Overrun

Overrun

Sorcery

Creatures you control get +3/+3 and gain trample until end of turn.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Commander Anthology (CM1) Uncommon
Planechase Anthology (PCA) None
Conspiracy: Take the Crown (CN2) Uncommon
Commander 2015 (C15) Uncommon
Tempest Remastered (TPR) Uncommon
Duel Decks Anthology (DD3) Uncommon
Commander 2014 (C14) Uncommon
Planechase 2012 Edition (PC2) Uncommon
2012 Core Set (M12) Uncommon
Duels of the Planeswalkers (DPA) Uncommon
Duel Decks: Garruk vs. Liliana (DDD) Uncommon
2010 Core Set (M10) Uncommon
Tenth Edition (10E) Uncommon
Odyssey (ODY) Uncommon
Anthologies (ATH) Uncommon
Tempest (TMP) Uncommon

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Overrun Discussion

Nit_Ram on Classic Green Mana Ramp Elf deck

4 days ago

I would suggest Overrun instead of Vitalizing Wind. I run it in my elves deck and and most of the time it does the job. 9 Mana is quite more difficult to get to, compared to 5. Or Ezuri, Renegade Leader if you prefer the effect on a stick. :)

Lanzo493 on Kitchen Table Battlebox project help

1 week ago

Here's a green one. Simple ramp and stomp. You can replace Triumph of the Hordes for Overrun to keep it budget. That's the only pricey thing in there.

Green Battlebox

Apollo_Paladin on ElfLand

3 weeks ago

Initial Thoughts:

  • 2 mana for 1 Card Draw is not bad at all for Green, but unless you've got a way to return and/or recur Elvish Visionary in some way, it's not a massive benefit. I'm much more a fan of things like Vanquisher's Banner, Sylvan Messenger, and/or Regal Force since in each case you're dealing with more than 1 single draw (which especially if you're having reliability issues already; is just a roll of the dice).

  • I would definitely recommend factoring in 4x Priest of Titania. They're a little pricier than I normally like to purchase singles at, but it's not like they're ridiculous either (common rarity helps). There is simply no better (or cheaper dollar-wise) way to generate mana early-on in Elf Decks unless you're prepared to drop 50-100 dollars per single on something(s) ridiculous.

  • It looks like Ambush Commander could find a nice home here since you appear to use actual Lands more than my Elf build does. He'd add some additional synergy to the Elvish Pioneer/Sylvan Advocate theme you've focused on.

  • I can't seem to find a single Elf Deck that wouldn't benefit from Vitalize. It's instant speed, cheap cost, and just combos beautifully with so many different Elf Abilities.

  • I definitely feel that all 4 of your Overrun can be replaced with something better. Between both the mana cost as well as an identical (repeatable) ability on Ezuri, Renegade Leader, there's far better options here. Even something like Wirewood Pride could be a decent replacement...not only is it instant-speed to be used on either offense or defense, but its low cost means you can land early attacks in faster (I prefer to play it after blockers have already been declared and they've let some seemingly worthless 1/1 through).

  • I don't see a reason to use Druid's Deliverance here at all...not ton of Token generation going on here except from the 4x Elvish Promenade...and even then you're only paying 1 mana to Populate a 1/1 token. If you had better Tokens you could use Populate on, that'd be one thing but since it doesn't work on Non-Token creatures I think you could just as easily use Fog or something similar to save yourself a mana to cast.

MagicMarc on Elves without shelves

3 weeks ago

First, play whatever cards you want or feel like. Your deck, your gameplay, and Have Fun!

The following are all friendly suggestions not in any way meant as criticism of your deck. But the singleton thing should get stopped. Figure out which elves work best for your local metagame and the decks you play against. Then go to 2 or 4 copies each of them. Cut the situational cards and put them in the sideboard for game 2 or remove them entirely. I would also follow abby315's list of suggestions and his suggestion of ditching weak pump spells and replace them with the various lords or creatures with a pump capability like others have suggested. Here is a list of cards that may be decent replacements or adds to your deck:

Ezuri, Renegade Leader is probably one of the better elf cards for aggro elves. Provides Regeneration for any other elves you have and Overrun at will. I would go to a 2 count
Imperious Perfect: Replace Wirewood Hivemaster with this card. The hivemaster produces insects so they wont bonus from your anthem/lord effects. Is not legendary so you can have up to 4 copies. Besides pumping all your other elves, they even produce them every turn. Worth 2-4 copies.
Reclamation Sage: Replace Deconstruct with this, maybe go to 2 copies main deck. But if the deck is for 1 on 1 put them in the sideboard for game 2.
Dwynen, Gilt-Leaf Daen: Replace Stream of Life with this guy, go to 2 copies of this maybe
Loxodon Warhammer, Rancor or anything like them: Replace your instants that boost creatures with permanents like these or similar instead. Or if you are going to have a combat trick in your hand then make it something like Overwhelming Stampede, Wrap in Vigor or Heroic Intervention like abby315 suggested. If it's not a permanent you want a card that is going to change the game state dramatically not just boost 1 creature for 1 turn. Remember, if you have a card like Ezuri, Renegade Leader or your Timberwatch Elf you can activate his ability at instant speed which surprises people if they lose track of what you have in play.
Return of the Wildspeaker: An example of a go big instant instead of cards like Giant Growth. Replace any instant you have with this card. Its modal to refill your hand or giant growth all of your elves. At instant speed.
Beast Within: If you want instant speed removal, use a catch-all card like this instead of 1 card for artifacts, 1 card for creatures, etc. It doesnt need to be this card specifcally but one that targets any permanent at instant speed. And run at least 2 copies of it main deck to always have an answer in your deck for your opponent's stuff.
Lifecrafter's Bestiary: Replace wurm's tooth with a copy of this card instead. It will accelerate your deck. 2 copies wouldnt hurt.

Some good utlity cards:

Bow of Nylea: Excellent all around support card. Does many things but the big one is giving your elves deathtouch so even when you attack with them when they are tiny, they kill stuff. All the other utility is amazing value.
Leyline of Abundance: Another mana ramp/anthem/lord option that has a chance of getting put into play on turn 1.
Nullmage Shepherd: This card is like repeatable Naturalize. Sometimes holding an instant in your hand is better, but sometimes repeatable wins games.
Titania's Chosen: Replace stuff like Wurm's tooth or Nomadic Elf, Norwood Ranger with cards like this or some of your other better creatures you should be running more copies of.
Masked Admirers: Another good elf creature that provides a repeatable benefit that can be used to replace other cards you arent thrilled about.
Creeping Renaissance: Following someone wiping the table, this card or Fresh Meat can get you right back into the game.

Planeswalker suggestions. Because they are resistant to removal and can add a lot to a game if it goes long. Multiple repeatable abilities are strong. They are expensive, and I would try to trade for them if possible. If interested:

Freyalise, Llanowar's Fury: She makes llanowar elves! And she basically does all the things in Green's pie. Makes lots of elves, destroys artifacts and enchantments at will and draws cards.
Nissa, Who Shakes the World: Not on theme for elves, but she is so strong that I would feel lame not mentioning it for a mono green deck. Her static ramps you crazy style and her ultimate can finish games.
Nissa Revane: Basically, her ultimate would put all 24 of your elves into play in one turn. If you do want to put copies of her in your deck, I would also suggest replacing some other elves with 4 copies of Nissa's Chosen for added value.
Vivien Reid: This is a well-balanced walker for any green deck. Built in card advantage, removal and flyer killing, and then her ultimate is an emblem better than almost any other lord/anthem effect you can put in the deck.
Garruk Wildspeaker: My lowest choice for the list, but he plays early and produces creatures.

Land Suggestions. You may not need them, being mono-green doesnt mean there arent a couple good lands for your deck:

Oran-Rief, the Vastwood: While this is in play, most every creature you cast will get a counter. Basically a free boost for a little tempo loss.
Rogue's Passage: Does what it says, sometimes you only need 1 more hit to win. And it taps for some mana.
Pendelhaven: As long as this is untapped, a shock spell wont kill an elf! Kind of situational but useful.
Treetop Village: A forest that's also a 3/3 creature when you need it.

Again, these are just ideas to get you thinking about ways to improve your deck. The most important thing is to focus on what you want to do with the deck. Then get 4 copies of every card in your deck that makes that happen. Everything else after that should provide support, advantage or acceleration for those main cards.

Ozurot on Trostani, Selesnya's Voice

1 month ago

I would change out the Garruk, Primal Hunter for Garruk Wildspeaker for the Overrun effect or even just Overrun itself somewhere in the deck too.

SynergyBuild on Oko in cEDH settings

1 month ago

RambIe "Win more", when I used it at least (not speaking for anyone else that uses it) means to me the types of cards like Overrun after you already had lethal on field. They are cards that don't need to be run, because when they are good you are already winning.

"Lose less" is another term meant to describe cards like Fog in a situation where it saves you a turn, but you do nothing with that turn and die the next turn. It stalls defeat, but doesn't change the situation.

A card that is great, but only when you are winning, or can stall, but only when you are losing are not good cards, and because it's hard to block creatures from 3 opponents, walkers have a disadvantage in EDH, making the thought that Oko protects itself from opposing creatures (one of the hallmarks of the card in formats like Standard and Modern, and even currently running through legacy) almost faulty, and while it being at 5 loyalty helps, often because it doesn't give direct card advantage, many deck will just beat it.

That's not saying I don't run and love the card, but I'd still pick Drake over Oko if I had to pick! I don't run Karn, Ashiok, or Narset often either. Oko is probably the toughest of them all, but my metagame is a lot of decks with Oakhame Adversary, Tymna the Weaver, partner decks, etc. that can deal with all sorts of walkers.

Yuriko is never really a big deal, as it's such an easy deck to whiff and die to itself. Our metagame is really just Kenriths, partner decks, Najeela (soo much najeela that just easy kills a walker), etc. that mean that slower Oko style plays are the more untenable variants.

Still, even on MTGO, while I would run both I'd still rather Drake, it's just a cleaner card overall, and more efficient, and easier to tutor, etc.

I also agree with RambIe, that Oko, Thief of Crowns is a bit in a strange color combo for him to be run.

BTW: I compare him more to Dack Fayden, Teferi, Time Raveler, and Grasp of Fate than to Gilded Drake. A 3 mana, sorcery speed, interaction piece that either hits multiple cards, or has additional value makes more sense to me to compare. Dack Fayden used to be everywhere, and slowly ran out of the metagame (still is in Kess, Dissident Mage, but the -2 is less used) and it just less useful given the metagame's more creature-based evolution.

MagicMarc on Top 10 green cards at …

1 month ago

My next favorite green card at 6 CMC is Kamahl, Fist of Krosa. The ability to do repeatable Overruns is awesome. But his first ability, coupled with a sweeper to destroy an opponent's lands or just to add bodies for an Overrun can be brutal.

Valengeta on Fungal Growth

1 month ago

Pollenbright Druid can give you another body to sacrifice to Mycoloth, while also giving a +1/+1 counter if needed or Proliferating your spore counters. Thallid is a 1 drop that generates and uses spore counters. Mirror Entity takes all your frail creatures and turns them as big as you can pay for. Overrun can be a nice finisher with all these tokens lying around

I would remove Contagion Engine for another Mycoloth. Raking Canopy is only good for Sideboard and doesn't need to be in Mainboard as it can well be a dead card on your hand. I would also switch out Tukatongue Thallid for another Utopia Mycon and Thallid Shell-Dweller

Other than that I would trim the number of your lands to maybe like 22-23, while removing Fungal Sprouting and adding either Pollenbright Druid or Sporecrown Thallid

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