Hornet Queen

Creature — Insect

Flying, deathtouch

When hornet Queen enters the battlefield, put four 1/1 green Insect creature tokens with flying and deathtouch onto the battlefield.

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Hornet Queen Discussion

Tyr_W on Force of Nature

4 days ago

This deck could use some haste. For both the big attackers and the manadorks.

And where IS that Force of Nature?

Others:

Cards you can do without:

Flagellum on Token Deck Name

5 days ago

Don't take this the wrong way, but I think this deck needs some direction. It's your first deck and half my decks still need guidance :) By that I mean I see a mix of big stompy creatures, +1/+1 counters, and tokens. To get the most out of Oviya I recommend sticking to either cheap token stuffs or low cost critters. This is so you can create a horde of tokens and then use Oviya to make big baddies.

The big stompy creatures like Dungrove Elder can all be cut since Oviya can make tokens bigger than them. Second, add in some pump spells like Beastmaster Ascension and evasion type stuff like Primal Rage (to go along side of Nylea). Now all your measly 1/1 servos are 6/6 giant tramplers. Bow of Nylea will serve you well and can clear the field with your tokens. Remember if your creatures have d/t and trample you only need to assign 1 point of damage for lethal and then deal the rest to your opponent.

Fabricate is a nice mechanic for Oviya and plays right into the +1/+1 counters theme. Of course you would most likely prefer to use the tokens rather than the counters. I would cut the more expensive ones listed here like Gladehart Cavalry. Champion of Lambholt is an all-star here and you already have her in the deck (Avenger of Zendikar likewise).

The ramp package can be tweaked too. Stuff like Kodama's Reach/Cultivate, Burgeoning, perhaps even Far Wanderings. Cheap mana dorks also add to the effect of Oviya.

Token Generators not listed:

Beacon of Creation

Ant Queen

Hornet Queen

Imperious Perfect

Jade Mage

Rampaging Baloths

Sporemound

Fungal Sprouting

Saproling Symbiosis

Parallel Lives

Doubling Season not budget friendly

Squirrel Nest

Wolfcaller's Howl

Wolfbriar Elemental

These are just a few of the things green has to offer. Note, not all of these will be ideal.

Tyr_W on Meren's Grave Shenanigans

1 week ago

Fun cards yet budget:

Browsing the cards, I think you could use reanimating creatures like Apprentice Necromancer and Doomed Necromancer as they can reappear.

Cards to cut:

Ze_Geuse81 on Spawn and Burn.

1 week ago

Well i'm a huge fan of trostani she's a power house but i have to tell you that you are sorely lacking in the token departement sure you can make some bigger tokens but your missing the real staple so here are a few budget suggestion that will get you in the game so here goes Advent of the Wurm, Darien, King of Kjeldor, Armada Wurm, Ant Queen, Hornet Queen, Avenger of Zendikar, Rampaging Baloths. Then for some real power throw in Beastmaster Ascension, Cathars' Crusade, Earthcraft, Parallel Lives and the most impressive token makers IMO Giant Adephage, Entreat the Angels, Archangel of Thune(this card id op with trostany but it's expensive) hope some of these helped you out. !! you can check out my deck here : http://tappedout.net/mtg-decks/my-milkshake-brings-all-the-boys-to-the-yard/Enjoy your deck

railwaystation on Reanimate Em All

2 weeks ago

Probably leave Sekki, Seasons' Guide as a 1 of in the sb to combat Surgical Extraction against Master of Cruelties. But it is true that you need castable creatures as well because Alesha will probably hit the graveyard at some point and things get difficult without her. I would up the count for Grim Flayer for this reason.

With 8 fetches it is entirely possible to splash for a fourth color, which I would recommend Knight of the Reliquary. Can come in pretty big especially if you've been fetching and milling lands. She can also fetch Bojuka Bog for instant graveyard hate or Ghost Quarter if you need. White splash won't hurt you much since it can be used for Alesha, but it makes hard casting Eternal Witness and Drana, Liberator of Malakir more difficult. You'll probably need to take out your manlands. Arguably though you won't be casting Eternal Witness on curve (most likely see her come down in mid/late game), and if you had double black for Alesha then you'd have double black for Drana.

Also opens up a bit more sb options, Qasali Pridemage comes to mind as a recursive artifact/enchantment killer if you need it.

However I think you should still focus on getting guys out with Alesha for the fun factor but her lacking haste (I don't think its necessary to use Anger or to find ways to give her haste though) does give your opponent a chance to deal with her, because before Alesha comes in the only other creature your opponent would kill is probably Grim Flayer. So I'd expect to hard cast at least half the time and make sure I won't be doomed without Alesha.

I think you should also up your Faithless Looting to four, take out Hornet Queen, Huntmaster of the Fells  Flip, and move Maelstrom Pulse to SB, so you have 4 Lootings and 4 Grim Flayers. I think you'd have more consistency as well as a bigger tempo play early game. I really think you should put something expendable but threatening on the battlefield before Alesha comes in (Flayer and...Goyf...) so that you can play offensively, which is what Alesha wants.

Example:

Turn 1: Fetchland -> red+black/green source -> Faithless looting -> dump creature and instant in yard

Turn 2: green/black land -> Grimflayer comes in as 4/4, basically a Goyf at this point, opponent must answer. If you also ran Goyf putting a fatty down on T2 is very easy.

Turn 3: land -> Alesha, opponent has two problems now

Turn 4: do whatever you want you're pretty scary now

JaysomeDecks on Ezuri (please help!)

3 weeks ago

Ok, so I've been running Ezuri for a while now, and there are 3 cards that have become my absolute favorites. They're all good individually, but all together, they equal a turn 5 (turn 3 w/ Sol Ring) win.

First is Deranged Hermit. This 5cmc beauty gives 5 experience counters to Ezuri, and is on curve to come out the turn after him. Echo doesn't matter here, since you already got the ETB triggers. There are other creatures such as Hornet Queen that are also good for pumping up your experience, but having this guy able to come out the turn after your commander is what really makes him shine. (Also, if you're a stickler for modern art, there is a foil promo of this card that shouldn't run you too much more)

Next is Sage of Hours. You get 5 experience counters on Ezuri, and you pretty much just win. Every combat you put 5 counter on him, then take them off for another turn, which lets you put on the counters all over again. This card has been the ultimate game-winner for my Ezuri deck.

The third card is the one that pulls those two together. Chord of Calling. A solid tutor by itself, in this particular deck it allows you to win the turn after you play your commander. Here's how:

With your commander out, play Deranged Hermit, which gives you 5 green creatures, and 5 experience counters. Console lets you tap those 5 creatures to play Chord of Calling. (It doesn't matter that they have summoning sickness, since they are being tapped by Chord's ability) Because the creatures are green, they cover all of Chord's mana cost, 3 for the green, and 2 for x, letting you search your library for Sage of Hours and put him directly into the battlefield. Proceed to your combat step, and voila, infinite turns.

Short version: Commander out. Play Deranged Hermit, gaining 5 Exp counters. Tap creatures created by Deranged Hermit to cast Chord of Calling, searching for Sage of Hours. Go to combat, place counters on the Sage, take infinite turns.

Now, while these cards do work together, in no way should this be considered a 3-card combo. Deranged Hermit can be played whenever you have him. All that matters is the experience. Sage of Hours can be played anytime you have experience counters. Just drawing into him mid-late game is a win. And Chord can simply be cast whenever, using mana or creatures or what-have-you, on whatever target. They just so happen to be able to work together if it works out that way.

(Another card that could be useful is Tooth and Nail. It's a solid card, and in this case could fetch Sage and Hermit together from deck to field)

Anyhow, if you've ever wanted a deck that had the possibility to win on turn 3, this is a way to do it. (Usually it won't be near that early, but just pulling it of once is pretty incredible)

Thorbogl on Modern Mono Green Devotion

3 weeks ago

@ Mairon_Bauglir appreciate your suggestions

Avatar of the Resolute, Vigor and Primordial Hydra are in my 1+/1+ counter deck, and I see that their powerlevel is quite high but I don't want to play them in both decks.

Vorinclex, Voice of Hunger - man I love that card and would definitly play it, but just got the three titans and my budget is quite low atm.probably i will get him soon

Garruk Relentless  Flip - playing him already in my werewolf deck, so he probably won't make it in, aswell because Garruk Wildspeaker fits better into the deck.

Elderscale Wurm- I actually playtested him, but in my local meta there is too much loss of life to actually become near immortal(gonna add him to the sideboard though((worked out very nice against goblins))

Wolfir Avenger - i really like this card but i think the cc3 spot is filled.3x Leatherback Baloth + 3x Predator Ooze is a quite beefy frontline. If i get my Hands on these i will playtest them.

Deadly Recluse - seems like a really nice anti air blocker, but i intend to go for a Hornet Queen instead

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