Horde is a solitaire mode meant for soloplay or to test decks. This horde has 100 cards and use the list of cart provided plus the following tokens.
Rules :
Color identity of horde is WGRB and is considered to have a basic land of each type at all time
Horde has infinite mana
Tokens count as cards with 0cost CMC and go to graveyard unless they are created by an effect
You start and prepare for X turns ( Normal difficulty : the horde attacks on turn 4, Earlier = harder)
Horde deck cannot be attacked or affected before the horde played its first turn
Horde mills 1 card per point of damage done to it (or loss of life)
Horde loses the game if it would draw into an empty library
Horde plays its cards only during its first main phase.
Horde has no cards in hands unless they have been returned to hand or it has been forced to draw after its first main phase
Horde plays its hand before drawing from its deck; cards from hand are played in a random order.
Life gained by the horde has no effect
Alt win cons should not cause teh horde to lose unless they are reasonably hard to achieve or the only way for the deck to win (Maze's end is ok, Door to nothingness is not)
TIE BREAKER RULES
For random choice :
Heads or tails if there are 2 options (pay/don't pay, plainswalkers or player, piles for fact or fiction effects)
Any effect that results in a loss of a permanent chosen by the horde : ( lowest cmc > lowest amount of keywords (creatures) > lowest amount of mana symbols in cmc > rarity)
Effect that would allow horde to destroy a player's permanent ( Highest cmc > Highest amount of keywords > Highest amount of mana symbols > Rarity)
HOW THE HORDE PLAYS :
Horde draws and plays the cards until a non-token card is revealed (each action is a single draw for effects like Alms collector)
Horde may only play 1 non token card per turn (except partner cards)
All creatures have Haste
The Horde always attack with all available creatures if able
If a choice is asked, follow random rules (Pay for Rhystic study, ghostly prison, mystic confluence, etc.)
The Horde never picks a choice that would kill it ( ex: Pact of the titan, the horde will always pay if able )
If player controls a plainswalker, horde randomly rolls to attack plainswalkers or not; if plainswalkers are chosen, horde sends 1 creature per loyalty counter for each plainswalkers and the rest attack the player as usual.
Horde always block in a way to minimize damage received and blocks with lowest cmc first (Follow tie breaker ruling)
If horde can destroy a permanent or has to lose a permanent, Follow tie breaker ruling
CARDS WITH SPECIAL RULES
Capital punishment : Choices are random unless its choice wouldn't affect its opponent (Does not chose death if opponent has no creatures, Does not chose taxes if opponent has no cards)
Josu Vess, Lich Knight : Choice to kick is random (Hard mode - Horde always kicks this spell)
Khorvath Brightflame/ Sylvia Brightspear : Horde always chose to search for the partner and may play it as a second non-token spell
Outpost siege : The horde always chose Dragons
Palace siege : Horde always chose Khans unless player life total is less or equal to 10 (Khan creature choice is always highest cmc first, check tie breaker ruling if tied) Horde can play another card after playing the returned creature.
Spear of Heliod : Horde always chose to destroy a creature (Highest cmc first, tie breaker ruling if tied)
Crystal Chimes : The horde activates it as soon as it has priority if there is an enchantment in its graveyard. Horde doesn't count enchantments towards its maximum spells this turn.