Brutal Hordechief

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Legality

Format Legality
1v1 Commander 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
Pioneer Legal
Vintage Legal

Brutal Hordechief

Creature — Orc Warrior

Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.

: Creatures your opponents control block this turn if able, and you choose how those creatures block.

legendofa on Two Heavens as One

1 month ago

You managed to hit the land balance pretty much dead on--nice work! Unfortunately, I think you have a few too many lands. A good rule of thumb is to have 36-40 lands in a Commander deck, depending on speed and mana requirements. Since I don't see many non-land mana sources, and since you want to get a land drop every turn to reach the higher-cost cards, I recommend dropping to 39-40 lands.

Isshin, Two Heavens as One wants a lot of attack triggers, anything that says "Whenever such-and-such attacks...". You have some good choices with Kitsune Ace, Selfless Samurai, and Imperial Recovery Unit, among others, but there are more out there. If you can find cards like Campaign of Vengeance, Goblin Traprunner, and Gleam of Battle, or even Brutal Hordechief or Fervent Charge if you're willing to spend the money, you'll push this to the next level.

I also suggest finding some cards that let you draw more, like Greed or Read the Bones. is a good color for this, but and have been getting more options recently. Top deck effects like your Abbot of Keral Keep are also useful in the same way. This will help keep your attacks moving and apply pressure to your opponents.

Finally, look for some direct removal, like Terminate, Rip Apart, or Vindicate to get rid of problems and threats your opponents put out. Dokuchi Silencer and Explosive Entry are the right idea.

This isn't the right deck for Sky-Blessed Samurai, with only three enchantments. You'll be paying full cost for it most of the time, occasionally getting a one-mana discount, and its stats aren't good enough to justify the cost. Save it for a more enchantment focused deck where it can reach its full potential.

Finally, you could use some more one-mana cards so that you have more options on turn 1 besides play a land and pass.

Overall, this looks good. You have solid card interactions, a good combat theme and Vehicle subtheme, and a strong foundation. Play it, test it, tweak it, feel out what you like and what might be improved, and above all, have fun!

Gidgetimer on Invasion Plans vs Brutal Horde …

2 months ago

Yesterday is absolutely correct. Continuous effects that modify game rules are applied after all other continuous effects, but are still applied in timestamp order and the Brutal Hordechief ability will have a later timestamp.

613.11. Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).

613.7a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later.

613.7b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.

Yesterday on Invasion Plans vs Brutal Horde …

2 months ago

The Gatherer page for Brutal Hordechief says that, if two players activate its ability in the same turn, the player who activated it most recently gets to decide. It follows that, if there's an Invasion Plans in play and you activate the Hordechief, you'd get to decide rather than the attacking player.

Chaospyke on Invasion Plans vs Brutal Horde …

2 months ago

If I have Invasion Plans in play and activate ability of Brutal Hordechief during my opponent's turn and my opponent attacks a different opponent, who determines blockers?

FelixCarter on You'll be Najello after I'm done with you

3 months ago

Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:

Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.

Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.

Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.

Replace Mardu Shadowspear with Brutal Hordechief

Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.

Rubblebelt Raiders is nice, but Champion of Lambholt will make your creatures unlockable just as fast.

Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.

Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).

You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.

Instead of Fracture, I recommend Despark. Mortify is a better Murder but can also be upgraded by switching to Utter End.

Replace Warped Landscape with Secluded Courtyard.

Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter  Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.

Gorbah on Bloodline of an Ancient Coven

3 months ago

Hello Iblis,

I normally edit the changes to my deck immediately but now I swapped around 15 cards and I never really took the time to update my page here, I will check my binder soon and list all the cards up that have been swapped for the new version of my build, it's been a blast to play this version! Nearly every game starts explosive now, hyper aggro build like some say it. We are going extremely wide now on our boardstate so cards like Zulaport Cutthroat & Brutal Hordechief are must have non-vampire creatures in this brew. The hordechief has won me several games! Be sure to try him out!!

Thanks for the nice PS message bru! Love it! Greetz

x12721 on Shogun Isshin Tribal

3 months ago

Based on your description, I have a few recommendations for you: Brutal Hordechief, Aurelia, the Warleader, and Kazuul, Tyrant of the Cliffs all fit in with your commander's theme. Additionally, as mentioned above, Revenge of Ravens and cards like it (Search the Premises and Circle of Flame) can help protect you since you'll be attacking most of the time. I would also decide if you want to focus on all-out combat to capitalize on your commander's ability or on Exalted triggers. As both of these strategies oppose each other, I would focus on one or the other - not both. Finally, I see you want to add more creatures - however, while Winota is an EXTREMELY powerful card, I don't think you have enough creatures and enough of a mix of creatures to reliably hit her triggers. I would pay attention to how often you can get those extra creatures in play.

mrweaselman on War Champs

4 months ago

Take out Garna, the Bloodflame, Gatekeeper of Malakir, Rushblade Commander, and Intimidation Bolt and this deck is pioneer legal. Some of them aren't all that good here anyways and they're not worth being in a much higher power format.

Cards that are also not very good: Chief of the Scale, Goma Fada Vanguard, and Pacifism. Cut Ajani, Adversary of Tyrants if you have trouble finding space for other cards.

Your best creatures would probably be Blood-Chin Rager and Chief of the Edge, so run 4 each.

Since you have Herald of Dromoka, you can do some pretty cool things with exert creatures. Brave the Sands also has this effect. Ahn-Crop Crasher, Combat Celebrant, Devoted Crop-Mate, and Glory-Bound Initiate are all really good warriors when paired with vigilance. Resolute Survivors too if you want to commit this route, although Brutal Hordechief is probably better. Path of Mettle  Flip is an interesting one too for grindy matches, maybe more of a sideboard card.

If you want more wide aggro, run Bloodsoaked Champion and either Gutterbones or Zurgo Bellstriker, take out vigilance or toughness effects, and work to increase power. You can win with a couple Arashin Foremost, Brutal Hordechief, and more Secure the Wastes.

Fatal Push is probably the best pioneer removal spell, but if you find larger CMC creatures in your meta Cast Down or Heartless Act will hit almost anything.

For mana base, Battlefield Forge and Caves of Koilos are better budget dual options than anything that comes in tapped. Secluded Courtyard and Unclaimed Territory are almost auto includes for tribal.

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