Overwhelming Stampede

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

lhetrick13 on Give your opinion on my dinosaur deck!

1 month ago

Lopende_Band - Like many of the people commenting, I also run a dinosaur deck but Gishath, Sun's Avatar is my commander so the deck (Gishath Spared No Expense!!!)runs slightly different but many of my experiences are likely still relevant.

  1. Do I run a good amount of lands (or is it too much) I personally feel like you need around 36-37 lands for dinosaurs. Your average CMC is 4.0 so that means you likely need more lands in the deck that normal plus heavy ramp. Between your lands and ramp/acceleration of the deck, I would make sure you have at least 50-55. That will make it so your deck is very consistent and you can cast those big dinos earlier than like turn 6-7. Urza's Incubator for Knight of the Stampede would be an expensive swap but very worth the investment. Some of your human mana dorks, you may consider swapping out for just mana rocks. Mana rocks are much harder to remove although I would highly recommend Selvala, Heart of the Wilds if you are going to stick with just straight mana dorks and not run a dork with some utility. If you start with her in your opening hand, your deck will be amazing! Forerunner of the Empire also is an amazing card that is a dino tutor and Enrage triggerer. Please consider him in your deck.

  2. Should I run more basic lands in favour of lands that come tapped? If possible, run as few tap lands as possible...it will speed up your deck. There is a reason why shock lands like Sacred Foundry, Temple Garden, and Stomping Grounds are expensive and it is because you can chose if they come in tapped or not AND they are fetchable. As you do have a good amount of ramping sorceries and dinosaurs that fetch basic lands, you need at least 8-10 to make sure those cards do not become worthless but tap lands are not good.

  3. Do I run too many creatures? (39 seems like a lot) Like I said, you could likely drop some creatures in exchange for more consistent game play. Unlike Gishath, Sun's Avatar where you specifically need to hit dinos to cast them for free, your commander's ability triggers only once per turn and can cast any card. So can drop the creature count for more support.

  4. Should I add any more of card draw / targeted removal / board wipe and cut a piece of ramp? You do have very few interaction cards in the deck for removal. I would recommend adding things like Trapjaw Tyrant and Silverclad Ferocidons. Both cards do work. I find that there are very few times I need to wipe the board playing dinos but I actually need to prepare for board wipes. SO I run alot of protection spells to protect my big dino boardstate rather than mess with my opponents.

  5. Do I have enough wincons in this deck? (e.g. akroma's will) Overwhelming Stampede and Akroma's Will are nice finishers for stompy decks. You might consider Aggravated Assault to get some extra combats so your big creatures can swing multiple time per turn rather than just one big push.

Mikemaster0262 on The Fungus Among Us

2 months ago

With the mana curve peak at 3, I think you could afford some land hate like Wasteland or Strip Mine. I also think Triumph of the Hordes would be a solid wincon. Nice couple with Overwhelming Stampede or could be a direct replacement for it if you only have room for one.

capwner on Your Sass Is Grass! ((EDH PRIMER // Sasaya Combo))

2 months ago

Profet93 thanks for the comment and the +!! Yes I had seen Rude Awakening, it definitely does the stuff the deck is trying to do. However I think we only need one untapper 'spell' and I think Early Harvest is a little bit better. Definitely think the card could have a place in a more creature oriented build with Overwhelming Stampede type effects. I agree a little more redundancy on wincons could be good, my first choice would probably be Hurricane.

Beast Within is one of my all time favorite cards, love this freaking card. I also like Song of the Dryads for spot removal. These are in some of my other green decks for sure. This list is so tight that again I think we need to run the absolute best removal cards possible in the available slots, which IMO is Oblivion Stone, Perilous Vault, and Bane of Progress. And maaaaaaaybe World Breaker because the cast trigger gets around some stuff like Humility, but our artifact wipe kills that too. I also had Reclamation Sage for a while. I think removal on a creature is always better here because then we can toolbox for it.

Castle Garenbrig is an interesting one I hadn't really thought of. Kind of a backup plan if we're not able to get Sasaya online? I had Nyxbloom Ancient in the deck to serve a similar purpose but ended up cutting it because it died so easily and we were usually just dead anyways. Garenbrig is more resilient but less powerful. My initial thought is that it wouldn't be useful outside of some really niche situations so maybe would not be worth cutting another basic.

Thanks for checking out the deck and for the suggestions!! Definitely hit me with more if you think of any, or if you have any specific decks you think I should check out. I'm just getting back on tappedout after a pretty long hiatus so the amount of cool decks is kind of overwhelming. I always like seeing underrepresented commanders that can do something unique / have unique building criteria, especially mono colored, so please feel free to send me any lists like this or post them here :)

Timsgotnickels on Mono G Elf

2 months ago

Hi, you've got a decent start here. If you wanted to get down to 60 cards, here's what I'd consider dropping:

4 Forest, Wild Growth and Verdant Haven. 20 lands should be plenty, especially with all of your Elf ramp cards.

Bountiful Harvest and Wurm's Tooth. Between Wellwisher and Essence Warden there's plenty of life gain.

2 Fog. The Druid's Deliverance fits your theme better.

Giant Growth, Titanic Growth and Trollhide. You could swap all of these out for an Overrun, Overwhelming Stampede or Ezuri, Renegade Leader if you have them.

2 Elvish Eulogist, Elvish Scout, Golgari Decoy and Skyshroud Archer. These creatures don't fully fit into what you're trying to do.

2 Moonglove Extract, Blessings of Nature, Cobbled Wings and Bower Passage. These just seem like filler.

Hopefully that helps. Good luck.

drake10nd on Myr Myr on the wall

5 months ago

Hive Tyrant, and Uncivil Unrest are both going in, probably with Concordant Crossroads and Mass Hysteria

Looking to fit in the latter two along with an Overwhelming Stampede

DreadKhan on Aquaman, Lord of the Fishies

8 months ago

In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.

I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.

Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).

Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.

DreadKhan on Kresh of the savage horde

8 months ago

Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.

Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.

They're both small and random, but Temur Battle Rage and Tainted Strike can both turn your Commander into a 1 shot fairly easily.

If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.

I like Fight effects if I suspect I'll have the biggest body on the board, Ulvenwald Tracker, Domri, Anarch of Bolas, Kogla, the Titan Ape, and Thorn Mammoth are pretty good sources you can repeat.

Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!

RCD2023 on Lathiel, Who Blots Out the Sun

10 months ago

hello rakdosrunner!!

i really enjoyed the enforce that u had describing the deck and the mechanics.

i'm playing Lathiel for a long long time and i'm updating him a lot since then.

all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).

firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel

it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )

starting with the nasty combos :

God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again

Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class

“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise

ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect

draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana

tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players

utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/

Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)

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