Creature — Zombie Wizard
Whenever Dreadhorde Arcanist attacks, you may cast target instant or sorcery card with converted mana cost less than or equal to Dreahorde Arcanist's power from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead.
|Have (3)||Taki117 , Ravilan , ToolmasterOfBrainerd|
Printings View all
|War of the Spark (WAR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Dreadhorde Arcanist Discussion
6 hours ago
I understand that the ability of Baral, Chief of Compliance only makes sense with the other cards in the sideboard. This means I could trade it out for a Naru Meha, Master Wizard and lower the cmc if I would use the sideboard.
Haven't been able to test the deck due to the current situation.
5 days ago
I was getting exceedingly hype about a combo deck utilizing Dreadhorde Arcanist. The goal was to use Reckless Charge on Dreadhorde Arcanist before combat, then recur it with the Arcanist trigger, bringing Arcanst from 1 power to 4 power to 7 power. After combat, Fury of the Horde's alternate cost to get a second attack. During the second attack, return Fury using Arcanist to get a third combat. 3 combats x 7 for 21 damage for a neat aggro combo.
Unfortunately Fury of the Horde can only create an additional combat if it is a main phase, so if it comes back off Arcanist it does nothing.
5 days ago
I really like the deck, though maybe As Foretold is a little slow? You already have 9 ways to cast free spells without it, and you could add another Dreadhorde Arcanist in its place. I would probably add some more cantrips as well.
1 week ago
I don't see the Soulfire Grand Master on this list, so I'm assuming it wasn't a good fit. Cavalcade of Calamity seems like it might be a good fit with the number of tokens being generated here.Dreadhorde Arcanist could also work nicely here since you have a good number of spells that he can cast out of your graveyard without pumping him first and it can trigger the Young Pyromancers a second time. Hope this helps.
2 weeks ago
Here's some stuff that caught my attention over the past few sets. Dreadhorde Arcanist, Wishclaw Talisman (looks like you can activate, hold priority, and sac it. May be something for a new eggs combo deck idk) , Charming Prince (saw brief play, but Im thinking maybe use it in a taxes shell to get an Akroma, Angel of Fury out on turn 3 using vial), theres a cycle of cards like The Cauldron of Eternity (of which this one seems like a great card to get a Metalwork Colossus out with), Fae of Wishes (which saw brief play in places but may be cool in a control shell), theres Elvish Reclaimer (which could go in a variety of shells, especially a Spreading Algae deck that I really want to see made).
I would also suggest trying to take a look at the changes that have been seen by modern such as the mox ban. Maybe something you could look at is making an affinity deck with Arcbound Ravager among other classic cards that no longer have a home.
Some decks that Im working on right now that you may also like to work on are BG Undying (which has been a lot of fun and felt very good), and Stompy (which is not the most compelling, but is very underrated, and got some new toys.)
Hope some of this is of interest for you.
3 weeks ago
Dreadhorde Arcanist and Saheeli, Sublime Artificer feels like they would be a good fit for this deck. All your spells are within casting range for the Archanist and Saheeli's copy ability lets you double up on the casting bonus of your creatures. Speaking of bonuses, Runaway Steam-Kin can also add a bit of ramp or power when you need it and Torbran, Thane of Red Fell (maybe a one of) can make each of your creatures that ping really hurt. Hope this helps.
4 weeks ago
fasmith718 that's sweet to hear you killed it at a paper event! I've been competing on MTGO and doing decent. Kaya, Orzhov Usurper has been a popular discussion point in that discord that I shared in the description. I, personally, am not a fan of planeswalker cards, but that's the aggro in me. Kaya, Orzhov Usurper is good as a recurring grave exile threat, and as a small cmc creature threat. However, Kaya's Guile can be at instant speed, adds to grave for Bedlam Reveler and can force opponent to sacrifice an expensive creature (which has come in hand against Primeval Titan, Gurmag Angler, Bedlam Reveler, and other big creatures we find it difficult to remove at instant speed. As for the synergy with Leyline of the Void, I agree that that could close out games really well IF opponent lets Kaya, Orzhov Usurper get there. Generally, you don't judge a planeswalker based on ultimate alone, but you do bring up very strong points. If you like the synergy, and it works for you, keep it! Keep reporting back to us on how it works for you. Also, as for Chalice of the Void, I usually use Kolaghan's Command or Wear when I know opponent uses it. Usually, Mardu Pyromancer can work at the 2 or 3 cmc range really well, until artifact hate is found. Opponent usually doesn't have 6 mana super early to use Chalice of the Void to counter 3cmc spells.
YamishiTheWickedOne there are new Rakdos lists that use Lightning Skelemental, Kroxa, Titan of Death's Hunger, Dreadhorde Arcanist, and Seasoned Pyromancer to absolutely blaze through opponents. I think I've generally seen them forgo to also threaten with Blood Moon and Magus of the Moon. They are somewhat susceptible to early interaction and grave hate, so that's why I've kept my list this way. That being said, Unearth doesn't work here super well, since most creatures are not 3 cmc or lower pre-sideboard. I actually just did a league and I found myself not needing more card draw. I had plenty of threats and just had to "toolbox" and figure out which I needed to cast at that moment.
Thank you for your comments! Please feel included and encouraged to critique and suggest anything else to the deck, or even the primer to make it better! :)
1 month ago
Hi, and I appreciate the vote!
Now, onto your points:
Season of Growth is the most powerful card in this deck and one should not play less than four. Have one copy on the battlefield, and it feels like you're playing a completely different game. Have two and you'll never run out of cards in hand. And drawing out has never been a problem. We have SIXTY card in our deck. Besides, Song of Freyalise just doesn't do much since we don't have a lot of early-drop creatures. If you feel like you need ramp, then play a one-drop mana dork or Sylvan Caryatid.
While having another two-drop is beneficial for our curve, Duskwatch Recruiter Flip is just underpowered. It is a literal BEAR with an ability that costs three mana to activate and does not impact the board and does not synergize with the rest of our deck (we only have 15 creatures so the ability is gonna whiff more often than not). Krenko is great with all our pump spells and will take over the game if ignored. I n fact, due to our above-mentioned threat-lightness, we need each of our threats to be able to win the game on its own of ignored. Ask: if I see this card across the table, will I kill it on sight?
Heroic Intervention is very narrow in application and is in here for one reason: sweeper protection. Four of it is way too much. With the way this deck plays, you're really mana-tight and holding up two to cast intervention is quite unrealistic in creature matchups, as spectacular as it would be if it actually happened. Anger of the Gods obviously kills all our tokens, as well as every non-dragon creature in our deck, but with the way our deck plays out, we simply can't race aggro decks, so we have to play it. Just don't play any creatures on the first three turns, sweep the board, and deploy our creatures after. Our most powerful creatures don't come down until turn three anyway, and if I had anger in hand, I'd hold any Dreadhorde Arcanists.
As for Enter the Unknown, it's interesting. The ramp is less useful than it looks, since the earliest we can actually cast it is turn three, after a Dreadhorde Arcanist on turn two (and we're a 23 land deck, so the chances of having an extra land to drop is ). However, the filtering it provides may make it worthwhile in matchups that go longer. The problem I see is that it suffers from the Confront the Unknown problem - minimal board impact.