Compy Swarm

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Legality

Format Legality
1v1 Commander 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
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Compy Swarm

Creature — Dinosaur

At the beginning of your end step, if a creature died this turn, create a tapped token that's a copy of Compy Swarm. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Gidgetimer on EDH Merens Reanimator

1 month ago

Compy Swarm seems better to me. You want creatures to be dying anyway so you are going to be doubling up on Compy Swarm each of your end steps and it also gives easy sacrifice fodder to keep the experience flowing. Honest Rutstein does the bad half of your commander's ability and then discounts creatures, which you would probably rather reanimate than cast anyway.

mudkipdude on Card creation challenge

5 months ago

Limitless feast

Legendary sorcery

Recursion 3

Create a food token

When a void counter is removed off this card while it is exile, create a copy of it with three void counters and a feast counter. If this card has a feast counter on it, the copy gets an additional feast counter. If this card has 2 feast counters on it, this ability doesn’t activate.

Wordy. I love the cards that create copies of themself, with the ability that makes the copy, like Scute Swarm, this card, Compy Swarm and Progenitor Mimic. So let’s see one of those

Mortlocke on Indoraptor Combo

7 months ago

Apologies for taking so long to make a reply, life is busy and all. Before going into your deck, i'll speak on what I think are the ideal cards for your commander, Indoraptor, the Perfect Hybrid. This deck's primary wincons appear to be death by Commander Damage, as your Commander grows exponentially when it's Cast under the right conditions. The Enrage trigger is meant to deal with the opponents left after the initial shock of blowing up one opponent after the combat step.

In my opinion, your deck seems close - but misses the mark when supporting your commander's themes. Some of your cards seem a little too divergent from a nice central theme which I believe is or should be a form of group slug. However, you will break pairity through your commander's enrage ability. Obviously this won't earn you many friends but when you throw around enough damage friends may not even be necessary.

Objectively, your deck has all the usual suspects when it comes to solid reliable options that help with consistency. Demonic Tutor, Grim Tutor, etc are always the best options when you have available to you. Same for the other colors. Good job on making sure you have your options available to you when you need them. Great manabase as well - you've picked essentially all the best options. I would however advise a word of caution regarding the inclusions of Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth - fixing your opponents manabase can push them multiple turns ahead as well and cost you the game. I'd typically recommend cutting these unless you can break pairty and find a use for them that far outstrips the benefit to your opponents (e.g. include Cabal Coffers for urborg).

As painful as it is to cut or change themes, here are the cards I think would better suit your commander:

  • Caltrops: A reliable method to trigger your commander when Pyrohemia or Pestilence isn't on the field. it also punishes opponents as well. However, a word of caution here - if you can't deal damage to opponents before you cast your commander, then this will result in a nonbo or anti-synergy. Take or leave this one.

  • Rite of Passage: Enrage naturally wants to kill creatures off, so why not make that an advantage for you and break pairty?

  • Roaming Throne: Double up on triggers.

  • Wrathful Raptors: Double up on triggers.

  • Raging Regisaur: Did I say Double up on triggers? I feel like I haven't.

  • Fiery Confluence: When you simply need to get another trigger from your commander.

  • Forerunner of the Empire: The tutor effect is neat for when you need to get another Dinosaur - but what's really great is his second ability which you guessed it - gets you another trigger from your commander when said other Dino hits the battlefield.

  • Assassin's Trophy/Beast Within: Your deck doesn't have very much interaction, which will lead to situations where you will find yourself wanting to do something about a problematic card - but unable to do so.

  • Deflecting Swat/Deadly Rollick: The free cast spells are great in any deck - and thanks to the "recently" released commander masters these cards are cheaper than they've ever been.

  • Compy Swarm: This creature will get your consistent Dinosaur ETB triggers as your opponent's creatures die off from Pyrohemia and the like triggers.

  • Plague Spitter: It does what Pyrohemia and Pestilence does - with caveats. With the effect being only once per turn

  • but free, you don't have to worry about keeping mana open to use it. But it's on a body and can be easily removed.

  • Ranging Raptors: As you are using Enrage, why not ramp while you're at it?

  • Sword of Hearth and Home: Given your commander's first ability is an ETB trigger, when not have the option of potentially increasing it's power and toughness after a particularly vicious turn? The ramp also doesn't hurt to boot. The best part though, is that you don't have to target your commander - need another creature to ETB so you can trigger something else? You can do that too.

  • The Ozolith: This is obviously an expensive suggestion - and I don't know your budget. But this card has some very obvious synergy with your Commander that would definitely make all those recasts worth it - and you know you'll be recasting your commander.

The Proliferate/Poison cards are an interesting method of dealing with opponents early - but this theme unfortunately requires much more cards to be built around it to work in my opinion. Proliferating the +1/+1 counters and the poison counters already on an opponent is great and all - but I don't think that will create consistently lasting and reliable game states that are favorable to you. It only takes a single piece of interaction to make the whole process fall, and that interaction only needs to target your single point of failure - your commander.

You have a solid deck, but I think over time as you play it in pods and ponder your themes you may make make some changes or tweaks. I hope my card suggestions are something useful to you. +1 from me, if I haven't already.

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