A Rakdos themed Horde list. There are a bunch of instant kills in this one so you need to run plenty of counters and kill spells. Note that Rix Maadi Guildmage in a Horde deck effectively says: "Whenever a targetable creature blocks, it dies. Whenever the players lose life, if they are targetable, they die."
Tokens, listed in sideboard, are as follows:
Walking Corpse = black zombie, 2/2
Tombstalker = black demon or red dragon, 5/5 flying
Bonebreaker Giant = red hellion, 4/4
Vraska = Vraska's assassin token, 1/1 with phage-touch
Bog Imp = black harpy / black bat, 1/1 flying
Horde rules:
Horde is a casual format where 1 to 4 players cooperate to survive and ultimately defeat a flood of mindless monsters. Players play as an N-headed giant with 60 life. They can use EDH decks or regular decks. In my experience this particular horde deck is about right for a team of 3 EDH decks. Players have three consecutive turns to establish defenses, then the Horde gets its first turn.
On the Horde's turn, it reveals cards from the top of its deck until it reveals a non-token card. All tokens and emblems revealed this way come into play, then the spell is cast. Then the Horde moves to combat. Horde creatures have haste and attack each turn if able. They don't block unless they are somehow forced to.
The Horde has infinite life. However, for each point of damage or life loss you inflict on the Horde, the Horde deck mills a card. Other spells or abilities that would cause the Horde to mill or discard have no effect. If the Horde would gain N life, instead prevent the next N damage that would be dealt to it. If the Horde flips up an emblem, the emblem is placed on the battlefield and treated as an enchantment artifact.
The Horde has infinite mana and pays all optional costs. It regenerates all creatures if able, activates repeatable abilities as many times as it reasonably can, and pays all Rhystic Study triggers. All spells are kicked, fused, overloaded, etc. If it casts an X-costing spell, X is infinity. If something is bounced to the Horde's hand, it is cast at the beginning of the Horde's next main phase. The Horde deck was built so it wouldn't have to make decisions. If the Horde is forced to make a decision, it picks the obvious choice (e.g., Chainer's Edict causes the Horde to sac its smallest creature). If there isn't an obvious choice, then it chooses at random from among the reasonable choices (e.g., if the Horde casts Wit's End, it chooses from among the players with cards in hand).
The players win when every creature from the Horde deck is in the graveyard or exile. The Horde wins if it kills the players.