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Messages - Zogura

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1
General Magic / "Cat"acomb Maze
« on: February 17, 2019, 09:51:14 pm »
Decklist (Two Separate Libraries)
-Catacomb Library-
1 Scythe Leopard
1 Initiate's Companion
1 Pouncing Cheetah
1 Riparian Tiger
3 Generous Stray
3 Feral Prowler
8 Aetherstream Leopard
1 Feral Maaka
1 Chartooth Cougar
5 Twilight Panther
2 Graceful Cat
3 Felidar Guardian
1 Fortified Rampart
3 Wall of Resurgence
11 Portcullis Vine
1 Wall of Vines
3 Wall of Forgotten Pharaohs

-Maze Library-
30 Wall of Wood
14 Wall of Ice
5 Wall of Stone
1 Battle Rampart
---------------------------------------------
-Maze Library- (Medium)
1 Consulate Turret (Charges to 3 energy counters and fires the next turn)
9 Wall of Swords
3 Fog Bank
12 Wall of Vapor
25 Wall of Shadows
---------------------------------------------
-Maze Library- (Hard)
2 Consulate Skygate
3 Amaranthine Wall
30 Wall of Heat
9 Wall of Bone
6 Wall of Bramble

Rule Set
Whenever Catacomb Maze has no non-Wall creature cards in its libraries or on the battlefield, The Survivors win the game.
Cards with “win the game” in its rules text becomes “Lose the game.”
When Battle Rampart dies, discard the entire maze library into its graveyard.

At the start of Catacomb Maze’s first turn, cast the top six cards of the maze library onto the battlefield in a row, then cast the top six cards of the catacomb library onto the battlefield facedown in a row behind the first. (Facedown cards are flipped face-up when the Wall creature in front of it dies.)

Whenever a creature that was casted from the catacomb library dies, cast the top card from the catacomb library and cast the top card from the maze library.

Whenever a player taps a land for mana, add one mana of all colors to Catacomb Maze’s mana pool.
Catacomb Maze’s mana is not lost between steps and turns.

Mana abilities are triggered before Catacomb Maze’s combat step.
Doing so uses mana Catacomb Maze accumulates.
Trigger abilities activate accordingly.

Cards that causes Catacomb Maze to draw doesn’t trigger if Catacomb Maze has 12 permanents on the battlefield, otherwise its casted.

2
General Magic / Zombie Mode
« on: February 17, 2019, 07:57:56 pm »
Decklist
50 2/2 Black Zombie creature tokens
10 5/5 Black Zombie Giant creature tokens
2 Grave Betrayal
2 Waste Not
2 Call to the Grave
2 Quest for the Gravelord
2 Open the Graves
2 Endless Ranks of the Dead
2 Bridge from Below
2 Graf Harvest
2 Zombie Infestation
2 Liliana's Mastery
2 Sarcomancy
2 Necromantic Selection
2 Army of the Damned
2 Dread Summons
2 Stir the Sands
2 Syphon Flesh
2 Moan of the Unhallowed
2 Gisa's Bidding
2 Feast or Famine
2 Reap the Seagraf

Rule Set
Whenever The Horde has no creature cards in its library or on the battlefield, The Survivors win the game. Cards with “win the game” in its rules text deals 60 damage to The Survivors.

At the start of The Horde’s turn, reveal the top card of its library until a noncreature spell is revealed, The Horde casts the revealed creature spells then casts the revealed noncreature spell.

Whenever a player taps a land for mana, Add one black mana to The Horde’s mana pool. The Horde’s mana is not lost between steps and turns. Noncreature spells not cast from lack of mana goes to The Horde's hand, and is cast when it has enough mana.

Creatures in The Horde have Haste and must attack each turn if able.

If a source would deal damage to The Horde discard cards from the top of The Horde’s library equal to that damage instead.

3
General Magic / Horde Magic Format
« on: February 17, 2019, 07:26:23 pm »
It's loosely based off the Theros challenge decks, with its main theme being Zombies but it can comprise of other creatures.
How will your friends band together to take down The Horde? And what will The Horde be?

Participants
Horde Magic is divided up into two factions: The Horde (the deck that runs automatically) and The Survivors (the players).

Win conditions
The Horde wins if The Survivors' group life total is reduced to zero or below.
The Survivors win if The Horde has no cards in its library, no cards in its hand, and no creatures on the battlefield.

Rules for The Horde
The Horde has no player, it pilots itself.
Any choice The Horde must make should be made as randomly as possible.
The Horde has an infinite amount of mana at all times.
The Horde's turn starts by revealing cards from the top of its library until a non-token card is revealed. All revealed tokens are then cast. The revealed non-token is cast. Then, if applicable, The Horde casts any cards that can be cast from its graveyard as well as any cards it has in its hand.
All creatures controlled by The Horde have Haste and "This creature must attack each turn if able."
The Horde has no life total. Damage dealt to The Horde causes that many cards from the top of The Horde's library to be put into its graveyard.

Rules for The Survivors
The Survivors have three turns to set their defenses before The Horde gets its first turn. Then turns alternate like normal.
Like in Two-Headed Giant, The Survivors are a team and all take their turn simultaneously. The Survivors attack and block as a team.
Each Survivor contributes 20 life to the group life total.

Adjusting the difficulty of The Horde
Depending upon the number of players and/or the type of decks being used by The Survivors, it may be necessary to adjust some of the aspects of the game in order to set the difficulty of the game to a preferable level.
The following are ways to adjust the difficulty and power level of The Horde:

Adjust the number of turns in which The Survivors have to prepare.
Adjust the amount of life each of The Survivors contributes to the team.
Exile a random portion of the Horde Deck prior to the first turn.
Card Selection during Horde Deck deck construction and/or a sideboard.
Replace random choices by The Horde with consensus decisions by The Survivors.
Allow tokens to remain in the graveyard instead of ceasing to exist.
Allow or disallow The Survivors to attack The Horde during their set-up turns.
Adjust the token to non-token ratio.

Horde deck construction
A Horde Deck is a 100-card constructed deck. Sixty of the cards should be tokens, the remaining forty are regular Magic cards. Cards included in the deck should not cause the Horde to have to make choices. This excludes almost any card that targets individual objects. Cards and Tokens included in the deck should be thematic, flavorful, and/or fun as well.

4
General Magic / Re: Alternative Formats
« on: February 17, 2019, 02:02:01 pm »
It sounds familiar.



Of course, challenge decks like the one from the Theros block is what started Horde Magic.

5
General Magic / Re: Alternative Formats
« on: February 16, 2019, 10:34:50 pm »
There's Horde Magic, but I modify mine.

Participants
Horde Magic is divided up into two factions: The Horde (the deck that runs automatically) and The Survivors (the players).

Win conditions
The Horde wins if The Survivors' group life total is reduced to zero or below.
The Survivors win if The Horde has no cards in its library, no cards in its hand, and no creatures on the battlefield.

Rules for The Horde
The Horde has no player, it pilots itself.
Any choice The Horde must make should be made as randomly as possible.
The Horde has an infinite amount of mana at all times.
The Horde's turn starts by revealing cards from the top of its library until a non-token card is revealed. All revealed tokens are then cast. The revealed non-token is cast. Then, if applicable, The Horde casts any cards that can be cast from its graveyard as well as any cards it has in its hand.
All creatures controlled by The Horde have Haste and "This creature must attack each turn if able."
The Horde has no life total. Damage dealt to The Horde causes that many cards from the top of The Horde's library to be put into its graveyard.

Rules for The Survivors
The Survivors have three turns to set their defenses before The Horde gets its first turn. Then turns alternate like normal.
Like in Two-Headed Giant, The Survivors are a team and all take their turn simultaneously. The Survivors attack and block as a team.
Each Survivor contributes 20 life to the group life total.

Adjusting the difficulty of The Horde
Depending upon the number of players and/or the type of decks being used by The Survivors, it may be necessary to adjust some of the aspects of the game in order to set the difficulty of the game to a preferable level.

The following are ways to adjust the difficulty and power level of The Horde:
Adjust the number of turns in which The Survivors have to prepare.
Adjust the amount of life each of The Survivors contributes to the team.
Exile a random portion of the Horde Deck prior to the first turn.
Card Selection during Horde Deck deck construction and/or a sideboard.
Replace random choices by The Horde with consensus decisions by The Survivors.
Allow tokens to remain in the graveyard instead of ceasing to exist.
Allow or disallow The Survivors to attack The Horde during their set-up turns.
Adjust the token to non-token ratio.

Horde deck construction
A Horde Deck is a 100-card constructed deck. Sixty of the cards should be tokens, the remaining forty are regular Magic cards. Cards included in the deck should not cause the Horde to have to make choices. This excludes almost any card that targets individual objects. Cards and Tokens included in the deck should be thematic, flavorful, and/or fun as well.

6
General Magic / Alternative Formats
« on: November 06, 2018, 11:40:01 am »
What are some other formats you've played? Fan or playgroup made.

Format: Nosta (Short for Nostalgia or No Standard)
1 commander card (any legendary creature or planeswalker from a set currently in Modern, except Standard cards)
59 other cards (also from sets currently in Modern, except Standard cards)
Only one copy of any card, except for basic lands
The color identity of all cards in your deck must fall within the color identity of your commander (color identity encompasses colored mana symbols in both the card's cost and its rules text

Format: HCLC (High Card Low Card)
2 commander cards (any legendary creature or planeswalker from a set currently in Modern, one with CMC 1-3 and one with CMC 4-6)
58 other cards  with the same CMC of one or the other commander only.(also from sets currently in Modern)
Only one copy of any card, except for basic lands
The color identity of all cards in your deck must fall within the color identity of your commanders (color identity encompasses colored mana symbols in both the card's cost and its rules text

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