Alright, it's time I made a better description for this.
Rally the Horde
is a card that was printed in my favourite block, Kamigawa. In my young days of Magic I obviously thought it was absolute garbage... BUT! With the printing of the new "fakelnands", the landless strategies for modern suddenly became a lot better. So one day I was browsing some random stuff in Scryfall and came across this... And being the not-so-green player I was all those years ago I thought I'd give this a second look.
So, yea... the deck is made possible entirely because of the fakelands (the dual faced ones) and it is sort of a glass cannon. just straight up playing
Goblin Charbelcher
is arguibly better because it's a 1-card-combo instead of a 2-card-combo, but I want to play Rally the Horde.
The Strategy of the deck is: use the card selection to find 2 cards:
Rally the Horde
and
Burst of Speed
. This way you will self-mill (actually self-library-exile) with the rally and create something around 40-47 tokens usually... And the Burst of Speed wil give you the chance to swing for lethal in the same turn.
The reason this is such a glass cannon is exactly what I just described: you EXILE your own deck in exchange of an equal amount of 1/1 tokens. So if you don't kill the opponent that turn you will die to mill on the next turn.
VERSION A
In version A you can go with the Fae of wishes route.
Maindeck:
Sideboard:
This version opens up your possibilities to fight a variety of decks since you have access to a toolbox and you also can fetch a Goblin Charbelcher if you really need it. The downside is that Fae takes 4 mana to activate and that really hurts in a deck with so many taplands.
VERSION B
On version B you cut the Fae of Wishes and rely only in the card selection. This way you'll run a full set of both combo pieces in the maindeck but you can still sideboard 3-4 Goblin Charbelchers for Games 2/3.
But a nice twist for Version B is that I placed
Remand
s in the deck that give a tempo draw.
PLAYING THE DECK
The plan is pretty simple. You'll draw cards with
Opt
,
Sleight of Hand
and
Serum Visions
trying to assemble the best possible hand. I've found out this combo usually works around turns 5-6 which isn't that fast for modern, but there is a chance it'll work on turn 4 and there is also a godhand for turn 3 wins.
Always keep in mind that the fakelands aren't only lands. They have an actual spell attatched and it may be quite useful. silumdi vision is a 4-of because it allows to look for any of the parts of the combo during your opponent's turn.
Jwari Disruption
is a soft counterspell.
Beyeen Veil
can be used as a quasi-
Fog
in some cases.
Spikefield Hazard
is a soft exile removal that you can ping on
Kroxa, Titan of Death's Hunger
or
Uro, Titan of Nature's Wrath
to exile them instead of letting them go into the graveyard.
Shatterskull Smashing
is also removal.
Sea Gate Restoration
is, believe it or not, card draw! There has been an actual game that I only won because I cast Sea Gate Restoration through rituals, drew back into the combo and a couple rituals to combo off the following turn!
Valakut Awakening
is also a great card draw that lets you replace your whole hand if you need to while not diminishing the amount of cards in your deck (which is essential in this strategy since the more cards in deck, the more 1/1 tokens).
The ramp I've been toying with include Desperate Rituals because 2 of them in hand allow for 7 mana needed to combo. Also includes
Simian Spirit Guide
because it creates "gotcha" situations where you can cast a surprise
Remand
or
Jwari Disruption
to protect the combo. And
Talisman of Creativity
because it is reusable and it fixes the mana (it is also the only blue source in the deck in case you drop a
Blood Moon
).
The recommended order in which you play the lands should be (in most cases) the taplands first and the bolt lands last. The reason is that the taplands will always come in play tapped while the bolt lands (
Shatterskull Smashing
and
Sea Gate Restoration
) can come into play untapped. And this possibility of paying life for it entering untapped makes it so that you can combo the same turn you cast them instead of needing to wait for it to untap the following turn. There are some times that you'll feel tempted to play a bolt land first, but I'd suggest suppressing the temptation unless you really need to dig for an answer or race the other deck.
Also the reason I chose
Pyroclasm
for the sideboard is that
Thalia, Guardian of Thraben
and
Gaddock Teeg
need to be removed with the most speed and less mana possible (even more because most of the lands enter tapped, so maybe you cannot wait 1 turn for an
Anger of the Gods
).
For now that's it. I hope you enjoy and have nice topdeckings, everyone!