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Hydra
Mar 4, 2014 14:18:10 GMT
Post by ieatfood7 on Mar 4, 2014 14:18:10 GMT
Tribor is coming from another thread to work on the hydra deck..this is his placeholder.
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Hydra
Mar 4, 2014 15:55:04 GMT
Post by tribor on Mar 4, 2014 15:55:04 GMT
Alright, here's the regular deck list:
Creatures 11 Hydra Head 4 Ravenous Brute Head 1 Savage Vigor Head 1 Snapping Fang Head 1 Shrieking Titan Head
Sorceries 5 Disorienting Glower 5 Distract the Hydra 4 Grown from the Stump 4 Hydra's Impenetrable Hide 3 Neck Tangle 4 Noxious Hydra Breath 2 Strike the Weak Spot 5 Swallow the Hero Whole 4 Torn Between Heads 6 Unified Lunge
We can decide which cards to swap out.
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Hydra
Mar 4, 2014 16:33:07 GMT
Post by ieatfood7 on Mar 4, 2014 16:33:07 GMT
Welcome! Do you want to repost your new cards here, so we don't have to jump between forums? Are you planning to use any the other guy on the other forum thought up?
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Hydra
Mar 4, 2014 16:37:44 GMT
Post by ieatfood7 on Mar 4, 2014 16:37:44 GMT
I know the existing cards, but never played it in store. I wanted to so this is even better and I am fresh to the format. Do you have a specific goal in making the new cards, like making the deck stronger/weaker, more/less consistant, etc.?
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Hydra
Mar 4, 2014 17:01:15 GMT
Post by Tribor-Jr on Mar 4, 2014 17:01:15 GMT
(For some reason I can't log in) I'll post the new cards. The Goal is to make so the game stays at a consistent difficulty, instead of gradually getting easier.
Tainted Reward Sorcery Until the Hydra’s next turn, whenever a player draws a card, that player loses 1 life.
Blocked Path Sorcery Until the Hydra’s next turn, Hero cards lose all abilities.
Piercing Fangs Sorcery Until the Hydra’s next turn, each Head creature gets +X/+0, where X is it’s toughness.
Wild Thrashing Sorcery Wild thrashing deals X damage to each creature, where X is the number of Heads on the battlefield.
Burn the Stumps Sorcery Until the Hydra's next turn, when a Head is put into the graveyard from the battlefield, reveal one card from the Hydra's library instead of two.
Regurgitate Enchantment If a sorcery card would be discarded from the Hydra's library, shuffle it into the Hydra's library instead.
Insatiable Glutton Head Elite Creature - Head At the beginning of the Hydra’s end step, each player sacrifices a permanent. Hero’s Reward — When Insatiable Glutton Head leaves the battlefield, each player gains 2 life and draws a card. 0/6
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Hydra
Mar 4, 2014 17:18:59 GMT
Post by ieatfood7 on Mar 4, 2014 17:18:59 GMT
ok...sorry about the loggin issues. Let me know if I can help.. The site works best from desktop/laptop, letting you link more easily and everything ({hydra head}). Do you want any thoughts on tweaking your cards, or use them as is? I have some thoughts on how to achieve your goal, but I'm fine to test them as is.
right off the bat, lets take out the neck tangles....that is a card that is sweet flavor, but specifically is strong early game and weak late game. Lets also take out the ravenous brute head. It's body is bigger than the base head, but that's not hard to beat late game, and drawing a card with all you mana up is strong. That gives us seven slots already. What do you think? Any card of yours we add I want 2-4 of, so that we can see it do its thing, even if we drop the number back to 1.
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Hydra
Mar 4, 2014 17:25:44 GMT
Post by ieatfood7 on Mar 4, 2014 17:25:44 GMT
an easy way to make the deck stronger later, though it is a bit clunky, is to put on, say blocked path, "if there are four or more heads in play, reveal another card when you play this" or maybe "if there are four or more heads in play when you reveal this card after the death of a head, play this card instead of discarding it.
Also, you could just say that if the library empties, shuffle the graveyard into the library. Or, to not change the rules, make a card whose entire ability is "when you put this card into a graveyard for any reason, shuffle it and your graveyard into the hydra library"
Please forgive the TERRIBLE templating there, just tossing out ideas. I can hone them if needed.
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Hydra
Mar 4, 2014 17:37:19 GMT
Post by Tribor-Jr on Mar 4, 2014 17:37:19 GMT
We can add a few of the new cards at a time too, no need to rush them all in. Terrible templating is fine as long as the idea gets accross! WotC tests cards with pieces of paper with simple wording anyways. There are some cards that deal with # of heads on field, so that could work.
We'll avoid houserules for now. Really I'd like the core game to change without having the need to impose imaginary rules.
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Hydra
Mar 4, 2014 17:51:26 GMT
Post by Tribor-Jr on Mar 4, 2014 17:51:26 GMT
The only new head I've got up to now is elite, so we'll keep 2 Ravenous Brute Heads for now and add in another basic one (as wild thrashing can kill the hydra heads as well). There are very few heads as is anyway. Wild thrashing is similar to Unified Lunge but to creatures, so I'll swap 50%. I say we can swap Strike the Weak Spot for a different player benefit card, so I put in some Burn the Stumps. I'll pop in only one Regurgitate, seeing as we don't know how well an enchantment will play just yet.
Creatures
11 12 Hydra Head
4 2 Ravenous Brute Head 1 Savage Vigor Head 1 Snapping Fang Head 1 Shrieking Titan Head 1 Insatiable Glutton Head
Sorceries 5 Disorienting Glower 5 Distract the Hydra 4 Grown from the Stump 4 Hydra's Impenetrable Hide
3 Neck Tangle 2 Piercing Fangs 1 Regurgitate 4 Noxious Hydra Breath
2 Strike the Weak Spot 2 Burn the Stumps 5 Swallow the Hero Whole 4 Torn Between Heads
6 3 Unified Lunge 3 Wild Thrashing
How does it look?
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Hydra
Mar 4, 2014 18:01:45 GMT
Post by ieatfood7 on Mar 4, 2014 18:01:45 GMT
Looks fine. Only change I would make is make it one ravenous brute and two insatiable glutton. That's a strong one, maybe too strong, but I like it.
You want me to start? If you have a decklist you want me to use I will, otherwise I will start with my tier 2 homebrew standard deck (maybe tier one if I can get the sideboard right).
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Hydra
Mar 4, 2014 18:14:42 GMT
Post by Tribor-Jr on Mar 4, 2014 18:14:42 GMT
Alright, changes approved. (I wish I could edit that post...) Go ahead and use whichever deck you'd like, I'd like it if any deck could face the hydra. I will personally use a Theros Event deck (with some slight modifications)
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Hydra
Mar 4, 2014 18:35:19 GMT
Post by Tribor-Jr on Mar 4, 2014 18:35:19 GMT
Here is my Decklist:
Hero (1) 1 {The Harvester}
Lands (21) 4 {Azorius Guildgate} 1 {Hallowed Fountain} 5 {Island} 11 {Plains}
Creatures (25) 3 {Favored Hoplite} 2 {Imposing Sovereign} 2 {Battlewise Hoplite} 2 {Phalanx Leader} 2 {Cavalry Pegasus} 1 {Precinct Captain} 2 {Banisher Priest} 2 {Fabled Hero} 1 {Frontline Medic} 3 {Lyev Skyknight} 2 {Ascended Lawmage} 1 {Lavinia of the Tenth} 1 {Medomai the Ageless} 1 {Daxos of Meletis}
Other Spells (14) 2 {Swift Justice} 2 {Dauntless Onslaught} 2 {Detention Sphere} 2 {Gods Willing} 2 {Gift of Orzhova} 2 {Triton Tactics} 1 {Bident of Thassa} 1 {Murder Investigation}
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Hydra
Mar 4, 2014 19:06:34 GMT
Post by ieatfood7 on Mar 4, 2014 19:06:34 GMT
Ok, I'm bringing my "good" standard homebrew. tappedout.net/mtg-decks/botg-ww-heroic/I guess I'll use the {warrior} and {hunter} hero cards? Like I said, I didn't do this in store, so while I have some hero cards, I've never used them. Shall we start? you want to go first? (I guess it doesn't matter since we are a team.
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Hydra
Mar 4, 2014 19:10:36 GMT
Post by ieatfood7 on Mar 4, 2014 19:10:36 GMT
correct me if I'm wrong on how to play this out.
My first turn...no draw, Plains. Pass 20/6
Now you post your turn (which is simultaneous to mine) and then you shuffle up the hydra for its turn?
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Hydra
Mar 4, 2014 19:16:38 GMT
Post by Tribor-Jr on Mar 4, 2014 19:16:38 GMT
Team playing will be rather complex. I guess go up until before your attack phase so we can decide if we want to work together towards killing something. I will assume we are going for normal difficulty, so 3 Heads will be on the field. (here's the board for reference) (also feel free to mulligan for 7 until you have a decent hand.) Turn 1Play 1 Plains Tap Plains to play 1 Favored Hoplite. End Turn.
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Hydra
Mar 4, 2014 19:21:57 GMT
Post by ieatfood7 on Mar 4, 2014 19:21:57 GMT
ehh, my hand is good, but maybe slow for this. Go ahead and do the Hydra's turn.
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Hydra
Mar 4, 2014 19:22:12 GMT
Post by Tribor-Jr on Mar 4, 2014 19:22:12 GMT
Hydra's Turn 1
Play Hydra Head End Step: Deal 1 damage for each untapped head (4) to each player
Nothing too crazy so far!
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Hydra
Mar 4, 2014 19:22:40 GMT
Post by ieatfood7 on Mar 4, 2014 19:22:40 GMT
how does {celestial flare} work here? or should i just exile that and draw a replacement card, if its literally useless?
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Hydra
Mar 4, 2014 19:24:15 GMT
Post by ieatfood7 on Mar 4, 2014 19:24:15 GMT
ok.
Draw. Plains. pass.
16/6
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Hydra
Mar 4, 2014 19:26:50 GMT
Post by Tribor-Jr on Mar 4, 2014 19:26:50 GMT
Turn 2
Draw Play 1 Island Pay UW to play Battlewise Hoplite
Life: 16
Can't really attack yet, so I assume we're done.
I guess just use better judgement for stuff like that. Discarding for a new one is good, though just place it outside the game.
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Hydra
Mar 4, 2014 19:29:02 GMT
Post by ieatfood7 on Mar 4, 2014 19:29:02 GMT
yeah, I can just exile and draw a new card. I guess they are blocking creatures if you attack them, so like this turn you attack with the hoplite and I play celestial flare when it is "blocking"? Up to you. If you like that we can do it this turn (though it may just make the beast angry if not that then pass to hydra.
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Hydra
Mar 4, 2014 19:38:40 GMT
Post by Tribor-Jr on Mar 4, 2014 19:38:40 GMT
Hydra's Turn 2Play Wild Thrashing Deals 1 damage to each creature for each head (4 damage total) 4 Hydra Heads, Battlewise Hoplite and Favored Hoplite are destroyed Players gain 8 life reveal 8 cards from the hydra deck: - Disorienting Glower
- Ravenous Brute Head
- Distract the Hydra
- Grown from the Stump
- Insatiable Glutton Head
- Torn Between Heads
- Disorienting Glower
- Hydra's Impenetrable Hide
Place Ravenous Brute Head and Insatiable Glutton Head onto the battlefield, rest are discarded. End stepHydra deals 2 damage to each player for each elite head (4 damage total). Each player sacrifices a permanent to Insatiable Glutton Head.
Well, that escalated quickly. I will sacrifice my plains.
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Hydra
Mar 4, 2014 19:43:47 GMT
Post by ieatfood7 on Mar 4, 2014 19:43:47 GMT
sacrifices a permanent? It thought it was creature.....strong
I sacrifice a plains.
Draw. Plains. Pass 12/6
I'm thinking that both those homebrew cards may be too strong. That is brutal, and a faster opening wouldn't have helped much.
I'll play {glimpse the sun god} on hydra's turn to tap down the glutton so we don't sacrifice next turn.
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Hydra
Mar 4, 2014 19:46:09 GMT
Post by ieatfood7 on Mar 4, 2014 19:46:09 GMT
lol, I just realized that if we were super lucky, we could have won that turn...the thrashing card can kill the hydra if no heads get flipped. Unlikely, but very possible.
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Hydra
Mar 4, 2014 19:50:28 GMT
Post by Tribor-Jr on Mar 4, 2014 19:50:28 GMT
Turn 3
Draw Play Plains Pay UW for Imposing Sovereign Tap The Harvester to Draw, then Discard Discard Azorius Guildgate
Life: 20
I'm thinking we had some bad luck landing on two elite heads. Also, I believe tapping them will only prevent the damage, not abilities. I'm considering making it either discard a card or lose some life. Sac a creature is also a good alternative. Any suggestions for Wild Thrashing? I still think it went pretty well since it cleared the hydra's field as well. I've had games where 7 heads were on the field and things were getting disgusting.
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Hydra
Mar 4, 2014 19:52:41 GMT
Post by Tribor-Jr on Mar 4, 2014 19:52:41 GMT
Also, you should be at 20 I believe. We both gained 8 life from the hydras dying.
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Hydra
Mar 4, 2014 19:58:06 GMT
Post by ieatfood7 on Mar 4, 2014 19:58:06 GMT
I think that seeing the board cleared and us gaining life (and maybe getting cards etc.) that the trashing is awesome...very random, so it should be a one of in the deck, but I like it.
and you are right, 20.
I guess you are right about the glimpse the sun god...the hydra is weird in how many cards it makes useless. This one isn't strictly useless though, so I'll leave it.
Hydra is up then.
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Hydra
Mar 4, 2014 19:59:05 GMT
Post by Tribor-Jr on Mar 4, 2014 19:59:05 GMT
Hydra's Turn 3
Play Disorienting Glower (Players can't cast spells until the Hydra's next turn) End Step Hydra deals 2 damage to each player Each player sacrifices a permanent
I sacrifice an Island... That looks like game. I suggest reevaluating those two cards.
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Hydra
Mar 4, 2014 20:03:47 GMT
Post by ieatfood7 on Mar 4, 2014 20:03:47 GMT
the sacrifice card is the problem...it locks you out completely. If it says sacrifice a creature it might be ok...then it would have wiffed and we could have built our board state.
My hand is full of three drops, I havn't missed a land drop, and I'm still stuck on two mana. Plus, a hydra destroying lands isn't BAD flavor, but destroying creatures is better flavor.
Start again with that change?
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Hydra
Mar 4, 2014 20:08:56 GMT
Post by Tribor-Jr on Mar 4, 2014 20:08:56 GMT
Indeed. And yeah, my idea was that Wild Thrashing was a board wipe that could flip the game around. Though perhaps making it so you can't auto-win with it should be considered... Like if no Hydra cards are revealed, put one from the graveyard onto the field tapped. It could also probably tap all heads that aren't killed.
Sac monsters for Glutton it is.
I guess we'll swap out 2 Wild Thrashing for something. Any preferences?
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