|Commander / EDH||Legal|
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|New Phyrexia (NPH)||Uncommon|
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Triumph of the Hordes
Until end of turn, creatures you control get +1/+1 and gain trample and infect.
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Triumph of the Hordes Discussion
1 day 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.
5 days ago
Constant Mists and Moment's Peace are great effects for protecting you from attack. Arachnogenesis is an all star. Cards like Dread, Vigor, and Kazuul, Tyrant of the Cliffs give a pseudo-fog effect because nobody wants to attack into them.
1 week ago
If his deck goes off like that all the time, then I would think the playgroup would do the 3 v 1 answer to shut the deck down, thus working to smooth out the meta. I'd also say go with the removal, because removal spells are almost never going to be dead in your hand. Its also something the Zacama player has to factor in to play his deck. Threats have to be dealt with, and Zacama is a big threat, both as a creature, and with the removal abilities it has, especially if he combos it with cards like Temur Sabertooth or Erratic Portal to bounce it and generate tons of mana.
I guess what I'm saying is I agree with the other suggestions here in flexing in some more removal to deal with the creature. As mentioned, cards like Song of the Dryads, Darksteel Mutation, and Imprisoned in the Moon are especially awesome in turning a commander into a bump on the board.
Your comment on infect struck me, as well, and its a point worth addressing. Why not run some infect? Its somewhat irritating, sure, but the more you play it you'll probably come to realize that it isn't as powerful as others fear it to be. There are some infect cards, like Triumph of the Hordes, that can win a game here and there, but I don't think its a dirty tactic. It isn't any worse than a blue player casting Cyclonic Rift. And if you can spend a few games hating a nasty deck like Zacama out with infect, then power to you. That person will have to adjust, and the meta smooths out.
So, my point is, don't let your meta change you...work to get a change in your meta.
1 week ago
well I would first of all up the number of lands to between 16-20. If you have Heritage Druid you should definitely use it. Here's what I would do: 4x Elvish Mystic 4x Llanowar Elves 4x Elvish Archdruid 4x Elvish Visionary or Dwynen's Elite 4x Imperious Perfect 2x Ezuri, Renegade Leader 3x Heritage Druid 4x Joraga Warcaller 2x Joraga Treespeaker 3x Beast Whisperer 4x Genesis Wave 4x Triumph of the Hordes 14x Forest 4x Rootbound Crag
1 week ago
well I would use Genesis Wave, Triumph of the Hordes and Banefire. That way you have 3 spells that help you win using the many creatures and mana you have available. I think you did well in removing Collective Unconscious because you have enough card draw with Beast Whisperer and Elvish Visionary. Try to adjust the deck to bring back Genesis Wave. Maybe remove Reliquary Tower as the cards you draw wont sit in your hand for long, add another Rootbound Crag and use like 3 Genesis Wave 2 Banefire 4 Triumph of the Hordes (?). Something like that
2 weeks ago
This is Owen from DoKs- I finally have time to give you a detailed response to your list so here goes!
First of all, just wanna say that with this being your very first multicolored deck I'm very impressed with your manafixing base. You've got plenty of lands that tap for multiple colors and I can see you've paid attention to your color pie on TappedOut. Your average CMC of 3.86 in the deck is also a very solid number for Dinosaur tribal- well done! My favorite cards you've got in here that I don't utilize are The Immortal Sun, Staff of Nin, and Duelist's Heritage. These are very synergistic cards for the deck and were well chosen. Staff of Nin, especially, since it gives you an extra draw (which Naya has a hard time with) plus the ability to trigger enrage on a stick. Makes me want to run it in my deck! You must have noticed the lack of draw abilities in Naya colors because I can see you're also running Elemental Bond and Commune with Dinosaurs (which is very flavorful, by the way). I would also like to praise you for running Triumph of the Hordes. If a game has gone on too long and you've got a mighty board presence, you can end it very fast this way.
I highly recommend you run Runic Armasaur as there is just too much value in the draw that it offers. Plus it's a dinosaur and only costs 3 mana.
I suggest running Fellwar Stone instead of Manalith. Playing in 4 player EDH means you will most likely be able to access all of your colors via your opponents (someone is bound to play a City of Brass or Mana Confluence which immediately causes Fellwar stone to tap for any color mana!). It only costs 2, so you can get it out a turn earlier than your Manalith.
In a similar vein, I would suggest you run Wayfarer's Bauble instead of Traveler's Amulet. Bauble puts that land directly on the field so you can "double" your land drop, whereas the Amulet merely puts it in your hand.
To avoid getting hit with counterspells you could run Prowling Serpopard.
Honestly at this point those are the only suggestions I have. This looks really, really solid and your mana curve looks brilliant. This looks like it will be a very consistent, reliable, and simultaneously fun deck.
3 weeks ago
Mobilization fits well in the Soldier Theme and double up as a token producer/mana sink.
Triumph of the Hordes is a good finisher when you can overwhelm your enemies with your Soldier army.
Heroic Intervention is a must in creature/token based decks as it grants Hexproof and Indestructible for a low cost of .
I'd run some creature tutors too, you can consider Green Sun's Zenith, Eladamri's Call, Chord of Calling and Worldly Tutor, depending on your play style and budget. I'm a fan of Chord of Calling for the shenanigans we can do with it.
Being a token based deck, I'd recommend adding some protection against board wipes.
I run a Selesnya Token based deck and a Bant Merfolk deck. You can check them out for more ideas on board wipe protection and tap/untap outlets respectively.
Commander / EDH
SCORE: 25 | 32 COMMENTS | 1950 VIEWS | IN 3 FOLDERS
Commander / EDH
SCORE: 16 | 3 COMMENTS | 798 VIEWS | IN 6 FOLDERS
Hope you find my suggestions useful. Let me know if you've suggestions for my decks too, give me a +1 if you like them! Cheers!
3 weeks ago
Hi AjaniShaman! That's a very subjective question, but I guess there are a few cards in here that I would consider core to any Rhys deck. The 4 token doubling enchantments are musts IMO (Anointed Procession, Doubling Season, Parallel Lives & Primal Vigor), cards that provide benefit from having an excess of token creatures (I would say that that Aura Shards, Glare of Subdual, Cryptolith Rite, Beastmaster Ascension, Cathars' Crusade, Eldrazi Monument, Chord of Calling & Natural Order fall under this category) & some general mass creature swarm win conditions (Craterhoof Behemoth, Overwhelming Stampede, Triumph of the Hordes et al).
The rest of the deck is just there to assist with that general game plan - draw, protection, ramp, removal, token friendly creatures, tutors...the usual Rhys stuff. Hopefully that helps kick start your own brew, enjoy!