Saturday, May 9, 2026

Store Draft became a Team vs Hordes Draft (WUBRG Drafting)

I went to a Secrets of Strixhaven draft last night that didn't fire; we only had three and needed six.  The two other players are common players in this blog, so we discussed what to do.  I was lucky and had brought some extra supplies: Ravnica Clue, three extra packs in case there was a post-draft chaos draft (Ikoria, Foundations, and Strixhaven) and the three Theros Horde decks.  I needed all three of those to do what we did!

We did a team draft against the Horde decks.  We first opened a jumpstart pack each (revealing to each other what the title card was) and then drafted the three packs.  However we made a slight (but important) change to the drafting process: we made two picks instead of one after opening a pack; so only replacing the first pick.  Importantly, we agreed we wouldn't collude after revealing the title cards of the jumpstart packs.  Here's what we opened:

I'm glad I brought those three packs and that I brought my Clue box.  (That has assorted Jumpstart packs in it.)


Here's what it looked like when we revealed the Jumpstart title cards:

Let's go team monkeys!


I have no experiencing drafting in a way that benefits my teammates without colluding... but I made at least one good choice in the beginning.  My friends figured I would be WUBRG drafting, so they were nice about passing mana fixing.  I opened Lutri and passed it, which the Adept player picked up.  I did not know that they had also opened Iroh, Grand Lotus in his first pack, so they were ready to go spellslinger.  I made another good choice and passed them a Tolarian Terror from the second pack.  I saw that Boros cards were getting taken, so I let those go through too.  On the other hand, I saw lots of black cards weren't getting taken, so I took a bunch from that.  I think I would have been much better at this if I had any skill in reading and sending signals in packs.  

Here are all my picks and the spells from the first pack:

I don't think I've ever owned a Kibo before!


Here's the deck I built from those cards:

I am certain I don't receive enough criticism of my deckbuilding.


That is the deck I used against the Minotaurs and Xenagos.  For the Hydra, I had some 3-drop 3/3s (apparently these are "centaurs") instead of some of the anti-artifact apes like Uktabi Orangutan.  I ran Kraul Whipcracker because we looked up and saw that the horde creatures count as tokens, but I can't find where we determined that.  (I'll update here if I find it.)

We played nine games.  We played pretty fast, so I didn't take notes of the different plays during the games, only the results of each.

The three decks are similar in some ways and very different in others.  I won't go into great detail in how each of them works, but I will mention the differences in similar stats (and how we modified them as we played).  I am very interested in how to modify these for various situations and difficulties!

Face the Hydra

This is the horde-precon I am most familiar with, having played against it once many years ago and then multiple times recently.  In this one:

  • The players have separate life totals.
  • The horde creatures do not actually attack the players.
  • The base number of starting creatures is 2.
  • The deck plays one card per turn.
  • The players go first (but don't draw) and the horde goes directly afterwards. 
  • The players attack the creatures instead of the deck directly. 

In game one we played against three heads.  We won handily on turn four.  In game two we started against four heads and won on turn six.  These games were easier than I expected; I thought we would have a harder time.  Since we'd won two, we moved on.

Battle the (Minotaur) Horde

I am second-most familiar with this one having played against it on my own a few times a few days prior.  This plays more like the Zombie Horde deck that presumably inspired all of these "official horde" decks.  Against this deck:

  • The players share a life total.
  • The horde creatures do attack the players.
  • There are no starting creatures.
  • The deck starts off playing two cards per turn, but that can increase over the course of the game.
  • The players go first (don't draw on the first turn) and then get two additional setup turns before the horde takes their first turn. 
  • The players attack the deck directly. 

In game one we played with the horde playing three cards per turn.  We got real lucky with the horde's plays and won on our sixth turn.  In the second game we had the horde start playing right after our first turn and still played three cards per turn.  We won on turn nine.

Defeat a God 

I had never played against this deck before.  It takes interesting parts of the other two, but there are a few areas that aren't 100% clear.  Since the horde creatures attack the players, it seems like the players should share a life total (or use cutthroat blocking rules).  However, there are also spells like Xenagos's Strike that deal damage to each player, which makes it seem like the players should have separate totals like against the Hydra.  In the end, we read an old mtgsalvation thread that convinced us to have a single life total, but damage-each-player spells scaled up in a scary way.  It was real easy for us to die out of nowhere.  Here are the stats for this as we played it:

  • The players share a life total.
  • The horde creatures do attack the players (though not every turn).
  • There are two starting creatures.
  • The deck plays two cards per turn. 
  • The players go first (don't draw) and then the horde deck goes.
  • The players attack the creatures, not the deck.

In the first game we didn't do the multiplayer rules correctly, and we flipped three cards instead of two per turn, losing on turn 4.  (Two of us died the prior turn.)  In game two (sharing a life total) and only flipping two per turn, we won on turn five.  This one showed how crazy things could be as we lost 15 life on Xenagos's first turn.  In game three we also flipped three cards per turn and lost on turn three.  In game four we had the deck ramp up to three cards, so they played one (on turn 1), two (on turn 2), then three every turn thereafter.  They killed us on turn four.  For the fifth game we did the same thing and pulled out a win on turn 6.  Against Xenagos, it seems like the best plan each turn is to attack and kill as many of their creatures as possible, even if you're putting yourself in danger of getting hit back.  With Impulsive Return, if you have multiple players you can just die out of nowhere.

This was incredibly fun!  I would like to figure out "Easy", "Normal", and "Hard" settings for each deck with different numbers of players (assuming sealed decks, not exactly what we did) but I'm not sure where to put that now.  Xenagos might be the most interesting in that you don't need to scale it up for different numbers of players.

If you have experience with these decks, please tell me what you've done, especially if it would make things better!  Happy Horde Magicking! 

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