Creature — Insect
Defender (This creature can't attack.)
Whenever Hornet Nest is dealt damage, create that many 1/1 green Insect creature tokens with flying and deathtouch. (Any amount of damage a creature with deathtouch deals to a creature is enough to destroy it.)
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|Commander / EDH||Legal|
Latest Decks as Commander
Hornet Nest Discussion
1 week ago
Hey, you're welcome, nice changes.
Is the +1/+1 counter theme worth it here? Bane is a good card in multiplayer, but it doesn't need a +1/+1 counter theme to be good, it just happens to use +1/+1 counters. Champion of Lambholt also uses counters, but she gets counters from creating creature tokens, interaction with Twincasters. Fractals also have counters, but that's just how they're created, the additional +1/+1 counter theme isn't really helping Fractals. +1/+1 counters don't have interaction with making token copies of creatures since the token copy doesn't get the counters when it's created.
A good counter interaction here is Primal Empathy + Fathom Mage , but how consistent is it that you get both these cards without having tutors to get them? Not sure if Fathom is worth playing as a draw source when it wants a more expanded counter theme to get the most out of it. Empathy, you don't have a consistent high power creature to take advantage of the draw.
Fae Offering has a good token effect with Twincasters, but only if you can trigger it which consistently seems too difficult here. Khalni Ambush Flip, fight is good with Hornet Nest , but I don't think I would play a card that all it does is fight just to have this interaction. You don't really have powerful enough creatures until later in the game that can fight an opponents creature, kill it while also having your creature survive.
Some budget changes to consider based on my last comment:
- Tireless Provisioner --> Rishkar, Peema Renegade
- Meloku the Clouded Mirror --> Deekah, Fractal Theorist
- Kodama of the East Tree --> Managorger Hydra
- Champion of Lambholt --> Master Biomancer
- Spawnwrithe --> Fae Offering
- Risen Reef --> Fathom Mage
- Double Major --> Khalni Ambush Flip
- Fierce Empath --> Nissa's Expedition
- Mystic Reflection --> Turn Aside
- Reconnaissance Mission --> Eureka Moment
1 month ago
free-kolja some replies to your bullet-points. I've also made a list for comparison.
I agree that Arboreal Grazer is a bad late game draw, but to be fair, this is a combo deck and so being in the late game to begin with is a bad place to be - the game should have already been over. I get that you want card quality, but speed is often important when you're against the clock. You already have a lot of cards that would be "bad" to draw second copies of, for example - but they're in the deck because speed and consistency is valuable (i.e. I can't imagine drawing a second copy of Star of Extinction , Basilisk Collar , or Brash Taunter is ever a good sign).
It's very interesting that your group doesn't run sideboards, because that will mean that there are going to be lots of various matchups that any deck just doesn't stand a chance against (I imagine anyone playing a dredge build would just be very oppressive). Saying that, i'm still struggling to work out what card Return to Nature actually helps you against... the only card I can think of is Platinum Emperion ? Your deck is in a very safe spot in a sideboardless world, where it just has to do its thing, and its up to other decks to stop you, or out-race you. I just don't get what Return to Nature is helping you against?
So the one big bonus of Blasphemous Act , is that even if there's only one creature in play, it's still going to cost the same as Star of Extinction . SO, at its absolute worst, you can still get by with it. I do concede, that it obviously doesn't hit walkers, or get the instant kill.
Dealing with non-creature decks better is going to be really hard in a format without sideboards, especially being a combo deck that has to be aiming to win before its beaten down. I have some thoughts, though you're probably not going to like them. It involves changing the deck quite a bit. Below I have a list i've just spun up, which utilizes Karn, the Great Creator . That card will let you fetch up Stuffy Doll to do your combo whenever you need to, but also fetch up whatever hate cards you need at the time (i'm thinking Wurmcoil Engine , Walking Ballista , Ratchet Bomb , Ensnaring Bridge , etc.). Now, obviously i'm not suggesting you change your list to whatever nonsense i've brewed up below, but hopefully it gives you some thoughts for consideration.
- 4x Abundant Harvest
- 2x Harmonize
- 3x Star of Extinction
- 2x Blasphemous Act
- 4x Overgrowth
- 4x Utopia Sprawl
- 4x Arbor Elf
- 2x Brash Taunter
- 2x Courser of Kruphix
- 3x Hornet Nest
- 3x Voyaging Satyr
- 4x Karn, the Great Creator
- 2x Garruk Wildspeaker
- 4x Cragcrown Pathway Flip
- 11x Forest
- 2x Mountain
- 4x Rootbound Crag
The above, as an example, gives you a relatively low bad-draw count. Karn, the Great Creator means you don't have to run Basilisk Collar mainboard, but can still get this card if needed for Brash Taunter . He can also get your combo via Stuffy Doll , and lets you grab specific answers for your opponents decks, so you don't need mainboard Return to Nature . The ramp package changed slightly to allow for a much more explosive path to 4 mana (you can easily have 5 mana to play with turn 2), which allows you to run these higher cmc cards, but also keep the land count low.
1 month ago
Plus: Kraul Harpooner , Moldgraf Monstrosity , Loam Larva , It of the Horrid Swarm , Hornet Nest , Brain Maggot , Brain Weevil , Nameless Inversion , Bone Harvest , Footbottom Feast , Haunted Crossroads , The Chain Veil , Deadbridge Goliath , Distended Mindbender , Graveshifter , Masked Vandal , Nullmage Advocate , Gigapede , Broodhatch Nantuko
And the reason Eternal is showing as illegal is cause' all of the MH2 stuff isn't out yet.
My reasoning is less efficient cards that happen to be insects make for more Grist, and if you've got a certain insect density, you don't really need other dredge sources.
2 months ago
Made some changes after I got some better cards!
Wall of Caltrops Too weak, too expensive, too Banding!
Jareth, Leonine Titan Doesn't really fit in with the theme, and lacks synergy, so had to go.
Wall of Shields Too expensive, and still too Banding
Wall of Air Yes it flys but it doesn't do much else, and gets replaced by something much better.
Sylvan Caryatid It provides mana of any colour, its Hexproof and is a decent cost too. Handy!!
Charix, the Raging Isle Very cheap for such a big beater in this deck, with added value.
Dragon Throne of Tarkir Something to help out the few none Defender creatures in the deck.
Hornet Nest A great token maker that will produce very useful tokens in this deck. A defender to boot!
2 months ago
zapyourtumor yea Brain_Maggot is for sure a better sideboard option than Thoughtseize . I thought about Hornet Nest against aggro but i thing that matchup wont bei the worst so i put stuff in against control and midrange :P I cant wait to playtest it tho. Thanks for the suggestions! And yea the delver route would Change the Deck too much as i would have to Focus more on instant and sorcery spells.
2 months ago
Also, some other cool insects are Brain Maggot (this thing is OP in my pioneer eldrazi processors), and maybe Foundry Hornet for a sweeper (4 cmc though so only if you decide to drop CoCo, and I guess if you drop coco you will probably also drop a lot of the +1/+1 counter cards so maybe not). Hornet Nest is hella funny but idk if it'll work here. Kraul Harpooner might be worth testing?
My all-time favorite insect is Vorapede , hands down, so it's a shame it probably won't work well in this deck.
3 months ago
As far as lands go, one thing I noticed is that about 25% of your lands come in tapped, not including the ones that can come in tapped unless you pay life, or ones that sacrifice to put tapped basic lands down. I DO like the lack of non-basic colored mana generation, but you may want to watch out for the cards you have thrown in for the cycling ability. Lands coming in tapped without the ability to play multiple lands a turn, put you a turn behind your opponents. Given that your commander is also a sorcery, your commanders cmc will rise quicker than usual, and chances are you will want that mana rather than the one card draw from cycling. Also if you want to save a few bucks, you can replace Overgrown Tomb with Llanowar Wastes . There is a set that llanowar only costs 50 cents, as opposed to Overgrown's 25 bones.
For creatures, I noticed a few high(er) mana spots were taken by some lower-synergy cards. Like Grave-Shell Scarab . It may be helpful to have more insect-creation in its place that can match near the CMC of your commander creature. Like for example Hornet Nest and Saber Ants .
4 months ago
A few suggestions:
Wrap in Vigor > Back to Nature - unless you're specifically hosing someone's Enchantress deck with this card, it'll be dead in hand too often to be useful and in a green aggro deck you can't afford cards like that. Wrap is an anti-boardwipe, anti-removal spell to keep up the pressure on key turns.
Heroic Intervention > Quietus Spike - Again, I think having anti-boardwipe and removal cards is important, and I don't think spike is a good rate. Almost every creature you run already has deathtouch, and the losing life trigger isn't relevant when you're trying to win with poison.
Shapers' Sanctuary > Harmonize - Sanctuary will be super helpful since everyone will be trying to focus down Fynn, allowing you to keep refilling your hand with cheap creatures. It'll likely give you more cards over the course of a game for less mana.
Vorinclex, Monstrous Raider > Arcum's Astrolabe - Cantrips aren't impressive in EDH and Vorinclex will help win you the game in one swing. If he's out of budget, try Overrun or Overwhelming Stampede .
I would also cut some useless lands that don't allow you to produce G on turn one and just add Forests: Gingerbread Cabin , Opal Palace , Sapseep Forest , and Forge of Heroes . The extremely small benefit these produce in the right circumstances is not worth having it be an off-curve land in an otherwise keepable hand, especially when it's so important that you play a creature on t1 and t2.