde deck has a way to deal with the increased size of the survivor battlefield even if it has more cards in its deck, because if it doesn't play cards at the same rate, it doesn't really matter how many cards are in the deck because it just can't keep up.
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1 year ago  ::  Feb 22, 2012 - 9:06PM #13
crimson_sunrise
Date Joined: Oct 29, 2007
Posts: 241
Please. An-Zerrin Ruins is BS against a deck that has all the same creature type! I wouldn't have thought that the potential to end in a complete blowout or lockout was a hallmark of casual, but I guess this really isn't much of a casual column after all.
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1 year ago  ::  Feb 24, 2012 - 1:03PM #14
Zindaras
  • Paranoia Paradise
Date Joined: Aug 25, 2003
Posts: 2,227

Feb 22, 2012 -- 12:34PM, Gnomejon wrote:

One thing I thought of to increase the power of the horde deck as stated in the article is to allow the horde to play x/2 non-token cards per turn (where x is the number of players) except when there is only one person, but we shall ignore that for now because this is a multiplayer format.  So, if you have 2 people, the horde plays based on those same rules, if you have 3, the horde plays the first non-token card then all the tokens up to the next non-token card, and for 4 players, the horde plays every card up to 2 non-token cards per turn.  This way the horde deck has a way to deal with the increased size of the survivor battlefield even if it has more cards in its deck, because if it doesn't play cards at the same rate, it doesn't really matter how many cards are in the deck because it just can't keep up.




I actually rather like this idea, but you really need to increase the size of the horde deck if you do this: the deck is its life total, so twice the amount of cards played means half the life total.

Dec 1, 2010 -- 10:06AM, ProphetKing wrote:

Zindaras' meta is like a fossil, ancient and its secrets yet to be uncovered. Only men of yore, long dead, knew of it.

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1 year ago  ::  Feb 29, 2012 - 7:54PM #15
Guest1378447329
Date Joined: Oct 23, 2009
Posts: 4
I would like to add a tweak or two if your horde just seems too weak:

1: Don't use JUST Zombie tokens...There's Flying Vampires, Flying Demons and Dragons, and even a Hasty Giant Warrior token that can be added.  Flying biggies def. make a threat.

2: Give all Zombie Tokens UNDYING. It's very flavorful, and ramps up their potential. A lot.

3: Only use Human, or Human-ish defenders, + their equiptment and spells. Try holding off a Demon when you only have COBBLED WINGS on a GLORY SEEKER.  But Human enhancing spells are fine. The point is, make it challenging to the defenders.

4: There is an EMBLEM token that can give the horde +1/+0. Mix one or two of those in the horde deck to randomly increase the danger.

5: HEX is a fine spell for the horde.  On occasion, he must target his own guys, something a mindless horde would do.
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1 year ago  ::  Mar 08, 2012 - 1:24PM #16
Nabal
Date Joined: Mar 8, 2012
Posts: 1
Hi there.

I've got some questions about playing the Horde Format:
  • How many spells can cast the Horde player per turn if he has no card in hands ? 

    • He can only cast the non-token revealed card ?
    • He can cast as many as he wants (cards with Unearth X, Gravecrawler effects, Flashback ones, etc.)

This means Army of the Damned is 26 tokens if it is revealed or 13 this turn and 13 the next turn ? I think it's ok to play as many spells the Horde can, as you will see the Army of the Damned tokens every Game (in 13 or 26 depending if it is revealed or just "milled" when taking damages).
  • I'm going to put a Ghoultree (or a Traximundar) in the list and a Geralf's Mindcrusher. I'm not really confidant for the Ghoultree. Do you think it is too powerful and hard to play around ?
  • If I add a Sheperd of Rot, does the Horde deck mill himself for the amount of "life loss" or as it is life loss not caused by the survivors, the Horde doesn't mill its deck ?

Thanks for sharing your ideas.

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Magic: The Gathering Daily MtG Article .. 02/21/2011 SF: "Then We Will Fight in the Shade!"
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