You are the monsters, and it seems that the local inquisitors and townsfolk want you all gone. Fight for your life, and eradicate the town so you can live in peace.

This is a modified version of horde magic made to be played on a budget with preconstructed decks. Feel free to create more decks, or use some old favorites. Let me know how you have taken on the horde.

Game Setup

  • Shuffle the 100 card horde deck, and divide it into two facedown piles. One pile should have 25 cards for each player. This is the main horde deck. The other deck contains the reinforcements (see below), and won't be used until later.
  • Each player chooses a preconstructed deck, or brings one of their own. Shuffle up, Mulligan, and prepare to play. Multiplayer London mulligan rules apply (even when playing alone).
  • The monsters share a life total. For each player, add 20 to that shared total. (More info on combat below)
  • The monsters win when the horde is gone

Playing the Game:

  • Monsters take the first turn at the same time. The horde goes second. (draw on the first turn, even when playing alone)
  • Monsters do have a setup period, but be warned: the townsfolk are already starting to seek you out. Once they start seeing monsters they'll come in greater numbers. (More info on setup below)
  • When attacking, players choose how the horde blocks their creatures. Blocks must still be legal.
  • Damage or loss of life to the horde is dealt by putting that many cards from the horde deck into the graveyard. The life total of the horde is equal to the cards in its deck.
  • The Monsters win when the horde has no cards in the deck or creatures on the field.

Piloting the Horde

  • Until a player plays their first spell, the horde begins in setup mode. The horde will play 1 card per turn, and otherwise interact with the game as normal.
  • The setup phase ends when any player plays a spell, has 3 lands in play, or discards a card.
  • The horde takes its turn by revealing and casting 1 card from its deck for each turn it has taken after the last turn in the setup phase. Then it plays all cards in its hand (and graveyard), then it activates any abilities. Repeat these steps until it runs out of cards and abilities. After this the horde attacks, and may attempt to play cards from its hand or graveyard again.
  • Choices made by the horde are as random as possible
  • The horde plays with its hand revealed
  • The horde has infinite mana to cast spells and activate abilities, and will cast a card or activate an ability as soon as it can.
  • The horde must attack each turn if able. Creatures follow normal summoning sickness rules. Any monster may block any horde member.
  • When the horde gains any amount of life, put 1 card from the facedown pile on the bottom of the deck. If the facedown pile is empty, place the bottom card of the graveyard on the bottom of the deck

Difficulty Modifications:

  • Split life totals among players. The horde attacks a random one each turn. Players can still block for each other.
  • End the setup phase sooner, or make it easier.

Other Notes

  • Monarch: If a creature deals damage to the horde, that creature's owner becomes the monarch. If more than one creatures owned by different players deal damage to the horde at the same time, the owners of those creatures choose who gets the monarchy. If the horde deals damage to the shared life pool, it becomes the monarch. Multiple players cannot be the monarch at the same time. -Magus of the tabernacle: The horde will always pay for this card.

Current planned decks:

  • R/B Vampires:Surgical threat removal and lifegain
  • R/G Werewolves: Offence and Combat interaction
  • U/W Spirits: Early game control and defense
  • B/U Necromancer/Stitcher: Jack of all trades. May give this one a commander

Potential Additional Decks in no particular order:

  • Merfolk
  • Angry Humans
  • Monsters
  • Sea-Creatures
  • Beasts/Nature/Non-Human
  • Elementals
  • Warlock Commander (spellslinger)
  • Spirits
  • Dragons
  • Phyrexians
  • Eldrazi
  • Goblins
  • Mill
  • Elves
  • Spiders
  • Mad cultists (threaten + sac)
  • Seeing Witch (Lantern Control)
  • Non-Human tribal

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Date added 5 years
Last updated 5 years
Legality

This deck is Casual legal.

Rarity (main - side)

1 - 0 Mythic Rares

28 - 0 Rares

35 - 0 Uncommons

36 - 0 Commons

Cards 100
Avg. CMC 2.78
Tokens Clue, Copy Clone, Human 1/1 R, Human 1/1 W, Human Cleric 1/1 BW, The Monarch
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