The Hoard format is a casual format that pits you against a hoard deck. Details of the format in general can be found here.
Theme: Ooze
I'm thinking of working a 60:40 Ooze to spell ratio. This seems to be a general starting ratio, something to fine tune later as difficulty level becomes more apparent.
3 Oozes come to mind:
The main army will be M11 Ooze tokens. These are the standard 2/2 ooze that creates two 1/1 ooze when they die.
The big beasts will be the Innistrad or rise the eldrazi Ooze tokens. These are both */* that I will set to equal to the number of oozes in play.
I'm tempted to look into using S.N.O.T. as a 3rd ooze. It will be a non-token, but for the purposes of this deck it will be treated as a token. Adds a bit of humor merit to the deck.
Now the reason i'm posting this is that I am wondering if anyone has suggestions on the spell cards. I'm only just mulling this in my head and only two come to mind:
I will definitely want a handful of Mitotic Slime.
I will want two to three Overrun.
This is not meant to be mono-green. Cards like Plague Winds, graveyard recursion, and other shenanigans are all fair game.
Any thoughts on the theme? Suggestions? And especially inputs from players experienced playing this format will be most appreciated.
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***Official Rune Master and Rational Extremest of The Called***
************************From Sound to Sea**********************
And I guess that I'm a lucky one for the truth of what I know. For my heart had not denied me and I have somewhere to go. I shall never be a prisoner of steel and glass and stone. If I leave, I will return again to my Rocky Mountain home.
A single Creeping Rennaisance makes a great "end-game boss". I use four Spider Spawning in my Horde, but I'm not sure how strictly you want to stick to your theme (to be honest, my theme is whatever makes the game interesting).
You need some way to break through massive stalemates - Acidic Slime and Triumph of the Hordes will make you think twice about blocking with your massive dudes, one or two Creeping Corrosions and Back to Natures can get rid of game-staling enchantments and such, and things like Burning Sands and Wildfire put serious land pressure on the survivors (not sure how well it fits in your theme though). You may need some playtesting here, but we've found that most decks are only weak to the horde early-game, and Wildfire-type cards help the horde catch up midgame while huge flashback effects make the late-game more strategic than "beat the horde to death quickly".
Oh yes, and the splitting 2/2 tokens are definitely worth it. They're fun enough that we play 20 of them amist a horde where a 6/6 Wurm token is considered small
Quick aside: When we come across a */* token or an X-spell, we use Nd6, where N is the amount of players, to decide what */X is. Your suggestion for the tokens also works (keep in mind most of the others will be very easy to kill though), but it's still worth bearing in mind for other things such as Windstorm.
Theme: Ooze
I'm thinking of working a 60:40 Ooze to spell ratio. This seems to be a general starting ratio, something to fine tune later as difficulty level becomes more apparent.
3 Oozes come to mind:
The main army will be M11 Ooze tokens. These are the standard 2/2 ooze that creates two 1/1 ooze when they die.
The big beasts will be the Innistrad or rise the eldrazi Ooze tokens. These are both */* that I will set to equal to the number of oozes in play.
I'm tempted to look into using S.N.O.T. as a 3rd ooze. It will be a non-token, but for the purposes of this deck it will be treated as a token. Adds a bit of humor merit to the deck.
Now the reason i'm posting this is that I am wondering if anyone has suggestions on the spell cards. I'm only just mulling this in my head and only two come to mind:
I will definitely want a handful of Mitotic Slime.
I will want two to three Overrun.
This is not meant to be mono-green. Cards like Plague Winds, graveyard recursion, and other shenanigans are all fair game.
Any thoughts on the theme? Suggestions? And especially inputs from players experienced playing this format will be most appreciated.
For my heart had not denied me and I have somewhere to go.
I shall never be a prisoner of steel and glass and stone.
If I leave, I will return again to my Rocky Mountain home.
Moderator Helpdesk
Rare
Uncommon
Common
You have a certain number of each. You could also add Mythic.
Those are rarities in the deck, not real world rarities.
1 of every Rare
2 of every Uncommon
3 of every Common
You could also go 1 2 3 4 for mythic rare uncommon and common.
NOW, you'll need (if you go up to mythic) you'll need a number of each.
If you got 1 2 3 4 , you'd need 4 of each giving you 4 cards only there once, 4 cards here twice, 4 there 3 times and 4 4 times.
40 cards, you can switch the things around and tadah!
You need some way to break through massive stalemates - Acidic Slime and Triumph of the Hordes will make you think twice about blocking with your massive dudes, one or two Creeping Corrosions and Back to Natures can get rid of game-staling enchantments and such, and things like Burning Sands and Wildfire put serious land pressure on the survivors (not sure how well it fits in your theme though). You may need some playtesting here, but we've found that most decks are only weak to the horde early-game, and Wildfire-type cards help the horde catch up midgame while huge flashback effects make the late-game more strategic than "beat the horde to death quickly".
Lead the Stampede-type cards can give it a little extra kick, and Beastmaster Ascension is always fun. Brass Herald fills both spots nicely.
Oh yes, and the splitting 2/2 tokens are definitely worth it. They're fun enough that we play 20 of them amist a horde where a 6/6 Wurm token is considered small
Quick aside: When we come across a */* token or an X-spell, we use Nd6, where N is the amount of players, to decide what */X is. Your suggestion for the tokens also works (keep in mind most of the others will be very easy to kill though), but it's still worth bearing in mind for other things such as Windstorm.
[Clan Flamingo] Tier Archivist
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Gutter Grime sounds like a nice addition.
R Grenzo, Havoc Raiser
BG Varolz, the scar-striped