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Sorcery (3)


The Goblins are coming!


This is my first go at making a Horde deck.

It is a deck that you play against as a team.

I went with Goblins because I have a lot of those cards in my collection, and the ones I don't have are cheap to buy.

I made the deck to be a little bit like Battle the Horde

It has changed quite a bit, the more we have played against it.

The idea is to slowly build up the Goblins, and give them mechanics to make them unstoppable.

Like any Magic deck, this is slightly challenging in the early game, and becomes more difficult to play against the more turns it takes.


+1 Upvote is appreciated if you like this deck.

C'mon, show some love.

All suggestions made for this deck will be considered. That doesn't mean they will automatically be adopted, no matter how special you think they/you are.

Think before making a suggestion. If you are going to insist up front that it is the ONLY thing that can make this deck better, or make snide comments about my choice of cards/theme, or if you are going to be a jerk in general, then save us both the trouble and just go away.

Don't just suggest a random card. Say what number should be included, and what should be removed for it.

Also check under the Cards Considered
button, to see if your suggestion has already been playtested.

Keep in mind that this deck has been balanced against three Heroes, playing the      and    2020 Planeswalker decks.

Try to playtest any suggestions BEFORE making them, to check that they keep everything in balance.


The Horde

This deck is called the Horde.

  1. Shuffle the Horde and place its cards in a face down pile.

  2. The Horde plays second.

  3. At the start of its turn the Horde plays a card from the top of its library, unless there are cards on the field instructing it to do otherwise.

  4. All Creatures that enters the field have Haste and "This Creature attacks each turn if able", except for special cases like Brash Taunter.

  5. Always make the best play for the Horde, in consultation with the other Heroes.

  6. The Horde may attack either the Heroes' life total, or their Planeswalker(s), as it chooses.

  7. It will always choose to attack a Planeswalker, unless there is a more beneficial attack to make eg. Attacking the Heroes will win the game.

  8. The Horde wins if the group life total of the Heroes is reduced to zero or below.


Some cards are used in special ways, as follows.

Note that all tokens are red 1/1 Goblins. Have about 6 to 10 of these ready to play with, if possible.

Goblin Dark-Dwellers

The triggered ability is replaced with "When Goblin Dark-Dwellers enters the battlefield, cast target instant or sorcery card with converted mana cost 3 or less from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead."

(This means that you have to cast a Sorcery, if one is available.)

Goblin Gathering is currently the only Sorcery you can cast.

Goblin Goliath

The activated ability on this card becomes a triggered ability which reads "If a source you control would deal damage to an opponent, it deals double that damage to that player instead."

Ib Halfheart, Goblin Tactician

The activated ability is replaced with "When this creature enters the battlefield, create two red 1/1 Goblin tokens."

Brash Taunter

Ignore the activated ability.

This is the only Goblin which comes in untapped, and doesn't attack.

Its job is to block, so that you can't just run the Horde deck out of cards.

Spear of Heliod

You only have to pay the part of the ability to use the spear.

Choose the creature that helps the Heroes the most, to destroy. This might require a bit of discussion.

The Immortal Sun

This is the most complicated card to manage.

Its abilities work like this.

  1. Follow the first ability.

  2. At the beginning of your turn play an additional card. (This does not happen the turn it enters the field.)

  3. Ignore the third ability.

  4. Follow the last ability.

This Horde deck was built to play against the 2020 Planeswalker decks, so this card works particularly well against decks that have Planeswalkers.


The Heroes

All Players fighting the Horde are known collectively as the Heroes.

  1. The Heroes play first. They mulligan, Scry, and draw as per usual.

  2. This format, as with two-headed giant, is verses. That means whoever plays first does not draw. These games are not multiplayer.

  3. The Heroes take two turns before The Horde plays. When playing solo, or with wraker decks, take three turns. Stronger decks should take one turn.

  4. All Heroes take their turn at the same time, as with two-headed giant.

    (Don't be silly and just all talk over each other. Let every player in order say what they will do that turn.)

  5. The Heros share a collective 20 life. If you are playing solo against The Horde, start with 30 life.

  6. When the Heroes deal damage to the Horde, that many cards are put into the Horde's graveyard from its library.

  7. The Heroes win if The Horde has no cards in its library, and no creatures on the battlefield.

Boost Cards

If you want to play against the Horde with stronger decks, you can use cards to boost its strength.

The following cards provide the boosts described.

Glenn, the Voice of Calm gives all Horde creatures Skulk.

Garruk, Apex Predator gives all Horde creatures +5/+5 and Trample.

Knight of the Ebon Legion gives all Horde creatures +3/+3 and Deathtouch.

Echoing Equation   lets all Horde creatures become a copy of the strongest Horde creature on the field.

Broken Ambitions choose a Hero each turn to Clash with the Horde, on the Horde's End Step. Who ever loses puts the top four cards of their library into their graveyard.

Captivating Glance choose a Hero each turn to Clash with the Horde, on the Horde's End Step. (That player must have control of at least one creature. If no player has any creatures, the Clash does not occur.) Who ever wins captures the most advantageous opponent creature.

Note only the Hero who Clashed with the Horde is effected by the penalty or benefit. They must be the player to put four cards into their graveyard. The Horde can only capture one of their creatures, and only they can capture a Horde creature.

It works well to roll dice to determine a random Hero to Clash with the Horde.

Use them like this:

  1. Sleeve them up in the same sleeves used for the rest of the Horde deck.

  2. Use a token, a land, or some other substitute for a double faced card, if you want to keep it in a clear sleeve.

  3. The Heroes need to discuss which card(s) they think should be used, to make things harder for the decks they are playing.

  4. The Heroes need to decide when they think the boost(s) should occur eg. After 15 cards have been played, then after another 15 cards, then after 5 cards.

    Try to be as strategic as possible. Think about it as though you are Sideboarding on behalf of the Horde.

  5. Shuffle the Horde, then position the boost card(s) where it has been decided.

  6. The Horde creatures then get the buff(s) indicated, once a card has been revealed.

  7. The boost cards are not part of the deck and, as such, don't go into the graveyard. As soon as they are turned over they go into the Boost Zone.

  8. Once a boost card is drawn, drawing cards from the Horde deck ceases, unless a Heroes' card calls for more draw.

  9. Each card in the Boost Zone stacks eg. If Glenn, the Voice of Calm and Garruk, Apex Predator are both in the Boost Zone, all Horde creatures have Skulk, +5/+5, and Trample.

  10. You can use none of the boosts, some of the boosts, or ALL of the boosts!


Notes for Heroes

  • When a card like Bloodthirsty Aerialist refers to you, it means the Player controlling it. It is THAT player who must contribute life to the the Heroes' collective life total, in order to put a +1/+1 counter on Bloodthirsty Aerialist

  • Savage Gorger is a different case. If ANY creature or non-creature spell deals damage to the Opponent, Savage Gorger will get a +1/+1 counter.


You can use boosts, or other rules, to make the Horde easier, or tougher eg. You can let the Horde play its first turn twice, or you can let the Heroes play first.

We encourage your play group to make up your own house rules.

There might be a decent drinking game in here if you have to take a sip every time a Goblin enters the battl-- no, that would just be too silly.


I am proud that this deck is part of the Horde Magic: Compendium

Thanks to xram666 for including it.

I hope you enjoy battling the Horde!

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Revision 11 See all

(11 months ago)

+2 Brash Taunter main
+1 Goblin Gathering main
Date added 4 years
Last updated 9 months
Legality

This deck is Casual legal.

Rarity (main - side)

8 - 2 Mythic Rares

32 - 2 Rares

0 - 1 Uncommons

20 - 1 Commons

Cards 60
Avg. CMC 4.07
Tokens Beast 3/3 B, Emblem Garruk, Apex Predator, Goblin 1/1 R
Folders 7. Horde / Co-op, 2. Casual
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