92
3/22/2025
ZOMBIE HORDE TOWER (rules in description)
Deck Size: 130
Custom
Legal
Est deck cost: $273.78
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92
3/22/2025
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Creature

Qty: 96 Price: $95.42
Acererak the Archlich

When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon. Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.

Creature
Acererak the Archlich (afr) 87
Death Baron

Skeletons you control and other Zombies you control get +1/+1 and have deathtouch. (Any amount of damage they deal to a creature is enough to destroy it.)

Creature
Death Baron (mic) 111
Diregraf Captain

Deathtouch Other Zombie creatures you control get +1/+1. Whenever another Zombie you control dies, target opponent loses 1 life.

Creature
Diregraf Captain (scd) 224
Grave Titan

Deathtouch Whenever this creature enters or attacks, create two 2/2 black Zombie creature tokens.

Creature
Grave Titan (drc) 42
Headless Rider

Whenever this creature or another nontoken Zombie you control dies, create a 2/2 black Zombie creature token.

Creature
Headless Rider (vow) 118
Infectious Horror

Whenever this creature attacks, each opponent loses 2 life.

Creature
Infectious Horror (m19) 101
Josu Vess, Lich Knight

Kicker {5}{B} (You may pay an additional {5}{B} as you cast this spell.) Menace When Josu Vess enters, if it was kicked, create eight 2/2 black Zombie Knight creature tokens with menace.

Creature
Josu Vess, Lich Knight (moc) 253
Lord of the Accursed

Other Zombies you control get +1/+1. {1}{B}, {T}: All Zombies gain menace until end of turn.

Creature
Lord of the Accursed (j22) 69
Maalfeld Twins

When this creature dies, create two 2/2 black Zombie creature tokens.

Creature
Maalfeld Twins (j22) 438
Mikaeus, the Unhallowed

Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a Human deals damage to you, destroy it. Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Creature
Mikaeus, the Unhallowed (cmm) 173
Nekusar, the Mindrazer

At the beginning of each player's draw step, that player draws an additional card. Whenever an opponent draws a card, Nekusar deals 1 damage to that player.

Creature
Nekusar, the Mindrazer (cmr) 529
Noxious Ghoul

Whenever this creature or another Zombie enters, all non-Zombie creatures get -1/-1 until end of turn.

Creature
Noxious Ghoul (plst) LGN-77
Syr Konrad, the Grim

Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent. {1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)

Creature
Syr Konrad, the Grim (dsc) 158
Thraximundar

Haste Whenever Thraximundar attacks, defending player sacrifices a creature of their choice. Whenever a player sacrifices a creature, you may put a +1/+1 counter on Thraximundar.

Creature
Thraximundar (2x2) 287
Zombie

Creature Token
Zombie (tdft) 3
Zombie Giant

Creature Token
Zombie Giant (tbbd) 4

Creature

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Enchantment

Qty: 11 Price: $89.79
Decree of Silence

Whenever an opponent casts a spell, counter that spell and put a depletion counter on this enchantment. If there are three or more depletion counters on this enchantment, sacrifice it. Cycling {4}{U}{U} ({4}{U}{U}, Discard this card: Draw a card.) When you cycle this card, you may counter target spell.

Enchantment
Decree of Silence (scg) 32
Forsaken Wastes

Players can't gain life. At the beginning of each player's upkeep, that player loses 1 life. Whenever this enchantment becomes the target of a spell, that spell's controller loses 5 life.

Enchantment
Forsaken Wastes (mir) 125
Ghostly Prison

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Ghostly Prison (tdc) 116
Open the Graves

Whenever a nontoken creature you control dies, create a 2/2 black Zombie creature token.

Enchantment
Open the Graves (scd) 97
Painful Quandary

Whenever an opponent casts a spell, that player loses 5 life unless they discard a card.

Enchantment
Painful Quandary (fdn) 179

Enchantment

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Instant

Qty: 10 Price: $24.90
Crackling Doom

Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.

Instant
Crackling Doom (c20) 205
Sudden Spoiling

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.

Instant
Sudden Spoiling (tsr) 144
Time Stop

End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)

Instant
Time Stop (fdn) 166

Instant

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Sorcery

Qty: 13 Price: $63.67
Army of the Damned

Create thirteen tapped 2/2 black Zombie creature tokens. Flashback {7}{B}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Army of the Damned (j25) 399
Plague Wind

Destroy all creatures you don't control. They can't be regenerated.

Sorcery
Plague Wind (a25) 102
Syphon Flesh

Each other player sacrifices a creature. You create a 2/2 black Zombie creature token for each creature sacrificed this way.

Sorcery
Syphon Flesh (scd) 110
Syphon Mind

Each other player discards a card. You draw a card for each card discarded this way.

Sorcery
Syphon Mind (scd) 111
Temporal Extortion

When you cast this spell, any player may pay half their life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one.

Sorcery
Temporal Extortion (plc) 81

Sorcery

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Deck Info

Deck stats

7 pips - 7 cards
0 mana - 0 cards
13 pips - 8 cards
0 mana - 0 cards
82 pips - 52 cards
0 mana - 0 cards
6 pips - 6 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
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Description

{"ops":[{"insert":"This deck is designed as a variant to the format \"Horde Magic\", where players fight cooperatively against an automated deck. My tower will feature accompanied decks designed specifically to fight it. \n\n**Although with my own twists, my tower, and especially its rules are inspired by** [[LuckyLooter]]'s **tower:**\n[Lucky Looter's Zombie Horde] "},{"attributes":{"link":"https://tappedout.net/mtg-decks/the-zombie-horde-25-01-14-1/?fbclid=IwAR0dvt80d5ukJIQ1Yj3On6ikJochNqFDU-sY2XikpxTP9sSLRLjGn3tIHvg"},"insert":"https://tappedout.net/mtg-decks/the-zombie-horde-25-01-14-1/?fbclid=IwAR0dvt80d5ukJIQ1Yj3On6ikJochNqFDU-sY2XikpxTP9sSLRLjGn3tIHvg"},{"insert":"\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"**Survivor Rules**"},{"insert":"\n\n- Before the tower takes its first turn, the players (survivors) get three turns to prepare. (The tower skips its first three turns.)\n\n- Survivors share a single life total, and each player contributes 20 life to that total. Any effect that would cause a single player to lose life affects that life total individually. (For example, if Syr Konrad, th Grim is fighting four survivors and sees a creature die, he will deal 1 damage to each survivor, causing their shared life total to drop by 4 life.) The tower attacks the shared life total, not an individual player.\n\n- Because the tower does not attack any specific player, any survivor creature can block as though its controller were the attack target. The tower cares about killing that single life total, and the players care about defending it.\n\n- Survivors share the same turn, taking each phase of that turn at the same time.\n\n- The survivors win when the horde has no library and controls no creatures. Any loss of life that the tower receives is milled from the tower instead. (If the tower is hit by three 2/2s, it is milled 6 cards.)\n\n- Each player's deck comes with a class card and a utility artifact card. These cards are treated as commanders. (This is something for flavor with my towers, and not a traditional horde tower gimmick.) In addition to commanders, players are given a free \"Dungeoneer's Pack\". Players will begin with this artifact in play at the beginning of the game. \"Taking the initiative\" has no function within tower games. \n\n- Soulbond creatures can bond with any creature the team controls, rather than it's controller.\n\n- at the end of the survivors turn, players may distribute any number of noncreature artifact tokens they control to any of their allies. (Food, clues, treasure, and so on.)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"**The Tower's Turn**"},{"insert":"\n\n**Simplified-**\n\"Untap, Upkeep, Tower flips, empties hand, combat, clean up, pass the turn.\"\n\nThe Tower's turn is autonomously played by the group. If the tower would be forced to choose, the party votes for the outcome. \n\n**Opening phase** \n\n- Untap, upkeep, flip, play hand. The horde untaps each of its permanents, then completes it's upkeep processes, if any. The order that triggers resolve are determined by the party.\n\n- The horde tower flips X+1 cards off the top of its library one card at a time, where X is the number of survivors against it. Each card flipped this way it is cast without paying its costs. Treat tokens as though they are creature spells. If a permanent entering the battlefield or a spell resolving would cause other abilities to trigger, perform those triggers before moving on to the next card cast. (An example would be Grave Titan entering the battlefield and creating two zombie tokens before moving to the next flip.) \n\n- Then, if the horde tower has any cards in hand, a player plays those cards one at a time until the towers hand is empty.\n\n- After the hand is empty, the tower will activate any activated ability of permanents it controls. Horde creature abilities cannot be activated more than once each turn this way. The order that these abilities activate will be determined by the party until no new ability can be activated.\n\n**Combat phase**\n\n- All horde creatures have haste and cannot block. The tower enters its combat phase, causing each untapped horde creature to attack, if able. Legendary creatures the tower control do not have haste unless they have it naturally.\n\n**Clean up**\n\n- The horde passes a round of priority. If no actions are taken by survivors, all damage is removed from its creatures and the tower ends it's turn. The tower has no max hand size.\n\n_It is recommended that only one player be designated for making each of the towers actions. These actions should be automated, such as performing flips, moving cards to appropriate zones, and placing counters and should only be accomplished by the designated player._\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"**Tower Actions and Rules**"},{"insert":"\n\n- Horde creatures have haste, can't block, and must attack each turn, if able. The only exception is that legendary creatures do not have haste unless printed on their card.\n\n- If the horde tower would lose life, it mills that many cards instead. \n\n- If the horde tower mills a Legendary creature, it is added to the towers hand instead.\n\n- Tokens found in the horde tower can exist in the tower's graveyard and can be held in its hand, however they are not cards. Tokens created by spells and abilities cease to exist when put into a new zone.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"**Unique Card Rulings and Operations**"},{"insert":"\n\n- [[Acererak the Archlich]] does not trigger his etb (so none of that dungeon shit)\n\n- [[Archghoul of Thraben]] will always opt to mill a non zombie card, unless that card is a Legendary non zombie creature.\n\n- [[Army of the Damned]] if the survivors are at 13 or less life, Army of the damned will cast itself from the graveyard with flashback at the beginning of a tower turn.\n\n- [[Josu Vess, Lich Knight]] When cast, this spell will automatically kick itself.\n\n- [[Sudden Spoiling]] A random survivor is targeted for this spell.\n\n- [[Syphon Mind]] The tower will cast cards drawn off of Syphon mind during the same turn it draws them, even if syphon mind is the last card in its hand. The tower will always attempt to empty its hand before moving to the next phase of its turn.\n\n- [[Thraximundar]] When Thraximundar attacks, each player is considered a defending player and sacrifices a creature.\n\n**Disclaimer!!! **\n\nFor my horde towers, I am designing decks specifically meant to fight this tower! The provided decks would help prevent the tower from having to make a choice that can't be easily automated, such as having the tower select a target or sacrifice a permanent. In situations where this occurs, it is up to the players discretion. The intent is that the horde deck operates autonomously and be played as a cooperative game. \n\n"}]}
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