Challenge the Hydra and the New Commander decks

Started by Johnny Blaze, October 25, 2013, 06:32:14 PM

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Johnny Blaze

Any News in the Hydra Deck scans, and will we get the New Commander decks..??

Bort


Johnny Blaze

believe me  man i have been looking, the commander stuff will be easier , but if i do i will let you know..

netfirecat

I found a pic with the effects shown as far as i can tell. but few scans. Could you use it and get the effects or would you rather wait til all scans are avail?

Bort

Quote from: netfirecat on November 11, 2013, 05:52:55 PM
I found a pic with the effects shown as far as i can tell. but few scans. Could you use it and get the effects or would you rather wait til all scans are avail?
I don't know what it's so hard to find the hydra deck scans, but they should exist. cobbling crappy pics together would be a lame temorary solution.


Bort

Quote from: netfirecat on November 12, 2013, 07:38:51 PM
http://imageshack.com/user/megadog
Found this, all 15 cards.
Anyone know the card numbers of these images?
I now need the hero's path cards. anyone want to help me get a spreadsheet filled with the card data for this?

what is the exact layout of the deck? how many of each card?

netfirecat

Actually, that page is missing Neck Tangle. I found this, has the effects of them all on it.
http://forums.mtgsalvation.com/showthread.php?p=10955572

Otherwise, here's everything else i found:

Contents

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

How to Play

You can battle the Hydra alone or with friends (just replace "you" with "each player" in these rules). At the end of any turn, if there are no Heads on the battlefield, you win! Use the regular Magic rules with the following exceptions:
   
   You start with up to two Hero cards on the battlefield. (You don't need a Hero to play.)

   Choose a starting number of Heads. Take that many cards named Hydra Head from the Challenge Deck and place them on the battlefield. Shuffle the remaining cards to form the Hydra's library.

   You go first. (Don't draw a card on your first turn.)
   Then the Hydra takes it's turn, and so on.
   You can attack Heads directly with your creatures. Any number of creatures can attack a single Head
   Growing New Heads: Whenever a Head leaves the battlefield, reveal the top two cards of the Hydra's library. Put any Heads onto the battlefield and any sorcery cards into the Hydra's graveyard.

The Hydra's Turn

    At the start of the Hydra's turn, untap any tapped Heads.
Reveal the top card of the Hydra's library. The Hydra casts that card. When the spell resolves, if it's a Head, put it onto the battlefield. If it's a sorcery, follow its instructions and then put it into the Hydra's graveyard.
    The Hydra deals 1 damage to you for each untapped card named Hydra Head it controls and 2 damage to you for each untapped elite Head it controls.

Special Rules
   If the Hydra would be dealt damage or lose life, instead deal that much damage to a Head of your choice.
   Ignore effects that would cause the Hydra to draw or discard cards, or any impossible actions.
   If a Head would move to any other zone than the graveyard, instead put it into the Hydra's graveyard.
   You make any choices for the Hydra.

Additional rulings and recommendations
   Each player starts at 20 life.
   If teams are facing the Hydra, it is recommended to use a shared team turn (like what's used in an Archenemy game) with up to four players per team. In this way, the players attack the Hydra together.
   All cards in the Hydra Deck, including Heads on the battlefield are colorless and have a converted mana cost of 0.
   Up to four of the 18 Heads start on the battlefield based on difficulty
   Heads and sorceries cast by the Hydra work like any other spell and can be countered.
   Prevention effects (such as one the Hero Card The Protector creates) still work, but since Heads (and the Hydra itself) have no color, effects that prevent damage from a color (e.g., a green source) won't do anything.
   Damage dealt by the Hydra is dealt all at once. Although the Hydra never attacks, you this damage is considered to be combat damage for cards such as Fog.
   Players can't gain control of any Heads.
   If a Head would go to any zone other than the Hydra's graveyard, it's put into the Hydra's graveyard instead.
   The Hydra's ability to "grow new heads" is a triggered ability.
   For gaming purposes, growing new heads isn't regeneration.
   The Hydra plays on even if its library is empty.

Source: http://wiki.mtgsalvation.com/article/Face_the_Hydra

The Heros

Scan location: Source: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/265

(w)   Honor   The Protector   [t]: Prevent the next 1 damage that would be dealt to target creature or player this turn
(u)   Wisdom   The Philosopher   [2], [t]: Tap target creature.
(b)   Ambition   The Avenger   [3], [t]: Target creature you control gains deathtouch until end of turn.
(r)   Battle   The Warrior   [t]: Target creature you control gains haste until end of turn.
(g)   Might   The Hunter   [t]: Target creature you control gains +1/+1 until end of turn.

Source: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/265

Bort

I just added the face the hydra deck. You can load it in the deck editor. It's called "face_the_hydra.dek".

To spawn a hero card, do something like "/spawn The Hunter" in the game log.

Johnny Blaze

little wonky to figure out but working for me, Thanks Bort