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CBuiscuit

49 views13 days ago
Custom
Size: 50Est cost: $81.34

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{"ops":[{"insert":"Horde Mode Deck:\n\nSingle Player game for Commander.\nYou get 3 turns to set up. Then the Horde becomes active. Flip the top card until you reach a non-token. That card is cast. The horde has haste and infinite mana. All creatures attack if able.\n\nYou have 20 life. The Horde's life total is it's library count. If you deal damage to the horde, mill cards equal to the damage off the top of the deck. You win when the deck is empty and you've killed all the Horde's creatures. Does your deck have what it takes to win?\n\nPower Scale: on a 1-10 scale of power, 1 being a bunch of 1/1's and a few tiny anthems, 10 being you're probably dead the turn the horde attacks, this deck is likely a(n) "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"8/10"},{"insert":"\n\nArtifact Tribal. You have some really strong tokens: Drones that ping and have deathtouch, Constructs that are as powerful as how many creatures are on the board, plus a few extra fairly large bodies to contend with.\n\nIn the non-token space, you have massive threats that replace themselves when they die, evasion, destruction, anthems, indestructible creatures, even a counterspell on a stick. If you want any chance of surviving this encounter, you better say Farewell, open up a Rift, bring upon Hailfire, be the Bane of their Progress, or Blast all the Vandals away.\n\nExtra Rules in case of oversight: \nMill doesn't work against the horde. The Horde's Library doesn't count as a library- only life total.\nThe Horde doesn't have a hand. If something is returned to hand, it goes to the graveyard instead.\nIf the Horde has to make a choice, the Horde has omniscient powers and knows exactly which threat to get rid of/you want gone the least/best creature to use an effect on, etc.\n\nThe stack of Tokens and Extras includes tokens for sideboarding- ones cards in the Horde will call for.\n\nThis deck is based on a 50 card build. If necessary to increase difficulty/ease and/or for multiple players, double the number of tokens, add in another 15 non-token artifact creatures. You can make it easier or more difficult depending on what you add. This is just my base version. You can make your own adjustments as you see fit.\n\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde rules"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Rules by Peter Knudson"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The goal of Horde Magic is to survive the onslaught of creatures. The Horde deck has no life total (see Additional rules if you want the Horde to use lifepoints), so the only way to win is to... uh... not die. Eventually the deck will run out of cards and you'll be able to breath sight of relief."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"In Horde Magic, the Horde has no decisions to make, and thus the Horde deck also doesn't require a pilot to run. This creates unique co-op gameplay, which many are likely to really enjoy. Additionally, you can battle the Horde deck solo."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Starting the Game"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"To play Horde Magic, each player needs a Commander deck. Any other Magic deck will do, but Horde Magic was developed to play with the multitude of Commander decks that people own."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Survivors"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"There can be anywhere between one and four Survivors, which are the players teaming up to defend against the Horde. The number of Survivors determine the number of cards in the Horde deck, as the difficulty needs to scale accordingly. The Survivors have a collective life total of 20 life per player, and everybody loses when that life total becomes 0."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The number of creatures you'll face over the course of the game is based on the number of Survivors. For less than 3 Survivors, take your 100 card Horde deck and remove between 25-75 cards (Using the deck size options)."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Game Play"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Survivors get 3 turns to set up their defenses before the Horde takes a turn. Just like in Archenemy and Two-Headed Giant, the Survivors take turns simultaneously. After the 3 turn set-up, the Survivors and the Horde alternate turns."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"On each of the Horde's turns, the top card of their library is flipped over. If the card is a creature token, then another is flipped over. Cards are flipped over until a non-token card is revealed. Sometimes the card is a Bad Moon, sometimes it's a Souless One, and sometimes it's even a Plague Wind. At that point, all of the tokens flipped this way are cast, and the non-token card is cast last."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Then the Horde enter combat. All its creatures come charging in without thinking twice. All creatures have haste and must attack each turn if able. That's just how they roll. Since the survivors are on a team together, when the Horde attack, they attack every player at the same time, just like in Two-Headed Giant, and when any of the survivors choose to block, they block for the whole team."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Defeating the Horde"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"You, as the Survivors, win when the Horde deck can't flip over anymore cards, and the Horde doesn't control any more creatures. You can use anything at your disposal to stem the bleeding, from Walls, to Wrath of Gods, to blocking with huge fatties. However, if you and your teammates feel that you have adequate defenses for the next attack, you can also attack the Horde at it's source. Creatures can't block, so it's safe to go on the offensive if you think you can survive the next wave."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff","bold":true},"insert":"For each point of damage done to the Horde, the Horde mills one card off the top of their deck."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Winning"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Survivors are victorious when all the creatures in play are dead, and the Horde deck has run out of cards. The Horde wins when the Survivors' life total becomes 0."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Rules Notes"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde deck is built so that, hopefully, the Horde is not presented with any decisions. However, there are lots of cards that the Survivors might play that cause the Horde to make a choice (such as Fact or Fiction or Chainer's Edict). In this case, the Horde makes this choice as randomly as possible."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The creature tokens and cards from the Horde deck use the stack, so you can respond to them coming into to play, or counter them."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde never use any activated abilities of permanents it controls unless stated by the deck special rules."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde has infinite mana, so cards like Propaganda and Mana Leak don't work. Sorry! The Horde always pays kicker or any other additional cost."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"If you return a permanent to the Horde's hand, it gets cast again on their next turn."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"There are a LOT of Magic cards in existence. If something doesn't work the way it's supposed to, just come up with the most fair way to execute the card. If you can't, cycle it. This is a casual format."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"If the horde has to choose a target, it choose the BEST target. BEST is higher strength, then higher Mana Value. If still multiple possible targets, targets randomly"},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"If survivors have planeswalkers, each time a creature controlled by the horde isn't blocked, it deals damage to the planeswalker. Target the planeswalker with highest Mana Value first if survivors have multiple planeswalkers."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Additional rules"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Optional : the Horde starts with 20 lifepoints and only mills its library when his lifepoints are equal to 0."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Optional : each time a permanent or an ability controlled by the Horde deals damage to the survivors, the Horde gains that much life."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff","bold":true},"insert":"Remember that this is a casual format, you can change as many rules as you want. What matters is that you have fun."},{"insert":"\n"}]}

Creature

Qty: 1 Price: $15.99
Krang, Utrom Warlord
Flying, trample, indestructible, haste
Other artifact creatures you control have flying, trample, indestructible, and haste.
Legendary Creature Artifact - Robot Utrom
Krang, Utrom Warlord (tmt) 175

Creature

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Finisher

Qty: 6 Price: $10.80
Beast of Burden
Beast of Burden's power and toughness are each equal to the number of creatures on the battlefield.
Creature Artifact - Golem
Beast of Burden (9ed) 288
Colossus of Akros
Defender, indestructible
: Monstrosity 10. (If this creature isn't monstrous, put ten +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has trample and can attack as though it didn't have defender.
Creature Artifact - Golem
Colossus of Akros (ths) 214
Pyrewood Gearhulk
Vigilance, menace
When this creature enters, other creatures you control get +2/+2 and gain vigilance and menace until end of turn. Damage can't be prevented this turn.
Creature Artifact - Construct
Pyrewood Gearhulk (dft) 216
Salvation Colossus
Flying, vigilance, trample
Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn.
Unearth—Pay eight
. (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Construct
Salvation Colossus (m3c) 95
Teeka's Dragon
Flying; trample; rampage 4 (Whenever this creature becomes blocked, it gets +4/+4 until end of turn for each creature blocking it beyond the first.)
Creature Artifact - Dragon
Teeka's Dragon (mir) 320
Walking Skyscraper
This spell costs
less to cast for each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
Trample
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
Creature Artifact - Construct
Walking Skyscraper (neo) 263

Finisher

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Protection

Qty: 1 Price: $0.99
Nullstone Gargoyle
Flying
Whenever the first noncreature spell of a turn is cast, counter that spell.
Creature Artifact - Gargoyle
Nullstone Gargoyle (rav) 266

Protection

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Recursion

Qty: 1 Price: $0.35
Gate Colossus
Affinity for Gates (This spell costs
less to cast for each Gate you control.)
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Creature Artifact - Construct
Gate Colossus (fdn) 675

Recursion

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Removal

Qty: 3 Price: $17.47
Chaos Defiler
Trample
Battle Cannon — When this creature enters or dies, for each opponent, choose a nonland permanent that player controls. Destroy one of them chosen at random.
Creature Artifact - Demon Construct
Chaos Defiler (40k) 110
Scuttling Doom Engine
This creature can't be blocked by creatures with power 2 or less.
When this creature dies, it deals 6 damage to target opponent or planeswalker.
Creature Artifact - Construct
Scuttling Doom Engine (c18) 219
Sundering Titan
When this creature enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
Creature Artifact - Golem
Sundering Titan (2xm) 292

Removal

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Tokens

Qty: 38 Price: $32.59
Ancient Stone Idol
Flash
This spell costs
less to cast for each attacking creature.
Trample
When this creature dies, create a 6/12 colorless Construct artifact creature token with trample.
Creature Artifact - Golem
Ancient Stone Idol (mkc) 222
Construct
Haste
Creature Artifact Token - Construct
Construct (tneo) 6
Construct
This creature gets +1/+1 for each artifact you control.
Creature Artifact Token - Construct
Construct (tbig) 3
Construct
Creature Artifact Token - Construct
Construct (tdrc) 12
Drone
Deathtouch
When this creature leaves the battlefield, each opponent loses 2 life and you gain 2 life.
Creature Artifact Token - Drone
Drone (tone) 8
Golem
Creature Artifact Token - Golem
Golem (teoc) 12
Golem
Creature Artifact Token - Golem
Golem (teoc) 14
Phyrexian Triniform
When this creature dies, create three 3/3 colorless Phyrexian Golem artifact creature tokens.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature Artifact - Golem Phyrexian
Phyrexian Triniform (cmm) 969
Triplicate Titan
Flying, vigilance, trample
When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.
Creature Artifact - Golem
Triplicate Titan (drc) 143

Tokens

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Tokens & Extras

Qty: 11 Price: $3.15
Construct
Trample
Creature Artifact Token - Construct
Construct (tm3c) 24
Golem
Flying
Creature Artifact Token - Golem
Golem (tdrc) 13
Golem
Trample
Creature Artifact Token - Golem
Golem (tdrc) 14
Golem
Vigilance
Creature Artifact Token - Golem
Golem (tdrc) 15
Phyrexian Golem
Creature Artifact Token - Golem Phyrexian
Phyrexian Golem (tblc) 38

Tokens & Extras

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Deck Info

Deck stats

2 pips - 1 card
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
1 pip - 1 card
0 mana - 0 cards
3 pips - 2 cards
0 mana - 0 cards
2 pips - 1 card
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Horde Mode Deck:\n\nSingle Player game for Commander.\nYou get 3 turns to set up. Then the Horde becomes active. Flip the top card until you reach a non-token. That card is cast. The horde has haste and infinite mana. All creatures attack if able.\n\nYou have 20 life. The Horde's life total is it's library count. If you deal damage to the horde, mill cards equal to the damage off the top of the deck. You win when the deck is empty and you've killed all the Horde's creatures. Does your deck have what it takes to win?\n\nPower Scale: on a 1-10 scale of power, 1 being a bunch of 1/1's and a few tiny anthems, 10 being you're probably dead the turn the horde attacks, this deck is likely a(n) "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"8/10"},{"insert":"\n\nArtifact Tribal. You have some really strong tokens: Drones that ping and have deathtouch, Constructs that are as powerful as how many creatures are on the board, plus a few extra fairly large bodies to contend with.\n\nIn the non-token space, you have massive threats that replace themselves when they die, evasion, destruction, anthems, indestructible creatures, even a counterspell on a stick. If you want any chance of surviving this encounter, you better say Farewell, open up a Rift, bring upon Hailfire, be the Bane of their Progress, or Blast all the Vandals away.\n\nExtra Rules in case of oversight: \nMill doesn't work against the horde. The Horde's Library doesn't count as a library- only life total.\nThe Horde doesn't have a hand. If something is returned to hand, it goes to the graveyard instead.\nIf the Horde has to make a choice, the Horde has omniscient powers and knows exactly which threat to get rid of/you want gone the least/best creature to use an effect on, etc.\n\nThe stack of Tokens and Extras includes tokens for sideboarding- ones cards in the Horde will call for.\n\nThis deck is based on a 50 card build. If necessary to increase difficulty/ease and/or for multiple players, double the number of tokens, add in another 15 non-token artifact creatures. You can make it easier or more difficult depending on what you add. This is just my base version. You can make your own adjustments as you see fit.\n\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde rules"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Rules by Peter Knudson"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The goal of Horde Magic is to survive the onslaught of creatures. The Horde deck has no life total (see Additional rules if you want the Horde to use lifepoints), so the only way to win is to... uh... not die. Eventually the deck will run out of cards and you'll be able to breath sight of relief."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"In Horde Magic, the Horde has no decisions to make, and thus the Horde deck also doesn't require a pilot to run. This creates unique co-op gameplay, which many are likely to really enjoy. Additionally, you can battle the Horde deck solo."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Starting the Game"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"To play Horde Magic, each player needs a Commander deck. Any other Magic deck will do, but Horde Magic was developed to play with the multitude of Commander decks that people own."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Survivors"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"There can be anywhere between one and four Survivors, which are the players teaming up to defend against the Horde. The number of Survivors determine the number of cards in the Horde deck, as the difficulty needs to scale accordingly. The Survivors have a collective life total of 20 life per player, and everybody loses when that life total becomes 0."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The number of creatures you'll face over the course of the game is based on the number of Survivors. For less than 3 Survivors, take your 100 card Horde deck and remove between 25-75 cards (Using the deck size options)."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Game Play"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Survivors get 3 turns to set up their defenses before the Horde takes a turn. Just like in Archenemy and Two-Headed Giant, the Survivors take turns simultaneously. After the 3 turn set-up, the Survivors and the Horde alternate turns."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"On each of the Horde's turns, the top card of their library is flipped over. If the card is a creature token, then another is flipped over. Cards are flipped over until a non-token card is revealed. Sometimes the card is a Bad Moon, sometimes it's a Souless One, and sometimes it's even a Plague Wind. At that point, all of the tokens flipped this way are cast, and the non-token card is cast last."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Then the Horde enter combat. All its creatures come charging in without thinking twice. All creatures have haste and must attack each turn if able. That's just how they roll. Since the survivors are on a team together, when the Horde attack, they attack every player at the same time, just like in Two-Headed Giant, and when any of the survivors choose to block, they block for the whole team."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Defeating the Horde"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"You, as the Survivors, win when the Horde deck can't flip over anymore cards, and the Horde doesn't control any more creatures. You can use anything at your disposal to stem the bleeding, from Walls, to Wrath of Gods, to blocking with huge fatties. However, if you and your teammates feel that you have adequate defenses for the next attack, you can also attack the Horde at it's source. Creatures can't block, so it's safe to go on the offensive if you think you can survive the next wave."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff","bold":true},"insert":"For each point of damage done to the Horde, the Horde mills one card off the top of their deck."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Winning"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Survivors are victorious when all the creatures in play are dead, and the Horde deck has run out of cards. The Horde wins when the Survivors' life total becomes 0."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Rules Notes"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde deck is built so that, hopefully, the Horde is not presented with any decisions. However, there are lots of cards that the Survivors might play that cause the Horde to make a choice (such as Fact or Fiction or Chainer's Edict). In this case, the Horde makes this choice as randomly as possible."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The creature tokens and cards from the Horde deck use the stack, so you can respond to them coming into to play, or counter them."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde never use any activated abilities of permanents it controls unless stated by the deck special rules."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"The Horde has infinite mana, so cards like Propaganda and Mana Leak don't work. Sorry! The Horde always pays kicker or any other additional cost."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"If you return a permanent to the Horde's hand, it gets cast again on their next turn."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"There are a LOT of Magic cards in existence. If something doesn't work the way it's supposed to, just come up with the most fair way to execute the card. If you can't, cycle it. This is a casual format."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"If the horde has to choose a target, it choose the BEST target. BEST is higher strength, then higher Mana Value. If still multiple possible targets, targets randomly"},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"If survivors have planeswalkers, each time a creature controlled by the horde isn't blocked, it deals damage to the planeswalker. Target the planeswalker with highest Mana Value first if survivors have multiple planeswalkers."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Additional rules"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Optional : the Horde starts with 20 lifepoints and only mills its library when his lifepoints are equal to 0."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff"},"insert":"Optional : each time a permanent or an ability controlled by the Horde deals damage to the survivors, the Horde gains that much life."},{"insert":"\n"},{"attributes":{"background":"#28262d","color":"#ffffff","bold":true},"insert":"Remember that this is a casual format, you can change as many rules as you want. What matters is that you have fun."},{"insert":"\n"}]}
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