|Commander / EDH||Legal|
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Creature — Insect
Defender (This creature can't attack.)
Whenever Hornet Nest is dealt damage, put that many 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
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|Have (10)||mcstang1986 , accioali , Nemesis , Regulus1010 , golgarigirl , pskinn01 , Falte , Kvothe1115 , philktoken8998 , gildan_bladeborn|
Hornet Nest Discussion
2 days ago
Thanks for all the feedback. These are really good suggestions and I'm incorporating them into the deck...
- I'll add in all the lands you suggest. I'm taking out mountains, and I am also taking out mountains for dual producing lands to mitigate the hit on my green mana. This makes some of my ramp spells less usefull.
- Earthcraft is insane and is going straight into the deck. I don't want to go infinite in this deck, so I'll pass on the Squirrel Nest (at least for now).
- I have a preference towards not playing Craterhoof Behemoth, but it is a great addition to the deck.
- I'll have to think about Eldrazi Monument. It would have to push out one of my other anthems, and I'm not sure I want to do that.
- Awakening Zone and From Beyond fits the deck very nicely. I'll replace Skyshroud Claim and Chancellor of the Forge for those. Better curve, better ramp, and more creatures.
- Ivy Lane Denizen is a pretty nice combo with Ulasht, but is also quite usefull with the doublers and the theme. He'll get a spot.
- I should probably just build an Marath, Will of the Wild deck, just to compare before I purchase ;)
- Mountain --> Fire-Lit Thicket. Ensure the right mana
- Mountain --> Command Tower. Ensure the right mana
- Mountain --> Mossfire Valley. Ensure the right mana
- Mountain --> Skarrg, the Rage Pits. More trample for Ulasht
- Mountain --> Khalni Garden. Extra token
- Mountain --> Dryad Arbor. Counts as a creature for Ulasht
- Mountain --> Opal Palace. Makes Ulasht stronger later on
- Hornet Nest --> Earthcraft. Mana tricks for the win
- Chancellor of the Forge --> Ivy Lane Denizen
- Skyshroud Claim --> From Beyond. More allround for my needs (tokens and mana)
- Verdant Force --> Awakening Zone. More allorund for this deck (tokens and mana)
Cheers, and thanks again :)
3 weeks ago
Doubling Season will help you get the most of your Populate and other token generation effects. You should consider Desolation Twin; if Trostani is out you will gain 20 life from casting it, and an additional 10 if you populate the token. Wurmcalling is good for spamming mid-to-late game to spit Wurms onto the field if you want to hold on to cards.
Hornet Nest can help to fend off attacks. Intangible Virtue allows your tokens to swing and gives them a nice buff. Also, Sundering Growth is one option for instant-speed spot removal that also lets you populate.
3 weeks ago
Dude, sweet deck. I love Genesis Hydra. My biggest concern for your deck is that if you cast Genesis Hydra you run the risk of hitting a lot of creatures with X in their cost and 0 toughness, or a tiny Arbor Elf (that you don't need. I don't know how big of a problem this is for you, but I found Genesis Hydra to be more effective with lots of options. For me that's Nylea's Disciple, Acidic Slime, Eternal Witness, Hornet Nest, ETC. That being said, I know you're going for Hydra tribal, which, I have mad respect for.
So my suggestion is to try running some lower cost Hydras to capitalize on that sweet Genesis Hydra trick. Maybe change out some X in the cost hydras for: Managorger Hydra - Grows and is generally terrifying. Scourge of Skola Vale - Defensive by making your opponent have to deal with him before targeting your "Roided" hydras. Polukranos, World Eater - Hydra. Sniper. shoot down those sneaky pacifists.
But if I am being honest, I play casual home-brewed magic with my friends. Don't get me wrong! I play a lot of magic, but I am not a pro. I am just a monogreen-loving fool. So follow your dreams kid, be the best hydra-riding, counter-placing, stompy-trampler you can be! Best of luck to you!
4 weeks ago
Ah, I didn't even notice that lol. Maybe take out Aspect of Gorgon, Fog, Hornet Nest, Predator Ooze, Pharika's Mender, Gaze of Granite, Wasteland Viper, Archetype of Finality, Deadly Allure, and Gaze of the Gorgon, and add another Reaper of the Wilds?
1 month ago
If the brunt of your creatures have deathtouch, fight spells can actually serve as cheap removal. Prey Upon, Ulvenwald Tracker, Setessan Tactics, etc. The larger deathtouch creatures can also synergize with lures like Bloodscent, Revenge of the Hunted, and Roar of Challenge.
If you're trying to play from the grave, return to battlefield is usually gonna trump return to hand. Reanimate, Exhume, and Animate Dead are some classic options. Vigor Mortis and Recurring Nightmare are fine, given a slow enough meta, but I think Soul Stair Expedition is on the weak side. It may be worth begging the question: is reanimation even worth it right now? Bringing back small creatures is pretty underwhelming, even if they have deathtouch. Cards like Ophiomancer, Hornet Nest, and Ogre Slumlord further reduce this need by keeping DT creatures on the board. It might be worth finding some other targets to reanimate, even if they don't have the titular ability. Grave Titan and Hornet Queen are some of the bigger deathtouch creatures I know of. For other options, Griselbrand and Sheoldred, Whispering One are bombs I've faced in reanimator. Of course, if you go in on the strategy, running enablers like Cabal Therapy and Entomb may justify running win conditions from the whole color pie.
1 month ago
Assuming you still died even after reducing the damage dealt to you by 2...
704.3. Whenever a player would get priority (see rule 116, Timing and Priority), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority...
704.5. The state-based actions are as follows:
704.5a If a player has 0 or less life, he or she loses the game.
You will lose the game before your trigger from Hornet Nest even goes on the stack.
1 month ago
Combat damage resolves all at once. Effects from Hornet Nest would go on the stack after combat damage resolution. Life totals are checked as a state-based action, so you're dead as soon as damage resolves and Hornet Nest never triggers.
Now, if you had hit Hornet Nest with Comet Storm, X=6, during the declare blockers step you could've triggered Warstorm Surge off the 6 1/1 green insects and offed Prime Time before combat damage was resolved.
1 month ago
I specifically wanted to know when do the tokens stack vs when the combat damage resolves?
Do the tokens entering trigger Warstorm Surge first?