Dreadhorde Arcanist

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dreadhorde Arcanist

Creature — Zombie Wizard

Trample (This creature can deal excess combat damage to the player, planeswalker or battle this is attacking if lethal combat damage would be dealt to all blocking creatures.)

Whenever this attacks, you may cast target instant or sorcery card with converted mana cost/mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead.

Icbrgr on Chandra, Dressed to Win

5 days ago

Thank you! I think if I were to run Light Up the Stage I would cut Magmatic Channeler... because of Dreadhorde Arcanist it typically never get the power/toughness boost and is used to draw cards 9/10 times... I will sift through my bulk cards and give it a try!

Rhadamanthus on Dreadhorde, Etwine and Overload

1 week ago

1) Dreadhorde Arcanist's power only needs to be 7, since that's the mana value of Tooth and Nail. You do need to pay the additional entwine cost separately if you want to make use of it. A spell's "mana cost" is specifically the symbols printed up in the corner, and when an effect tells you to cast something "without paying its mana cost", that's the only part of the cost you get for free. Anything else still needs to be paid for.

2) You can't overload Vandalblast this way. "Overload" is an alternate cost, and "without paying its mana cost" is also an alternate cost. Only one alternate cost can be applied to casting a spell, and Dreadhorde Arcanist's ability only gives you permission to cast the spell from your graveyard with its own alternate cost, not any other.

MLS91 on Dreadhorde, Etwine and Overload

1 week ago

Dreadhorde Arcanist castings

After reading some rulings on gatherer I wanted to ask for further clarification:

1) Does dreadhorde's power need to be 7 and i can alternatively at the time of cast spend mana otherwise(land or artifact, or floating) for the entwine cost seeing as it is an "additional" cost or does it need to be 9 to entwine a Tooth and Nail off of Arcanist?

2) In the case of "overload" in the subject matter of Vandalblast, dreadhorde's power MUST be 5 to choose the overload casting cost of vandalblast?

plakjekaas on Could Uro come back to …

7 months ago

Icbrgr the two pieces you named are banned because of their interaction with other cards, that aren't legal in Modern or Pioneer.

If Basalt Monolithfoil was legal in Modern or Pioneer, Zirda, the Dawnwaker would be banned there too. Same goes for Brainstorm and Dreadhorde Arcanist.

Uro is banned because it doesn't actually need any other cards to be constant value, a late-game & recurring threat, and repeated lifegain to hose most aggro strategies. Because the presence of the card by itself distorts the metagame around it, you need to either be playing Uro, or have a plan to combat Uro, or your deck is not viable at all. That's what format warping means.

Icbrgr on Could Uro come back to …

7 months ago

Legacy is just built different lol using it as a measurement for how good something is just isn't reliable. can't even play Dreadhorde Arcanist or Zirda, the Dawnwaker there yet neither really are staples for pioneer or modern exactly.

Nevertheless no worries you did just fine articulating your opinion on if uro could return... I really would laugh though if uro joined in on boros energy, it would just feel really ironic... at least they would have to work for it with having to include instead of the glory of the one ring being colorless.

Durahan-Brewer on Dimir Ninja-Fae: Iga-Kōka Clan (Modern)

1 year ago

Lord_Olga

Brother, I appreciate the support of the clan.

Oona's Blackguard is a solid card, particularly when played with Bitterblossom or a Rogue-engine. Paired with Ninjas it does lose some of its spice. Oona Blackguard wants to remain on the field, as do the Creatures you +1/+1 for player damage + handrips. Unfortunately both Oona + Ninjas require player damage for proc, leading to only ever getting 1/2 value. Ninja value EtB (Enter the battlefield) effects, since they get to use them more than once.

If no EtB, cards proc'ing on attack like Dreadhorde Arcanist have an ideal setup for Ninjas, getting an /attack/ + /player combat damage/ value.

Max_Hammer on Feather

2 years ago

I love Feather! Let me help you with that win rate, yeah?

Firstly, lands. You have too many. Take out the Boros Garrisons. All your cards are a low CMC and you don't really need that many. Other than that, I'd swap out either some copies of Temple of Triumph or Clifftop Retreat, but probably the temple for Sejiri Shelter  Flip.

Secondly, you gotta keep your creatures safe. 4x Loran's Escape, 4x Gods Willing, and with the four Shelters, you should be just fine. Angelic Intervention is also a good choice, if you'd prefer something else.

Third, what are you targeting? For some suggestions, I like Dreadhorde Arcanist and Illuminator Virtuoso a lot. Tenth District Legionnaire is also very, very good here. Leonin Lightscribe and Clever Lumimancer are good, too. Harmonic Prodigy is really strong, depending on the other creatures you add, too. Of course adding Feather is a musy, too. If I were you, I'd probably pick like 12 non-Feather creatures to add in here.

Fourth, Removal. Mishra's Command is great here, otherwise I'd bump Boros Charm to 3 copies. Maybe throw 3x Wear / Tear in your sideboard or something. Options are great and all of these give options.

Fifth, buffs!! There's a whole lot of ways to buff your creatures, but here's what you want to do. Make about half of them cards like Coming In Hot, giving a buff + some sort of card advantage. Then, make half of them Brute Strength to make sure your creature has trample, or some other sort of evasion.

Sixth and finally, card advantage. White is bad with that. Red is bad with that. That's why your buffs really oughtta have card advantage with them. Ancestral Anger is a good one, for the record.

Okay, good luck and have fun!

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