Dreadhorde Invasion

Dreadhorde Invasion

Enchantment

At the beginning of your upkeep, you lose 1 life and amass 1. (Put a +1/+1 counter on an Army you control. If you don't control on, create a 0/0 black Zombie Army creature token first.)

Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

Browse Alters View at Gatherer

Trade

Have (2) Bluboltar , metalmagic
Want (1) sedhyran72

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Tokens

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Dreadhorde Invasion Discussion

multimedia on Teysa Karlov

2 days ago

Hey, saw your forum topic asking for help. This is a good budget version of Teysa and you have several nice cards.

Some lower CMC cards within the budget to consider adding:

Cards to consider cutting for these:

Good luck with your deck.

multimedia on Help with Korvold

2 weeks ago

Hey, it's going to be difficult to improve on something if you start with the mindset of "I'm not good at it". If this is your first Commander deck then you are already good at deck building especially your card sense, decent mana curve and knowing mostly what's a playable land for your budget and not a playable one. Overall, well done with your casual version of Korvold :)

One drop mana dorks are nice with Korvold because they can be the fastest ramp and then be sac fodder when you don't need them: Birds of Paradise, Elves of Deep Shadow, Elvish Mystic, Wild Growth, Llanowar Elves. Tireless Tracker, Mystery Booster version is cheapest, is good with Korvold because it can be a repeatable source of permanents to sac (clues) just by playing lands. Clues can be a backup repeatable draw source if Korvold is disrupted. Dreadhorde Invasion, Jolrael, Mwonvuli Recluse, Loyal Apprentice are two drops that can be a repeatable source of a token to sac to Korvold.

Meren of Clan Nel Toth and Korvold are quite the pair. Every time you sac a creature to Korvold you get experience from Meren and use the experience at your end step to reanimate or recur a creature you saced. Sakura-Tribe Elder and Plaguecrafter are good examples of the best of both worlds since they can sac themselves for value. Jarad's Orders is a budget tutor that's nice with reanimation since you get two creatures, one into your hand, the other into your graveyard.

Some lands within the budget to consider adding: Llanowar Wastes, Karplusan Forest, Savage Lands, Ghost Quarter. If you add green one drop mana dorks then more dual lands that can ETB untapped turn one to make green are helpful. The Jund Tri land is a upgrade for a land that always ETB tapped. Quarter is nice since it can sac itself to destroy a problematic opponent land or even your own land in a pinch and can play it from grave with Ramunap Excavator.

If you're interested in any of these suggestions then I offer more advice about what cards to cut. Good luck with your deck.

multimedia on Yahenni Aristocrats

3 weeks ago

Hey, good first draft version of Yahenni on a budget. Nice to see Skirsdag High Priest, underrated casual card in multiplayer Commander :)

Do you own the cards in the sideboard? If you do consider adding Grim Haruspex and Shadowspear to the main deck? Some advice for improvements is to expand on effects that make all your opponents sac a creature, more repeatable draw sources for when creatures die and more ramp.

Some cards to consider adding:


My advice for cards to consider cutting are instant/sorcery removal spells and creatures that only kill one creature: Walk the Plank, Drag to the Underworld, Devour in Shadow, Morkrut Banshee, Skinrender, Gatekeeper of Malakir only kill one creature and they're not as good as Ravenous Chupacabra for the effect. You can get better value for Yahenni from more removal that hits all opponents.

Unless your using Altar of Dementia as an infinite combo to mill all your opponent's libraries in one turn then it's subpar as a sac outlet since not taking enough advantage of self-mill and repeatable opponent mill is risky in multiplayer Commander where graveyards are another resource for lots of decks. In my opinion repeatable draw is better here than repeatable self-mill. Skullclamp could replace Dementia as a comparable priced card with a better effect.

Cards to consider cutting:

  • Barren Moor
  • Desert of the Glorified
  • Polluted Mire
  • Mortician Beetle
  • Unearth
  • Walk the Plank
  • Drag to the Underworld
  • Devour in Shadow
  • Defile
  • Morkrut Banshee
  • Skinrender
  • Gatekeeper of Malakir
  • Army of the Damned
  • Altar of Dementia
  • Avatar of Woe
  • Murderous Rider
  • Geralf's Messenger
  • Gutterbones

Good luck with your deck.

Optimator on Yahenni Aristocrats

3 weeks ago

You don't have a ton of card-draw, and I also recommend at least eight pieces for almost any deck. Graveyard recursion, especially the good ones, definitely count as card advantage in my book, so Phyrexian Reclamation is great here, as is Whisper.

Grim Haruspex and Disciple of Bolas are on-theme. Thorn of the Black Rose and Custodi Lich are fun creature-based choices too. Some other classic choices are Ambition's Cost, Ancient Craving, Promise of Power, Liliana's Contract, Syphon Mind, Castle Locthwain, and Read the Bones. Palace Siege is okay, especially if you feel you need more recursion. Diabolic Servitude is nice and repeatable. Victimize and Blood for Bones are a great rate. Oversold Cemetery is nice too, though pricey.

Greed, Arguel's Blood Fast  Flip, Skullclamp and Erebos, God of the Dead are really good but not cheap. Erebos, Bleak-Hearted, Yawgmoth, Thran Physician, and God-Eternal Bontu would be decent as well. Bonus points for some being threats/blockers.

Gonti, Lord of Luxury is an interesting choice for card advantage--especially if you can recur him out of the graveyard over and over.


Dreadhorde Invasion is a great source of sacrifice fodder. So are Grave Titan and Bitterblossom but they're expensive. High Market is good in case your commander get's Arrested or turned into an elk or frog or the moon. Rogue's Passage could help end games once Yahenni is huge.

If you find you can't close out games between all the groupslug aristocrat cards and Yahenni's damage, perhaps a few auxiliary groupslug cards could tip games in your favor. Most of the good ones are very expensive though. Bloodchief Ascension, Painful Quandary, Polluted Bonds, Wound Reflection, and Palace Siege et al. Torment of Hailfire and Exsanguinate are classic finishers too.

As far as cuts go... I don't love some of the creature-based removal. I know it's good because you can sacrifice them later but perhaps Morkrut Banshee, Skinrender, and Anowon the Ruin Sage could be cut. I don't love Devour in Shadow and Drag to the Underworld. You should be set on removal even with those five cuts. Feed the Swarm is worth noting! Mortician Beetle is a bit win-more but is uniquely suited to the deck and worth keeping for now. Probably makes a good blocker. Geralf's Messenger is a bit weaker than some of the token generators and recurring threats too.

Also, I don't know if you care (few do) but if you want an accurate price calculation for your deck you should put the cards in the Sideboard into the Maybeboard so they aren't added.

RiotRunner789 on Strange Tales #1 - War …

1 month ago

I loved War. The last standard deck I built, before leaving standard, was a janky amass deck. It ran around with Dreadhorde Invasion and Nicol Bolas, Dragon-God with his general, lily. I loved building it but ending up only playing it a couple times which led me to just leave standard.

Regardless, there are plenty of fun cards for commander and I ended up with a foil sheet of all the rares/mythics (stupid, stupid mythic edition). Good article Deino.

DeinoStinkus on Strange Tales #1 - War …

1 month ago

Strange Tales #1

Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.

Today, we will be looking at the wonderful world of War of the Spark. Is it underrated? Yes. Is it brilliantly designed? Yes. Were there issues regarding communication between the story and card design? Unfortunately, the answer is also yes. War of the Spark was a letdown in some respects, but many overlook the fact that it not only contributed massively to Standard archetypes but it also introduced many unique and underestimated cards.

To take a look at War of the Spark, we must first examine the mechanic known as amass. Amass, found on cards like Dreadhorde Invasion and my favorite, Eternal Skylord, is a mechanic that allows you to emulate the creation of an army. Flavorfully potent and a decent mechanic, although unfortunately it probably won’t be reprinted as it was a very specific ability that fitted War of the Spark very well, but not much else. The most likely plane for amass to return to is Innistrad, but even that seems very improbable. Amass as a mechanic is fairly powerful, especially when compared to mechanics like trample or first strike. It generates a creature or makes it stronger. Its interaction with cards like Doubling Season or The Ozolith is interesting and makes for a neat and fun way to play. Unfortunately, amass did not have any cards that are sufficiently powerful enough for competitive play, except Dreadhorde Invasion in niche decks. Lazotep Plating is decently powerful, but Heroic Intervention beats it in every way, unfortunately. Amass as a mechanic needed better support in my opinion, and cards that helped amass synergies rather than simply having amass would have helped. The Grixis-colored cycle of “Zombie Armies have {insert keyword}” was a good try, but only Eternal Skylord really stands out. Deathtouch is counterintuitive for a massive army to have, trample is kind of decent, but only flying is a powerful enough evasion ability to be worth the mana investment of the creature. Amass isn’t very powerful when combined with blink effects, mostly due to the highest amass X being printed on a creature being 2. Overall, despite amass’s potent effect, it did not make it very far due to a general lack of support. Widespread Brutality was too underpowered, Enter the God-Eternals had it as a side thought, and even Invade the City was simply a big creature. Amass, while an amazing and well-built mechanic, did have shortcomings in the long run.

The return of proliferate, however, was much better in this set. The strangest thing about this is that despite proliferate being a very-well supported mechanic there is not a single rare in War of the Spark that has the word proliferate on it. Roalesk, Apex Hybrid is the only mythic with the ability. While this is strange, there are many synergies that exist within the rare slot to be supported by proliferate, a few examples being Krenko, Tin Street Kingpin and Awakening of Vitu-Ghazi. Proliferate even adds its own power to amass, despite a small discontinuity between their colors (proliferate was in GWU in this set while amass was in UBR) and this synergy is part of the reason why War of the Spark Limited is painfully easy to draft.

Let’s talk power level.

Teferi, Time Raveler, Finale of Devastation, and Liliana, Dreadhorde General stand out as the three most powerful cards from the set. Teferi defined Standard for a long time, giving control decks a (rather annoying) tempo play that allowed them to execute their game strategy without delay. Devastation actually did not hit Standard very hard. Its power level (and by association its price) have been mainly due to Commander players. In Commander, this Finale is better than Green Sun's Zenith in every way except mana cost. It searches graveyards, it doesn’t have the color limitations, and let’s be honest, the “final” cost of the spell essentially says “I win the game”. Dreadhorde General is an incredible enabler for Aristocrats. Her passive is generous, her +1 is fodder for her -4 which is bonkers and breaks parity very easily, and her -9 is a pretty decent ultimate, but not super beneficial for her passive. These three cards have each stayed at around $20 recently. They are the face of War.

However, we must not forget that War of the Spark introduced quite a few cards that people still use today, even if they are not equipped with $20 price tags. They include Nicol Bolas, Dragon-God, an amazing flavor win and a really neat planeswalker, Arboreal Grazer, a cute ramp card that sees play in a lot of Commander and Standard decks, and Kiora, Behemoth Beckoner, a neat Elemental Bond/Kiora's Follower crossover that makes Simic stompy players feel jiggy.

Overall, War of the Spark was a set that was really good. People often take it for granted, and look to sets such as Double Masters or Throne of Eldraine as the best sets of recent times. But War of the Spark not only managed to end an era of Magic: the Gathering lore, it also created some really neat cards in the process, and brought many amazing characters together in a unique way. It’s hard to pull off something like that.

Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO Omniscience_is_life, a cool and funny deckbuilder whom I have had a lot of fun times with on the site. See you next time where we will talk about a subject that often generates some controversy in the MTG community: custom cards! See you then!

multimedia on Korvold’s Buffet

1 month ago

Hey, nice budget version, good change to Korvold from Prossh.

Tireless Tracker, Mystery Card Booster version, may be out of budget range, but in my opinion it's the best casual value creature with Korvold. Repeatable source of creating permanents that can sac (Clues) just by playing a land. Clues can be a backup repeatable draw source if Korvold is disrupted. Awakening Zone was just reprinted in Double Masters. Eldrazi spawn tokens can sac themselves for colorless mana. Dreadhorde Invasion can be another repeatable source of a token to sac to Korvold.

One drop Bloodsoaked Champion has good interaction with Korvold as a repeatable creature to sac. Attack with Korvold sac Champion and since Korvold attacked you can reanimate Champion for . Reassembling Skeleton also does this, but you can reanimate Skeleton at any time.

Orcish Lumberjack is another one drop who can sac a Forest to make three mana. This interaction is very good with Korvold and Ramunap Excavator. Viscera Seer, Caustic Caterpillar and Spore Frog are other good one drops with Korvold because they can sac themselves. Seer can be a repeatable sac outlet that can also help to setup your draws with Korvold since you can scry before you draw.

Korvold's draw ability goes well with Jolrael, Mwonvuli Recluse and Mad Ratter since on your turn if you draw at least one card with Korvold then you make a Cat or two Rats. These creatures also trigger on opponents' turns if you draw two or more cards which is very possible since can sac at instant speed, good with Clues and Eldrazi spawns.

Some budget land upgrades to consider:

Good luck with your deck.

Phostration on Zombie Outbreak

1 month ago

Dreadhorde Invasion? 2 mana to get a zombie every turn or potentially get a really big one if left alone. You have enough life gain plus the potential for a large life linker. Cheap card and if someone wants to use removal to get rid of a 2 mana enchantment more power to them. Provides a consistent sac for each turn as well.

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