Overwhelming Stampede

Overwhelming Stampede

Sorcery

Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.

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Overwhelming Stampede Discussion

wallisface on mono green beatdown

6 days ago

Some thoughts:

  • mono green stompy wants to come out fast, and come out swinging. My main concern is that your deck is quite slow & clumsy, with lots of mana dorks and lots of very-high-costing cards which are going to gum up your hand.

  • Some cards, like Colossal Dreadmaw, are just bad. Regardless of how casual you’re playing, this card is never worth it.

  • I would suggest ditching all 12 of your mana dorks, as well as Dreadmaw, to get some more aggressive low cmc creatures into the deck. I would also suggest dropping Stonecoil Serpent (it’s not great for stompy/aggro), and limit yourself to no-more than 2-copies each of Ghalta, Primal Hunger and Khalni Hydra (drawing multiple will make for bad, hard to play hands)

  • Creatures you should consider replacing the above with include: Avatar of the Resolute, Barkhide Troll, Experiment One, Pelt Collector, Steel Leaf Champion, Strangleroot Geist, and Yorvo, Lord of Garenbrig

  • Overwhelming Stampede is too slow a card, and often overkill. I would suggest running Aspect of Hydra instead, as it can get you wins much, much faster, and more reliably. You should also consider Rancor as another noncreature option.

  • Stompy/aggro has no real reason to run Utopia Sprawl imo. Also, 24 lands feels very excessive. Most mono-green stompy decks are generally looking to run around 18 (maybe 20 at a push).

There are a lot of existing decks built in modern for mono-green-stompy, including budget-builds. Have a google of “modern mono green stompy” should yield a ton of results to help you with your brew

zach3584 on Garth One-Eye ETB, Tap, & Blink

1 week ago

Thank you so much, Aeriosis! I'm glad to hear someone built a deck of mine. I hope it works well for you. If you enjoyed it, I have more decks if you want to check them out. I was thinking that the deck has some great synergies, but it might have a hard time finishing games. I could add Green finisher spells such as Craterhoof Behemoth, Overwhelming Stampede, and/or Triumph of the Hordes. Also, I've noticed that Freed from the Real and Pemmin's Aura work well on Garth One-Eye until you need to blink him, and then they are destroyed. You could always put those cards on other creatures though. What do you think about these ideas? Feedback is always appreciated! : )

TrashWolf95 on Wolf Army

2 weeks ago

As a fellow wolf/werewolf player myself I have a few suggestions to make your deck a bit better. First I would remove Meteorite it's a high mana cost for not a lot in return I would suggest replacing it with The Celestus as it's cheaper mana rock and has synergy with your werewolves and the draw/discard ability is super useful. I would also remove Burn the Accursed in favour of maybe Lightning Bolt, Moonlight Hunt or Banefire.

A few other cards off the top of my head that I play in my wolf/werewolf deck that are very useful are Rampant Growth, Warstorm Surge, Atarka's Command, Destructive Revelry, Nightpack Ambusher, Cult of the Waxing Moon, Cultivate, Wolfcaller's Howl, Master of the Hunt, Shamanic Revelation, Elemental Bond, Beast Whisperer, Wild Defiance, Scorned Villager  Flip, Overwhelming Stampede and Rhythm of the Wild.

Overall for your first edh deck you have some good picks and synergies I like the midnight hunt theme

Scytec on Lathril

1 month ago

Some extra cards to consider include Triumph of the Hordes, Elves of Deep Shadow, Copperhorn Scout, Seedborn Muse, Elvish Harbinger, End-Raze Forerunners would be a super budget Craterhoof though no where near as good either...does give your creatures trample though, Allosaurus Shepherd is stupid expensive, but insanely good because it makes your green elves uncounterable and can give you a huge bump in power as well, Fauna Shaman, Chord of Calling, Harvest Season, Overwhelming Stampede, Beastmaster Ascension, Doubling Season and Parallel Lives are both very expensive as well, but double the number of tokens you produce, and Tyvar Kell. Feel free to ask my why to any of these, they just seem solid for the combat elves strategy, not all of them necessarily belong in your list, just some options to consider. some of them are very expensive, i think i mentioned that with each though...

Fasrielyn on Wolf's Howl

1 month ago

Big thing that the new Tolovar, Dire Overlord wants is trample and possibly double strike. I would look into cards like Rage Reflection, Primal Rage, and Overwhelming Stampede. If you don't have much for trample Tolovar will fall behind for his first ability. Which in my opinion is really the more important thing.

K1ngMars on Kumena Merfolks: Help cutting the …

1 month ago

Hello everyone, I've recently stumbled upon an older deck build of mine and I started tinkering around in order to update the list. The deck's main purpose is to cast cheap Merfolks and Kumena, plus some Seedborn Muse effects to abuse the tap/untap mechanics. The wincon is through combat damage, either with Overwhelming Stampede or a big unblockable Kumena, Tyrant of Orazca. I would like some advice on what to cut in order to close out the deck.

The Sea Has No Memory, But I Do | Kumena

Optimator on CatDog Musings

1 month ago

Your token doublers along with the anthems you have serve as win-cons, but it would be worth adding Coat of Arms, Akroma's Will, and Overwhelming Stampede to the maybeboard for future consideration.

Arthur_194 on Vorel's Hydras and Hybrids

2 months ago

Hey, nice deck. Is it new, or are you on a budget?

I have played Vorel for several years, take a look at my deck. I'm not a fan of those simic mana artifacts. You cold use Vorel's ability on Everflowing Chalice and Astral Cornucopia to generate lots of mana.

There are definitely some cards that dont do much that are worth cutting off your deck. Like Elvish Mystic, Krasis Incubation, Dragonscale Boon, Nature's Panoply, Quirion Elves, Thrive...

It's nice to have some "win" cards, like Overwhelming Stampede and Triumph of the Hordes to beef up your creatures and swing them all at once. Also Blue Sun's Zenith works perfectly as card draw, that can also force an opponent to draw his or her whole deck if you have the mana late in the game.

If you're looking for cheaper cards, consider Strength of the Tajuru, Inspiring Call, Blue Sun's Zenith, Stubborn Denial, Champion of Lambholt, Murkfiend Liege, Scute Mob, Curse of the Swine.

And aren't you running too few lads?

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