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Thieves Town (Horde deck)

Unknown*

Miryafa


This horde deck is designed to provide a different experience than the classic zombie horde. Players must work together to overcome this horde, but the horde will do its best to split them apart. Players will be pressured to leave mana unused, play fewer lands, and play as many spells as possible to reduce excess cards in hand, while at the same time holding up disruption for the horde’s more powerful cards...

Can you make it through Thieves Town?

(Warning: this horde deck is not fun.)

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This horde deck uses the following rules variants:

  • The wealthier you are, the bigger a crowd you draw: the horde reveals 1 card for every 4 lands the opposing team controls, rounded up.

    • High tier option: 1 card for every 4 mana the team can produce.
  • Watch yourself: The horde waits 1 turn before starting, rather than 3.

  • Reading the mark: Horde creatures do not have haste by default.

  • Eyes on the prize: Whenever the horde has a choice of targets that benefits it, it targets the cards with the highest converted mana cost that are still legal targets. If it would choose a card to lose, it chooses the one with the lowest converted mana cost. Players choose in case of a tie.

  • Put the loot in the bag: the horde doesn’t activate any abilities of permanents it controls.

Specific card rulings:

  • Decree of Pain always destroys.

  • Rix Maadi always discards.

  • Hostage Taker immediately casts any permanents it steals.

  • Hellkite Tyrant always targets the player with the most artifacts. Players choose in case of a tie.

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Date added 6 years
Last updated 5 years
Splash colors WRG
Legality

This deck is Unknown legal.

Rarity (main - side)

2 - 0 Mythic Rares

32 - 0 Rares

44 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 4.23
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