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1 year ago ::
Feb 28, 2012 - 8:57AM
#21
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Date Joined:
Aug 25, 2003
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I think Adam may have missed the point in the Footbottom Feast suggestion...If the Horde deck is killed by being milled, then Footbottom Feast is a Blessed Wind for the Horde. That's pretty scary... it's like the Horde as a whole suddenly became Undying, resetting to its starting life total without losing its board position.
I think the problem with the Horde using Footbottom Feast is that it would put a group of non-token cards together. That being the case, the Horde would get several turns in a row were all it did was cast one spell, with no tokens as backup (unless you’re playing with an alternate rule for the Horde to cast spells). Of course, this depends on whether you treat Horde tokens as regular tokens (which can’t come back from the graveyard) or as creature cards with converted mana cost zero—is there any consensus on how to treat them?
Of course, as Zindaras pointed out, restocking the library is really just going to extend the length of the game rather than make it more challenging.
Well, I think there's slightly more to it. I haven't played any Horde games, but if the Horde has any way of eking through damage (evasion and the like, or stuff like Vengeful Dead in this deck, which is another must-have in my opinion, allowing the deck to force through damage where it would otherwise not be possible), simply prolonging the game would also be an effective way of making it scarier. But, as I said, I made the suggestion with the idea of letting the tokens go back on top as well. I would also be curious to see if the Horde deck ever runs out of cards before it wins. If it is almost out of cards, Footbottom Feast is a pretty good card to have up your sleeve.
A variant on this would be to do automatic reshuffling of the library. Horde cards (including tokens) go to the graveyard. When the Horde's library is exhausted, reshuffle the pile and start again. Only cards removed by dealing damage directly to the Horde's face get to disappear forever. That would make the game less about surviving and more about attacking through a massive horde, but it's a possible variant.
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 28, 2012 - 9:11AM
#22
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Date Joined:
Mar 16, 2004
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It felt similar to the problems we've had with archenemy - either the heroes get rolling and never have a problem, or the archenemy gets rolling and never feals any threat.
Ah, so I'm not the only one who's had this problem? I can't remember any instance in my playgroup where the archenemy has won a game. It could be because I only have the default Bring About the Undead Apocalypse deck.
Archenemy can be a great format, but it does require attention to deck strengths. The key principle which should be flashed in large letters in front of any group considering playing Archenemy is: The Archenemy scheme decks are balanced for three heroes. This means that if you just have two heroes, the scheme deck will be extremely strong; in this case you need to make sure that the heroes' decks are significantly stronger than the archenemy's. On the other hand, if you have 4+ heroes, the scheme deck won't be strong enough; you need to make sure that the archenemy's deck is significantly stronger than the heroes' decks. These effects vary somewhat with the strength of the cards you're using; I've played Cube Archenemy and there the power of the individual cards is high enough that the schemes are a bit less significant. OTOH, with something like Sealed Deck Archenemy the schemes would be a stronger component of the Archenemy's resources than with typical casual decks. The mistake we make is trying to use Archenemy as a default option when we have 3 players, because 3-player chaos is a horrible political drawn-out mess. If you let everyone have roughly equal decks, the Archenemy just wipes the floor with the heroes without the heroes ever feeling they had a chance. You need to remember the schemes are balanced for three heroes and scale the decks' power levels accordingly.
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1 year ago ::
Feb 28, 2012 - 3:12PM
#23
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Date Joined:
Feb 28, 2012
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Due to the fact that I was using more enthusiasm than attention when reading the hoard article originally. The better mistakes are listed below: The Hoard goes first. This is flavorful because people like living their little lives in blissful ignorance: circumstances dictate that those people will either adapt or succumb to the pressure of the hoard. Seperate the life totals: that way if a player runs out of life he is removed from the game. That player gone will mean more zombies for everyone else...nom. Whenever the hoard would draw a card from an effect it acts the same as the turns draw step; i.e exile cards until you get a non-token card put that card then put onto the battlefield with all the exiled tokens: this turns simple card drawing into a swarm of zombies. Think like a wave but a little more randmized and removable...
on an unrelated note my zombie hoard does not have any rares or sweepers, but it does have enough card drawing and recursion to sneak in some games with undying and death effects to be annoying.
On a final note: do not play hoard without tokens; it is way too slow. I tried it, and need tokens for the second hoard deck I made...
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1 year ago ::
Feb 28, 2012 - 7:56PM
#24
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Date Joined:
Mar 25, 2005
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Of course, this depends on whether you treat Horde tokens as regular tokens (which can’t come back from the graveyard) or as creature cards with converted mana cost zero—is there any consensus on how to treat them?
Well, if you literally treat Horde tokens as regular tokens, then they cease to exist immediately since they start the game in the library. I would treat them as creature cards.
As I mentioned in a previous thread, the tokens don't even have to be actual tokens - they could just be some distinguished subset of creatures (e. g., all common creatures). It's probably easier to find a bunch of Scathe Zombies than it is to find a bunch of Zombie token cards anyway.
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1 year ago ::
Feb 29, 2012 - 7:31PM
#25
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Date Joined:
Jun 14, 2004
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I think I have the formula for the total number of tokens. I can't think of a cleaner way to calculate this because of the rounding, though.
Let f(x) = [(3x) - (x mod 2)]/2
(That gets us 3/2 of the original zombies, and subtracts out the extras.)
For each Paradox Haze, you'll need to run the function on itself again.
1 Haze = f(f(x))
2 Hazes = f(f(f(x)))
...and so on.
That gets you total Zombies, so you just subtract x at the end to get total tokens added.
Example with 5 Zombies.
No Haze: f(5) - 5 = [(15 - 1)/2] - 5 = 7 - 5 = 2 tokens
One Haze: f(f(5)) - 5 = f(7) - 5 = (21 - 1)/2 - 5 = 10 - 5 = 5 tokens
Two Hazes: f(f(f(x))) - 5 = f(10) - 5 = (30 - 0)/2 -5 = 15 - 5 = 10 tokens
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1 year ago ::
Mar 01, 2012 - 12:03AM
#26
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Date Joined:
Feb 28, 2012
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If you want to get rid of the rounding you can replace the (x mod 2) with a variety of periodic functions - sin²(x*PI/2) is one, (1 - (-1)^x)/2 is another.
So, for example, f(x) = (6x - 1 + (-1)^x)/4 will work as the number of zombies after the first upkeep. If you like you can keep replacing x by that formula, but it starts to get complex very quickly!
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1 year ago ::
Mar 01, 2012 - 8:36PM
#27
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Date Joined:
Dec 14, 2011
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My play group came up with a horde format that we think could function as a "boss" horde. Appropriate for anyone who wants to have a horde that can only be defeated by a team of people explicitly designing their decks and working together to bring down the monstrosity. I realize this is a lot of rules but my mates and I played a couple games and really enjoyed it once we got rid of some stupid loopholes. The idea is that everyone can go ahead and put in those moats and engineered plagues and whatever else- the horde will still wreck you if you don't really give it your all and get a little lucky. Rules: This first set is basic rules/symantics. -Survivor decks are EDH. -Horde deck doesn't vary at all, 120 cards, 40 2/2 zombie tokens, 14 5/5 zombie tokens, and the 66 below listed cards. -The horde goes first and there is no three turn get-ready period. -Tokens are treated as vanilla creature cards with zero mana cost. - The horde sustains damage in the same way as originally described. -The horde loses when it has no cards in deck and no cards in play. This is the only way for the horde to lose and the only way for the survivors to win. -The provided list of cards leads the horde to make choices- these choices are made optimally unless the horde is deciding which player to target with an effect, this is done randomly. -Horde uses method of playing cards previously described in this forum in which one card is played on the first turn, two on the second, three on third... This is facilitated by the horde drawing the requisite number of cards each turn and having infinite mana to play them with. The horde must play,cycle, or discard all the cards it draws in a turn. Horde may discard any card it chooses to. - The horde's creatures do not have haste but must attack each turn if able. Survivors share blockers as in two-headed giant. The horde cannot block. -Player's share a starting life total that is equal to 20*number of survivors. -The horde contains cards with activated abilities, any one ability may be used one time per human survivor per turn. So boneknitter can regenerate six zombies per turn if there are six survivors, and withered wretch can also remove six cards per turn if there are six survivors. -The horde's graveyard has hexproof. This is where it gets interesting... - If at the end of the horde's turn the horde has no permanents in play, the survivors each gain ten life and may each draw a card. - On the fourth turn the horde plays a free copy of Relentless Assault. On the eight turn it plays two copies of Relentless Assault, the second being played during the 3rd main phase. On the 12th turn it plays 3 copies, the third copy being played during the 4th main phase....this pattern continues. - On the fifth turn the horde plays a free copy of Vindicate. On the tenth turn it plays two copies of Vindicate, on the fifteenth turn it plays 3 copies of Vindicate... That's the game; in our experience you end up building a team in much the same way you would in a WoW party that's taking down a specific boss...gotta have someone with lots of fogs, and nevermore effects...helps to have some fighters with lots of creatures and removal. Etc. Finally, here's the list of cards we used for our 66...sorry I don't have MTGO and I'm not tech-savvy enough to link all of these!
| Unholy Grotto |
Gloomdrifter |
Dawn of the Dead |
Dance of Shadows |
| Gravecrawler |
Infectious Horror |
Quagmire Druid |
Woebearer |
| BoneKnitter |
Soulless One |
Gravepurge |
Aphetto Vulture |
| Nim Deathmantle |
Undead Warchief |
Footbottom Feast |
Deathbringer Thoctar |
| Grave Titan |
Cabal Conditioning |
Smokespew Invoker |
Gempalm Polluter |
| Plaguebearer |
Vengeful Dead |
Unbreathing Horde |
Geth, Lord of the Vault |
| Rotting Rats |
Call to the Grave |
Zombie Master |
Gravespawn Sovereign |
| Shepherd of Rot |
Cruel Revival |
Patriarch's Bidding |
Helldozer |
| Withered Wretch |
Golgari Rotwurm |
Cackling Fiend |
Mikaeus, the Unhallowed |
| Anethamancer |
Grimgrin, corpse-born |
Endless Ranks of the Dead |
Nefashu |
| Death Baron |
Havengul Lich |
Diregraf Captain |
Black Cat |
| Zombie Apocalypse |
Coat of Arms |
Twilight's Call |
Sedris, the Traitor King |
| Fleshbag Marauder |
Lightning Reaver |
Delerium Skeins |
Lim-Dul the Necromancer |
| Cemetary Reaper |
Noxious Ghoul |
Hypnox |
Phage, the Untouchable |
| Dark Triumph |
Syphon Flesh |
Devouring Strossus |
Thraximundar |
| Phyrexian crusader |
Vengeful Pharoah |
Baneful Omen |
Army of the Damned |
| Wit's End |
Overwhelming Forces |
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1 year ago ::
Mar 03, 2012 - 6:08AM
#28
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Date Joined:
May 15, 2006
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My play group came up with a horde format that we think could function as a "boss" horde. Appropriate for anyone who wants to have a horde that can only be defeated by a team of people explicitly designing their decks and working together to bring down the monstrosity.
Interesting. Seems that the horde has a lot of tricky decisions to make though (best Vindicate targets, for one thing). It would be hard to make those decisions by commitee and against your interests. Your rules seem more suited to a sort of Archenemy variant, with one player actually controlling the horde.
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1 year ago ::
Mar 03, 2012 - 1:49PM
#29
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Date Joined:
Dec 14, 2011
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My play group came up with a horde format that we think could function as a "boss" horde. Appropriate for anyone who wants to have a horde that can only be defeated by a team of people explicitly designing their decks and working together to bring down the monstrosity.
Interesting. Seems that the horde has a lot of tricky decisions to make though (best Vindicate targets, for one thing). It would be hard to make those decisions by commitee and against your interests. Your rules seem more suited to a sort of Archenemy variant, with one player actually controlling the horde.
Yeah, that would probably be fun as well- I really like the appeal of everyone being on the same side though.
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