I suspect many of us haven't able to play much Cube during the pandemic. During this time I've been reading up on Horde Magic, a coop Magic mode developed for Commander, and its applications for solo cubing. I wasn't really satisfied with any current system, so tried to make my own. This is how it works:
The most important element of this Horde system is that it is clear and simple. A lot of cards were deemed not feasible for the module because they were either too wordy or contained a choice for the Horde to make. Price was a second consideration: the whole module costs around 25 euros total. The gameplay should remain interesting nonetheless, for which I tried to include lots of effects that scale over a game's length.
The Draft
- sleeve the module in a sleeve color different from your cube
- OPTIONAL: remove all black cards from your cube for flavor and variance reduction
- get 120 cube cards and 60 Horde cards, shuffle them into one pile
- grid draft this pile, with you picking first every time
- add any Horde cards undrafted by you to the Horde deck
Gameplay
- you are the starting player, starting at 7 cards (before muligans) and 20 life
- the Horde has no cards in hand and no life total
- OPTIONAL: up the difficulty by giving the horde a starting handcards.
- if the Horde should draw a card, but can't, you win the game
- whenever the Horde loses life, exile that many cards from the top of its library face-down instead
- during each main phase, the Horde casts one random cards from its hand for free
- during its combat, the Horde attacks you with all creatures (without summoning sickeness)
- during your combat, the Horde chooses to never block if it can help it
- if the Horde should make a choice, randomize that choice
Included Cards
Undead Servant and Liliana's Elite are probably two of the most important pieces, as they have the potential to scale very nicely into the endgame. The scaling has been one of the biggest hurdles to jump through, as each card shouldn't be too devastating on turn 1, but also not insignificant on turn 10. Both creatures also provide an opportunity for the Horde to come back after a board wipe.
Because you, as a player, have so much agency as a blocker, I tried to add cards that make blocking a though choice as well. Undead Augur and Headless Rider make blocking or removing anyone but themselves a headache. Ghoulraiser can bring back threats you thought you'd dealt with.
Some zombies let you build or play your own deck differently, especially if you know multiple have made it into the Horde's deck during draft. Crow of Dark Tidings means you have to be able to handle fliers. Miasmic Mummy means you have have to manage your hand differently, but also increases the strength of instant-speed bounce spells on your side.
Boarded Window, Grave Peril and Marchesa's Decree provide their own 'minigames' to handle their effects. Boarded Window is also an effect that neutralizes the strength of token or go-wide decks. Grave Peril is one of the few removal 'spells' to not have a target. It would removal any non-black creature entering the battlefield, but since all creature from the Horde's deck are black, that shouldn't pose a problem. I guess a player could make a mono-black deck to circumvent the enchantment, but that just seems like an award for their effort. I myself have a Jeskai Cube anyway.
War Horn becomes very dangerous once the Horde has a decent board presence. The advantage is that it can be answered by a board clear, and is quite uneffective for the first (few) turn(s). That supports the scaling I was considering before.
Instants and sorceries have a few advantages as well. They are quite ineffective at the start of the game, and scale well towards the end. They provide one-time effects, which aren't so scary and thus can be a little stronger. The disadvantage is that too many spells will restrain the Horde's board presence. As mentioned before, you effectively drafting the Horde deck might make it possible to create a dud-deck for them. Only playtesting will tell...
Dredge the Mire and Sypon Flesh provide a multiplayer scaling on top of the game-length scaling. Both card get considerably stronger when the Horde faces more opponents. This may make it feasible to introcude a cooperative variant to the Horde module, although that is pure speculation for now.
Cower in Fear and Soul Shatter bring specific answers for different problems. They handle the go-wide strategies and go-tall strategies respectively. Soul Shatter is also the only card in the modul to handle planeswalkers, which might actually prove problematic depending on the cube.
Changelog
07-01-2022: This weekend I'll be able to first test the module (as the cards will arrive then). I expect something to be completely broken, so the core rules will probably needs some changes here or there. That being said, I'd like for all your cube veterans to hear if this module could work for your cube, why it would or wouldn't, and which changes you'd propose. Let me know!
21-07-2022: The Horde rules have been updated and written to accomodate for a 60 cards deck, as well as optional rules for filtering the black cards from your cube and setting a custom difficulty.
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