The Dungeons & Commanders format combines the themes and adventurous nature of D&D with the mechanics and strategy of Magic: The Gathering. Players must work together to survive an unrelenting horde, while dodging apocalyptic cataclysms and recovering lost artifacts.

    Backstory

    An Inspiring Start

    Being a fan of D&D and Magic: the Gathering, I was immediately drawn to the premise that the Star City Games' Commander VS team laid out in their season 13 Halloween horde episode. The idea of encouraging creative - and in some cases suboptimal - deckbuilding through themed restrictions sparked my propensity for unconventional builds. Of course, the prospect of building more decks than any person in their right mind and wallet should was equally enticing. Combine that with a desire to introduce a semi-cooperative game in the vein of Betrayal at House on the Hill to my playgroup and my next obsession was in full swing.

    As far as the rules, the Commander VS team laid some good groundwork. Three levels of the horde with intermingled loot offered a great dungeon delving feel. Using that as my starting point for gameplay, I decided to focus on the fun part of building the class decks so I could start the tweaking. To do this, I wanted to have a deck for each of the base D&D 5e classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, and wizard. Each class deck, would pull inspiration from abilities and spells laid out in the rulebooks.

    Prepping for the Journey

    I wanted to stick to the basic limitations of the Commander format, so narrowing down the list of available commanders helped focus my deckbuilding, while also bringing to light other restrictions for the sake of the intent of the game. The first was forgoing infinite combos that just ended the horde without much of a fight. Easy-to-assemble combos like Exquisite Blood + Sanguine Bond, Duskmantle Guildmage + Mindcrank, and Felidar Guardian + Saheeli Rai seemed to counter the spirit and challenge of the game. That also brought me to the realization that Planeswalkers, as powerful as they are, not only added more complexity to the game mechanics, but also could easily take control of the game. Since D&D encourages bending the rules for the sake of the story, there some exceptions that will be discussed on the specific deck pages; however, I tried to maintain the spirit of the classes and fun of the game.

    After meticulously combing the commander pages on EDHREC and becoming intimately familiar with the advanced search on Scryfall, I finally managed to put together the starting decklists. Fighting my in-no-way addiction-driven need to expand my collection, I built the decks with proxies and started to test the gameplay.

    Rolling for Initiative

    It didn't take long to notice some bugs in the initial gameplay. For instance, once the table realized the power of holding back from attacking in the first round, they were able to consistently steamroll the horde. The early game was also exceedingly non-threatening as the horde's lone creatures often met their demise the turn after entering, because they were attacking alone into somewhat established boards. The ability for some decks to lay on massive amounts of damage later in the game also meant watching great loot disappear into the dregs of the graveyard.

    In order to deal with both the early game weaknesses of the zombie horde and the sudden massive amounts of damage from the players, I decided to incorporate a few changes. The first was including bosses in the zombie decks. Now, mini-bosses are sprinkled throughout each of the horde decks, while big bads are a force that always comes as the last card in each deck. Not wanting to miss out on the danger, each of these bosses have the caveat that if they are milled, then they immediately enter the battlefield, without being cast. That means no countering for the blue players. Next, at the beginning of each round of play, the horde amasses 1 2/2 zombie token. These tokens start manifesting even during the opening rounds; however, they don't attack until the end of the opening, or until the players attack the horde, whichever comes first. As for the loot, I decided to pull them from the horde decks into a separate one that players draw from after killing a certain number of zombies. The intention was to have it be a bit of a loot drop, with the amount of loot increasing by one for each level of the horde.

    Bringing the Pain

    The changes to the rules brought some fun twists while encouraging being more strategic in how much damage players deal. Unfortunately, the zombie deck was still a bit slow to build up and once the players got into a good defensive position, the fear of losing went away and it just became a waiting game. That brought me to the idea of the Calamity Deck. What better way to invoke dread and suspense in the players than introducing something that they can't predict and can flip things around. Even when victory seems assured.

    Capturing the nature of random events that might occur in a zombie apocalypse, the Calamity Deck is made up of sorceries and instants that inflict pain on the player, including everything from having to discard cards to wiping the board. These calamities occur whenever the last card of a level is pulled or milled by the zombie horde, as well as when the players cross the calamity threshold. To indicate the calamity threshold, there is counter that starts at 1 and increases by 1 on each non-horde player's turn. During each turn - including the horde - the player rolls a die. If they roll less than the current threshold, the top spell is immediately cast by the horde from the Calamity Deck.

    Investigating for Loot

    With a juiced up horde and a new sense of suspense, the game shifted once more. The horde grew in formidability and the players not only had to contend with the growing onslaught but random impediments. The only problem that remained was the loot. It was still coming few and far between and the players often missed out some fun pairings, because they just weren't getting far enough into the deck.

    Taking inspiration from the calamity deck and wanting to incorporate more dice rolling, I introduced the Loot Die. In addition to the timed loot drops, the Loot Die gives players the opportunity to find random loot whenever they kill a zombie from the horde. Now players had a better chance to make use of sets of items like the Kaldra equipment, which were rarely seen previously.

    Out of Time

    At this point, the decks were humming. There was challenge. There was suspense. There was crushing defeat and elated victories. The only problem was that the game had become quite complex. While playing, I found myself acting almost as a DM as I orchestrated both my deck and the horde. And as anyone who's ever played a combat in a D&D game knows, combats take a long time. And that carried over here, as well, with the average game taking between 3 and 5 hours.

    That isn't necessarily a problem, but it makes the game an event to play. And sometimes, you just don't have time. That brought me to the final bit of changes. Introducing a more customizable set of horde decks, where players can choose how epic the battle will be, as well as the difficulty.

    The Next Adventure

    I am currently in the testing phase, working to fine tune things more; however, there are a couple expansions I'd like to incorporate. The first is the old Planechase decks. The sheer chaos could be fun; however, it doesn't seem to fit thematically. That leads me to the next goal: creating a new horde type. Zombies are great, but I'd like to explore other tribes and themes. The main theme knocking around my head is something around the absolute and utter chaos of 2020. What better way to kick that awful year down the road than crushing it with your commander deck.

    Getting Started

    In addition to the basic Commander rules, the format has the following additions:

    1. The zombie horde takes a turn in-between each player.
    2. During the horde's upkeep on their first turn in a round, they create a 2/2 zombie creature token.
    3. There are 4 free rounds, where the zombies don't attack, unless attacked first.
    4. During the horde's draw phase, it draws a number of cards equal to the horde level.
    5. For the sake of casting spells and paying costs, the horde has infinite mana of all colors.
    6. The horde plays all cards as soon as it is legally able to.
    7. All creatures the horde controls must attack each turn if able (summoning sickness applies).
    8. If the horde attacks a player with a planeswalker, all attacks go to the planeswalker first.
    9. If the horde must choose a creature to sacrifice, it sacrifices the weakest (Lowest power or least abilities)
    10. If the horde must make a decision, it does so randomly.
    11. Damage dealt to the horde is done in the form of milling (for each damage put that many cards from the top of the horde's library into their graveyard).
    12. The only way to defeat the horde is by clearing the deck and all methods of generating zombies outside of the automatic zombie at the top of each round.
    13. While your fellow players are your allies, in terms of game mechanics, they are all considered opponents.

    Triggering a Calamity

    Players may opt to increase the challenge of the game by including a Calamity Deck. When they do so, they also decide on a Calamity Die used to trigger when calamities are pulled from the deck. The standard die is a d20; however, for added difficulty, they may choose any polyhedral dice. The rules for the Calamity Deck are:

    1. After the opening 4 rounds on the first non-horde player's turn, the Calamity Threshold begins counting at 1.
    2. The threshold increases by 1 at the beginning of each non-horde player's turn.
    3. During each active player's upkeep, that player (or a proxy for the horde) rolls the Calamity Die. If the result isn't greater than the current threshold, then the top card of the Calamity deck is revealed and the horde immediately casts the spell, regardless of timing restrictions.
    4. If playing with multiple levels, then whenever the last card of a level is either drawn by the horde or milled by the players, a Calamity is triggered

    Finding Loot

    To aid the players, a Loot Deck may be included containing tools and spells to aid them in their struggle against the horde. The rules for the Loot Deck are:

    1. For every 5 horde-controlled creatures killed or exiled (permanently), the players draw a number of cards from the Loot Deck equal to the current horde level.
    2. At the beginning of each end step, any player who permanently removed a horde-controlled creature rolls a d6. If they roll equal to or greater than 6 minus the number of kills they had, then they draw a card from the Loot Deck.
    3. The player who triggered the drawing of the Loot may decide how to divvy up the resulting loot.

    Pick Your Style

    Built around the classes available in D&D 5e, there is a deck to suit many different playstyles. For "quick" sleeve-and-play action, you can choose one of the following pre-configured decks:

    • Artificer: What's better than bunch of friends? Friends who replicate while preventing you from being eaten by a horde of zombies.
    • Barbarian: Sometimes it really is all about how hard you hit.
    • Bard: There are many ways to help the party and the bard toes the line with all of them, including who is in the party.
    • Blood Hunter: Everyone has a little bit of a monster in them. You've just learned to control yours.
    • Cleric: Being supportive doesn't just mean helping your party when they are down. It means making sure the enemy doesn't come back.
    • Druid: It helps to have someone able to bring the lands and their inhabitants to your side.
    • Fighter: You may not hit like a barbarian, but controlling the battle can be just as effective.
    • Monk: Even rogues admire the tricks that monks can pull from their sleeves.
    • Paladin: Smite the enemies. Help your friends. Together, you might just get through this.
    • Ranger: When running for your life, it helps to have someone know the right path. Fighting from far away also helps.
    • Rogue: Getting in to deal damage is the easy part. It's getting out alive that's tricky.
    • Sorcerer: Did someone say fireball? Did someone say fireball? Did someone say fireball? Sorry, copied myself there.
    • Warlock: @#$&! Who doesn't love to let a few curses fly every now and again?
    • Wizard: Give me a moment. Just a few more seconds. Almost there. And they're gone.

    Customizing Your Deck

    Of course, one of the best things about Magic: The Gathering is that you are able to tailor your decks to your own preferences. That certainly carries over here, as well. You can bring whatever deck you like to the mix with whatever themes you want. Want to see how Norin runs away from the horde? Go for it! How about recreating the white walker battle from Game of Thrones? Fantastic!

    The only thing to remember is that the game is intended to be fun for a group. Your cEDH deck may be able to win on turn 2 or 3 - which is awesome - but it's not really embracing the challenge and cooperative nature of the game. That said, here are some basic guidelines I would try to follow when building a deck for this format:

    • Avoid spells that make you keep shuffling a 300+ card deck.
    • Avoid spells - or at least targeting the horde with spells - that introduce complex decisions, like Fact or Fiction.
    • Avoid "I win" or "You lose" win-cons.
    • Be wary of spells that say, "each opponent." Remember, your allies are considered opponents.

    Test Section

    Test Section