Brutal Hordechief

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Commander 2016 (C16) Mythic Rare
Fate Reforged (FRF) Mythic Rare

Combos Browse all

Brutal Hordechief

Creature — Orc Warrior

Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.

: Creatures your opponents control block this turn if able, and you choose how those creatures block.

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Brutal Hordechief Discussion

Mandalorian on Zurgo the Life Stealer

3 weeks ago

Hey xander11! I'd be glad to help!

In these voltron decks its always best to use equipment over enchantments unless the commander synergizes with enchantments or is hexproof like Sigarda or Bruna. This keeps you from being 2 for 1 when someone is able to remove Zurgo. The only Auras I would use are ones like Gift of Immortality since it is hard to get rid of.

Because of Zurgo's unique ability in being indestructible on your turn, sweepers are fantastic. What you have is a good start but I would also add Damnation, Divine Reckoning, Blasphemous Act, Decree of Pain, Deadly Tempest etc.... This also means other creatures should either be indestructible as well (like the Gods) or synergize with equipment or make Zurgo even more aggressive or evasive in some way. Creatures like Godo, Bandit Warlord, Stonehewer Giant, Sram, Senior Edificer, Puresteel Paladin, Aurelia, the Warleader, Combat Celebrant, Brutal Hordechief etc....

Other good instants and sorceries that synergize with equipments are also helpful- Open the Armory and Steelshaper's Gift help get specific equipment you need in the moment.

...........

Bigred77 on TnT Aggro Shenanigans

4 weeks ago

Hey thanks for the response.

I agree with you on Fallen Ideal; it is a relic from past iterations of the deck where I tried to get double strike on Tana, the Bloodsower.

I completely forgot about Sword of Feast and Famine. I need another mana generator other than Druids' Repository. It is better than what I was considering; Nature's Will.

About the haste enablers: Fires of Yavimaya is when I really want to be dropping my token generation like Hanweir Garrison, and then I am worried about giving haste to everything with Concordant Crossroads; but I do see the use of it when I go for the finish.

I actually like Garruk Relentless  Flip I think it could be quit powerful, my only complaint is that I do not know how hard it is to actually flip; due to planeswalkers in my meta tend to get shot down quickly. I usually treat walkers as a one time use with the benefits of eating removal/damage.

Master Warcraft is a great card but I tend to rely on permanents more then one time use effects. Plus I have Brutal Hordechief and Odric, Master Tactician. Though if I ever put in Sunforger I would probably go with the switch of Odric, Master Tactician and Master Warcraft.

Mandalorian on Orzhov Athreos Warriors

4 weeks ago

As an agro deck you should be careful about what kinds of lands and early plays you put into your deck. Playing a card like Despise means you're not playing a 1CMC creature which could take you off an aggressive path. Same goes for Scoured Barrens, since you want to play a 1CMC creature a lot more than you want to gain 1 life on turn one. Fairly cheap upgrades to the mana to ensure you are playing untapped lands are cards like Concealed Courtyard and Caves of Koilos.

Solemn Offering is a sideboard card at best and should not be in the mainboard.

Chief of the Scale is too defensive, Hateblade, Hordechief, Skullhunter, Pain Seer, Herald, and Hordemate are all fairly mediocre and certainly not worth putting you over the 60 card minimum and decreasing your efficiency.

Subtracting the Despise, Offering, and cards mentioned above leaves room for about 25-30 or so slots that can be used to help make the deck more aggressive and cohesive. Cards like-

Arashin Foremost

Battle Brawler

Blood-Chin Rager

Brutal Hordechief

Dragon Hunter

Gatekeeper of Malakir

Glory-Bound Initiate

Herald of Dromoka

Mardu Woe-Reaper

Mardu Shadowspear

Ruthless Cullblade

Secure the Wastes

As far as the removal goes, Bile Blight is fine but should be upgraded to Path to Exile or Fatal Push when you can

OblivionTy7 on Mardu Markov

1 month ago

I would do:

JonasC0 on Bloody Knife Lickers

1 month ago

Love the budget build. And i really like the card Brutal Hordechief. +1

phDaemon on Mardu Warriors

1 month ago

Also, in aggro decks, I especially recommend running 2 - 4x Valorous Stance. That card's utility is way too good to pass up. Especially in a meta with Fatal Push. It will not block Path to Exile, but most people would probably try not to use those up right away. Instead of Mardu Charm, I would run Secure the Wastes, and for the most part Crackling Doom is kind of worthless in modern, unless you're going up against a control type deck.

Kolaghan's Command is almost a must if you can afford the price (since you got the colors I would put at least 2x in my SB). I bought 8 of them when they were selling for a buck, I knew that card was going to be broken.

I would:

Maybe if you find space for it, a Mardu Strike Leader.

Lands:

Total 22 lands since your CMC is so low. You also need some wincon finishers, Sorin, Solemn Visitor is my aggro planeswalker of choice here. He also pairs nice with the painlands, basically having you recover any early self-pain. You should definitely use some disruption, probably Thoughtseize in SB otherwise you are highly vulnerable to wipes. Something on the sideboard for drawing extra cards wouldn't hurt either, e.g. Painful Truths.

So, for the SB, I would add

2x Thoughtseize2x Anguished Unmaking2x Blessed Alliance2x Kolaghan's Command

Depending on how competitive your meta is, there's a few other things you might need to add in there.

The core of most warrior decks look extremely similar because those are generally the best warriors out there.

phDaemon on Mardu Warriors

1 month ago

apolloflame by turn 3 with warriors you could be swinging for a total of 9, 6 of which is double strike and one that comes back from the dead. And turn 4 can win you the game. Not sure if you checked out the deck I posted, but there's tons of good examples in there.

In case you're not looking at it:

Ideal Play (Possible win by turn 4):

You can even run 2x Honored Crop-Captain on top of the 4x Chief of the Edge to increase you chances of a turn 4 win.

The pain lands are probably an economical option for these types of aggro decks (those are the ones I had for my warrior deck before I got shock lands).

Are all good choices.

For turn 4, there could be better choices than Brutal Hordechief, I haven't look around much. But when I was running warriors, it was about trying hard to not miss a drop or a play, since aggro is all about quick kills, swinging for the most damage possible as early as possible always made sense to me. In modern, a turn 3 4/4 is ok, but considering I can have a 4/5 goyf out, or a 5/5 scooze, it very much depends.

On top of that, competitively, you will run into Tas and Angler, both of which can generally be cast by turn 3 or 4 and both are bigger than a 4/4.

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