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PVE Zombie Horde

Custom

Hexi180


Version 3.1

This is a list for a Zombie Horde PVE Deck. Recommended 4 Players FACTIONS:

  • The Horde: The deck (List provided, plus 80 Zombie Tokens) that runs autonomously.

  • The Survivors: The players with their own EDH Decks playing Two-Headed Giant(ish)

WIN-CON:

  • The Horde wins if The Survivors' group life total is reduced to zero or below.

  • The Survivors win if The Horde has no cards in its library, and no creatures on the battlefield. (Alternate Win Cons will remove the player that activated it from the game, symbolizing they "Planeswalked" away, reducing the survivors life total by 30)

  • Auto-win abilities of cards work like the following:

The Survivor Wins

The sources controller planeswalks away and the survivors lose life equal to the amount of life they contributed at the beginning of the game.

HORDE'S TURN:

  • Untap: Proceeds as normal Untap Phase.

  • Upkeep: Proceeds as normal Upkeep Phase.

  • Draw: The Horde's draw turn works similarly to Cumulative Upkeeps effects that cap at 3 with the following effect: Cards are revealed off of the top of the Horde deck, until X non-Tokens, are revealed. Place all Tokens revealed this way onto the Battlefield under the Horde's control, then cast all spells in the Order they were revealed. If an effect makes the Horde Draw additional card during Draw Step the Horde will get +1 to its Reveal for each additional Draw.

  • Horde Casts all cards in "Hand" in a random Order.

  • All Valid cards in the Horde's Graveyard are cast (Cards can only be cast this way if it has an ability that states this effect, i.e.: Gravecrawler).

  • All Cards with Flashback in the Horde's graveyard will be cast for its Flashback Cost.

  • All cards with activated recursion abilities (i.e Narfi, Betrayer King) in the Hordes Graveyard will be activated starting with the top most card.

  • If The Scarab God is on the Field his ability will activate once for each Valid Target. If one activation is countered, it is only countered for that target this turn. The Scarab God will then continue targeting all remaining Valid Targets. Gray Merchant of Asphodel will be the last target of this ability, if it is a legal target.

  • All Cards with Unearth are activated, Gray Merchant of Asphodel will enter the battlefield last with this ability.

  • Combat: All Zombies in the Horde have "Haste" and "This creature must attack each combat, if able." The Scarab God is never a Zombie.

  • End Turn.

RULES FOR THE HORDE:

  • The Scarab God starts in the Command Zone

  • The Horde has no player, it pilots itself. For this reason it cannot be targeted. Unless The Scarab God is on the Field.

  • Any choice The Horde must make, it will be made as randomly as possible, if unable to make a random choice, the Survivors will make a conscious choice.

  • The Horde has an infinite amount of Mana of all colors and types at all times. This Mana is NEVER affected by Mana Burn.

  • All creatures controlled by The Horde (Except The Scarab God) have Haste and "This creature must attack each turn if able.", and are Zombies in addition to their other creature types.

  • The Horde has no life total. Damage dealt to The Horde, and any life it loses causes that many cards from the top of The Horde's library to be put into its graveyard.

  • When Attacking the Horde attacks the Survivors as a whole, not individual players. Players choose how they want to block as a team.

RULES FOR THE SURVIVORS:

  • The Survivors have three turns to set their defenses before The Horde gets its first turn. Then turns alternate like normal. The number of turns can be changed if the survivors would like more of a challenge.

  • Like in Two-Headed Giant, The Survivors are a team and all take their turn simultaneously. The Survivors attack and block as a team.

  • Players use Partial Paris Muligan Rules, first one is free.

  • Each Survivor contributes 30 life to the group life total.

  • When Attacking the Horde the Players may choose to forgo the damage from X attacking creatures to exile X cards from the Hordes Graveyard. This does not target the "Horde" as a whole so it can be done even when The Scarab God is not on the field.

LEADERBOARD MODE:

  • Single Player attempting to Survive the Horde as long as possible, Starting with a life total of 60.

  • Horde Deck plays at full power to include all Generals and all 80 Zombie Tokens, except the The Scarab God, and Allied Cards.

  • Horde starts its first turn after the Players 3rd Turn.

  • The horde draws/reveals cards from the top of its deck equal to the number of turns it has taken.

  • Horde reveals up to a max of 3 cards, during its Draw/Reveal/Cast Phase.

SPECIAL RULES (The following Section also includes similar Cards/Spells/Effects):

  • The Scarab God : The Scarab God is the one who brought about the Zombie Apocalypse. When on the Field the Horde is treated as a Player. At the beginning of the Horde's turn after revealing/casting, but before attacking, if there are X Zombie Creature Cards (non-Token) The Scarab God will be cast from the Command Zone. X equals The Scarab God's CMC, plus Commander tax, and any other additional costs that may be associated with it. When on the battlefield, during each of its turns before Combat, The Scarab God will activate its ability once per Creature Card in each graveyard, that is a Valid Target.

  • Undead Alchemist : Since Survivor's Life totals are shared, the Survivors will Mill X cards distributed as evenly as possible, X Equals the total combat damage done. Survivors choose who mills any extra cards

  • Fleshbag Marauder : The Horde will always sacrifice according to the Sacrifice Priority List, found later in the description.

  • Athreos, God of Passage: If controlled by a Survivor, ability will "Fizzle" from the stack unless The Scarab God is on the Battlefield, in which case the card that triggered the ability will be returned to the Owner's hand.

  • Tasigur, the Golden Fang: Other Survivors are legal targets of Tasigur's Ability.

  • Cards that deal with Voting: Survivors can choose which effect will take place. If a decision cannot be made, the horde will be the tie breaker decided as Randomly as Possible.

  • If an effect would give the Horde the option to pay any amount of mana, i.e. Kazuul, Tyrant of the Cliffs, horde will pay with its infinite amount of mana that it has. Except for Cards that has the following Mechanics: Assist, Join Forces

HORDE GENERALS:

  • Polukranos, Unchained: When activating escape costs, creatures will be exiled from the graveyard starting with the lowest CMC first.

  • Josu Vess, Lich Knight: When casting spells with a kicker cost that is only a mana cost, the cost will be paid in full.

  • Thraximundar : Since individual players are not attacked, Thraximundar's ability will cause each Survivor to sacrifice a Creature.

  • Sedris, the Traitor King : Since the Horde has infinite mana at all times, Sidris's ability will return all legal targets from the Horde's graveyard to the battlefield on each of the Horde's Turns before it attacks.

  • God-Eternal Oketra : Her recursion ability will act the same as in a normal game of magic. Leaving the only sure way to get rid of her is, Countering her on cast or exiling from the graveyard in response to her ability triggering.

  • Geth, Lord of the Vault: Once per turn Geth's ability will trigger only once per Survivor's Graveyard targeting a legal target with the highest CMC in each player's graveyard.

  • Acererak the Archlich: Acererak will trigger venturing into card: Tomb of Annihilation.Continuing down the following paths: Trapped Entry; Veils of Fear; Sandfall Cell; Cradle of the Death God.

  • Narfi, Betrayer King: King Narfi will return himself to the field before The Scarab God's ability is put onto the stack.

  • Nekusar, the Mindrazer: Allows the Horde to have an Additional Cast Per Turn. Horde will Mill 1 card per Draw.

  • Storrev, Devkarin Lich: Recurs creatures from the graveyard according to the Recursion Priority Table.

  • Wilhelt, the Rotcleaver: At the beginning of the hordes end step Wilhelt's last ability will trigger sacrificing according the the Horde's Sacrifice table then drawing a card that it will cast on its next turn.

ALLIED CARDS, Signifying Rare Events that are in the Survivors Favor (The Horde Never Gains the Benefit from Allied Cards) Not Currently played in Leaderboard:

HORDE'S SACRIFICE PRIORITY TABLE:

  • The Horde will sacrifice creatures according to the following Chart Cards higher on the list has a Higher Priority:

  • Unearthed Creatures have the highest Sacrifice Priority Starting with the Lowest CMC. Then Moving onto the rest of the table.

  • Gravecrawler

  • Rotting Rats

  • Basic 2/2 Zombies

  • Rest of the Non-General Zombies starting with the Lowest CMC.

  • Narfi, Betrayer King

  • God-Eternal Oketra

  • Polukranos, Unchained

  • The rest of the Zombie Generals Starting with the Lowest CMC.

  • The Scarab God Will always be the last Creature the Horde Sacrifices.

RECURSION PRIORITY TABLE

If the Horde is forced to skip phases, it skips them in the following order:

  • Main Phase
  • Untap
  • Draw
  • Combat

BANNED\RESTRICTED\GLOBAL EFFECTS (If you draw one of the following cards Remove it from the Game and Draw another Card)

  • The intent of the Horde Banned list is to remove any cards that stop the Horde with little assistance

  • Current EDH Banned List

  • Syr Konrad, the Grim: Can potentially deck the Horde in 1 turn with just a few mana.

  • Blazing Archon: Prevents the Horde from performing a necessary action (Combat).

  • Solemnity: Can cause to many hard locks. I.E. Decree of Silence.

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Casual

86% Competitive

Date added 3 years
Last updated 2 months
Legality

This deck is Custom legal.

Rarity (main - side)

11 - 0 Mythic Rares

51 - 0 Rares

23 - 0 Uncommons

74 - 0 Commons

Cards 159
Avg. CMC 3.61
Tokens Copy Clone, Dungeon: Dungeon of the Mad Mage, Dungeon: Lost Mine of Phandelver, Dungeon: Tomb of Annihilation, Goblin 1/1 R, Skeleton 1/1 B, Soldier 1/1 W, The Atropal, Treasure, Zombie 2/2 B, Zombie Army 0/0 B, Zombie Knight 2/2 B, Zombie Warrior 4/4 B
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