Basic Horde Rules

Note: These sources contain the OG Rules for Horde Magic by Peter Knudson

We have been inspired, through extensive gameplay and enjoyment of Horde Magic, to augment and alter the rules as follows:

Player Setup

  • Each player chooses an EDH deck to play against the Horde
  • Players take three turns (unless otherwise noted) before the Horde takes its first turn. This allows players to establish a minimal board prior to the Horde churning out attackers

Horde Game Play

After players complete their third turn, setting up their board state as best as possible, it then becomes the Horde’s turn. 

  • Horde has a ~300-card Library
  • Horde has infinite mana (for the purpose of casting costs and activation costs)
  • Horde casts spells in “Waves”
    • Cards are “cast” from the top of the Library until the Wave ends
  • All Horde creatures have Haste and are Goaded unless otherwise stated (ex: “Defender”)
  • Only Horde creatures with “Defender” can block
  • The Horde does not have a “hand”
    • If the horde would draw a card, it instead draws it directly to play
    • If a permanent is returned to the Horde’s “hand” and is owned by the Horde, it goes on top of the Horde’s library
    • If given an option to discard a card, the Horde may put a card from the top of their library into its graveyard
  • When damage occurs to the Horde, each point of damage mills the Horde’s Library
    • Optional and Recommended!! If a Legendary Creature goes to the graveyard this way, it instead Enters the Battlefield and then Phases Out
  • Card-activated abilities have summoning sickness, occur during the post-combat main phase, and only once per turn
  • Card-triggered abilities occur immediately
  • Permanents with activated abilities can only be activated once per turn

General Rules

  • A Horde can be battled by as little as one human player or up to four – the beauty of Horde Magic is that a single human player can actually play a Horde game on their own!
  • 2-4 human players that are considered a single “player,” taking their turns and turn actions in unison (untap, phases, combat, end step, etc)
  • The Horde is also a “player”
  • The Horde has no “hand”
  • The Horde casts spells from the top of a ~300 card Library in “Waves”
  • The Horde has infinite mana
  • Horde plays {1} wave per turn
    • Optional: Wave counts may increase based on quantity of player
    • Optional: Wave counts vary per turn 1,2,3,2,1,2,3,2,1
    • Waves end when {UNCOMMON}, RARE or MYTHIC card ETB
  • Player life totals are combined, shared and start at 100 life
    • Each player reduces {15} life to the total life beyond the 1st player
      • 1 player: 100 life total
      • 2 players: 85 life total
      • 3 players: 70 life total
      • etc…
    • Each player takes {3} turns to set up their board
  • Damage to the Horde mills the Library
  • Lifegain to the Horde has no effect
    • Optionally, lifegain could replace cards from the graveyard to the bottom of the Horde library
  • Damage to the Players reduces the combined life total
  • Lifegain to the Players increases the combined life total
  • Effects to “each Player” will trigger for each player
  • Effects to “each Opponent” will only trigger once
  • Decisions made by the “horde” player must be made in the best interest of the horde. Cards that target a permanent must target what’s in the best interest of the horde. Be honest. The fun is in the challenge!

Wincon

  • Players win if the Horde’s Library is empty, and the Horde’s board is empty
  • The Horde wins if:
    • Players have no life, or
    • Players have no cards to draw, or
    • Players have reached the Poison limit
  • No card abilities with alternate win conditions are legal (such as any card with “…you win the game” text)