Zombie hoard revival

Started by Kaylesh, March 21, 2015, 07:49:38 AM

Previous topic - Next topic

theravenseye

Quote from: Kaylesh on April 10, 2015, 12:46:23 PM
Commander is optional. You get the bonus of having a commander, but life is still 20x player.

PM'd you.

Kaylesh

From the looks of it next round will be full commander, with quite a bit drawpower.

A reminder: whenever the horde draws a card, it plays the card. Whenever the horde has cards in hand at the start of the turn, it plays these cards simultaneously.
Your turns are at the same time, I will allow for the best possible timing of your turns.
Horde creatures attack (or tap in the case of the {shepherd of rot}) every turn if possible. For abilities that deal damage or cause lifeloss to each opponent, you are counted as one. (Again, shepherd). Shepherd will not cause the horde to lose life.
As this game is still in infant stages when it comes to houserules, I may make rulings for card interactions. I will state these in the posts, feel free to react on these if you think i could improve something.

Kaylesh

Round 2 is on!
In a barren wasteland stands an old fortress. It was used in the time as an outpost is this wilderness. Now, it is your last stand against the zombies. You managed to outrun them for a while, but now, the time has come to fight.
You look grim, the four of you with your closest allies. There is Munchlax, with his captain Alesha, known for her skills with the practically perished. Then Theravenseye, with Planeswalking ally Teferi. Spencer addington brings his hive of Slivers controlled by the Sliver Overlord. And last but not least there is the Intelligent gentleman and his archlich Nekusar.
(for the fact of being commander, Nekusar will not be swayed by the Horde as lesser zombies might. With Nekusar on the board, the horde will reveal and play an additional card, yet also mill a card after each "draw".)

Feel free to play your first three turns while the horde closes in.


theravenseye


Munchlax

{Mountain}
{Sol Ring}
Pass
?/6

Kaylesh

Just realized {knowledge pool} might come up.
As the horde doesn't cast, I'd think of ruling that they are not affected. Or it could be the horde plays a zombie that was exiled instead?

Deebiia

Quote from: Kaylesh on April 11, 2015, 02:53:05 AM
Just realized {knowledge pool} might come up.
As the horde doesn't cast, I'd think of ruling that they are not affected. Or it could be the horde plays a zombie that was exiled instead?
Think as if the horde deck uses {Omen Machine} instead of casting maybe? {Knowledge Pool} will still take cards from the deck, but since the horde doesn't cast they can't use the Pool. But if the players try to use the pool to cast the zombies then the "50/50" effect takes over and may steal the zombie that they played from {Knowledge Pool}.

Edit: {Omen Machine} does say "casts without paying its mana cost" so never mind.... My point does stand though that since the horde doesn't "cast" per say the players can try to cast a card from the horde deck, but if it's a zombie the 50/50 rule would still apply.

If a card gets bumped to the hordes hand, it will cast that card on it's next turn. So then the pool can apply.

Kaylesh

Quote from: Deebiia on April 11, 2015, 03:30:04 PM
Quote from: Kaylesh on April 11, 2015, 02:53:05 AM
Just realized {knowledge pool} might come up.
As the horde doesn't cast, I'd think of ruling that they are not affected. Or it could be the horde plays a zombie that was exiled instead?
Think as if the horde deck uses {Omen Machine} instead of casting maybe? {Knowledge Pool} will still take cards from the deck, but since the horde doesn't cast they can't use the Pool. But if the players try to use the pool to cast the zombies then the "50/50" effect takes over and may steal the zombie that they played from {Knowledge Pool}.

Edit: {Omen Machine} does say "casts without paying its mana cost" so never mind.... My point does stand though that since the horde doesn't "cast" per say the players can try to cast a card from the horde deck, but if it's a zombie the 50/50 rule would still apply.

If a card gets bumped to the hordes hand, it will cast that card on it's next turn. So then the pool can apply.
It actually puts it in play much like a land card. No counters. However, I see your point. If the players would cast a horde card, the "is it one of ours" rule would apply. Just not sure on if I wanna subject horde to that.

the_intelligentleman

Neither of those are in my deck, so you guys don't have to worry about it.

Spencer Addington

I'll take my turn in a sec

Spencer Addington

{command tower}
{sol ring}
Pass
5 cards in hand

Spencer Addington

Just gonna take my second and third turn

T2
Draw
{hinterland harbor} entering tapped
Tap sol ring and command tower and take 2 to cast {birthing pod}
Pass
4 cards in hand

T3
On untap I'll cast {worldly tutor}
Search for {Gemhide sliver}
Draw
Tap sol ring and command tower for {syphon sliver}
End third turn
3 cards in hand

theravenseye

t2:
{Myriad Landscape}
Pass.

T3:
{Island}
Crack Landscape
Fetch two Islands
Pass.
30/6

Munchlax

T2
Untap
Upkeep
Draw
Play a {Command Tower}
Tap the mountain to play {Faithless Looting}
I'll discard {Peacekeeper} and {Silverblade Paladin}
Tap command tower for red
Play {Alesha who smiles at death}
20/5

T3
Untap upkeep draw
Play {Urborg Tomb of Yawgmoth}
Attack with alesha and animate {Silverblade Paladin}
Hits the hoard for 10
20/5

Kaylesh

Quote from: Munchlax on April 12, 2015, 08:33:26 AM
T2
Untap
Upkeep
Draw
Play a {Command Tower}
Tap the mountain to play {Faithless Looting}
I'll discard {Peacekeeper} and {Silverblade Paladin}
Tap command tower for red
Play {Alesha who smiles at death}
20/5

T3
Untap upkeep draw
Play {Urborg Tomb of Yawgmoth}
Attack with alesha and animate {Silverblade Paladin}
Hits the hoard for 10
20/5
How does this hit 10? 2 Alesha, 2 knight. I assume both double strike from soulbond, but that makes 8.
EDIT: oops, Alesha is p3. Withdrawn.