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I wanted to build a nontoken Horde deck to use against my Ravnica-themed Commander decks, and I decided it would be fitting to fill it with Gruul and Rakdos cards.

RULES

This is an archenemy format. The players start the game with a shared life total equal to 20 times the number of players, take their turn simultaneously (similar to the Two-Headed Giant format), and are always given the first turn. The End-Raze deck is self-piloted.

Randomly choose 30 cards from the End-Raze deck for each opponent; this becomes the Rioters' library. The Rioters begin the game with an emblem which reads: "At all times, your life total is equal to the number of cards in your library. You lose life in the form of putting that many cards from the top of your library into your graveyard, and you gain life in the form of putting that many cards from the bottom of your graveyard onto the bottom of your library; your life total can never be set to any amount. You do not draw seven cards at the start of the game and play with your hand revealed to all players, but you draw a card for each opponent during your draw step and have no maximum hand size. At the beginning of your upkeep, you get a mana counter. You have infinite mana of all types during your turn, but you can only spend mana equal to the number of mana counters you have on any one card. Creatures you control have haste, can't block, and attack each turn if able."

During each of their turns, the Rioters cast every card that they are able to cast from their hand, starting with the most expensive spell(s) (unless there is a compelling reason to play another card first). As long as they are able to pay the cost and provided the ability would have an effect (e.g. they won't repeatedly give a creature the same keyword ability), the Rioters will always activate the abilities on their cards, including the ones in their hand and graveyard. The Rioters' special mana pool is also used to pay for these abilities. Using Gruul War Plow as an example, the card could be cast as soon as the Rioters have 4 mana counters, but it's ability to become a creature wouldn't activate until the following turn unless the Rioters have 7 or more mana counters during the turn in which it is cast.

For each of their creatures, the Rioters have an equal chance of attacking the players or any planeswalker controlled by the players. The players are always attacked as a group, and any creature controlled by one of the players is allowed to block, even if the target is an another player's planeswalker. When assigning combat damage to blockers, the Rioters will always kill the maximum possible number of creatures. Further damage assignment decisions can be made by the players. If the Rioters sacrifice a creature, they always sacrifice the creature with the lowest power. Should the Rioters be forced to make any other type of decision, the players must agree on the optimal decision for them. While it isn't relevant for any of the decks I constructed, the Rioters do not vote.

The players win if the Rioters have no cards left in their library, and the players lose if their life total reaches zero.

As a final note, the following types of cards should probably not be used against this deck: 1. Any cards that would eliminate the Rioters' entire library with little to no effort, like Syr Konrad, the Grim from The Golgari Swarm or Consuming Aberration, Duskmantle Guildmage, Mind Grind, and Mirko Vosk, Mind Drinker from House Dimir 2. Any permanents that would prevent the Rioters from attacking, like Blazing Archon and Silent Arbiter from The Azorius Senate 3. Any permanents that would prevent the Rioters from dealing damage or otherwise winning the game, like Solitary Confinement or Platinum Angel 4. Any cards that would interfere with the Rioters' mana counters, like Solemnity and Suncleanser

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Date added 3 years
Last updated 3 years
Legality

This deck is Custom legal.

Rarity (main - side)

11 - 0 Mythic Rares

48 - 0 Rares

36 - 0 Uncommons

25 - 0 Commons

Cards 120
Avg. CMC 3.88
Tokens Centaur 3/3 G, Copy Clone, Goblin 1/1 R, Zombie 2/2 B, Zombie Army 0/0 B
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