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Horde Deck: Kookus's Warband (Card List)

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Kookus’s Warband 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.
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


Kookus begins the game in the horde’s command zone. When the first Keeper of Kookus enters the battlefield, put Kookus into play from the command zone. Kookus’s +1/+0 ability applies to all creatures controlled by the horde and can be activated a number of times equal to the number of Keepers of Kookus on the battlefield or in the command zone plus the number of age counters on Braid of Fire. At the end of any turn, if there is no Keeper of Kookus in play, return Kookus to the command zone.

Keeper of Kookus always has protection from red. If it would be put into the graveyard from play, instead it is put into the horde’s command zone.

Mana from Braid of Fire does not empty between steps and phases and can only be spent to activate Kookus’s ability (i.e., if Kookus is in play, Braid of fire will add an additional +1/+0 to each creature equal to the number of age counters on it).

Goblin Shrine is a non-aura enchantment.

If Total War is in play, all creatures controlled by the horde will attack if able, regardless of horde AI.

Since any player may elect to take the damage, Browbeat does not require consensus from the players.

Structural Collapse and Flame Wave each target a player at random.

Goblin Chirurgeon activates its ability once each turn. It sacrifices the goblin with the lowest converted mana cost (saving itself for last) and targets the creature with the highest converted mana cost.

Skirk Drill Sergeant activates its ability once each turn.

Goblin Trashmaster activates its ability before combat once on each of the horde’s turns. It sacrifices the goblin with the lowest converted mana cost (saving itself for last) and targets the artifact with the highest converted mana cost.

Mudbutton Torchrunner only targets players.

Instead of putting 4 faeries into play, Hunted Troll puts one faerie into play for each player.

At the beginning of combat on the horde's turn, Stone Giant targets a creature at random from among creatures that can attack.

Turret Ogre deals 2 damage for each player, for a possible total of 8 damage to the shared life total.

Goblin Dark Dwellers targets a card at random.

Stoneshock Giant becomes monstrous the turn after it comes into play.

Fleshpulper giant targets a creature at random from among creatures controlled by players. If the players control no valid targets, select randomly from among valid goblins controlled by the horde.

Trolls do not attack and can regenerate once per turn, plus once more for each Keeper of Kookus in play or in the command zone.

Goblin Mutant and Orgg will do the best they can, sometimes attacking and sometimes blocking.


Playing the Horde’s Turn


At the beginning of the game, the horde draws 7 cards and plays all creatures. Then, the horde skips its next 3 turns before beginning its play.

At the beginning of the horde's turn, reveal cards from the top its library until a card with rules text is revealed.
Then, all of the revealed cards are cast.
Then, the horde will play any cards in its hand and any cards in its graveyard that can be played from that zone.

The horde will not cast spells 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 creatures with no rules text controlled by the horde.

Creatures the horde controls have haste and must attack each turn if able (with the exceptions below). Any planeswalkers must be attacked with the minimum number of creatures possessing total power enough to deal lethal damage. All others must attack the players.

Trolls will never attack, will always block the creature with the highest available power, and will regenerate if possible.
Goblin Chirurgeon will not attack or block.


Rule Variations


Increase difficulty by making the following rule changes or card swaps:
-- Reduce the number of turns before the horde begins attacking
-- Mill cards equal to the turn number instead of until hitting a card with rules text
-- Structural Collapse and Flame Wave target each player
-- Activate Goblin Trashmaster’s ability on each pre-combat main phase (including the players’)
-- Goblins may activate their abilities a number of times equal to the number of Keepers of Kookus in play or in the command zone (Goblin Chirurgeon, Skirk Sergeant, Goblin Trashmaster).
-- Trolls can regenerate an unlimited number of times per turn.
-- Replace all trolls with Trestle Troll

Reduce difficulty by making the following rule changes or card swaps:
-- Non-Kookus creature abilities cannot be activated
-- Trolls can only regenerate once per turn (or cannot regenerate)
-- Trolls attack instead of blocking if possible

Turn: Your life: Opponent's life: Poison counters:
Hand (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

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