Overrun

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Commander Anthology (CM1) Uncommon
Planechase Anthology (PCA) None
Conspiracy: Take the Crown (CN2) Uncommon
Commander 2015 (C15) Uncommon
Tempest Remastered (TPR) Uncommon
Commander 2014 (C14) Uncommon
Planechase 2012 Edition (PC2) Uncommon
2012 Core Set (M12) Uncommon
Duel Decks: Garruk vs. Liliana (DDD) Uncommon
Duels of the Planeswalkers (DPA) Uncommon
2010 Core Set (M10) Uncommon
Tenth Edition (10E) Uncommon
Odyssey (ODY) Uncommon
Anthologies (ATH) Uncommon
Tempest (TMP) Uncommon

Combos Browse all

Overrun

Sorcery

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

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Price & Acquistion Set Price Alerts

CM1

PCA

CN2

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Overrun Discussion

multimedia on Muldrotha

1 week ago

Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.

Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.


All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:

Elves:

Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.

Enchantments/Artifacts:

Value creatures:

Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.

As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.

Good luck with your deck.


Randomsome1 on Atraxa's Zombie Infestation

1 week ago

I haven't done a lot of research on zombies, but I learned from my old token deck that it takes a lot of trial and error to get the balance between token producers, pump spells, and abusers.

I think you haven't taken as much advantage of the colors you have. Green has a lot of cards that syngerize with tokens and white has the best removal and board wipes

I haven't looked at prices with these suggestions. Also, you don't have to listen to me at all

Add:

Josu Vess, Lich Knight - With green to help you ramp, this deck has a better chance of kicking him than other zombie decks. Open the Graves - More Tokens. Underrealm Lich - Card draw is always good. Varina, Lich Queen - Card draw, more tokens, and some lifegain to help keep you healthy for those life costs. Kodama's Reach, Rampant Growth, etc - I always feel like land ramp is more reliable than artifact ramp, especially in green, but this is just preference. You do seem to be lacking a bunch of ramp to keep those activated abilities from slowing you down. Death Baron - Another lord, but gives deathtouch too Carrion Feeder - Free sac outlet, if you are looking for one.

Pontiff of Blight - If you have solid ramp, giving all your creatures extort can get really dumb. Graveborn Muse - Might kill, but you will draw your entire deck with the right board state. Risen Executioner - Another lord with recursion Corpse Harvester - Tutor a zombie and a land. Noxious Ghoul - Could be spicy 1 sided board wipe Phyrexian Crusader - Possible 1 shot, but only if you have the right amount of pump. Shepherd of Rot - Could kill everyone. Good way to get around pillow fort and fogs. Raving Dead - Fun spice. Balthor the Defiled - Pretty good recursion. Right now Archetype of Imagination is the only non black creature. Dralnu, Lich Lord - You don't have that many instants and sorceries, but what you do have is strong. I think it reduces Army of the Damned's Flashback. Boneknitter - Tribal protection. Anguished Unmaking, Swords to Plowshares, Counterspell etc - some single target removal is always useful, and you are in amazing colors for it. I have this problem with my dragon deck. Second Harvest, Parallel Evolution - One time token doublers Craterhoof Behemoth, Overrun, Triumph of the Hordes - Ends games. Bramble Sovereign - Not a zombie, but this can do WORK. City of Brass, Mana Confluence, Reflecting Pool - 4 colors needs as much color fixing as possible. Esper Panorama - OK fetchland Krosan Verge - Underestimated fetch imo Fecundity - Crazy card draw Austere Command Merciless Eviction Cleansing Nova - A few more wipes. But these let you interact with artifacts and enchantments that this deck does not seem to do well.

Remove:

Stronghold Assassin - effects like Dictate of Erebos, Grave Pact, and even Attrition are just better. Archetype of Imagination - I appreciate that you are trying to deal with a weakness in the deck while giving your creatures evasion. But, aren't zombie's looking to die for LTB effects? It also costs a lot. Grave Betrayal - Costs a bit too much for me, but a strong effect. I'm up in the air about this. Jarad, Golgari Lich Lord - Might be rough to cast in 4 colors Conspiracy - I might be missing something, but almost all of your creatures are zombies already. Skullbriar, the Walking Grave - Just seems like a beat stick that is hard to pump up. Vulturous Zombie - easier to pump up, but still feels like just another beat stick.

BlackoutX on Super Budget mono Green

2 weeks ago

the problem with Triumph of the Hordes is that this is budget and Overrun is good but I decided to cut it because it wasn't helping as well as it threw off consistency. Prowling Serpopard is something that I probably should have thrown in but I forgot about.

Om3gaOm3n on Super Budget mono Green

2 weeks ago

Every mono green deck needs an Overrun. Triumph of the Hordes is another great overrun card. And Prowling Serpopard is great for any creature deck

somewhatclever on that looks contagious

2 weeks ago

Maybe some Proliferate effects like Contagion Engine? Or if you want to be as aggressive as possible, there are several cards similar to Overrun and then there is always Beastmaster Ascension.

electromancer on Tosmir Wolfblood EDH

3 weeks ago

+1, fun looking deck.

My buddy had a Selesnya/populate edh deck. It worked by making huge tokens and then populating them for cheap with Trostani, Rhys and the rest of those enablers. Having played against that, I think you're paying way too large of a premium for populating and/or doubling little 1/1s.

Instead I recommend going more in the direction of making an aggro wolf/elf deck with lots anthems and overruns since those will double, triple or even quadruple the value of your little guys much more efficiently.
Some cards to look at:
Collective Blessing
Mirari's Wake
Craterhoof Behemoth
Overrun
Elesh Norn, Grand Cenobite
Beastmaster Ascension
Triumph of the Hordes

DrukenReaps on Jiang Yanggu in Lord Windgrace?

3 weeks ago

I think you would be much better off bloodrushing Rubblehulk onto something. 2 of his 3 abilities are just crap and it takes a turn cycle to use his one good thing. Not near as bad as some walkers but I think there are many better options.

My windgrace tends to go wide so something like Overrun or Kamahl, Fist of Krosa are pretty great.

Lanzo493 on "Grandma why is your tongue green ?"

4 weeks ago

I'd say that you can take out 2 Voyaging Satyr and 2 Overgrowth so you can put in 4 Utopia Sprawl. Here's why. If you do the setup like that, you will have 6 creatures in your deck that can untap lands, and 6 enchantments that make your lands tap for extra mana, outside of Garruk. That's really balanced. You'll want to have more Utopia Sprawl over Overgrowth because the former costs less mana and comes down earlier in the game. You'd be surprised how much stronger a deck can be when it's made to be faster. On a side note, it'll be a great card if you ever choose to splash a second color into your deck.

On a different note, I suggest Howlpack Resurgence. As good as Wren's Run Packmaster appears, it can also be a dead card. Howl of the Night Pack is a lot more reliable if that's the kind of effect you're looking for. Privileged Position appears like a good card, but for 5 mana you want something that can kill. Triumph of the Hordes or Overrun can do that.

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