37
3/22/2025
ELDRAZI HORDE TOWER (rules in description)
Deck Size: 135
Custom
Legal
Est deck cost: $242.67
No deck tags
37
3/22/2025
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Creature

Qty: 110 Price: $55.10
Breaker of Armies

All creatures able to block this creature do so.

Creature
Breaker of Armies (plst) BFZ-3
Brood Monitor

Devoid (This card has no color.) When this creature enters, create three 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add {C}."

Creature
Brood Monitor (j22) 637
Chittering Dispatcher

Devoid (This card has no color.) Myriad When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."

Creature
Chittering Dispatcher (m3c) 63
Eldrazi Repurposer

Devoid (This card has no color.) When you cast this spell and when this creature dies, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."

Creature
Eldrazi Repurposer (mh3) 150
Eldrazi Scion

Sacrifice this creature: Add {C}.

Creature Token
Eldrazi Scion (tm3c) 3
Eldrazi Spawn

Sacrifice this creature: Add {C}.

Creature Token
Eldrazi Spawn (tmh3) 2
Emrakul's Hatcher

When this creature enters, create three 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."

Creature
Emrakul's Hatcher (plst) DDP-59
Emrakul's Messenger

Devoid (This card has no color.) Flying Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."

Creature
Emrakul's Messenger (mh3) 61
Herald of Kozilek

Devoid (This card has no color.) Colorless spells you cast cost {1} less to cast.

Creature
Herald of Kozilek (bfz) 205
Kozilek's Predator

When this creature enters, create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."

Creature
Kozilek's Predator (cmm) 301
Nest Invader

When this creature enters, create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add {C}."

Creature
Nest Invader (plst) PCA-69
Oblivion Sower

When you cast this spell, target opponent exiles the top four cards of their library, then you may put any number of land cards that player owns from exile onto the battlefield under your control.

Creature
Oblivion Sower (otc) 77
Rapacious One

Trample Whenever this creature deals combat damage to a player, create that many 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."

Creature
Rapacious One (cmm) 249
Reality Smasher

({C} represents colorless mana.) Trample, haste Whenever this creature becomes the target of a spell an opponent controls, counter that spell unless its controller discards a card.

Creature
Reality Smasher (ogw) 7
Scion Summoner

Devoid (This card has no color.) When this creature enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}." ({C} represents colorless mana.)

Creature
Scion Summoner (j22) 725
Sifter of Skulls

Devoid (This card has no color.) Whenever another nontoken creature you control dies, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}." ({C} represents colorless mana.)

Creature
Sifter of Skulls (ogw) 77
Writhing Chrysalis

Devoid (This card has no color.) When you cast this spell, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add {C}." Reach Whenever you sacrifice another Eldrazi, put a +1/+1 counter on this creature.

Creature
Writhing Chrysalis (mh3) 208

Creature

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Enchantment

Qty: 2 Price: $1.58
Kozilek's Unsealing

Devoid (This card has no color.) Whenever you cast a creature spell with mana value 4, 5, or 6, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add {C}." Whenever you cast a creature spell with mana value 7 or greater, draw three cards.

Enchantment
Kozilek's Unsealing (mh3) 65

Enchantment

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Instant

Qty: 2 Price: $0.70
Unfathomable Truths

Devoid (This card has no color.) Draw three cards and create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}."

Instant
Unfathomable Truths (mh3) 77

Instant

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Sorcery

Qty: 21 Price: $22.71
All Is Dust

Each player sacrifices all permanents they control that are one or more colors.

Sorcery Kindred
All Is Dust (cmm) 800
Call the Scions

Devoid (This card has no color.) Create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add {C}."

Sorcery
Call the Scions (plst) BFZ-165
Skittering Invasion

Create five 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."

Sorcery Kindred
Skittering Invasion (roe) 10
Swarm Surge

Devoid (This card has no color.) Creatures you control get +2/+0 until end of turn. Colorless creatures you control also gain first strike until end of turn.

Sorcery
Swarm Surge (bfz) 100

Sorcery

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Sideboard

Qty: 18 Price: $162.58
Awakening Zone

At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add {C}."

Enchantment
Awakening Zone (ncc) 281
Desolation Twin

When you cast this spell, create a 10/10 colorless Eldrazi creature token.

Creature
Desolation Twin (c21) 82
Emrakul, the Aeons Torn

This spell can't be countered. When you cast this spell, take an extra turn after this one. Flying, protection from spells that are one or more colors, annihilator 6 When Emrakul is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

Creature
Emrakul, the Aeons Torn (2x2) 1
Hand of Emrakul

You may sacrifice four Eldrazi Spawn rather than pay this spell's mana cost. Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)

Creature
Hand of Emrakul (roe) 5
It That Betrays

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.) Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control.

Creature
It That Betrays (cmm) 805
Kozilek, Butcher of Truth

When you cast this spell, draw four cards. Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.) When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

Creature
Kozilek, Butcher of Truth (2x2) 2
Kozilek, the Great Distortion

When you cast this spell, if you have fewer than seven cards in hand, draw cards equal to the difference. Menace Discard a card with mana value X: Counter target spell with mana value X.

Creature
Kozilek, the Great Distortion (cmm) 2
Pathrazer of Ulamog

Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents of their choice.) This creature can't be blocked except by three or more creatures.

Creature
Pathrazer of Ulamog (cmm) 4
Ulamog's Crusher

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.) This creature attacks each combat if able.

Creature
Ulamog's Crusher (cmm) 6
Void Winnower

Your opponents can't cast spells with even mana values. (Zero is even.) Your opponents can't block with creatures with even mana values.

Creature
Void Winnower (bfz) 17

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 0 cards
9 pips - 9 cards
0 mana - 0 cards
8 pips - 8 cards
0 mana - 0 cards
10 pips - 10 cards
0 mana - 0 cards
28 pips - 26 cards
0 mana - 0 cards
1 pip - 1 card0
119 mana - 119 cards
Card NameQtyOdds
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Deck Tokens & Extras (3)

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\t\t"},{"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\t\t"},{"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. \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. \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\t\t"},{"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.\n\n- If the horde tower would lose life, it mills that many cards 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\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"**Unique Card Rulings and Operations**"},{"insert":"\n\n- Each player is the defending player. Any instance of Annihilator causes each player to sacrifice that many permanents\n\n- This tower has Awakening Zones in it's side board. At the beginning of the tower's turn, it puts an Awakening zone onto the battlefield. \n\n- This tower has a second sideboard deck. When it starts the game, it reveals the top card of that deck. At anytime the tower ends its turn with enough Scion or Spawn on the battlefield to cast that spell, it will do so. (It sacrifices those tokens. If it would have more than needed, it sacrifices each spawn before each Scion.)\n\n- Eldrazi Titans do not shuffle themselves and the graveyard back into the tower.\n\n- Hand of Emrakul has an ability that lets it be cast by sacrificing 4 Spawn. The tower will do so\n\n- Chittering Dispatcher's Myriad ability works as expected for each player facing the tower.\n\n- Herald of Kozilek reduces the cost of the top card of the sideboard.\n\n\t\t"},{"attributes":{"underline":true,"bold":true},"insert":"**Acheivment!**"},{"insert":"\n\n- Nahiri's Struggle - Defeat the tower without it casting anything from its sideboard.\n\n- Stand of the Gatewatch - Defeat the tower after it casts everything from its sideboard.\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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