The fourth of my Super Hordes, the first being Super Horde Magic: Zombies. Look there to find a brief synopsis of this project as well as my recommended special rules for Super Horde as opposed to regular horde.
HORDE SPECIFIC RULES:
Obsidian Giant is this deck's token.
Earthquake is always played with X=# of survivors.
Anytime a creature the horde controls has vigilance and the horde is attacked, that creature tries to block the attacking creature with the greatest power among creatures it can block. If multiple creatures are tied for this, the horde determines randomly which to block. A horde creature with vigilance prefers to block an unblocked creature. If there are no unblocked creatures it can block, it tries to block the highest power attacker it can, as usual. In this, the horde creature with the greatest CMC picks its target first.
Primeval Titan's second ability does nothing.
Bloodfire Colossus uses its ability to sac itself whenever it would be removed from play.
Brion Stoutarm taps each turn to sac a token if possible. He is Guarded.
Arbor Colossus goes monstrous as it enters.
Hundred-Handed One goes Monstrous as it enters. When monstrous, it blocks every creature it can.
Stoneshock Giant goes Monstrous as it enters.
Where Ancients Tread always targets the Survivors' health.
Impelled Giant taps all giant tokens at the beginning of the Horde's turn, as long as Impelled Giant is able to attack this turn.
Sunrise Sovereign follows the usual Horde rule for commanders: When the Horde begins taking turns, it counts down each turn until the Horde is on its turn equal to its commander's mana cost, at which time the Horde plays its commander in addition to drawing normally. So on the Horde's sixth turn, it plays Sunrise Sovereign. If the commander is ever destroyed, exiled, tucked or otherwise made useless, it instead re-enters the command zone and is re-played in two turns. Sunrise Sovereign is Guarded.
Suggestions are very welcome!