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 one, 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.

AkaAkuma on Heritage of the Fallen

1 month ago

Looking pretty solid so far! I suggest Animation Module with the Basri's Lieutenant , Good-Fortune Unicorn (Dreadhorde Invasion, Master Biomancer... ) package.

Also Rishkar, Peema Renegade is a more reliable Katilda, Dawnhart Prime in my opinion.

Perhaps my take on reyhan holds some inspiration. It also has a written primer about the cards I mentioned.

Icbrgr on Poppet Mentor But black

2 months ago

No wait Dreadhorde Invasion works because the token itself doesn't have abilities and it gains lifeline when it attacks right?

Icbrgr on Poppet Mentor But black

2 months ago

Oof waitaminute.... would Dreadhorde Invasion not mesh with a flipped Poppet Stitcher  Flip?

Sedgemoor Witch might work instead?

lagotripha on Inspired to brew UWR tokens

2 months ago

On its own its okay, but making marginal cards good is all about maximising upside.

For poppet to make it to playable, that 'loses abilites and becomes 3/3' needs to be a massive upside, ideally also using zombie subtype for effect.

There might be something to build with eldrazi spawn or similar 0 power creature tokens (who would get +3 power from the flip) with +1/+1 counters on them. Tokens with defender/sacrifice printed on them are another option.

Armies are good because of that, with Dreadhorde Invasion pointing to a 'you're meant to sacrifice the tokens' value/midrange zombie list.

Kher Keep & Springjack Pasture aren't gonna rock the world, Hard Evidence and Teyo, the Shieldmage are also just fine, and a lot of the 'sacrifice at end of turn' have that printed on the card, not the tokens. It'll make build around tricky. Satyr's Cunning looks good, but its just one card.

I feel like there is something there, but its gonna take some weird interactions with something like Kasmina, Enigma Sage's -x to get it playable.

Epicurus on Alela's Automotive Museum

2 months ago

Dreadhorde Invasion survives the board wipes. Some of the other stuff that makes tokens doesn't. I've thought about taking it out for Mirrodin Besieged, but not for something that doesn't feed the theme.

If this was a classic Alela deck, Favorable Winds would be almost an automatic include. This is not a classic Alela deck. So yes, it is a decent card to consider, but not as strong as it would be if go-wide was what the deck did.

MTsoulz on Alela's Automotive Museum

2 months ago

I don't think Dreadhorde Invasion is very good, you already have other things that make tokens and do it better. Also if you are putting in Favorable Winds for it all the faeries and thopters get a buff and can crew stuff better

Epicurus on Alela's Automotive Museum

2 months ago

JANKYARD_DOG Actually, I had thought about that as well...

So, the impetus of the deck was the idea that Alela would provide the "pilots" for the vehicles. That's really the long and short of it. Now, a much simpler way to accomplish the same design would certainly be to have Shorikai, Genesis Engine as the commander. However, I'm painfully incapable of doing things the easiest way. It's kind of a combination of the hipster gotta-be-different mentality, and an involuntary, OCD tendency to overthink absolutely everything. Also, I wanted to include black for the removal options.

This being the case, I included Bitterblossom on the list as an additional option for creating tokens to crew the vehicles. Like you, though, I don't know that it is necessary, and might only serve to lose life. So I therefore totally understand where you're coming from, and you're probably correct.

One other thing I've considered is including more boardwipes. Like, a lot more. The reasons should be obvious; the vehicles are not creatures, so they wouldn't be affected. If I did that, then Bitterblossom would make sense to keep, because it's an enchantment, while the commander is a creature, which makes the commander susceptible. I've even considered not only keeping Bitterblossom, but even adding Dreadhorde Invasion and/or other noncreature token creating permanents, based on the same logic. That would push the theme toward a much more Stax build, rather than midrange, which it currently is (I originally had a slew of tax effects on the list, but there wasn't enough room for enough of them to be effective; some tax effects, like prison effects, for example, don't really work as a subtheme unless you have a lot of them).

The issue, therefore, is in the thematic identity of the deck. Like I said at the beginning, the impetus of the deck was the idea that Alela would provide the "pilots" for the vehicles. That's truly, seriously, all I care for the deck to do. Whatever it does to a) facilitate that end, b) sustain it's presence, and/or c) compete, and maybe even actually win, are absolutely malleable. In other words, I'm open to fundamentally redesigning the entire deck, if it makes what I'm trying to do more effective. I'm not married to this list as it is, and I'm open to any suggestions that would give it more of a tangible identity.

Tl;dr - What would you say to leaving in Bitterblossom, adding even more noncreature token producing permanents, and running like 3 times as many boardwipes?

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