Triumph of the Hordes

Triumph of the Hordes

Sorcery

Until end of turn, creatures you control get +1/+1 and gain trample and infect.

Latest Decks as Commander

Triumph of the Hordes Discussion

Omniscience_is_life on The New Most Competitive Modern Deck--Dryads

3 weeks ago

Thanks for stopping by, zapyourtumor!

Dryad of the Ilysian Grove has indeed been errata'd to being a Dryad; it's actually in my Historic version of this deck. As it stands, the only reason it's not in here is that it literally wasn't a Dryad the last time I updated this deck XD

Explore helps get Dryad Arbors out, and also accelerates to a T3 CoCo.

Triumph of the Hordes is basically the only way to win with this deck--without it, we are dead in the water. So since I rely on it so much, I have it as the 4-of it is.

Not sure why CoCo's a 3-of--again, I haven't updated this deck in a while LOL. Thanks for bringing it to my attention.

Gnarlwood Dryad is, as you say, too much of a build-around. My 1-drop slot is suitably filled with Old-Growth Dryads and the like, so I don't feel the need to run it just for that.

Thanks again!

zapyourtumor on The New Most Competitive Modern Deck--Dryads

3 weeks ago

Does Dryad of the Ilysian Grove count as a dryad? It actually shows up as having the Dryad subtype on scryfall so I think it should work with Automaton and Mimic.

Gnarlwood Dryad would probably require a little more build around which is a shame because its one of the only decent dryad beatsticks. Could be worth trying out maybe, because a 1/1 deathtoucher isn't so bad either.

I would probably shave 1-2 Triumph of the Hordes since it's a finisher. Explore seems suboptimal as well. Adding more creatures would make CoCo better, and then you can go up to 4 CoCo since that's probably the best card in the deck.

RambIe on Savage Beating vs Triumph of …

1 month ago

Wanted To Point Out

In ideal conditions you would need a base of 9 unblocked damage to win with Triumph of the Hordes 9+1=10 Infect
In the same scenario of having 9 unblocked damage then casting Savage Beating Double Strike (9+9=18) 2nd combat(18+18=36)

so the deciding factor of which card would actually win more would be the creatures in the deck, if you have a few large creatures Savage Beating would win more, If you have a large number of small creatures then Triumph of the Hordes would win more

We know the answer in this scenario "48 creatures and has an overall cmc of 1.90" but its not always that simple
swing wide = Triumph of the Hordes / swing tall = Savage Beating (keep in mind would be blockers won't be around for the second combat)

with all that said i would still choose Savage Beating in this deck because of the massive card vantage ya i could have won with with horde but just wait to see what stupid things i do next turn because i used beating instead. idk i guess after playing this stupid game for over 25 years just out right winning is boring to me. jesus christ ive become a johnny

Zegred on Chevills, Poisonous Playground.

1 month ago

Thanks!

Its not just centered around Fynn. Fynn has a big part of the team but thats why I have, Triumph of the Hordes or Blightsteel Colossus to keep the infect team up and running. Incomming cards are lands such as Inkmoth or Quagmire and Dryad and thinking of switch or put in Eldritch Evolution too.

The artifacts are not the main focus with Glissas trigger just an helpfull way to brig them back, when death triggers comes around. And shes a helpfull offensive/defender with her first strike, deathtouch. And theres more ways than just Fynn. For example: Finale of Devastation or Poison-Tip Archer.

I like your input, and I was thinking of making it Green from the start, but wasnt happy with my ideas and though Glissa did a better work making it harder for my playgroup with blocks or atks against me.

LinkOpensChest_wav on Yikes! Humans!

1 month ago

SaberTech I won a match with this deck in my playgroup last night. I've been keeping the decklist fully updated, so even though I'm still waiting on some cards from TCGPlayer, the way it is right now is how I ran it.

Here's what I found:

I used Sigarda, Heron's Grace graveyard exiling / token creating ability a lot more than I have in the past. With Kyler, Sigardian Emissary on the field, I was swinging with some HUGE timmy creatures! They all had hexproof too, which was game changing. I managed to draw into Swiftfoot Boots, so all the creatures on my board had hexproof. I finished by taking out one player with Overwhelming Stampede with Adeline, Resplendent Cathar in play, and he was the most problematic player for my deck, so once he was gone I had to build my boardstate a little bit, and two turns later swung at the remaining two players with Triumph of the Hordes and won with infect damage. (I know some people have mixed feelings about infect, but it's accepted in my playgroup, especially when it's used as a finisher.) Pretty wild.

Oh, one more thing happened that I thought was interesting: Early game, I was getting mana screwed, so I had to cast Eternal Witness to bring an Evolving Wilds back from the graveyard lol. I think that's the first time I've had to do that. Thankfully, I started drawing into some lands after that.

jaminfine on Prossh / Food Chain

2 months ago

Consider adding some all-out attack cards like Overrun, Triumph of the Hordes, or Overwhelming Stampede. Prossh comes out with a bunch of 0/1s, but they can be more than just chump blockers and sac fodder! You did it right with Beastmaster Ascension, as that does kind of a similar thing, but I think the trample that these sorceries have is super important. It's the difference between becoming a giant threat that your opponents have a turn to block and then respond to, versus killing them on that same turn. A casual table might groan at the poison counter victory though!

Consider removing Charnelhoard Wurm because it doesn't have much synergy with the deck. It looks a little big and a little scary, but maybe not enough to justify the mana cost.

Consider removing Inquisition of Kozilek because it is just a worse version of other cards in your deck that do a similar thing. For that matter, if you find yourself playing multiplayer games more than 1v1s, you might want to also take out Duress, Thoughtseize, and Distress because they scale very poorly in multiplayer. If you find yourself playing 1v1 most often, take out Mass Mutiny instead.

Consider adding Nullmage Shepherd for some great repeatable removal.

Swiftfoot Boots, Lightning Greaves, Darksteel Plate, and Champion's Helm can be great additions for protecting Prossh and a couple of those give him haste which is super good.

Prossh and other token decks also love to have Parallel Lives and/or Doubling Season in them for double the tokens!

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