Sunday, October 20, 2013

Custom card: Corpse Ignition



The artist is Sergio Diaz, you can see more of his stuff at his blog, www.diazsergio.blogspot.com .

This card was mostly inspired by Drown in Filth , but making use of some of the special properties of Horde, that there are token cards in the deck. It can be Volcanic Geiser that both hits Horde in its deck and might kill a creature if you're lucky. We'll see how it does in playtesting.

Friday, October 11, 2013

Custom Card: Ghoul Eater

Here's another custom card for Horde that we've cooked up, and the artist has just given his permission to use it.


The artist is Ron H. Bruhn, AKA calfCut on deviatART. A big thanks to him for allowing us to use it. I looked around on deviantART for quite some time to find something that looked like it ate flesh and had the right color palette for a black card. Eventually I stumbled on this one

I decided to go with "Wiitigo" rather than "Wendigo" to match Magic's two previous cards that made use of the wintery cannibal demon, Wiitigo and Shape of the Wiitigo. Many monsters from Native-American folklore have a large number of possible pronunciations and variants, so why not match the one that Wizards used?

This was actually a bottom-up card. One piece of design space that is unique to Horde is that the Horde deck has token cards in it. This little guy peeks at the top card and om-nom-noms it if it's a zombie token to regenerate. The double-black mana in the ability cost was chosen so that this ability wouldn't get spammed and used to just do extra damage to the Horde. Hopefully it will fare well in playtesting.


Wednesday, October 9, 2013

Custom Card: Pyromancer

I've gotten art use permission from the artist, so I'm posting another custom card. This is another Clutch mechanic creature, playtest name "Surrounded Pyromancer".


The art is by Teemu Norvasto, you can see more of his work at his blog here: http://cyberfrog-artisartisart.blogspot.com/ .

We'll start playtesting this card, I've personally got high hopes for it. You need to have an instant-speed trick that doesn't rely on attacking or blocking, since the mana will empty from your pool when the Horde enters its combat step. So it can't help cast a Divine Verdict or similar spell, but a Punish the Enemy it can. I hope he's a balanced and useful card, but playtesting will reveal if that is the case.

Saturday, October 5, 2013

Custom Card Development Log: First Clutch Playtest

Today we playtested the first Survivors' Cube custom cards, a few creatures with Clutch and the cycle of abandoned lands. A few of the Horde's custom cards came out as well. Here are the notes on how the custom cards performed.

Survivors' Cards
  • Two of the Abandoned Land cards ended up coming out, Abandoned Harbor and Abandoned Farm. Abandoned Harbor ended up doing exactly what we wanted it to do, I drew it when we'd just been hit with a Plague Wind and dropped it untapped and held off the zombies for a turn. Abandoned Farm came out but didn't end up being used. The boost may be too small. But it does boost the whole Survivor team, not just one player's dudes. Outlook is positive for the Abandoned Lands.
  • Eager Slayer (with clutch 1-- gets +2/+2) proved to be exactly what we wanted. She is a cheap, effective but somewhat unreliable defender, and a poor attacker.
  • Mage's Boomstick (clutch 4 for a charge counter, spend four counters for four damage) charged far too slowly, the wizard shotgun never got fired.
  • Rugged Survivor's (clutch of 3, get +1/+1 counter)  didn't happen soon enough, he ended up being a chump blocker.
  • Fleeing Necromancer (clutch of 5, reanimate a creature) never happened, the whole game. Even when he wasn't on the field.
  • Apocalypse Cryomancer (clutch 5, tokens enter tapped) also didn't happen.


Mid playtest, we changed some of the clutch numbers to be lower and just wrote on our proxy prints with pen and played again. After these changes, Fleeing Necromancer actually triggered. Rugged Survivor started being a decent blocker. With clutch 2, everything has a (roughly) 35% chance of triggering. This ended up being much more fun.

So we are changing Clutch to be always two or more creature tokens. We playtested higher numbers, and the events were rare enough that the cards almost never triggered, or the event happened when the creature wasn't on the battlefield. We've kept one design that uses a higher number as a silly crazy card with a very small chance to trigger, which we have removed the ability word from. All the other Clutch spells are being balanced to accommodate the number always being two.This also makes the text always the same, matching up with Morbid and Threshold. The updated cards are going on the Custom Cards page

We've recently added a Grave Betrayal to the Horde Deck. It's absolutely brutal if the Survivors don't draw into any enchantment removal. Which we had none of in the colors we ran. But our Horde deck now has a large enough number of enchantments that the Survivors have incentive to run it. This brings up an interesting point about the cooperative deckbuilding experience. There are a few things that every team needs in this format. Enchantment hate, some spot removal, and black/artifact creatures to block zombies with intimidate. We had enchantment removal in other colors, but didn't run them since the pools were weaker. But the team as a whole suffered for it when grave betrayal chained into a Plague Wind.

Horde Deck Cards

  • Selective Reanimation: [Enchantment: The Horde reanimates the strongest creature, rather than randomly]This card was designed to take advantage of the Horde's random behavior, and modulate it. It proved to just be far too weak and trigger far to little to remain as a card in the Horde deck. It might have some potential as a Hard Mode Emblem, but as a non-token card it doesn't pack enough punch.
  • Hell Is Full: [Enchantment: when the Horde's graveyard has 10 or more creatures, any that die go back to its hand] A top-down design based on the name, the design we owe to a friend. The number 10 proved to be a little to high for this card to matter, since by then the Survivors had drawn into some enchantment removal or graveyard hate. We playtested with 6 instead, when it DOES come online, it's almost totally unbeatable. design just doen;t work at all. Another option is to put counters on it whenever a Horde creature dies, and have it activate when a threshhold is reached or remove counters to activate.
  • Zombified Pets: [3/4: has protection from target Survivor] Top down design for encountering your own zombified loved one (dog). Wording needed to be changed, it should be targetable in the graveyard and the wording prevented that. Having protection from a player is a cool piece of design space that couldn't be in many other formats, and the top-down-design is nice, but it will probably need some added punch to be deadly enough to earn a spot in the Horde.
  • Second Unlife: [Enchantment: all zombies that die for three turns come back] This was a top-down for the trope "It's getting up again!". This card worked as expected. The players were able to play around it since the Horde didn't have any particularly nasty creatures out at the time, but overall the design seems solid and working.
  • Rotting Books: [Enchantment: each turn, each player must discard a spell or give the Horde a zombie] This was a bottom-up design trying to get the players to discard without being as severe as Oppression. The Horde almost always just gets the extra 3 or 4 tokens. not once did a player discard a spell. The idea needs work and testing. Maybe make it two tokens and discard any non-land card.
  • Zombified Friends: [Sorcery: Each Survivor discards a creature, the Horde gets them] A bottom up design. It doesn't work often, since the Survivors usually play their creatures pretty fast. And doesn't really explore any design space that is unique to Horde. Cut from the designs.
  • Bloated Boomer: [3/1: if takes lethal combat damage, summon 4 tokens] Top-down design for the Boomer in Left 4 Dead. If you get up in his grill and shoot him, you get covered in bile and attract a zombie horde. Isn't unique design space and proved quite easy for the Survivors to deal with. The top-down design is nice but without change this card is going to get cut.
  • Zombie Mutation: [Sorcery: Horde trades tokens for zombies from graveyard] A design that two of us came up with independently. Proved modestly effective the one time it came out. it has a large chance of dumping a good board for the Horde. Changed into an enchantment that does one a turn,
  • Infested Safehouse: [Enchantment: If the Horde reveals 0, gets 4 tokens] Got counterspelled. But has a 40% chance of summoning four zombies, so we're leaving it in the playtest for now.
  • Power of Rot: [Sorcery: Tokens get +3/+3, die at end of combat] Got counterspelled. Unfortunately, it also doesn't really explore any unique design space, it's just a black Overrun but much worse. It also doesn't really do much unless the Horde is already doing well.
  • Rain of Undead: [enchantment: if the horde has 2 or less creatures, gets extra reveal] Worked great. It eventually ate some enchant removal, but pumped out a couple extra waves of zombies. Probably going to continue unchanged.
  • Gravewrought Titan: [6/7: must be double blocked, blockers get +1/+1 if have different controllers]Performed admirably. He died, but all 3 survivors had to contribute a blocker. they happened to have those in excess, but that won't always happen.


Overall, the playtest was very informative and a lot of fun. The Survivors' Cube is beginning to stabilize somewhat, the pace of edits to correct for balance problems has slowed. Tweaks are still being made, but it's beginning to converge to the power level we want.

Revised Cards:
Here are the new versions of all the cards we tested (and have the artist's permission to post the image). The Clutch creatures are all changed to balance against the 2-token threshold, and the lands have had their flavor text shortened to one line.














Friday, October 4, 2013

Rules: Card Pool Size and Difficulty

Other sets of Horde rules use different knobs to turn to adjust difficulty to scale with player number. The player scaling is one of the challenges of doing Horde, since one wants to keep the format simple, yet fun enough for repeated play. Often the four-player game gets so easy that it's not fun after the second or third time.

Some reduce the life total of the players, so that large teams have less life. Note that the originally published rules have MORE life for more players, which is simply making an already easy game even easier. Reducing the life total doesn't change the stabilization rate of the Survivors and doesn't make the Horde any more deadly. It just lets some early-game luck on the Horde's part create an overrun once in a while.

Others adjust the total number of cards in the Horde Deck, adding more cards for more Survivors and making the deck smaller for fewer players. This again doesn't change the ease with which a team can stabilize. It will make the game a little longer, and add a couple more chances to run into a Plague Wind, but once a team stabilizes they're usually swinging through for 10-20 damage each turn to deplete the Horde of cards. This doesn't make the Horde any more deadly and doesn't combat the four-player stabilization problem.

Another rule is adjusting the token to non-token ratio in the deck. A Horde with more creature tokens is more deadly, since longer runs are more likely. This does make the Horde harder to beat, and combats stabilization a little bit since players may be forced into chump blocking before they wanted to. The disadvantage is the amount of additional setup and breakdown time, counting tokens to make sure you have the right number or choosing which weaker non-token spells to remove. One could perhaps combat this by writing on the front side of the sleeves what player number they should be taken out at. This factor makes token ratio scaling unfavorable by my evaluation.

We've just started playtesting a new rule for adjusting the difficulty of Horde Sealed for the number of players: The more players, the smaller each Survivor's card pool is. Our initial tests have proved promising. This may provide an elegant and easy way to scale by player number. There are more players to block, more mana on the board, more spells cast, but each has access to fewer high-quality cards, less synergy, and must have a more fragile mana base. This is a knob to turn that isn't available in Horde with constructed decks.

Our initial rules are 2 Survivors: 90 cards, 3 Survivors: 75 cards, 4 Survivors: 60 cards. In all the games before this, a four-Survivor team is VERY dominant and rarely loses. Perhaps this will take them down a notch. It may take them down two notches, we'll have to see.

Thursday, October 3, 2013

Custom Cards: Clutch

The 600 card sleeves ordered for the Survivors' Cube finally came in, so we are starting to test the custom cards for the Survivors' Cube. We've been testing the Horde Deck ones for a couple weeks, I'll post on those and their results later.

We're designing custom cards to put in the Horde Deck and the Survivors' Cube. However, there are already lots of Magic cards out there. Like 13,000ish at time of writing. If there's something that could be printed on an ordinary card, we'd like to avoid making a custom one for that and just obtain a regular card from our Friendly Local Gaming Store. We're trying to have a fun limited environment, but designing a full 400 card cube from scratch is a lot of work. And there's no shortage of perfectly good cards to use, no need to reinvent any Magic wheels. But there is design space that doesn't exist in ordinary Magic and is unique to Horde. I'll talk about just one particular piece of design space, the Horde's reveal action.

The Horde reveals cards from the top of its deck until it reveals a non-token card, then plays everything. This is something that doesn't occur in ordinary Magic. That means there is some design space we can fill up without making anything that is similar to an already printed Magic card. We used this to design the one mechanic unique to our Survivors' Cube, which we are calling "Clutch".




"Clutch" got its name because these cards give you a bonus when you really need it: when the Horde reveals a bunch of tokens. Each card with Clutch has a number, and when the Horde reveals that many or more creature tokens, it triggers. Because of the way we've decided to have the Stack work for the Horde's reveal, a few effects we would have liked to have don't work, since the tokens aren't yet on the battlefield when Clutch triggers. This is a somewhat unreliable mechanic (since you have only a little control over how many creatures the Horde reveals). Creatures with Clutch abilities tend to be stronger the higher the number (thus, strength is inversely proportional to probability of triggering). Clutch goes on permanents. Though currently it is only on creatures (and one artifact), we could put it on an enchantment or land.

It's an italicized mechanic like Morbid or Battalion from recent releases, but the triggering number varies from card to card. I'm not actually sure if this is OK with the rules of the game. Since the text varies from card to card, it's certainly an ability word, not a keyword. But other ability words like Threshold and Battalion are always "seven or more cards in your graveyard" or "attacking with three or more creatures". So  this may be bad design. If it were changed to "always 4 creatures" or something, we'd lose a couple designs and have to rebalance but it wouldn't kill the mechanic. If someone rules-savvy knows the answer to this, please drop me a line, contact info is in the About tab.

We had a few choices when setting up this mechanic. One option was a "Horde Storm" type mechanic, that copied an effect once for each token the Horde revealed. Given how broken Storm already is, we decided not to do that. The other option we passed on was "When the Horde reveals exactly <clutch>  tokens, do <effect>" While this elegantly captured the "when the horde reveals zero" effect, it made the other effects much less likely to trigger. I ran the statistics and graphed them. X or more also won't lead to the feels-bad moment if the Horde revealed just one too many tokens.


Everyone love mathematical tables! Note I assumed "with replacement" as a first approximation for these. That is, assuming the next card always has a 60/100 chance to be a token, despite the Horde deck being finite. It's approximately a Poisson distribution. This level of approximation is below the error from ignoring things such as poor shuffling and player shenanigans anyway.  I'll have to actually take data from some real play tests to make a histogram sometime. Playtesting will have to reveal how often Clutch triggers and how useful it is when it does.

So that's the first iteration of our Clutch mechanic, which we are starting playtesting. More Clutch cards can be seen in the Custom Cards tab.

Monday, September 30, 2013

Posting some custom cards!

I've obtained permission from some of the folks at deviantART for non-commerical use of their art, so I'm posting our card designs with art on the Custom Cards page. I'd like to thank all the artists who gave their permission. Having a piece of artwork makes this little side project a lot more fun.

Tuesday, September 24, 2013

What not to put in your Survivors' Cube

When putting together a Cube (for drafting or otherwise), you're playing the part of a game designer. You're not trying to "solve the puzzle", you're creating a puzzle for the player (who might also happen to be yourself) to solve. MaRo has written some great columns touching on this topic. We're not trying to create a situation where the player wins every time, we're trying to design a fun experience. The zombies need to be able to, occasionally, crest over the hill and see a group of exhausted and broken Survivors to eat.  Here are some things that will break the format, either instantly or only in large enough quantities, or will simply create "feels bad".

Useless Effects that will do nothing:
Due to the properties of Horde, a number of standard Magic effects do a whole load of nothing. While you'd still have a 2/1 creature, a Goblin Shortcutter will make the players feel like something was wasted. Just don't put them in the Cube. There are no shortage of vanilla creatures that will be effectively the same in the game but without the bad feelings.
  • Creatures with evasion: The Horde doesn't block, so this is a moot point. Flying, landwalk, unblockable, they all just read "useless text here" when fighting the Horde. Some creatures have additional text that makes them worthwhile, but when in doubt, edit out. 
  • Land Destruction: The Horde controls no lands, so a Stone Rain has no place, except to troll fellow Survivors. Some land destruction cards, like Maw of the Mire, also have another effect. These effectively become "sacrifice a land, do effect", and can make interesting includes.
  • "Can't Block": Goblin Shortcutter and other "panic" cards do nothing, as the horde can't ever block.
  • Artifact Destruction: most Horde decks don't have artifacts. Naturalize is fine since it also destroys enchantments, which the Horde DOES have. 
  • Doom Blade: All (or at least most) of the Horde's creatures will be black. "Target non-black creature" is really just a dead card. 
  • Trample: the Horde never blocks, so this is never relevant
  • Reach: There are very, very few flying zombies for this to be useful against. Most Hordes will have none.
  • Sorcery-speed bounce: a Silent Departure does almost nothing, as cards in the Horde's hand get cast for free the next turn anyway, and bouncing doesn't remove blockers because there are none.
  • Discard: Mind Rot and similar effects do little, since the Horde only rarely has cards in its hand. The situation won't come up often enough for anyone to put this as one of their 23 cards in their deck.
  • Infect: The Horde can only lose through running out of cards, so effects with poison counters do nothing.
One-hit KO cards:
Since the Horde is not at all like a deck for 1v1 duels, there are NUMEROUS cards that can single-handedly break the Horde. Don't put anything like this even in the same sleeve color as your Survivors' Cube. These cards can neuter the Horde in a single drop. You'll know them when you see them, because you'd say to yourself "Oh man, this would be GREAT against the Horde!". As a game designer that should mean "NOPE NOPE NOPE NOPE". Remember, fun, not victory. Here are just a few examples of broken cards not to give to the players.
  • Moat: the Horde has no (or few) flying creatures, so this is pretty much an instant win. 
  • Eldesh Norn: Most of the Horde's punch is in the form of 2/2 tokens, which this continuously eliminates.
  • Platinum Angel: The players can't lose, and the Horde has no targeting ability to remove it.
  • Mind Grind : The Horde has no lands, so this is an instant kill
  • Win the game/Lose the game effects: As cool as Door to Nothingness is, these kind of effects are out of place fighting against the Horde.
Really strong effects to stay away from:
Some classes of effects are just really brutally effective against the Horde. They get big too fast, or are too efficient at shutting the Horde down with a single card.
  • Protection from Black or from Zombies: these creatures are just too hard for the Horde to deal with.
  • Lifelink: A creature with lifelink can single-handedly create victory for the Survivors. Not instantly, but the extra life round after round makes things too easy.
  • Storm: with three or four players working together to drum up a big storm, it's even MORE broken than usual.
  • Wight of Precinct Six: Creatures/effects that get buff based on the Horde's graveyard are just too strong, as it often has 10-30 creatures there.
  • Lumberknot: cards with "when a creature dies, do X" are just brokenly powerful in this format, since zombies die (a lot) and you chump block (a lot).
Things to use only in small amounts or cautiously:
In putting together your Survivors' Cube, you have a finite "budget" of power to spend on cards. If you overspend, the Survivors will be too strong and the experience will lose tension and balance (and thus fun). Some effects are strong, but OK in small numbers since this is a Limited format. Cards with these effects should be enough to pull someone towards that color.
  • Vigilance: In this format, vigilant  creatures are VERY good. 2/3 or bigger vigilant creature is a monster here. A Thraben Valiant, or Standing Troops, though, can be very fine includes.
  • Life Gain: Too much life gain really can suck the fun out of this format. Make it rare and weak. Cards that can reliably generate 2 or more life a turn on a continuous basis should be avoided. 
  • Graveyard Hate: Too much of this at too high a power level can really neuter the Horde's late game. Crypt Creeper good. Tormod's Crypt bad.
  • "Saboteur" abilities: Stealer of Secrets, for example, is much better against an enemy that can't block. These effects must be rated very highly, and thus used only a little.
  • Board Sweeps: Killing all the Horde's creatures is something that does need to be included, but not so much that it is likely that there is ALWAYS one on deck in someone's hand . Use sparingly.
  • Cheap instant creature removal: Too much of this and players won't need to save it for that Grave Titan they know is coming eventually. This should feel like a precious resource. Make removal spells more costly (4 or 5 mana) so the players really have to sacrifice something to remove a good zombie. If you've got too many Smites in your cube, it really dampens the fun. 
  • Counterspells: Stay away from cheap, efficient counters completely. Even Cancel. Spell Blast and Geist Snatch are good choices, since the Blue player needs to leave a good chunk of mana open. Two counters in your pool should be enough to pull strongly toward Blue in this format. 
  • 6 or more toughness: anything that can take a Zombie Giant on the chin should be used sparingly.
  • Cheap First Strike: First strike creatures are very valuable defenders. Don't make too many high-quality first-strikers a part of the Survivors' Cube. Warclamp Mastiff good. Porcelain Legionnaire bad.
  • Fog: Giving the Survivors a turn without having to worry about the Horde's creatures is very powerful. Necessary, but don't go overboard with these.
  • Cheap Deathtouch: a Typhoid Rats basically reads "kill the Horde's strongest creature for 1 black mana". Don't include too many. Maybe one Ambush Viper.

Wednesday, September 18, 2013

Scaling the Horde

In Horde, the Survivors get slowly stronger and build up over the course of the game, having more and more resources at their disposal as turns tick down. Due to the way the Horde works, the zombies don't have the same luxury. Also, other than changing the number of cards in the Horde deck or the starting life total, there is little once can do to smoothly scale the experience for more or less players. And changes in rules are a pain to remember and balance correctly. However, a few cards can be added to the Horde deck that mitigate these issues.

Ideally, the Horde's power would automatically adjust for the turn count and number of Survivors. To imitate this in a smooth fashion, a number of spells have an implicit form of scaling. .

Scaling in Time
A bad card for the Horde is one that is brutal early game but easy to deal with late game. We choose not to put a Call to the Grave in ours for this reason, if it comes out turn 3, the Survivors have little chance to win. A good Horde card is small early game and large late game, but by then the Survivors may have drawn into an answer and won't feel cheated

Big mass reanimation spells form much of the Horde's late game, where a Zombie Apocalypse can bring back ten or more creatures. An Unbreathing Horde can come in as a 20/20 creature late game. These cards are not strong early game. The graveyard may be empty or nearly empty. This lets the Horde ramp up its power level into the late game, as the players do.

A quick not, we choose not to include Soulless One for the following reason: its power/toughness vary every time anything happens, and that is a lot of counting and recounting to calculate its toughness. Unbreathing Horde needs the players to count just once.

Effects that depend on the number of creatures the Survivors control can also provide some late-game punch.


Scaling in Player Number
Cards that read "Each opponent" somewhere in their rules text can be very helpful on this front. Infectious Horror, for example, will drain a 2-Survivor team for 4 life, but a 4-Survivor team for 8. Since life totals are 40 regardless of the number of players, this card is substantially more deadly with more players. Vengeful Dead scales in the same way. Syphon Flesh also gets more powerful the more Survivors there are, giving the Horde an extra token for each player.

 I'm of the opinion that Horde should be more difficult with fewer players, and easier with more, but not too much easier. Having enough of these self-scaling cards in the Horde deck makes special scaling rules not as necessary.

Scaling for Comebacks
Every game needs some come-back-from-behind things, and the Horde needs them too. Some cards are very powerful when the Survivors have the Horde on the ropes, but weaker when the Horde is already doing well. Living Death, for example, can actually help an overwhelmed group of Survivors in some board states.

"Win more" cards aren't really necessary for the Horde. A slow, relentless onslaught, wave after wave of zombies crashing against your defenses and wearing you down until all hope is lost, that's what we want. The sudden 'Well, you all lose, this card came out" Horde wins aren't very satisfying. Games should be fun and satisfying to lose as well as fun and satisfying to win.

Saturday, September 14, 2013

Why Horde Sealed Deck?

This first article is an explanation of our motivation to begin playing Horde Magic in a Sealed-Deck Cube format.

For those who are unfamiliar with Horde Magic, the original article can be found here here . Another article about the format published on Wizards' site can be found here on Daily MTG . My playgroup began playing and had a great time, but after a while we noticed a few problems. Primarily, the power level difference between the Horde and the Survivors was simply too great. A typical Horde game with EDH decks is a blowout, once a good Commander deck gets rolling, it can simply break the Horde in half with almost no effort. Legacy or Modern decks do the same, even competitive, well constructed Standard decks are simply too much for the Horde to deal with. A single Kalonian Hydra will just stomp-stomp-stomp-win.
    A second problem is the "solving the format" problem. As numerous people have pointed out, it is completely trivial to assemble a deck that completely hoses the Horde. A Moat, an Avacyn, Angel of Hope, Eldish Norn, a Platinum Angel, any of these spells mean nearly certain defeat for the zombies, without any real effort by the players. All the tension is lost. Having an incredibly long ban list has been suggested and rebutted, because this is a causal format, and there are a LOT of cards that single-handedly BREAK Horde Magic. But Horde is still _fun_ . In the Daily MTG followup article, it was mentioned that playing some sort of Limited against the Horde could be fun. He uses a big blob of cards that he affectionately calls "The Stack".
    One could consider Draft, but Draft is an intrinsically antagonistic experience. You don't want the other player's decks to be as effective as possible, which doesn't square with the cooperative mode nature of Horde. Thus, one turns to Sealed Deck. Just get six packs worth of cards and assemble the best 40-or-more card defense you can muster. Ideally, the Survivor's _don't_ win every time. Zombie apocalypse movies rarely have the protagonist pick up their anti-zombie ray and simply waltz through the rest of the film. It feels like everyone could die at any second. And Horde should have the same tension. Which EDH decks and other well-made constructed decks simply don't provide.
   The first time we played Sealed Deck against the Horde, we had enough fun that we knew we had something fun on our hands. Our first "Cube" was simply random handfuls of common and uncommon cards, sitting in a box unsorted and unused. We passed out 90 cards (the equivalent of six 15-card booster packs, typical of Sealed Deck events) at random to each player and went to deckbuilding. Horde plays out very differently from a duel in Standard or an EDH game, so you have to evaluate cards very differently. A Pillarfield Ox is actually a very relevant body in this format (I'll write more on re-examining how you evaluate cards in a later post.) A good 30% of the cards in our pools were completely useless against the Horde. Sorcery-speed bounces, Goblin Shortcutters, Golgari Decoys. We simply left them out and built with what was left of our pool. And it was fun. Really fun. There were some very tense moments, waiting for someone to draw into a "clutch" card that could pull us out of a sticky situation with 10 tokens on the board and a Grave Titan staring us down. We won, but just by the skin of our teeth. Which is the experience I'd like to have every time I play Horde.
    We played a second time, using a different random set of rubber-banded stacks of forgotten cards, again taking 90 each and making the best zombie-killing machines we could. This time the power level was quite a bit higher. We slaughtered the horde twice in a row. And it was fun. But _less_ fun. You'd have to be stupid not to consider a card like Lumberknot as a snap-keep for this format. It quickly becomes an unstoppable murder machine that just chews through the Horde's cards. But having him available at all drains fun from the game. And this is casual Magic. Fun, not victory, is our primary export industry here.
    We spent the next weekend going through a _lot_ of those attic-banished cards, commons and uncommons that hadn't been in a deck in a long time, if ever. And we selected 400 to be our first Horde Sealed Deck Survivors' Cube. Useless cards that have no purpose in a Horde game were filtered out. There are a lot of these. Cards that can neuter the Horde by themselves were filtered out.  And, most importantly, _bad cards_ were let in. The temptation to make the Survivors' card selection of too high quality was one that had to be resisted at every turn. We (with our game designer hat on) need to limit our (with our player who wants to win hat on) choices to lead to a fun experience. This cube has had (at time of writing) a total of 7 games played with it so far, and they've all been a blast. Playing with lower power-level cards, but in a way that still encourages you to make the best deck you can, lead to a very fun experience. The Survivors' Cube is still in need of a lot of balancing, tweaking, and adjustment (white is too powerful at the moment), but if playing with an entirely random selection of cards resulted in fun, the experience is robust enough to withstand a bit of damage from amateur game designers like us. And this brings me to really great point about Magic. It's an incredibly robust, diverse, awesome system. The notion of power, toughness, mana, the color pie, these can contain competitive Standard, six-player mono-durdle EDH games, and Horde Magic, and they're all _fun_. Not every card fits in every format, but the base game system has really incredible versatility.