Invasion Plans

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Stronghold (STH) Rare

Combos Browse all

Invasion Plans

Enchantment

All creatures block each turn if able.

Instead of the defending player, the attacking player chooses how each creature blocks.

Price & Acquistion Set Price Alerts

STH

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Invasion Plans Discussion

passascats on Take My Xantcha

2 months ago

I feel like there is a lot more interesting things you could do with this deck.
There are a lot of forced combat cards out there that can make sure players are tappedout when she goes to swing: Avatar of Slaughter, Grand Melee, War's Toll, Goblin Diplomats, Total War, Warmonger Hellkite, and Invasion Plans.
There are also some cool enchantments that can help drain her controller or boost your life without mana: Visions of Brutality, Vampiric Link, Contaminated Bond, and Treacherous Link.
Temur Battle Rage, Psychotic Fury, and Uncaged Fury can boost commander damage or save her from death when she's facing another 5/5 blocker.
This one might be over budget, but Crawlspace can really help make sure you don't get hit with every other attacking creature on the board.
Good Luck!

passascats on Xantcha, EDH

2 months ago

Ok, New line of thought based on email thread, going to dump suggestions here:
Avatar of Slaughter, Grand Melee, War's Toll, Goblin Diplomats, Total War, Warmonger Hellkite, Season of the Witch totally worth 2 life, and Invasion Plans.

StopShot on Rate each draw engine from ...

5 months ago

A draw engine is a two card synergy that results in repeatable card draw. I run a Mardu deck so most of the cards will be in colors. I've numbered each engine so you just need to post the engine number followed by your personal score for each. (Feel free to skip any since the list is lengthy. No card is mentioned more than once however.)

A score means the draw engine is janky, unreliable, clunky, inefficient, etc. Basically an engine you'd never consider running under any circumstance. A score means the draw engine is consistent, reliable, fast, and effecient at drawing cards. This score signifies a considerable auto-include for any EDH deck.

) Skullclamp + Bitterblossom//Reassembling Skeleton = Draw off equip cost.

) Land Tax + Scroll Rack = Exchange 3 basic lands for 3 new cards every turn.

) Mentor of the Meek + Norin the Wary = Draw a card every time Norin flickers.

) Underworld Connections + Deserted Temple = Double draw by untapping enchanted land.

) Skyhunter Skirmisher + Mask of Memory = Dig through four cards while discarding only two.

Sensei's Divining Top + Quicksmith Genius = Repeatable loot effect by resolving QG's ability last.

Greed + Ivory Tower//Authority of the Consuls = Gain life to mitigate life loss from Greed.

Ghirapur Orrery + Tireless Tribe = Discard your hand to activate the Orrery's second ability.

Tower of Fortunes + Braid of Fire//Mana Flare = Use extra mana to activate ToF's ability.

Geth's Grimoire + Geier Reach Sanitarium = Draw extra cards equal to the number of opponents.

) Phyrexian Arena + Strionic Resonator = Double draw from Phyrexian Arena.

) Well of Lost Dreams + Peace of Mind = Discard one card to draw three.

) Aggressive Mining + Drownyard Temple = Pay three mana to draw two cards on every turn.

) Endless Ranks of the Dead + Cryptbreaker = Produce lots of zombies to draw cards with.

) Gift of Immortality + Moriok Replica = Pay 2 mana to draw 2 cards and lose 2 life on every turn.

) Invasion Plans + Infiltration Lens = Draw 2 cards for each creature that blocks equipped creature.

) Otherworld Atlas + Voltaic Key//Energy Chamber = Accelerate charge counters for draw power.

) Call the Bloodline + Slate of Ancestry = Produce multiple vampires to draw multiple cards.

) Strands of Night + Magus of the Wheel = Repeatable draw seven cards.

) Humble Defector + Homeward Path = HP regains control of Defector after drawing 2 cards.

Not all draw engines need to be rated. Rating the ones that are the most interesting will do. This feedback will be crucial for other people when considering what draw engine to use for their decks.

Grisbane on Please keep Grenzo's grubby hands off my pie

5 months ago

It looks like you built the deck to go as wide as possible. You also have a little too much goad in here as well as when you get down to 1v1 that goad will blow up in your face. Now if you are making this deck to purely steal people's cards, Marchesa, the Black Rose does that infinitely better and has viable removal and interaction options being Grixis.

As For Card purging:
- You have no real decent targets for Reverberate so there is no point in having it. - Bomat Courier is only really good very early game, the odds of having it opening hand are bad, and commander has removal everywhere so if it does hit the field later it will never stick. - Hound of Griselbrand is too expensive for what it does. - Bedlam will more often than not backfire. - Zealous Conscripts is far too expensive. - Urabrask the Hidden enters the battlefield to late to be effective.
- I agree above, Blasphemous Act is handing the game to someone else. if you cast it, you will lose 99% of the time.
- I am a huge fan of Neheb, the Eternal... as a commander. That being said as one of the 99 in a go wide deck, he will throw your curve off badly and will never live long enough for it to bear fruit. If he hits, a semi-intelligent player will kill him immediately, no less smart ones. - Invasion Plans really has the chance to backfire as against decks with larger creatures, it will board-wipe you. - The same with Heat Stroke. There are more than a few decks that can keep up with you, Goblins, Vampires and especially Elves can race you for going wide. Don't play cards that will put you at a disadvantage against them.

I would go more goblin centered, adding in Goblin Warchief, Vanquisher's Banner, Goblin Chainwhirler, Squee, the Immortal, Mogg War Marshal among many others. These are just some things to think about. Good luck.

TheNocholas on fumiko!

7 months ago

War's Toll +Grenzo, Havoc Raiser= board domination. Invasion Plans could work too.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER v2]

7 months ago

The big changes recently...

Siege-Gang Commander out for Beetleback Chief: Just trying to cut down the CMC a bit more, plus I never get to use the second ability of SGC anyway.

Wheel of Fortune out for Memory Jar: I've been going back and forth on this for a long time, and I finally decided to do it after a string of bad luck with Wheel. Wheel is amazing normally, and I don't know if it is just the deck or my meta, but 9 out of 10 times I play it it ends up going worse for me. Worse yet, I found myself holding onto it and not casting it. Memory Jar allows me to get the effect, I don't have to pitch my original hand if I have a good one, and any benefit to opponents is short lived. Being able to recur it is a huge plus also.

Crawlspace out for Meekstone: Much more effective, and the impact on this deck is minimal (Krenko, Chancellor, Purphoros, Urabrask). I will miss the art though!

Kindred Charge out for Chancellor of the Forge: This change may not stick, or I may just bring Charge back in in addition to the Chancellor, but I tend to have better luck with this effect as a creature than I do with a sorcery. Not losing the new tokens at the end of turn is great too.

Aggravated Assault out: I originally added this because the deck felt one turn away from winning very often at the end of a game someone else won. I figured getting more combats in, or the...14 card infinite with Krenko, Mob Boss and Skirk Prospector was fun if I ever managed to get it off. Ultimately, drawing deeper into my deck more results in a lot more consistent wins.

Basilisk Collar out: I think this was just me trying to be too cute. Fun, but not consistent or impactful enough.

Invasion Plans out: See above. Nemesis Mask does this way, way better. Playing Invasion Plans was always a huge risk, and there are better finishers.

Skirk Fire Marshal out: While great with Basilisk Collar, most of the time it's just a really hard to play around effect, as strong as it is. I would rather have Goblin Assassin back in eventually.

Myriad Landscape out for Buried Ruin: Entering the battlefield tapped is ultimately what killed this for me. Buried Ruin fits the spot better.

Great Furnace in: Added to up the artifact count for the new manarock.

Mox Opal in: Now that I've raised the artifact count a bit, including this is easier than before. Also helps a bit to offload mana generation away from the lands a bit, in cases where I want to sac them all but not be stranded after.

Imperial Recruiter in: Hell yeah! This finally got reprinted, which dropped the price from $150+ to probably around $50. Can grab so, so many good creatures.

Fervor in: I've wanted one more haste enabler for a long time. This might eventually change to Mass Hysteria.

Font of Mythos in: In an effort to drastically increasing my draw, I'm trying symmetrical draw effects for the first time. The hope is to take advantage of it faster than my opponents. We'll see how that goes!

Horn of Greed in: As the deck gets better, getting multiple land drops in a turn becomes more consistent, and I rarely miss a land drop anymore. I would only be worried about this against one green deck in my meta, but even then it is always a race anyway, at least this time it will be more fun.

Scour from Existence in: Rather than just running either this or Spine of Ish Sah, I am going to run both. The deck plays so much better the more interactive it becomes.

That's the biggest number of changes I made since the deck's first revision more than a year ago! I'm confident I will be happy with most of the changes, but as always, this deck will constantly change to be the most powerful and most fun I can make it.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER v2]

7 months ago

The big changes recently...

Siege-Gang Commander out for Beetleback Chief: Just trying to cut down the CMC a bit more, plus I never get to use the second ability of SGC anyway.

Wheel of Fortune out for Memory Jar: I've been going back and forth on this for a long time, and I finally decided to do it after a string of bad luck with Wheel. Wheel is amazing normally, and I don't know if it is just the deck or my meta, but 9 out of 10 times I play it it ends up going worse for me. Worse yet, I found myself holding onto it and not casting it. Memory Jar allows me to get the effect, I don't have to pitch my hand if I have one, and any benefit to opponents is short lived. Being able to recur it is a huge plus also.

Crawlspace out for Meekstone: Much more effective, and the impact on this deck is minimal (Krenko, Chancellor, Purphoros, Urabrask). I will miss the art though!

Kindred Charge out for Chancellor of the Forge**: This change may not stick, or I may just bring Charge back in in addition to the Chancellor, but I tend to have better luck with this effect as a creature than I do with a sorcery. Not losing the new tokens at the end of turn is great too.

Aggravated Assault out: I originally added this because the deck felt one turn away from winning very often at the end of a game someone else won. I figured getting more combats in, or the...14 card infinite with Krenko, Mob Boss and Skirk Prospector was fun if I ever managed to get it off. Ultimately, drawing deeper into my deck more results in a lot more consistent wins.

Basilisk Collar out: I think this was just me trying to be too cute. Fun, but not consistent or impactful enough.

Invasion Plans out: See above. Nemesis Mask does this way, way better. Playing Invasion Plans was always a huge risk, and there are better finishers.

skirk fire marshall out: While great with Basilisk Collar, most of the time it's just a really hard to play around effect, as strong as it is. I would rather have Goblin Assassin back in eventually.

Myriad Landscape out for Buried Ruin: Entering the battlefield tapped is ultimately what killed this for me. Buried Ruin fits the spot better.

Great Furnace in: Added to up the artifact count for the new manarock.

Mox Opal in: Now that I've raised the artifact count a bit, including this is easier than before. Also helps a bit to offload mana generation away from the lands a bit, in cases where I want to sac them all but not be stranded after.

Imperial Recruiter in: Hell yeah! This finally got reprinted, which dropped the price from $150+ to probably around $50. Can grab so, so many good creatures.

Fervor in: I've wanted one more haste enabler for a long time. This might eventually change to Mass Hysteria.

Font of Mythos in: In an effort to drastically increasing my draw, I'm trying symmetrical draw effects for the first time. The hope is to take advantage of it faster than my opponents. We'll see how that goes!

Horn of Greed in: As the deck gets better, getting multiple land drops in a turn becomes more consistent, and I rarely miss a land drop anymore. I would only be worried about this against one green deck in my meta, but even then it is always a race anyway, at least this time it will be more fun.

Scour from Existence in: Rather than just running either this or Spine of Ish Sah, I am going to run both. The deck plays so much better the more interactive it becomes.

That's the biggest number of changes I made since the deck's first revision more than a year ago! I'm confident I will be happy with most of the changes, but as always, this deck will constantly change to be the most powerful and most fun I can make it.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER v2]

8 months ago

midget_overlord: I like them both, but it depends on how someone structures the rest of their deck.

Gravity Sphere allows spells like Subterranean Tremors,Earthquake, etc... to hit flying creatures, and you can still take advantage of Nemesis Mask, Invasion Plans, and all of Basilisk Collar.

Chaosphere is really nice if you are having issues with flying chump blockers, or if you want to be able to chump block flyers yourself. An extra form of evasion on top of Goblin King never hurts either.

Being less than 1/10th the price it would be hard to justify Gravity over Chaos in a lot of situations, I just like the fact that it removes the flying ability completely, not just modifies combat.

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