aaaaw, lookit the puppy...
Ranking works as follows:
Bronze
1 win = 2 blips up
1 loss = no effect
Total blips per "level" : 4
Silver
1 win = 2 blips up
1 loss = 1 blip down
Total blips per "level": 5
Gold
1 win - 1 blip up
1 loss = 1 blip down
Total blips per "level" : 6
However, after gold it remains the same : 1 win/loss = 1 up/down, 6 blips per level.
4C dreadhorde is a specific deck built around the card "Command the Dreadhorde".
The deck itself has 4 copies of the above, and a bunch of planeswalkers and Explore creatures. This is my own very sketchy version. It technically needs 4 jadelight rangers and no seeker's squires, but I dont want to spend the rare wildcards on cards that'll rotate out in a few months.
Explore package (for life gain and chump blocking)
1 Jadelight Ranger (RIX) 136
4 Merfolk Branchwalker (XLN) 197
3 Seekers' Squire (XLN) 121
4 Wildgrowth Walker (XLN) 216
cards I'm not sure should be here but are anyway
2 Paradise Druid (WAR) 171
1 Oath of Teferi (DAR) 200
2 Bond of Flourishing (WAR) 155
Main win condition
4 Command the Dreadhorde (WAR) 82
Board wipes/planeswalker answers
1 Kaya's Wrath (RNA) 187
1 Massacre Girl (WAR) 99
1 The Elderspell (WAR) 89
planeswalkers
2 Vraska, Golgari Queen (GRN) 213
1 Sorin, Vengeful Bloodlord (WAR) 217
2 Tamiyo, Collector of Tales (WAR) 220
2 Teferi, Hero of Dominaria (DAR) 207
3 Teferi, Time Raveler (WAR) 221
mana base
1 Swamp (RIX) 194
1 Forest (RIX) 196
4 Overgrown Tomb (GRN) 253
1 Breeding Pool (RNA) 246
2 Sunpetal Grove (XLN) 257
1 Isolated Chapel (DAR) 241
4 Temple Garden (GRN) 258
1 Godless Shrine (RNA) 248
4 Watery Grave (GRN) 259
2 Drowned Catacomb (XLN) 253
1 Woodland Cemetery (DAR) 248
4 Interplanar Beacon (WAR) 247
The way it works is: For the first few turns, play Wildgrowth Walkers (if ya got em) and Squires, Jadelights or Branchwalkers if ya don't (and if you have none of the above, mulligan until you do). After a few turns you hopefully have a walker or two, and are probably getting thumped a bit by the opponent. Move on to playing planeswalkers at this point, using big and little teferi to bounce your opponent's more troublesome stuff away, Vraska to kill annoyances (and other small planeswalkers). Sorin gives your guys lifelink to build up your health, and can also dig a dude out of your graveyard if you need to. Tamiyo can pull cards out of the yard as you need them, and also shovel them in there if you cant find what you need. By turn 6 or so you should have a Command the dreadhorde in hand, and a bunch of dead Wildgrowth Walkers and explore dudes (and maybe some walkers) in your graveyard. And so will your opponent.
Now you cast Command the dreadhorde, pay a butt tonne of life, and watch as your 2 or 3 wildgrowth walkers enter the board, followed by them being triggered by the 3 or 4 explore creatures, which grows them to huge size, pumps up your life massively, and also 2 or 3 walkers come in under your control.
usually the opponents scoops at this point.
The tricky thing with the deck is maintaining a decent life total long enough to make use of it with a Dreadhorde, and also making sure your dudes are on the table when they need to be (to block, for example) and in the yard when they need to be (ie shortly before you Dreadhorde). If you can swing both these things, it's an awesome deck, which excels at pulling a win from the jaws of defeat. Very heavy on the rare lands, though (4 colours, y'see...)