Outnumber

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Frontier Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar Common

Combos Browse all

Outnumber

Instant

Outnumber deals damage to target creature equal to the number of creatures you control.

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Outnumber Discussion

Oloro_Magic on Kobold Assault

13 hours ago

I would take out the Assault Formation (I think Kobolds lend better to mono red), the Outnumber and the Massive Raid's. Sure you get a lot of creatures but these are strictly win more cards and shouldn't be here in their place the pieces and mentioned and stuff like Lightning Bolt for removal and more damage output.

Ninja_T0-_-0 on Gobble gobble

1 day ago

Swap out Outnumber for Impact Tremors and you have yourself a deck.

Argy on Weak in the knees

4 days ago

OK I've played around with this a bit and would suggest something like this:

Creature
2x Drana, Liberator of Malakir
2x Kalitas, Traitor of Ghet
4x Soul-Scar Mage
4x Thermo-Alchemist
2x Voldaren Pariah  Flip

Land
10x Mountain
4x Smoldering Marsh
8x Swamp
(it would make the mana more consistent if you added 4 Canyon Slough instead of 2 Mountains and 2 Swamps)

Instant
2x Abrade
4x Fiery Temper
4x Lightning Axe
4x Magma Spray

Sorcery
2x Diabolic Tutor
2x Incendiary Flow
2x Sweltering Suns

Enchantment
4x Nest of Scarabs

I agree that Outnumber is very situational. Incendiary Flow stops Lord of the Accursed from recurring.

You also need a Sideboard.

I would build something like this:

3x Grasp of Darkness - excellent against gods
4x Lay Bare the Heart - the only way to deal with Enchantments in these colours
4x Never / Return - killls Planeswalkers and big Creatures
2x Sweltering Suns - more board wipes
2x Unlicensed Disintegration - kills big Creatures, and the colours are easier to get than Murder, although you could use that instead

Oloro_Magic on Weak in the knees

4 days ago

Definitely improved but you still have some cards I would cut. Diabolic Tutor is slow, I would just run another way to make tokens as opposed to spending the 4 mana to likely tutor fro your token generator.

Outnumber is a win-more card, I would swap it out for either more creatures or better removal.

Good luck, and let me know how it goes!

Oloro_Magic on Weak in the knees

5 days ago

So the biggest problem I see here is you have conflicting mechanics. Are you trying to create tokens off of Nest of Scarabs or buff your team with Drana, Liberator of Malakir. The two can work together but you sacrifice consistency by doing so.

Regardless I would cut the other creatures are definitely play Ammit Eternal as it would sync well with the enchantment and Drana, Liberator of Malakir. I would also consider adding green for Obelisk Spider (with Drana it isn't just a blocker as it has so much toughness), and Hapatra, Vizier of Poisons (more payoffs to -1/-1 counters).

As for the non-creature spells I would keep Magma Spray and maybe 1 Outnumber though it feels like a win-more card. In their place I would consider Fatal Push (really good removal, Murder is a budget alternative but no where near as good), Abrade, and Blossoming Defense.

Move Sweltering Suns to the side or remove it as it hurts you and use those slots to accommodate more creatures like the ones I mentioned and maybe even a The Scorpion God.

If you need any more help on more specific area of the deck (for example the manabase) let me know.

GoodLuckGuy on CP#5 Krenko is Kranky

1 month ago

Round 2

I think you missed a few grade-A goblins, for instance, I was initially surprised you weren't running Warren Instigator, which is an auto-add in most Goblin Tribal shells.

Spikeshot Elder and Goblin Assassin can be very effective at removing a large number of creatures over time. Goblin Assassin works particularly well with Krenko, because he guarantees you won't have to sac any good creatures, and maximizes the amount of creatures your opponents have to sac.

Goblin Spymaster not only clears the way for your board to get through every player's field, but it also forces pesky effect creatures to attack into your untapped goblin horde.

Taurean Mauler is not technically a goblin, but is a real value beater that counts as a goblin while in play. Similarly, Moggcatcher is not really a goblin either, however, it should be fairly obvious why it might as well be one.

I think your current build is a little light on answers, your options are somewhat limited in Red, but there is an abundance of good burn and artifact removal.

Outnumber is easily the best spot removal for a Goblin deck, it might as well say "Destroy target creature" for one mana at instant speed.

Mizzium Mortars can be used as an over-costed Flame Slash, but what makes it really good is that you can Overload it to sweep away all of your opponents' small creatures. In most scenarios, this will cull any amount of large opposition you get from other token decks or go-wide strategies.

Red's ability to remove artifacts in EDH is highly overlooked, artifacts can often make or break a player's strategy, and removing them en masse can be devastating. Shattering Spree and Vandalblast are far and above the red spells for removing artifacts.

No goblin deck is complete without Coat of Arms in my opinion. The advantage it gives you is so insane that it totally eclipses any small amount of benefit it gives to your opponents.

Metallic Mimic has been seeing play in almost every tribal and single-type token strategy since its printing, mainly due to the fact that it's the fastest modular tribal anthem in the game.

Eldrazi Monument is great in token decks; makes it hard to board wipe your field, makes it hard to block you field. It sort of does everything.

Ruination can be a strong finisher against the many multicolored decks in the format, it's very hard to recover when more than half your lands are gone. This seriously will just take some players out of the game when resolved.

Aggravated Assault can do a lot of stuff in this deck. You can use it to push through absurd damage, you can combo off with it, or you can just use it to untap your field if you need to. The amount of utility this card offers is hard to ignore.

Thornbite Staff is for infinite combos, sort of a preference thing as to whether or not you want to have that sort of thing in the deck. Basically, you equip this to Krenko, and if you are able to sacrifice your creatures, you can make infinite goblins. It also turns whatever creature is equipped to it into Goblin Sharpshooter.

I have some other ideas on cards you could run, but I think 32 suggestions is enough to think about. That being said, these suggestions are just to give you a good base of cards to look at, not necessarily a de facto list of cards you must run. Obviously, you probably won't be able to fit every card here in your deck list.

GoodLuckGuy on B/R One Drop

1 month ago

Wow! I love super-low drop aggro, and I think it's really cool that you're trying this out in standard! I have a lot of thoughts so just bear with me for a bit, but I think this deck could be a lot better. I am going to suggest some 2 drops but you can ignore them if you are thematically against the idea.

First thing I noticed is that you're running WAY too many lands for this sort of deck. Bring down your lands to 18, and you should be running 4 Foreboding Ruins.

Prophetic Prism doesn't seem to really do anything in this deck other than draw you a card, and there are plenty of better cantrips in the format, although I would not suggest running them cantrips just to run cantrips.

Borrowed Malevolence and Borrowed Hotility both seem kind of weak compared to some other options you could consider.

Indulgent Aristocrat and Animation Module are both too narrow in your current build; you have to sacrifice creatures to the aristocrat to even get counters in play and they only go on the few vampires in the deck.

In the next section I'm going to suggest some burn, if you do add some, Soul-Scar Mage will give those spells some great extra utility. Even if you don't run burn, its Prowess triggers on a 1/2 body make it the most under-costed 1-drop creature in the format.

Otherworldly Outburst and Skin Invasion  Flip are interesting ways to make 3/2s for 1 mana, they become must-adds when removal is in the deck.

Bone Picker rewards you for playing aggressively, you can swing your whole field into a big creature, lose one of your guys and immediately replace it with a better one.

If you want a strong top end, introducing some 2-drop creatures can really help out the deck. Lupine Prototype hits like a freight train for 2 mana, and emptying your hand should be a breeze in this deck. Asylum Visitor is going to make it really hard to lose steam in this deck, letting you draw an extra card every turn is something this deck could really benefit from; that 3/1 body is just the cherry on top.

You gotta be running some burn if you're in a red aggro deck. Shock is pretty all-purpose, while Lightning Axe hits pretty damn hard, and it can trigger madness if you run Asylum Visitor.

Outnumber is going to kill most threats in the format with a stacked field, but Fatal Push is more reliable (there's a reason it's the most used card in the format).

Consuming Fervor is the most efficient pump spell in your colors in standard. Chances are, if the creature equipped with it lasts long enough to die to it, you probably already lost.

Standard decks in the current meta can stabilize very quickly, Magmatic Chasm can get your creatures through those stabilized fields to finish them off quickly.

By Force may be the only spell that can easily deal with artifact decks that you have access to in standard right now.

Harsh Scrutiny can be used to eliminate problematic threats a turn before your opponent casts them. Another way to deal with problematic creatures is Pacification Array, either to stop them from attack, or stop them from blocking.

jaylawlerrr on R/G Werewolves

2 months ago

Awesome! This deck looks fun to play...I've been working on a R/G Werewolves build myself. May I suggest Outnumber for a creature heavy build? Geier Reach Bandit  Flip is another staple for transforming your wolves as they come into play. Duskwatch Recruiter  Flip is another card that has seen a lot of play lately, especially in the Frontier format. Being able to tutor out another werewolf can't hurt, plus gives you the upside of putting the rest of your creatures on discount...I highly recommend that one! Also, Arlinn Kord  Flip, the Were-walker herself fits the bill as well. The best thing about building a theme deck like this is that all of the cards are relatively budget-friendly. Hope this helps!

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