Hornet Queen

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Rare
MTG: Commander (CMD) Rare

Combos Browse all

Tokens

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.

Price & Acquistion Set Price Alerts

M15

CMD

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Recent Decks

Hornet Queen Discussion

WizardOfTheNorthernCoast on Superfriend Ponza

1 week ago

I would go all in with Sarkhan Vol, because him + Doubling Season = insta 10 flying 4/4's aka win on the next turn. If you have enough mana to cast another one on the same turn, that gives you 10 5/5's with haste. Pretty good.

And what about a one-of Hornet Queen? :)

G_man on The Tokens Are Coming, The Tokens Are Coming!

1 week ago

I do love me a good token deck (I have a 5-colour that's essentially RGW but splashing UB for the commander (Sliver Queen). Here are some suggestions I have:

CREATURES

Champion of Lambholt - Makes creatures unblockable and gets bigger as you play more creatures.

Hornet Queen - One of the best flying defenses for GW, especially once you start populating.

Odric, Master Tactician - Makes your creatures essentially unblockable when they attack since you choose how the defenders block when you attack with him.

Ant Queen - A great mana sink if you're stuck with too much mana.

Worldspine Wurm - A bit on the expensive side mana-wise, but generates big tokens when it dies. Also it goes back into your deck so you can use it again.

Thunderfoot Baloth - Can be game winning, in a similar vein to Craterhoof Behemoth.

Giant Adephage - If you're willing to be more aggressive, defintely consider this. A big 7/7 trample that makes a token of itself whenever it deals combat damage can become a problem very quickly.

Verdant Force - Makes tokens very turn (including your opponents' turns).

Essence Warden - More of a personal choice, but the life gain it can potentially give is amazing. Can also use Soul Warden and/or Soul's Attendant.

ENCHANTMENTS

Doubling Season - A better version of Primal Vigor. I would a straight swap here because Primal Vigor affects your opponents too, while Doubling Season only affects you. Also it causes your planeswalkers to enter with double the loyalty counters, meaning you can ult some of them the turn they come in.

Fanatical Devotion - Lets you sacrifice your tokens to save your more important creatures.

True Conviction - A bit expensive mana-wise, but the double strike and lifelink is super useful.

Zendikar Resurgent - Doubles your mana and lets you draw cards when you play a creature spell.

Sterling Grove - If you want to protect your enchantments then use this. Also lets you tutor an enchantment to the top of your deck by sacrificing it.

OTHER CARDS

Ashnod's Altar - Sacrifice a creature for two mana. Always good.

Mosswort Bridge - A hideaway land that you can easily trigger due to the number of creatures you'll have out.

Deploy to the Front - Get tokens equal to the number of creatures already on the battlefield.

White Sun's Zenith - Makes tokens and then shuffles back into your deck. Instant speed tokens are always handy to have.

Arachnogenesis - Stops combat damage and creates tokens. Situational but useful.

Elspeth, Knight-Errant - Creates tokens and can make your board indestrucible. Very useful, especially with Doubling Season.

Hope these suggestions help!

multimedia on The Tokens Are Coming, The Tokens Are Coming!

3 weeks ago

Hey, cards you can cut to make 100 cards:

  • Chant of Vitu-Ghazi
  • Archetype of Endurance
  • Majestic Myriarch
  • Trostani's Summoner
  • Kazandu Tuskcaller
  • Budoka Gardener / Dokai, Weaver of Life
  • Citanul Hierophants

Cards to consider adding: (all budget suggestions - no card is more than $6)

  • Avenger of Zendikar: one of the best token makers and a win condition.
  • Hornet Queen: flying deathtouch bee tokens are nasty, especially when they start multiplying.
  • Elvish Archdruid: pump and mass mana production with Elves since Elves are you're primary source of tokens.
  • Priest of Titania: two drop makes mass amounts of green mana with Elf tokens.
  • Imperious Perfect: pump for Elves and like Rhys can be an army in a can.
  • Mentor of the Meek: amazing draw with tokens pay one mana to draw a card any time you make an Elf with Rhys.
  • Mirror Entity: pump all tokens a turn to insane amounts very good with Itlimoc, Cradle of the Sun as a mana sink.
  • Champion of Lambholt: make all your tokens unblockable and she grows as you create tokens.
  • Martial Coup: very good token creation spell that can also board wipe all your opponent's creatures and not yours.
  • Green Sun's Zenith: very good green creature tutor puts the creature you tutor for directly into play. Use it to find Archdruid in the early game and Craterhoof later in the game to win.

Card to consider cutting:

  • Condemn
  • Druid's Deliverance
  • Call for Unity
  • Steelshaper's Gift
  • Nomads' Assembly
  • Devout Invocation
  • Vitu-Ghazi Guildmage
  • Burgeoning
  • Elemental Bond
  • Nature's Claim

Good luck with your deck.


TaegukTheWise on What archetype is my deck?

3 weeks ago

Allow me to provide context so you guys can better understand my question.

I know my Roon, Mayor of Value Town deck is a good stuff control deck, but I have a friend who constantly makes new decks and wants to test them out. But sometimes he can't make it to the cardshop and he has to settle for 1v1 to see what his decks need to work on. My Roon deck is made for 4 player EDH with its control aspect stemming from the toolbox which is the rest of the deck, Roon is for gaining me more value with my creatures to gain advantage or control the board, politics (such as blinking an opponents value creature for favors), and blanking blockers/attackers for extra control. The deck runs counterspells and also has some cards that serve multiple purposes but primarily serve to hate out Torpor Orb and Hushwing Gryff/Tocatli Honor Guard, a perfect example: Bant Charm.

My other two decks are Nekusar and Krenko so he chooses to face Roon since Roon is not as fast as Krenko, but not as vicious as Nekusar. Whenever he does play against Roon, no matter what deck he plays I find some way to stabilize the board and gain victory. My win cons can be: creating enough tokens with Trostani's Summoner/ Avenger of Zendikar sometimes paired with Cathars' Crusade, Meadowboon or Gavony Township, having a bunch of creatures and dropping Craterhoof Behemoth, or having an infinite combo with Reveillark, Karmic Guide, Ashnod's Altar and a creature that can draw me cards like Mulldrifter or Cloudblazer to get Minion Reflector to make an infinite army of creatures to win the game, or a creature that can remove things like Nevermaker, Trostani's Summoner or Hornet Queen to make an infinite army of creatures to swing with on my next turn, or using Acidic Slime to destroy pesky artifacts and enchantments or lands.

The most common occurrence is that I hose his creature based aggressive decks with Stonehorn Dignitary until I get a threat online or I draw into removal I can abuse, or he scoops. Nevermaker to stall his board when he can't draw more cards to lock him in place until I drop a threat, or he scoops. Or the previously mentioned infinite combo, recently and more specifically, destroying his lands in response to a board wipe that would reanimate him a threat to make him scoop (I mention this because if he didn't wipe the board I wouldn't have blown up his lands, thus I gave him the option to take back the wipe, he didn't, so I blew up his lands and he scooped). The way Roon wins in these scenarios isn't shocking since I'm only facing my friend instead of 3 opponents dividing up my resources to maintain defense while being relevant in a subtle fashion, and 1v1 speeds up the game of EDH tremendously.

After losing so hard to Roon under these conditions (8 times mind you) he is convinced that my Roon deck is a hate deck, or at least in 1v1, and will never 1v1 it again because I can stop his decks so easily (which is completely fair). I think the thought that my Roon deck is not a control deck but a hate deck is utterly preposterous since I don't have cards like Gaddock Teeg or Ethersworn Canonist or Aven Mindcensor making up a good chunk of the deck. The only real hate cards in the deck are Thought-Knot Seer, Angel of Finality, and Stonehorn Dignitary but their effects aren't passive and that I need to commit resources to them to keep using their abilities, and that Stonehorn is more considered control than hate in a 4 player game. But I think I need more opinions to further solidify what archetype my deck is.

My question to all of you is can you look at my EDH deck and tell me what my deck's archetype actually is?

Coward_Token on Gahiji: Forever War

3 weeks ago

A less virtual (but still only figurative) wall of text coming trough:

Marvell: You mentioned not getting much mileage out of Alliance of Arms a while back, maybe trade it out for a good old Hunted Dragon? Some more evasion (and haste!) seems nice to me and it's still in the spirit of the deck, if not as much as giving everyone 4+ weenies for the same amount of mana (it's too bad that in this case, Join Forces doesn't give people much incentive to spend their instant-speed lunch money...) Varchild's War-Riders is also an option, even if it's token gifting takes a while to pick up speed. (Alternatively, you can solve things in the fun and janky way by complementing Alliance with any of Invasion Plans, Bedlam, War Cadence, Battle Strain/Heat of Battle, Magistrate's Veto, No Quarter(with e.g. Gahiji), Tempting Licid, Brigid, Hero of Kinsbaile or even Assault Suit + e.g. Archetype of Courage or Champion of Lambholt(also mooches off any creatures entering during its stay) so the attacking weenies survive(while still tapped and unable to block) and/or cause damage and/or cause the deaths of their defending counterparts so that those can't block in the future. Already-present Curse of Predation works too, if only on one person.(Obviously, you still need a way to make people to attack each other.))

awalloftext: (Rivals response-response)

Huatli, Radiant Champion: yeah, in order to fit in the deck she'd probably need to be complemented by more evasion and/or one-to-many effects, e.g. Legion Loyalist or Dragon Throne of Tarkir (I would have taken the chance to mention Elemental Mastery yet again (or Pollenbright Wings for that matter), but with that emblem I'm afraid things will get out of hand [SpongeBob laugh]) (On a related note, I keep giving Praetor's Counsel longing glances before sighing at that 8 CMC...)

The Immortal Sun: Enlightened Tutor would be the natural-but-boring complement, even if it wouldn't lessen the steep CMC

Non-Rivals thoughts:

Continuing an apparent crusade against high CMC flying creatures: Is Hornet Queen worth it if you don't put too much value on maintain the get-as-many-creatures-as-possible theme? Yes, it's an important holder of evasion in the deck (and deathtouch + flying is pretty spicy, esp. when Rhys hits the floor) and it greatly benefits from various anthem effects (16 sum power with Gahiji alone is far from bad), but I feel that at 7 CMC it's not quite enough. Possible alternatives I'm contemplating myself would be the ones mentioned in the Evasion Package variant, other CMC-affordable trample-giving creatures, Akroma's Memorial (on one hand, pretty bomb immediately, on the other, as expensive as the Queen, redundant with Iroas and anti-synergetic with Mirri's defensive aspect due to vigilance (ironically) unless you complement with some artificial source of tapping) or maybe even Eldrazi Monument (I'm kinda afraid of not reliably producing enough disposable creatures for it). (Too bad you can't just murder Homura, Human Ascendant with a Skullclamp, eh) (I won't whine about Gisela though, since she manages to honor the spirit of the deck while still being one of its few bombs)

Maybe I'm being simplistic here, but I feel that all other things being equal, (beatdown) players tend to attack the opponent with the most life in order to avoid being outlasted in the long run. To take advantage of this, I'm thinking of replacing Rootbound Crag with Grove of the Burnwillows(bonus: slightly more reliable ramp!) and/or Lifecrafter's Bestiary with Sylvan Library(yes, I know it's already mentioned in the primer); this could work as another way of influencing attacks while still fulfilling the vital roles of ramping & card advantage. (If only Armistice was less bad...) Main concern would be that since the Library is such a high-profile card it could be counterproductive, in the sense that people might be more eager to ping you in order to hamper your progress. Furthermore, bringing your life down too much could cause people to smell blood and see an opportunity to kill you, and in the deck's current state it only has two ways to get life back (well, technically three, but you'd have to be pretty desperate to use Swords to Plowshares for that purpose), and I dunno if there's a non-awkward way to squeeze in more lifegain cards (Archangel of Thune? Angelic Skirmisher? Pride Sovereign(maybe in that hypothetical cat tribal variant)? Mavren Fein, Dusk Apostle??). (At least there's the silver lining of Sunforger being able to fetch Benevolent Offering in a pinch, because what doesn't that hammer do?)

Finding myself increasingly intrigued by Regal Behemoth after reading Queen Marchesa: Politics, Aikido, and Control as it pointed out the attractiveness of being the monarch encourages conflict (and being attacked once in a while might not be all bad either, see below), but it would probably need to be complemented by a land untapper like Nature's Will since you'd otherwise would kinda have to hold your mana base back until post-combat whenever you want to get the monarch back in order to take advantage of the Behemoth's Mirari's Wake effect, and the 6 CMC is still prohibitive. (Also: of course monarch drawing happens at the end step, duh)

Finally, here's probably my most questionable musing yet: So for similar reasons to the aforementioned M. Queen deck I inspected this,

http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/212130-pillow-fort-edh

,which included the following paragraph:

Why omit Propaganda and Ghostly Prison?

Simply put, these enchantments were awesome when they were "new technology," just like Rhystic Study. Everyone was on Level 0, refusing to attack for a cost when they could attack for free elsewhere. At level 0, these are insanely good.

With numerous blogs, webcasts, articles, and Wizards support, Commander is developing enough of a hivemind that these cards are starting to generate the opposite effect: putting a cost on attacking makes some players feel like they're being tricked, so they make it a point to show you taxation without representation is not a valid defense. The mana cost is a tempo loss, but not enough of one. Opponents are now on Level 1, where the option of paying 2 makes them feel like they're investing in threat management (and they're right!)

These are valid if you run a heavily meta-oriented deck where your opponents have lots of creatures. A combination of all 3 propaganda effects along with enchantments like Reverence and Lightmine Field are an effective barrier. Beware of the "Challenge Accepted" mentality."

Now, the quote can probably be disagreed with for more than one reason, but it kinda got me wondering if some of the cards in the deck aren't a bit counterproductive. The ones I'm thinking of are Michiko Konda, Truth Seeker (I know we've talked about it before), Serene Master and, rather heretically, Ghostly Prison.

First, on a very obvious level, all of these cards more or less work by dissuading people from attacking you by threatening to deny them resource denying your opponent some resource whenever they attack (i.e. a sacrificed permanent/judo'd fatty/handful of taxed mana). Now, maybe I've given the above quote and the previously mentioned thing about high life points inviting attacks too much thought & credit, but I wonder if this particular flavor of pillow fort/rattlesnake cards end up making you more of a target by virtue of heavy-handedly threating to outlast the competition and/or blow up their respective stuff in particular (in the sense that the effects of the cards can't readily be directed at someone else when relevant, more on the alternative later). This might make opponents might feel inclined to take you out anyway ASAP and/or cut the Gordian Knot by just using removal on the offending permanents.

Second, on an even-more-obvious-yet-somewhat-distinctive level, all of these cards more or less work by denying opponents resources when they attack you, which I feel is kinda wasteful because they could potentially use those resources on other people later (and if said resources is a grave concern then burning a removal spell might be safer )

Finally, without proper support they're all more or less purely defensive (I feel Michiko, having only 2 toughness and lacking evasion or even Mirri's decent First Strike damage, is prone to being focused on when attacking since that could be profitable for the defending player in the long term), which is also kinda bad since the deck is beatdown-minded.

(I'm (even more) unsure about Windborn Muse seeing as it provides a decent flying offense to complement its taxation. Kazuul, Tyrant of the Cliffs is too cool for me to consider kicking out, especially since opponents can just chose to give you ogres.)

Where I'm going with this is that I'm wondering if there's cause for replacing one or more of the three above with cards which (1) don't automatically retaliate when you're attacked, (2) gives an offensive benefit when it does happen (which when combined with the first point also arguably gives you an information advantage over your opponent since they don't necessarily know what you'll do with it) and (3) have a bit better attacking capabilities of their own:

Broodhatch Nantuko: More flexible but less powerful Hornet Nest(which I btw don't have a problem with). Synergizes a bit with the mind games of Den Protector if you have the mana to spare. (Brimaz, King of Oreskos has already been mentioned and is less explosive but arguably more reliable)

Requiem Angel: After contemplating the deck's lack of haste sources (and to a lesser extent, evasion), this one intrigued me because it takes advantage of the rampant summoning sickness among a lot of the deck's (token) weenies by letting you block with them to their deaths on an attacking opponents turn and then replace them with a bunch of fliers that will be ready to go on your turn. The steep CMC is the obvious concern.

Darien, King of Kjeldor: Similar thoughts here to Requiem Angel with regards to bypassing the need for haste but also the CMC.

A bit of a compromise which I'm also intrigued by is Archangel of Tithes. The designers probably wanted people to give it vigilance somehow in order to have their tax cake and eat it too, but I'm liking the idea of being able to toggle between defense and offense for the purpose of manipulating attacks. The evasion-by-taxation effect is a bit of a mixed bag though; it could lead to the resource-threating problems I blathered about earlier, but it could also be highly effective by virtue of letting you force control players to chose between holding back their instant-speed mana or be punched in the face, while at the same time plain punching trough the defenses of less mana-rich people. Aside from these worries, the WWW in the cost could also require more mana fixing. ((Relatively) old-school & colorless Thunderstaff is a pea from a similar pod which I haven't counted out yet either, although another commenter already mentioned it back in the end of august.)

(A further compromise would just be to kick one of the three out in favor of Grenzo and relying more on goading to keep you relatively safe.)

So in summary I guess I'm proposing a variation which could be charitably be described as "bold" and less charitably "reckless", where you rely more on cards which provide a "softer" defense (including e.g. Gahiji and the Curses) and/or are more versatile with the hope that it would somewhat unintuitively lead to taking less damage, but CMC concerns definitely keeps me from standing by the whole package (the deck's current curve is pretty elegant)

KabsBUB on Mazirek Sac Stax

1 month ago

While I do like a lot of the combos & the cards you've packed into this deck, I think this deck still has quite a few weaknesses:

1) How do you deal with commander hate? i.e repeated destruction (aside from re-casting it and Sylvan). If you don't have Mazirek, I don't think this deck will go anywhere.

2) Still needs more tutors; your combos are great but I don't know how reliably you'll get them with Sidisi/Razaketh/Diabolic (did I miss something?). How about Protean Hulk, Defense of the Heart or Tooth and Nail? You could always tutor up a combo like Mycoloth + Sylvan Safekeeper or It That Betrays and Sheoldred. Though I know this deck likes it slow and steady, you could also go off on a chain such as Defense of the Heart / Tooth & Nail -> Protean Hulk + Sidisi/Razaketh, sacrifice Hulk -> tutor for Animate Dead (to recur Protean later), protean trigger to tutor any combo 6cmc, Animate Dead the protean, Sacrifice it, grab an Eternal Witness to get your Animate Dead back, rinse and repeat-> Razaketh/Tutor/Sac for Deathrender or Ashnod's Altar -> Razaketh/Tutor/Sac for any creature you want onto the battlefield, starting with token generators (Abhorrent Overlord or Hornet Queen, and sacrificing tokens for mana/tutor and cast all of your colorless artifacts. Akroma's Memorial and Craterhoof Behemoth = GG! It might cost you 20 life or so but it sure will be fun (for you)!

3) Weak to board wipes, takes awhile (unless you have good luck) to reach full potential. Things like bitterblossom just aren't as fun as cheating something like Abhorrent Overlord or Hornet Queen. Also try Living Death just in case someone wipes you.

I would also advise removing some of the weaker mana accelerators: Birds/Elvish Mystic/Deep Shadow and replace it with more....sac-related fodder because they feel pretty useless drawing it late-game.

Yavimaya Elder, Sifter of Skulls or Soldevi Adnate

Instead of casting everything also consider cheating them: Summoner's Egg, Deathrender

Fun cards to consider: (Apologizes if already included)

It That Betrays, Pernicious Deed, Savra, Queen of the Golgari, Endrek Sahr, Master Breeder, Akroma's Memorial, Spore Frog, Carrion Feeder, Volrath's Stronghold, Oran-Rief, the Vastwood, Hardened Scales, Walking Ballista, (control: Contamination, Bojuka Bog)

patrickd117 on Rith, the Awakener Jan 2018

1 month ago

The lands definitely jump out at me as being not ideal. I'd Vivid Crag, Vivid Grove, and Vivid Meadow are almost always better than evolving wilds and terramorphic expanse. Rith's Grove is bad. I'd try out Krosan Verge. That's a must-play for me in white-green.

Seed Spark impresses me less than Return to Dust or Sylvan Reclamation, even considering that it's more synergistic with your deck.

I'd probably run Secure the Wastes over White Sun's Zenith. I've never been impressed with Dictate of Heliod. True Conviction also seems like a card that's not quite as good as it was when we started playing. It's also not as good with 1/1's; you need a pump for it not to be +1/+1.

Emeria Angel seems pretty low-impact, as does Requiem Angel. Farhaven Elf isn't the best option either. I think you really only want to run it if you're gonna be blinking it.

Random stuff that could be worth trying: Champion of Lambholt, Pathbreaker Ibex, Hornet Queen

Definitely add Cryptolith Rite and Rishkar's Expertise

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