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Kheru Lich Lord’s Forbidden Crypt Horde Rules
Each player contributes 20 life to the starting total. Remove 20 random cards from the horde deck for each player fewer than four on the team.
After drawing opening hands, the players and the horde begin the game with their libraries in their graveyards in random order. When drawing for turn, each player shuffles their graveyard and puts the top card into their hand. For other draws, follow Forbidden Crypt’s rules and return a card from your graveyard to your hand instead.
When damage is dealt to the horde, mill a number of cards from the horde deck equal to the amount of damage dealt.
Players achieve victory when the horde deck has no cards remaining in its library, no cards in hand, and no creatures on the battlefield.
Players are defeated when their life total is reduced to 0.
Special Card Rules
Kheru Lich Lord activates its ability by shuffling its graveyard then revealing cards until a non-token creature is revealed. Return that creature from the graveyard to the battlefield. Instead of exiling it at the end step, it gains Fading 0. For each Dark Ritual in the command zone, activate its ability an additional time. For each artifact and enchantment the horde controls, add 1 to the number of vanishing counters the returned creature receives.
Forbidden Crypt begins the game in the horde’s command zone, and its abilities trigger from there. It is an enchant world and applies to all players.
When Dark Ritual is revealed, put it into the horde’s command zone instead of casting it.
Quest for Ancient Secrets is a chance for the players to escape the effects of the Forbidden Crypt. Whenever a permanent card would have been put into the horde’s graveyard (Forbidden Crypt notwithstanding), put a quest counter on Quest for Ancient Secrets. Any player may remove 5 quest counters to shuffle their own graveyards into their library. From then on, they will not be affected by either of Forbidden Crypt’s effects. They may then sacrifice Quest for Ancient Secrets if they choose.
Sphinx-Bone Wand will only target the players.
Lazotep Plating lasts until the beginning of the horde’s next turn.
The horde will hold Negate, Remove Soul, and Rakshasa’s Disdain in hand and cast them on the first valid target.
For each Zombie Army token revealed at the beginning of the horde’s turn, put a +1/+1 counter on an army controlled by the horde (create one if there is no army in play). If there is more than one army in play, put the counter on the largest army with fewer than 10 counters. If adding a +1/+1 counter to a Zombie Army token would make it have more than 10, add the counter to the next largest army or create a new army and put the counter on that token.
Zombie Warrior tokens attack and block each combat if possible.
When the players are dealt damage by Zombie Cannibal, they each shuffle their graveyards then exile the top card.
Rakshasa Vizier’s ability triggers when a card is put into exile from anywhere.
Sentry of the Underworld will never attack, will always block the creature with the highest available power, and will regenerate if possible.
Playing the Horde’s Turn
At the beginning of the game, the horde draws 7 cards and plays all permanents. Then, the horde skips its next 3 turns before beginning its play.
At the beginning of the horde's turn, shuffle its graveyard and reveal cards from the top until a non-token card is revealed.
Then, all of the tokens are put into play and the card is cast.
Then, the horde will play any cards in its hand and any cards in its graveyard that can be played from that zone.
Kheru Lich Lord will activate its ability.
Then, any abilities of other permanents on the battlefield will be activated if there are valid targets.
When choosing between multiple targets, the horde uses the following priorities:
-- For discard, target the player with the greatest number of cards in hand
-- For permanent destruction, target the permanent with the highest converted mana cost
-- For creature sacrifice, sacrifice the creature with the lowest converted mana cost
-- For graveyard recursion, target the creature with the highest converted mana cost
The horde will not cast spells or activate abilities at any other point in its turn.
The horde deck may activate any ability it controls without paying any associated mana costs. If required to pay additional costs controlled by a player (e.g. Mana Leak), it may pay any costs less than or equal to the number of +1/+1 counters on army tokens controlled by the horde.
All non-skeleton creatures the horde controls attack each turn if able. Any planeswalkers must be attacked with the minimum number of creatures possessing total power enough to deal lethal damage, with priority given to creatures with afflict. All others must attack the players.
Zombie Warriors will attack and block each combat if possible.
Skeletons will never attack, will always block the creature with the highest available power, and will regenerate if possible.
Rule Variations
Increase difficulty by making the following rule changes or card swaps:
-- Reduce the number of turns before the horde begins attacking
-- Reveal cards equal to the turn number instead of until hitting a non-token card
-- When returning a card to your hand with Forbidden Crypt’s ability, shuffle your library and return a card from among the top 10
-- Sentry of the Underworld attacks and blocks each combat if possible
-- If an army would be dealt damage, prevent that damage and remove a +1/+1 counter
-- Replace Havoc Demon with Vulturous Zombie
Reduce difficulty by making the following rule changes or card swaps:
-- Creature abilities cannot be activated
-- Zombie Warrior tokens do not attack
-- Army tokens take damage as lost +1/+1 counters
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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» | Revision 13 | June 6, 2022 | Valmias | |||
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Revision 1 | June 5, 2022 | Valmias |