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Private Pages => Wall Games => Topic started by: IntoFire on July 30, 2014, 04:48:37 AM

Title: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 30, 2014, 04:48:37 AM
Very familiar to the Zombie horde thread stickied on here (in memory of Gorzo). If you don't know the basic rules, check out the Zombie hoard thread.

Anyways, I'll gove out the deck's composition:
65 tokens

5 3/3 colorless Wurm artifact creature tokens with lifelink.
5 3/3 colorless Wurm artifact creature tokens with deathtouch.
5 5/5 black Zombie Giants
10 3/3 green Centaur creature tokens
5 */* white and green Elemental creature tokens
10 2/2 red and green Dragon creature tokens with trample and first strike
10 1/1 white Spirit creature tokens with flying
5 2/2 white Knight creature tokens with vigilance
5 4/4 white Angel creature tokens with flying
5 1/1 blue Elemental creature tokens

*SECRET* power spells

Watch out for the guildrunners of Ravnica. They give you bonuses. Each has a special added ability

{Emmara Tandris} (Added indestructible)
Bonus - Put a +/+1 counter on each creature you control.
{Tajic, Blade of the Legion} (added trample)
Bonus - Put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.
{Lavina of the Tenth} (added flying)
Bonus - Detain all creatures with power 4 or less you don't control.
{Teysa, Envoy of Ghosts} (added firststrike)
Bonus - You get an emblem with :"Whenever a creature deals combat damage to you or a planeswalker you control, destroy it."
{Mirko Vosk, Mind Drinker} (added deathtouch)
Bonus - Target player reveals cards from the top of his or her library until he or she reveals two nontoken permanents.
{Varolz, the Scar-Striped} (added Dredge 2)
Bonus - Return target creature from your graveyard to your hand.
{Exava, Rakdos Bloodwich} (added Unearth {1}{B}{R})
Bonus - Creatures you control gain haste and have first strike until end of turn.
{Ruric Thar, the Unbowed} (Added Bloodrush 3)
Bonus - Creatures you control get +3/+3 and gain trample and first strike until end of turn.
{Melek, Izzet Paragon} (added hexproof)
Bonus - Instants and sorcerues you control gain rebound until end of turn.
{Vorel of the Hull Clade} (added shroud)
Bonus - Creatures you control become X/X until end of turn.

15 *secret power spells/creatures*

Sign Ups:
1.Mlerner12
2.Mozilla Butcher
3.CrackaLacka
4.Spencer Addington
On board:
5. Link Celestrial
6.
7.
8.
9.
10.
11.
12.

*EDIT*
I forgot to mention, in the three turn preparation, on the third turn, a {Relic of Progenitus} will awaken {Progenitus} and {Child of Alara}
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Mlerner12 on July 30, 2014, 09:34:18 AM
I guess I'll try it.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 30, 2014, 09:44:00 AM
FOR GORZO!
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on July 30, 2014, 10:22:14 AM
I'm up for it, what are the bonuses? Is it when we kill that we get that stuff
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Mlerner12 on July 30, 2014, 04:54:46 PM
Is living end OK?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 30, 2014, 05:20:17 PM
Yes. It makes it more fun :)))
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on July 30, 2014, 07:24:28 PM
I'm most likely in depending on when the games go down as I'm gonna be camping shortly. Any banned cards? Commander decks okay or no?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on July 30, 2014, 08:10:54 PM
I'm in with {scapeshift}
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 30, 2014, 09:52:57 PM
Commander decks are the preferred. I forgot to mention that this is slightly modified commander format. The horde deck has two commanders that can be called on at any time. They are:
{Progenitus}
{Child of Alara}

Only one commander can be on the feild at a time. But they have no casting cost.
The emblems you gain for destroying the runners are permanent.
Follow the commander banned list(french) for the list of cards allowed.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on July 30, 2014, 11:53:50 PM
Quote from: IntoFire on July 30, 2014, 09:52:57 PM
Commander decks are the preferred. I forgot to mention that this is slightly modified commander format. The horde deck has two commanders that can be called on at any time. They are:
{Progenitus}
{Child of Alara}

Only one commander can be on the feild at a time. But they have no casting cost.
The emblems you gain for destroying the runners are permanent.
Follow the commander banned list(french) for the list of cards allowed.

So as per usual counter spells like {Syncopate} are useless cause they have infinite mana? I'm thinking of playing my Muzzio deck. I might run Niv Mizzet instead.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Spencer Addington on July 31, 2014, 12:25:24 AM
If it gets countered you shouldn't be Able to play it till next round.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 31, 2014, 04:02:33 AM
My point.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 31, 2014, 04:15:25 AM
Quote from: LinkCelestrial on July 30, 2014, 07:24:28 PM
I'm most likely in depending on when the games go down as I'm gonna be camping shortly. Any banned cards? Commander decks okay or no?

Counterspells mean auto resolution. The commander will be countered and can't be cast for two turns
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 31, 2014, 04:20:41 AM
WE HAVE ENOUGH TO GET STARTED!
CRACKA LACKA
SPENCER ADDINGTON
MLERNER 12
MOZILLA BUTCHER
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Mlerner12 on July 31, 2014, 10:18:38 AM
I don't know if I can do it today or next week at all... Maybe you need to bump me down.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on July 31, 2014, 02:16:50 PM
Can I take my turn whenever I'm ready
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on July 31, 2014, 04:43:26 PM
Is it's modified commander I'll play my {Grimgrin corpse bro}
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on July 31, 2014, 05:21:00 PM
I won't be able to play with a commander deck, so can I use a modern deck
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on July 31, 2014, 06:03:09 PM
I might be interested in this.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on July 31, 2014, 06:09:48 PM
Quote from: The1337Magician on July 31, 2014, 06:03:09 PM
I might be interested in this.

Can you take Mlerner's spot?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on July 31, 2014, 07:40:33 PM
Quote from: IntoFire on July 31, 2014, 06:09:48 PM
Quote from: The1337Magician on July 31, 2014, 06:03:09 PM
I might be interested in this.

Can you take Mlerner's spot?
Sure.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on July 31, 2014, 10:11:45 PM
I leave for camping shortly, (the 4th) how long does a game take?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Spencer Addington on July 31, 2014, 10:13:01 PM
A long time...
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on July 31, 2014, 10:14:38 PM
Bump me to round two then. Don't wanna slow this down.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on July 31, 2014, 11:03:58 PM
I'm going to play my turn regardless because I'm ready

Play plains
Play {soul's attendant}

5 cards in hand
Pass
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 01, 2014, 06:50:03 AM
Quote from: The1337Magician on July 31, 2014, 07:40:33 PM
Quote from: IntoFire on July 31, 2014, 06:09:48 PM
Quote from: The1337Magician on July 31, 2014, 06:03:09 PM
I might be interested in this.

Can you take Mlerner's spot?
Sure.

Sorry, I meant Link Celestrial. He's going camping.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Mlerner12 on August 01, 2014, 09:51:52 AM
Quote from: IntoFire on August 01, 2014, 06:50:03 AM
Quote from: The1337Magician on July 31, 2014, 07:40:33 PM
Quote from: IntoFire on July 31, 2014, 06:09:48 PM
Quote from: The1337Magician on July 31, 2014, 06:03:09 PM
I might be interested in this.

Can you take Mlerner's spot?
Sure.

Sorry, I meant Link Celestrial. He's going camping.
I can't play this round either, I'll be in DC.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on August 01, 2014, 04:23:08 PM
Swamp
{Gravecrawler}
Pass
5
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 01, 2014, 04:42:45 PM
Are we actually starting sometime?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 01, 2014, 07:52:12 PM
can i take join in place of mlemer12
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on August 01, 2014, 08:02:44 PM
Quote from: AdamS on August 01, 2014, 07:52:12 PM
can i take join in place of mlemer12

You can go for me, I'll play whenever a game is open and I'm back.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 01, 2014, 08:03:22 PM
Well I've started and so has Crackalacka, and since I played {Soul's Attendant}, every creature that enters the battlefield we gain life.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 01, 2014, 08:40:53 PM
ok im playing my {Prossh, Skyraider of Kher} deck
turn 1
forest into {sol ring} into {iron myr}
pass
we gain 1
5 in hand
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 02, 2014, 01:33:23 AM
Quote from: AdamS on August 01, 2014, 07:52:12 PM
can i take join in place of mlemer12
Yes
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 02, 2014, 01:34:35 AM
Two more preparation turns.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 02, 2014, 07:25:38 AM
Turn 2

Draw
Play swamp
Tap out to play {Suture Priest}
Gain 1
4 cards in hand
83 life
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 02, 2014, 11:25:14 AM
turn 2
ut uk draw
swamp {Doubling Season}
pass
cards in hand=4
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on August 02, 2014, 06:05:34 PM
Ut uk draw
Island
{Dark ritual}
{Gravepact}
3
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 02, 2014, 06:24:34 PM
Quote from: IntoFire on August 02, 2014, 01:34:35 AM
Two more preparation turns.
Am I playing in this?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Spencer Addington on August 02, 2014, 06:31:01 PM
I'm not part of this! I'm away from my decks. Sorry :)
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on August 02, 2014, 09:58:41 PM
Quote from: CrackaLacka on August 02, 2014, 06:05:34 PM
Ut uk draw
Island
{Dark ritual}
{Gravepact}
3

Just want to point out, {Gravepact} screws over all your allies due to the player wording.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 02, 2014, 11:15:43 PM
Quote from: The1337Magician on August 02, 2014, 06:24:34 PM
Quote from: IntoFire on August 02, 2014, 01:34:35 AM
Two more preparation turns.
Am I playing in this?

Yes
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 03, 2014, 05:54:27 PM
Bump
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 03, 2014, 07:55:13 PM
Turn three right?

Draw
Play mountain
Tap all but mountain to play {blood artist}
Gain 2

85
3 cards in hand
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 03, 2014, 09:11:06 PM
turn 3
ut uk draw
play a mountain
play {Vraska the Unseen} +1 putting her at 7 because of doubling season
pass
3 in hand
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on August 03, 2014, 09:52:28 PM
Quote from: AdamS on August 03, 2014, 09:11:06 PM
turn 3
ut uk draw
play a mountain
play {Vraska the Unseen} +1 putting her at 7 because of doubling season
pass
3 in hand

Doesn't {Doubling Season} bring Vraska out with 10?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 03, 2014, 10:00:04 PM
Quote from: LinkCelestrial on August 03, 2014, 09:52:28 PM
Quote from: AdamS on August 03, 2014, 09:11:06 PM
turn 3
ut uk draw
play a mountain
play {Vraska the Unseen} +1 putting her at 7 because of doubling season
pass
3 in hand

Doesn't {Doubling Season} bring Vraska out with 10?

Yes it would
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 04, 2014, 07:09:24 AM
Okay, the horde is on you!:

TURN 1

You stumble across a bountiful meadow where all is right in the world. Although, you get the feeling that there is some primal force in te valley. "This place could use less sunlight" says Vraska who hisses in pain at the blinding sunlight. "Relax my friends, all is right in the world at this time" says the attendant uncertainly.. Your guide tells you to stay away from the central emerald pillar for safety
reasons. "Why? What's at the central pillar?" asks Mozilla Butcher. "The sacred stone" the attendant says. "Sacred stone? You mean this thing? Cracka Lacka reveals a stone with strange engravings of a ten-headed hydra. "Where did you get that?" the guide says with fear. "I just thought it looked interesting".
"You fool! You have doomed us all!" the guide said as she punches CrackaLacka. "Wha-what do you mean?".
"Sigh, it is no use. The gods are here".

Suddenly, you hear a loud roar comin from outside where you stumbled in. You look
And see the ten-headed hydra has risen!({Progenitus} is on you)! "Fear not brave warriors, your death will be quick" he says in your minds.
"Put.The.Relic.Down" says the guide. You do as she says, but the god interrupts. "It is too late for that! Prepare to meet the wrath of what you have offended! Prepare, to meet the true forces of nature!"

Without noticing it, an entire horde is on you! You see a dragon, two mechanical wurms, an angel, and about three angry spirits coming at you. You all look at CrackaLacka, and theMagician says: "You just had to pick up
The stone." "It was pretty..."

Well, let's get started!

ATTACKING
2/2 dragon
3/3 wurm with deathtouch
3/3 wurm with lifelink
4/4 angel
1/1 spirit
1/1 spirit
1/1 spirit
10/10 {Progenitus}! (at Vraska)

Decide who will block and attack. Group blocking is allowed.

Lifelink: Cards that were milled will return to the top of the hordes library.
Deathtouch: When a creature dies, flip a coin. if the coin comes up heads, the horde takes control of it.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 04, 2014, 08:27:55 AM
The horde loses 8 life btw, we gain another 8 life were at 93
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 04, 2014, 11:37:51 AM
Sorry, I guess I forgot about this.
I'll quickly play my turns.
I'll play Phenax Mill
Is {Mind Grind} and the likes banned?
Also, do tokens stay in the graveyard?
T1
Island
Pass.
6/1U

T2
Draw
Swamp
{Illusionist's Bracers}
Pass.
5/2T

T3
Draw
Island
{Intruder Alarm}
Pass
4/3T
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 04, 2014, 11:39:56 AM
well unless someone has something to prevent the damage to varaska shes at 1 and  {Progenitus} gone for the time being
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Anoobass on August 04, 2014, 12:23:07 PM
Vraska would be at 1.  double season doesn't increase how the + works.  If an effect or ability would put a counter on something it doubles it.  But the + ability on planeswalkers is a cost.  The only difference is {Gideon, champion of justice}.  If your opponent controlled 10 creatures and u used his +1 he would get 11 counters without doubling season and 21 counters with it.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 04, 2014, 11:06:36 PM
Quote from: AdamS on August 04, 2014, 11:39:56 AM
well unless someone has something to prevent the damage to varaska shes at 1 and  {Progenitus} gone for the time being
So... What do we do?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 05, 2014, 09:08:43 AM
well we could block but i need my myr for the land ability nect turn unless i draw a land and thats my only creature
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on August 05, 2014, 10:13:35 AM
Uhhhh, I never took my third turn.

Draw
Swamp
{Vampire nighthawk}
3 cards
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 05, 2014, 10:39:00 PM
lol i didnt think about it i forgot it came in at 10 so i was going to do it next trun :(
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 06, 2014, 06:24:19 AM
Soo, you giys wanna take the 12 damage? Or do you block? Either way, the horde is gaining back three cards.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 06, 2014, 09:37:22 AM
I'm not gonna block
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 07, 2014, 09:45:06 AM
im not blocking either
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 07, 2014, 09:59:36 AM
I have no creatures. By the way, all creatures we have are untapped due to {Intruder Alarm}.
{{Crackalacka}}?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 07, 2014, 05:33:26 PM
Horde Turn 2:

Okay! Turn 2

The horde, ever mighty attacks the heroes with an army of fliers. The two wurms converge on the player and the horde has gained renewed strength!(3 cards return!)

Progenitus lunges at Vraska, but Vraska intercepts. Vraska, weakened and bearly surviving, says "The hydra, it is too powerful". I cannot stop it. Gideon, willing to protect his allies has chosen to avenge his gorgon commrade but as he was about to come up with a plan to defeat the horde, you hear another primal bellow. A baby, the size of a fully grown human emerges from the thicket. "I do not think so Jura, destroy me, you destroy everything else. My companion will rise again. Face me now!"

As if by command, the relic in Cracka's hands begins to glow and a small flash emerges in the sky(a card is exiled from the graveyard). You, still distracted by the light doesn't realize that the horde has... changed somehow. Then you see it. Two centaur, as if by magic multiply({Parallel Lives}).Then, you see a small elf woman sitting in a bough far below. She seems to be emenating a certain aura that has given the horde even more power(every token has damage prevention). Then, the sounds from below startle you. To your surprise, in this green meadow, even the dead awake. A 5/5 zombie giant emerges. Followed by another.

With Vraska weakened, she can do no more.

Attacking:

3/3 wurm w/ lifelink
3/3 wurm w/ deathtouch
4 3/3 centaurs
2 5/5 zombie giants
3 1/1 spirits
1 2/2 dragon
{Child of Alara}
5/7 {Emmara Tandris}

The fallen: 10
The reborn: 0
Remaining deck: 75
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 07, 2014, 06:15:25 PM
Can I counter the horde's spells?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on August 07, 2014, 06:24:01 PM
Did we not get a turn 4?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 07, 2014, 06:24:55 PM
Quote from: CrackaLacka on August 07, 2014, 06:24:01 PM
Did we not get a turn 4?
No we didn't
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 07, 2014, 06:27:14 PM
Into Fire don't forget I have a suture priest out so the horde is losing double the cards
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 07, 2014, 07:12:23 PM
what happened to turn 4?
t4
uk ut draw
i play {Balustrade Spy} we win
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Popper23345 on August 07, 2014, 09:51:54 PM
XD I think that might be a little cheaty
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: 5/9 Turtle on August 07, 2014, 11:07:40 PM
Turn 4
Draw
Play {Dragonskull Summit}
Tap out for {Spark Trooper}
Gain 2
Swing with trooper
Gain 6
End of turn sac trooper, causing blood artist to deal 1 to horde and we Gain 1

2 cards in hand
We are at 90 life
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: lotrwk on August 08, 2014, 05:15:12 PM
I have no time for this. Someone can take my spot. Sorry :(
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: LinkCelestrial on August 10, 2014, 04:14:58 AM
I'm back. Looks like this round will take a while though.
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: Popper23345 on August 10, 2014, 08:46:40 AM
This is
           Going
                     Downhill
                                   Fast
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: The1337Magician on August 10, 2014, 10:28:20 AM
So did we win?
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: AdamS on August 10, 2014, 01:35:25 PM
we should have but idk if not i have to drop because i had to use the deck saturday and dont remember what was in my hand
Title: Re: NATURE'S REVOLT! **Round 1**
Post by: IntoFire on August 11, 2014, 06:33:16 AM
Gorzo's back. I was just hoping this thread would ressurect him. And it did! I wont post turns as much anymore because of my short term memory. Plus, Gorzo's back so I'm pretty sure this will be forgotten. Plus you guys kinda win already. You ruined the fun with {Balustrade Spy} but I don't care.