Overwhelming Stampede

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 Rare
Modern Masters 2015 Edition Rare
Commander 2014 Rare
2011 Core Set Rare

Combos Browse all

Overwhelming Stampede

Sorcery

Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.

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Overwhelming Stampede Discussion

Winterblast on Larger than Life

2 days ago

I play Rhonas as one of my decks as well and while it looks weird at first, it really has high potential for a quick kill. You just shouldn't forget one thing, which is that the odds are not in your favour when you play aggro in commander.

I've played my Rhonas twice yesterday and I can only say the most powerful Support creature is definitely Pathbreaker Ibex. If that one resolves and attacks once, at least one opponent is gone for sure. Turn 4 should be the goal, later if it's backed up with removal and protection, because that's when you probably lose to a real combo deck or when control removes all your important stuff. You could do well without the few artifacts you have (maybe Keep the mana artifacts, but not necessarily) and Play Carpet of Flowers, Root Maze, Null Rod and Molder Slug instead. Choke and Prowling Serpopard help to keep the majority of (objectively) better commander decks in check.

You can use Berserk on rhonas everytime and he won't die. Invigorate, Vines of Vastwood, Phytoburst and Might of Old Krosa can easily push through a lot of commander dmg to make the blocks in the mid game already difficult for every defending opponent. I would also say that Triumph of the Hordes and Overwhelming Stampede are a must in green decks that win with combat damage.

PyreCracker on Sit. Fetch. Devastate.

2 days ago

Hey there, Is it okay for your playgroup that you use a non-legendary card as your commander? If so and you will continue to use Godsire, then you should consider tokendoublers. I am aware that some of them are kind of expensive, but on the other side, some of them arent: Anointed Procession, Doubling Season, Parallel Lives, Primal Vigor.

Populate, can work very good as well, because you play with huge Tokens: Druid's Deliverance, Growing Ranks, Rootborn Defenses, Sundering Growth, Trostani's Judgment, Trostani, Selesnya's Voice, Vitu-Ghazi Guildmage, Wake the Reflections, Wayfaring Temple, also great: Samut, Voice of Dissent.

Altough you have to think about, wich route you want to go with the deck. I would say swarm with tokens and go broad, not Voltron. But if you want to Voltron like hell, you should consider the follwing: Ramp like f*** in the first few turns. Godsire is expensive! and then give it a boost! Godsire has the Potential of killing in one hit if you combine it with the following:

Double Strike: Assault Strobe, Avatar of Slaughter, Battle Mastery, Berserkers' Onslaught, Blood Mist, Boros Charm, Duelist's Heritage, Fireshrieker, Psychotic Fury, Samut, the Tested, Silverblade Paladin, Temur Battle Rage.

Combine this with +X'er: Berserk, Dragon Throne of Tarkir on one of the Tokens, Fatal Frenzy, Nantuko Mentor, Onward, Overwhelming Stampede, Pathbreaker Ibex, Rush of Blood, Wine of Blood and Iron, Xenagos, God of Revels.

I hope i could help you.

SaltySpecula on Atraxa Superfriends

1 week ago

Oh and I just noticed you went for tokens as well. If you're looking for some anti-hate, these might also help:

Druid's Deliverance Sundering Growth Second Harvest Mycoloth Overwhelming Stampede Beastmaster Ascension

Comicalflop on [[Primer]] Seton, Druid Goodness AER Update!

1 week ago

This is a pretty solid list, but can be optimized even further!

Avoid Fate should be Vines of Vastwood since it can also counter sorceries, and most importantly it counters beneficial cards that target your opponents' creatures.

Since your plan is to win so early, you'll probably get more mileage out of Burgeoning than Exploration. Turn 1 Burgeoning is 6 chances to slap a land into play by turn 3.

Awakener Druid, Greenweaver Druid, Kaysa, Ley Druid, Mul Daya Channelers, Oracle of Mul Daya, and Paragon of Eternal Wilds are all too expensive for what they do (the mana dorks cost too much to cast and don't generate alot of mana, the pumpers all pump by miniscule amounts compared to Craterhoof and Beastmaster Ascension). I would cut them all for 1 mana druids (even if they have useless abilities.) Every 1 mana Druid is a haste Llanowar Elves, you should be running every single one possible since you want to win so fast. If you reduce the CMC further, you can run Collected Company.

The rule of thumb should be: #1: Run every 1 single mana druid. Thisin creases the variance on the number of "haste Llanowar Elves" you have and helps smooth out combo turns. #2: Run some 2 mana druids if they are amazing or generate more mana than a 1 mana druid would (like Hidden Herbalists, Devoted Druid, or Priest of Titania). #3: Only run 3 mana druids if they are insanely good (Elvish Archdruid, Elvish Harbinger).

You have 9 cards that benefit from recasting elves, so Wirewood Symbiote is a must. Symbiote + Reclamation Sage makes people cry.

You should be running Cloudstone Curio since there are almost as many if not more combos than Paradox Engine involving Curio loops. Glimpse of Nature plus two 1-mana druids = draw your entire deck. Throw in Hidden Herbalists as one of the druids in the Curio loop for infinite mana.

Elvish Spirit Guide should be another super fast mana accelerant.

Skullclamp and Birthing Pod are also musts.

Winter Orb, Tangle Wire and Root Maze are nice Stax options since you can play very nicely around them. You break parity by relying on creatures for mana, so you can afford to run land-lock cards.

You have 7 ways to tutor for Craterhoof Behemoth and lots of ways to draw large amounts of cards, so I would cut Overrun, Overwhelming Stampede and Triumph of the Hordes to make room for more slots since you're almost guaranteed to play Craterhoof every game. Reducing some instants/sorceries would start to put you in the range of running Primal Surge.

Final suggestions: Benefactor's Draught, Summoner's Pact, Survival of the Fittest, Creeping Renaissance, Seasons Past, Mana Reflection, Harvest Season, Collective Unconscious, Harmonize, Lead the Stampede, Wildest Dreams, Praetor's Counsel, Duskwatch Recruiter  Flip

QuantumMechanic on Mono-Green Elf Combo Deck

1 week ago

So, I've been taking in all of these suggestions and trying to narrow things down as far as which cards I'd like in the deck. So, these are the cards I'm considering, how much of each, and why. From there, maybe you guys can help me narrow things down..?

2 Wren's Run Packmaster and 2 Howl of the Night Pack has been a good combo, allowing me to get a lot of deathtouch creatures to block with, or to to discourage enemies from attacking while I build up my elves.

3 Druid's Deliverance has saved my butt many times when things get rough, AND it gives another token anyways. Basically an improved variation of Fog fit for this deck.

2 Revive can bring back a fallen creature OR other card; meaning, I could use it to bring a creature back OR just to recast another good spell such as Howl of the Night Pack or Elvish Promenade.

2 Jagged-Scar Archers gets even better with more elves on the field. It'd be a great (and so far, only) defense against any flying, able to deal damage without taking any if needed.

2 Immaculate Magistrate can be almost broken with 4 Joraga Warcaller, and is just a great card to have on the field nonetheless.

2 Overwhelming Stampede. This. This has actually won me the game many times, giving all of my creatures a great temporary buff and trample, allowing my damage to actually go through.

4 Elvish Archdruid can give me a lot of mana to work with, with an added buff to all elves as well!

2 Ambush Commander pairs greatly with a lot of cards, getting a lot more tokens onto the field. The only 'danger' of this card is the enemy having a board wipe or taking out the lands otherwise, which has happened to me once or twice.

2 Wellwisher. One game, I had two of these out and reached about 100+ life. That was pretty fun.

2 Bramblewood Paragon gives a lot of creatures a good buff, as well as the all-important trample condition.

2 Ivy Lane Denizen pairs nicely with Joraga Warcaller, as well as cards such as Howl of the Night Pack, Ambush Commander, and Elvish Promenade, allowing for some decent buffs.

3 Elvish Promenade gives me a lot of tokens to work with, which helps for both blocking and building things up.

3 Elvish Mystic, 3 Llanowar Elves, and 2 Heritage Druid help greatly with accquiring mana; but with 4 Elvish Archdruid, I don't want too much of these cards, otherwise I'll have more than I need and less cards to actually cast from these guys.

2 Ezuri, Renegade Leader could provide me with both a nice buff and an easy way to regenerate creatures. Great card all-in-all for the cost.

2 Dwynen's Elite gets me another token when casting it. Pretty good, but a lot of other things also give me more tokens as well.

3 Elvish Visionary helps me with card draw, giving me a little more to work with.

2 Elvish Champion gives creatures a decent buff and Forestwalk. Great when paired with 2 Nylea's Presence, which could also help me with card draw if needed.

Eladamri, Lord of Leaves is a great card, but it seems a little too expensive for my taste, heh.

So, this is my thought process so far as I try to narrow everything down. Thoughts, if any..?

Joshua_Post12321 on This Started as an all Land Deck...

1 week ago

I did the same thing and made an omnath deck with all lands to start. but as I put more and more spells in I realized that cards like Azusa, Lost but Seeking and Manabond did less and less as the game went on, don't get wrong they are amazing early game if you have a land heavy hand, but later they don't do much because you will only need to play one land per turn. so as I made my deck I leaned towards cards like Vorinclex, Voice of Hunger or Doubling Cube which instead double your mana as I found they are much more reliable. one more thing, putting in some things like Pathbreaker Ibex or Overwhelming Stampede would make it so all of your creates are as big as omnath and so you can attack in for more damage. you are welcome to check out my deck (omnath) if you want to see anything. I hope you have lots of fun playing with the deck.

LittleBlueHero on How many new legends do ...

2 weeks ago

Ok gotcha sorry.

For green I would love to see a Magus of the Order (Natural Order) or Magus of the Stampede (Overwhelming Stampede).

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