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Author Topic: Horde Solitare - Comments  (Read 100 times)

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Horde Solitare - Comments
« on: February 23, 2024, 10:53:03 pm »

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Re: Horde Solitare - Comments
« Reply #1 on: February 23, 2024, 10:53:03 pm »
Based off of: https://www.quietspeculation.com/2011/09/horde-magic-a-new-way-to-play-magic-and-survive-zombie-invasions/

How to play:
Basic rules of Commander apply.

On each of The Horde's turns, the top card of their library is flipped over. If the card is a zombie token, then another is flipped over. Cards are flipped over until a non-token card is revealed. At that point, all of the tokens flipped this way are cast, and the non-token card is cast last.

All zombies have haste and must attack each turn if able. If The Horde is playing against more than one player or if you control a planeswalker, choose one player or planeswalker at random. All zombies attack that player or planeswalker.

The Horde loses when the deck runs out and it doesn't control any more zombies. The Horde has no life total. For each point of damage done to the Horde, the Horde mills one card off the top of it's deck.

The Horde takes all actions possible. If the decision costs mana, roll 1d20. The action succeeds if the result is greater than or equal to 8 + the CMC of said action. If The Horde is given a choice, make the decision as randomly as possible. If you return a permanent to the Horde's hand, it gets cast again on their next main phase. If you try to counter a spell by making it more expensive, like Mana Leak, use the d20 method mentioned above.

This deck starts with the commander in play. It does not attack or block. Because it is not a zombie, you do not have to kill it to win. Once on each if The Horde's turn, if the commander is in the command zone, roll 1d20. If the result is greater than 5 + the amount of times the commander has been removed, then the it is recast.

Let me know if you have any recommendations!