Overrun

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Overrun

Sorcery

Creatures you control get +3/+3 and gain trample until end of turn. (Those creature can deal excess combat damage to the player, planeswalker or battle they are attacking if lethal combat damage would be dealt to all blocking creatures.)

KongMing on A Vast Network of Spies

4 weeks ago

Hey, I used your deck as a skeleton to make my own. I've gotten a lot of success with some surprising cards I want to share with you.

First, Mist of Stagnation. You already know how fast this deck can ramp up to the mana to cast it. When you see it in your hand, you can hold off on playing "no max hand size" stuff and fill your grave with cards when you discard down. Then play it before anyone else can get a grave presence. Usually people are tapped out early game, with 0-2 cards in grave, so you can really slow them down to a crawl while you play at a pretty normal speed.

Filter Out can deal with a lot of annoying threats at once, while leaving the important parts of your board intact. The value of this card depends on the level of interactivity you need with your pod(s).

On the Trail is amazing resource acceleration and fits into the gameplan perfectly. T1, 1-drop Evasive Spy. Turn 2, On the Trail. Turn 3, Edric, swing, draw card and trigger trail, drop an extra land.

Also, if budget isn't an issue, Overrun can be swapped for Craterhoof Behemoth.

Really though Asgeren, you get all the credit for this swift and hard-hitting strategy. It is one of my most consistent decks now, all while acting as a great "sleeper" and having the resources to defend itself when piloted wisely. Thanks so much for sharing this with the world!

hyalopterouslemur on Mark Rosewater's Commentary on Poison …

1 month ago

I mean, it's more psychological than anything.

The reality is, take my Ghave, Guru of Spores Stax deck. It has multiple win conditions:

  1. I can use Smokestack and Dictate of Erebos with Bitterblossom and Bitterbloom Bearer, maybe with Aura Shards to blast away my opponent's board and then swing over and over.
  2. I can do the same, but with Elesh Norn, Grand Cenobite and Maha, Its Feathers Night. Elesh Norn also works well with Dictate of Erebos.
  3. I can attack with creatures with flying if my opponent doesn't have any creatures with flying or reach. Or just use Champion of Lambholt to make everything unlockable.
  4. I can just grossly outnumber my opponent's creatures, possibly with Cathars' Crusade, Ouroboroid, Elesh Norn, Grand Cenobite, or Garruk Wildspeaker.
  5. I can use the tokens I sacrifice to trigger Funeral Room / Awakening Hall or Cauldron of Essence.
  6. I can hypothetically Voltron with Ghave. Champion of Lambholt exists, and there are plenty of ways to boost Ghave's power.
  7. Finally, I can just use the infinite combo gang: Besides Ghave himself, there's also Blade of the Bloodchief, Cathars' Crusade, Champion of Lambholt, Ashnod's Altar, Earthcraft, Pitiless Plunderer, Ant Queen, Young Wolf, and Chatterfang, Squirrel General. These have a ton of infinite combos.

My combos have a lot of interchangeable parts, and my incremental wincons all reduce life totals. Infect doesn't let you do this because infect damage doesn't cause loss of life. You have anthems, +1/+1 counters, Giant Growth effects, and Overrun effects, and...that's it. In fact, generally speaking, if you're in infect, and opp has 5 mana, you're dead.

LordSnow on Finneas Commander

1 year ago

I would think about adding a few lands, usually Commander Decks will sit between 37-39. Your average mana cost is low, so 35 lands isn't too bad, but I think you should drop some of the lower power/lower cost cards and add a couple more synergy pieces or heavy hitters to close out the games. And try to find more useful lands with abilities, they really do some work in Commander.

Some cards you might want to think about replacing:

Suggestions:

Agree with:

legendofa on Cats White and Green

1 year ago

Welcome to the club, Puppyroni!

This is pretty good for a first deck, but there's still some points to consider.

First of all, 20 lands isn't enough to support anything but the absolute fastest tournament-level Modern decks. 23-24 lands will make this deck much more reliable at hitting its top-end cards. I would say even the deck that inspired this one is short on lands.

Related to that, A Realm Reborn probably won't do too much here. Since your only mana sources are lands until then, it's going to be very slow to come out. By the time it does, you're either going to be so far ahead that it's unnecessary, or so far behind that you can't use it. ARR is a good card in the right deck, but I don't think this is the place for it. Similar thoughts for G'raha Tia. If your group is super casual, it's not too bad. But usually when you get to 5+ mana in Modern, you should be pushing to win the game, not gathering more resources. If a card costs more than 4 mana in Modern and doesn't directly and immediately help you win, it's probably not worth it. Regal Caracal might be an exception for this deck, but I recommend trimming it down to 1-2 copies.

Third, a Modern sideboard is allowed to have 15 cards, not 20. This is also a note for antagon1st's deck.

I like the green splash for Feline Sovereign. Feral Prowler is a little awkward--with higher toughness and a lot of buffs, it's not going to be a useful death trigger too much. Overrun is the right idea, but having three pips in a mostly white deck will make it hard to cast. This would need a mana base with lots of dual lands to cast reliably. Look for cards with a similar effect but more balanced/less heavy cost.

Again, related to that, balance the basic lands based on pip proportions. You have a lot more cards than cards, so using equal numbers of Plains and Forests will end up with extra and not enough to cast your cats.

Finally, try to get full playsets of some of your 2-ofs. Generally, you want to have more copies of fewer cards, to get the most reliable and consistent results. Pick your favorite buffs and get four copies of those, and trim down the cards that don't seem to be doing as much for you.

After all that, the most important thing is that you build the deck you want to play. If my suggestions make the deck less interesting for you (which of course I hope they don't), then do what makes it more interesting. Above all, have fun!

Quady14 on Slimefoot, the Stowaway

1 year ago

Phew, I got kind of exhaustive with this so apologies in advance but Slimefoot's very nostalgic for me so it's my pleasure to pass along some of my includes I didn't see mentioned already. Hope it helps and from one fungus friend to another I wish you good luck!

Dina, Soul Steeper: teams up with Slimefoot's life gain on saproling death triggers and in a pinch she can be a mana sink sac outlet.

Priest of Forgotten Gods: Easily turns saprolings into extra damage, mana and card draw, probably one of my favorite value generators.

Psychotrope Thallid: Has gotten grossly $$$ for a utility add, but undeniably one of the better small Fungus creatures alongside Utopia Mycon to draw more sap generators and life drainers into your hand while executing your gameplan.

Vitaspore Thallid: You never know when a little haste can turn the tables to start tapping abilities early or stage a surprise Overrun or well-timed Song of Freyalise, I like including this fella just for that.

Body Count: Similar to Plumb the Forbidden this instantly reloads your hand when you (or an opponent) sweep your tokens.

Dig Up: Fun on-theme turn-1 ramp that can be Cleaved into a Diabolic Tutor. Not that that's very powerful or speedy but it's nice to have a flexible multitasker in the mix.

Gruesome Fate: Easy game ender for big damage if nobody quells your saproling-growing, you can do a one-two punch casting this first, then sacrificing your tokens if you can finish off the table.

Saproling Symbiosis: A saproling-specific Second Harvest effect that doubles its count based on all creatures, not just tokens, so your nontoken life drainers will contribute to the token generation as well.

Spontaneous Generation: After you get a huge hand with Plumb the Forbidden, Body Count, Snake Umbra and Keen Sense this will basically blow up your token army to preposterous size.

Saproling Burst: Old card with clumsy wording but for Slimefoot's purposes you can basically drop it on the board, gain 7 saprolings by removing all the Fading triggers thus killing the enchantment, which in turn destroys the tokens made with it. Another great big-damage finisher or surprise value play.

Fungal Plots: Despite Golgari colors I don't think Slimefoot benefits as much from recursion as others so this lets you use your graveyard as a token cultivating ground when your nontoken creatures die from removal or board wipes, plus gives you an outlet to sacrifice those saprolings two at a time for card draw and life gain. It does a lot for a low cost so I consider it an auto-include.

Night Soil: Selective graveyard hate to fuel token production, not as multifaceted as Fungal Plots above but a good token generator to have around in longer games along with Necrogenesis.

Moldervine Reclamation: Good, generalized Golgari card advantage and life gain on death triggers. A little expensive but well worth it if games trend longer.

Agent of the Iron Throne: Just a nice life drain enchantment from the D&D set, enchantments stick to the board better than creatures too so it can be worth the slot.

Snake Umbra: Same as Keen Sense if you slap this on Slimefoot, other than the Totem protection which is excellent for Commander, you get a card for every instance of damage thus making every saproling worth 3 cards in your average 4-player pod. Unless your tokens get mass bounced or exiled AND you don't have one of your many free sac outlets you'll never run out of fuel for the engine. This also makes Thought Vessel and Reliquary Tower worth considering in case you do end up holding a pile of good cards in hand, lol.

Verdant Embrace: Rounds out the Tendershoot Dryad & Verdant Force saproling-every-upkeep silliness with an aura you can pop onto your sturdiest creature so it sticks around.

Neko-Te: Last one and a weird one but Neko-Te on Slimefoot turns every death trigger into two damage so you'll kill your opponents in half the time/sacs. Good to shave down your turn clock to victory.

DemonDragonJ on How Good is Pathbreaker Ibex?

1 year ago

There are numerous variations of Overrun, some of which are also sorceries and some of which are creatures, and my favorite of those is Pathbreaker Ibex, because its ability is reusable, for only one additional mana over Overrun, and it can provide some major increases to the power and toughness of other creatures, in the proper deck, so I am wondering what everyone else thinks about that card.

What does everyone else say, about this subject? Is everyone else here as fond of Pathbreaker Ibex as I am, and why is Craterhoof Behemoth the more popular variant of Overrun, when it has a higher casting cost and cannot be reused without additional support? I certainly am interested to hear what everyone else has to say, on this matter.

DMBrandon on Population Bomb

1 year ago

kamarupa that's a lot of good advice. I made some changes based on your suggestions. First though, let me clarify what I meant when I said fast paced. I simply meant low mana cost average, not a "turn 3" win condition. We play a lot of kitchen table MtG, not competitive. Ideally, I have a good setup and finish up the game with Finneas or Overrun by turn 7. Now to the changes. I removed Call of the Conclave and Wake the Reflections like you advised. I agree that don't add much value. I kept Druid's Deliverance because fog is more cost effective, I get the added value of a populate. I also kept Selesnya Charm because of its versatility. I decided to go full-tilt on Hare Apparent, taking advantage of their unlimited number rule and add Cloudshift to abuse this further. I know a lot of people go life gain with token decks, but I wanted to keep this deck more simple and go for a shout out style. Again, I know it's not a crazy competitive deck, but I want something that will be fun to play specifically into my friend's goblin deck. And throwing rabbits at him is hilarious to me. :) Thoughts on the changes?

DreadKhan on Katilda WIDE boi

2 years ago

Harmonious Archon would probably play incredibly well in here since it sets base power and toughness, and the counters your Commander puts out mean that even a single use of the ability means all your creature outclass all of your opponents. If you wanted to make a lot of enemies you could try Humility, but that's also fairly expensive! If you did want to try it out (maybe as a proxy for awhile to see if other people hate it) the idea would be to develop a wide board and put a counter on each, then play Humility and stomp everyone with Overrun effects (Green has a bunch that are budget). If you have the Archon out it'd be hilarious to use Nacatl War-Pride to clear someone's board (it also means everything else of yours gets in vs that player since their creatures get tokens to block).

Since you already use +1 counters, you might like Metastatic Evangel, Proliferate is a really strong ability if it's at all relevant to your strategy, and this is a repeatable source. If you Proliferate a counter that doesn't stack (like a Trample counter), you can move it with Nesting Grounds. If you have any other Proliferate cards kicking around, maybe Evolution Sage or Contagion Engine, these would be great in here too I suspect.

If you find people are clobbering you with artifact and enchantments I'd use Aura Shards, assuming your opponents aren't going to flip the table, I also like Soltari Visionary as a repeatable removal and evasive creature. Transmogrifying Wand is good without Proliferate sources, but if you add both the card is pretty strong creature hate.

YMMV naturally but I suspect your deck would run more smoothly if you could sneak a few more lands into the list; if you really want to keep your creature count high you could try throwing in a few man-lands like Mishra's Factory and Treetop Village. If you want I could dig around for a few more, I'd want 33 or 34 lands for a deck like this, especially since you don't run a lot of land ramp (stuff like Rampant Growth). You might also look into Modal Dual-Face Cards, Strength of the Harvest  Flip is the GW option, but Bala Ged Recovery  Flip is amazing, and many good players swear by Ondu Inversion  Flip, this type of card shines brightly when you'd probably want the type of effect the card side produces but are running the MDFC as a redundant copy of the effect; you don't run Ondu Inversion as your only wipe generally, you run it as your 3rd or 4th one, and if you don't need a wipe it's a land. I wouldn't cut lands to add MDFCs at your present land count, but if you were at say 33 true lands and snuck in 2 or 3 MDFCs you'd probably much happier with how this list plays out.

If you want more help with anything in particular I or someone else could probably give some ideas! Hope you have fun with your list, I love building a deck out of what I've got kicking around, you usually end up with so much character and flavor.

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