The Horde
This deck is called the Horde.
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Shuffle the Horde and place its cards in a face down pile.
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The Horde plays second.
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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.
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All Creatures that enters the field have Haste and "This Creature attacks each turn if able", except for special cases like Brash Taunter.
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Always make the best play for the Horde, in consultation with the other Heroes.
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The Horde may attack either the Heroes' life total, or their Planeswalker(s), as it chooses.
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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.
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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.
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Follow the first ability.
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At the beginning of your turn play an additional card. (This does not happen the turn it enters the field.)
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Ignore the third ability.
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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.
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The Heroes play first. They mulligan, Scry, and draw as per usual.
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This format, as with two-headed giant, is verses. That means whoever plays first does not draw. These games are not multiplayer.
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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.
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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.)
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The Heros share a collective 20 life. If you are playing solo against The Horde, start with 30 life.
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When the Heroes deal damage to the Horde, that many cards are put into the Horde's graveyard from its library.
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The Heroes win if The Horde has no cards in its library, and no creatures on the battlefield.