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Horde 2.0: Zendikar Eldrazi

Unknown Horde Magic

MagicalHacker

Creature (109)

Enchantment (3)


Here is my Zendikar Eldrazi deck for horde 2.0...


Horde deck construction:

  • Choose a creature subtype and a plane. The deck is constructed of one of each of all creatures with that subtype printed in a set on that plane and one of each other card that produces a token with that subtype printed in a set on that plane.

Gameplay rules:

  • The horde wins when all the players' life total reach zero, causes the horde to win, or all the players to lose. (Example: Hellkite Tyrant can win the horde the game.)
  • The players win when the horde has zero cards on the battlefield, in their hand, and in their library.
  • At the beginning of the game, the horde shuffles its deck, and puts the top X cards into their library and exiles the rest, where X is 10 times the number of players (not including itself). Then it draws seven cards, and plays with its hand revealed. Then it orders it from smallest Cmc to greatest Cmc. (Each card drawn afterwords gets added to this queue at the end.)
  • The horde always goes first.
  • These additional actions happen each upkeep: 1. If it is the horde's turn, they get a land counter. 2. The horde adds mana to his or her mana pool equal to the number of land counters it has. 3. Flip a coin for each activated ability they can activate in order of what creatures have entered the battlefield, and for each heads, the horde activates that ability and flips again for that ability if it can still be activated. 4. The horde casts creatures from their hand in order of the queue.
  • The horde has no life total, so whenever an effect would check its life total, it checks the total toughness of all creatures on the battlefield. (For example, Death's Shadow's toughness would always be equal to the total toughness of all other creatures subtracted from 13.)
  • If the horde would be dealt damage or lose life, instead that source deals that much damage to a creature the horde controls. If the horde would gain life, instead it gives that much extra toughness to a creature it controls.
  • All creatures the horde controls attack if able, starting with the newest creature. (Any player may block these creatures. The horde attacks the player with the highest total Cmc among permanents they control.)
  • The players' life total is the total of their starting life totals combined.
  • Whenever the players have lost an amount of life equal to what would be one player's starting life total, the player with the smallest total Cmc among permanents they control loses the game. (Lifegain cannot bring them back. This continues for each increment of "starting life totals". If that player cannot lose, the next player with the lowest total of Cmc among permanents they control loses instead.)
  • During its main phase, the horde will use as much of its mana to cast creatures from its hand in order. (Its mana is mana of any type/color.)
  • If the horde would gain/lose a land, instead it gains/loses land counters instead.
  • If the horde has to make any choices, it wants to choose the newest of the highest Cmc cards from the player with the highest Cmc total among his or her permanents with negative effects, it wants to avoid choosing all the highest Cmc then newest creatures it controls with negative effects, it wants to avoid giving positive effects to the highest Cmc and newest permanents and controlled by the players with the highest Cmc total among permanents they control, and it will make all other choices at random (coin flips used for the horde deciding whether or not to do a particular action; if the horde has to pick the value of X, it is randomized with a d10).

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Revision 3 See all

(9 years ago)

+1 All is Dust main
+1 Eldrazi Conscription main
+1 Eldrazi Monument main
+1 Not of this World main
+1 Skittering Invasion main