Triumph of the Hordes

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Uncommon

Combos Browse all

Triumph of the Hordes

Sorcery

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

Triumph of the Hordes Discussion

RJGiel on Morphys Law

2 days ago

Some suggestions:

For wincons you can always Craterhoof Behemoth , if you don't like that card try, End-Raze Forerunners , Pathbreaker Ibex , or Triumph of the Hordes . Gift of Doom is spicy, but probably not a good card. If you run one more ramp spell, you can probably afford to run 36-37 lands.

berryjon on Pattern Recognition #123 - Slow ...

4 days ago

I didn't stick around to find out. He was here this week, and in my game I shared with him, he spent all his time pointing out how I was going to win from nowhere because of my Combo.

I lost that game to Infect. Because fck Triumph of the Hordes .

SideBae on My Tishana, Voice of Thunder Deck

1 week ago

Ponder and Preordain are great cards to slide into the 99. You have all the on-color and off-color fetches, so Brainstorm would be great, too...

Narset, Parter of Veils is quickly becoming a blue EDH staple... she's amazing. If you run her, include Windfall as well -- it refills your hand, but if Narset, Parter of Veils is out, it also reduces your opponents'.

Carpet of Flowers is a good mana source if your meta is like mine and everyone is in blue. If you don't want to run elves, you should at least consider one-mana enchant-lands like Utopia Sprawl or Wild Growth . These are pretty good turn one plays.

Since you're only running a few artifacts with activated abilities, consider Collector Ouphe -- he can be a real pain for decks relying on artifact mana. If you don't put him in, consider Slate of Ancestry as a draw-engine.

I think Jace, Vryn's Prodigy  Flip is enough better than Merfolk Looter you should run him instead... He's not a merfolk, but being able to recast important spells from the yard is extremely relevant.

If your meta is full of combo (mine is), consider Arcane Laboratory . It's worse than Rule of Law since it dies to Pyroblast , but since you can't run Rule of Law it's still pretty great.

I'd run Jace, Wielder of Mysteries instead of Laboratory Maniac if you want to go that route. Generally, you want combo pieces to have a large impact even if you don't have the combo in hand, and Laboratory Maniac is just a bear if you're not going off. Jace, Wielder of Mysteries is a draw engine as well.

Waterlogged Grove is a good land to consider. Also Flooded Grove . If you run Dryad Arbor , you'll be able to fetch it with Green Sun's Zenith . If you want to keep your basic land count high, also consider Back to Basics .

Mystic Remora can easily be an Ancestral Recall in inexperienced metas; and even in experienced ones, it's still worth including.

Triumph of the Hordes is a good win condition of the same sort as your Craterhoof Behemoth .

Good luck!

SideBae on Rhino, Let's Go! [Tips?]

1 week ago

Hey man! I got a few suggestions -- I hope you find them helpful:

  1. The best aspect of playing green is its access to turn one dorks. I'm sure you've noticed your Birds of Paradise is a great play to lead with; you should consider the following: Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Avacyn's Pilgrim and Orcish Lumberjack . Bloom Tender and Priest of Titania are good two-mana plays in this sort of package.

  2. Another benefit to running dorks in green, aside from their mana, is that they're bodies. An Overrun effect can easily take the game, if you have a critical mass of creatures. Ironically, Overrun itself is pretty mediocre as far as Overrun effects go... I suggest running Triumph of the Hordes and Craterhoof Behemoth , since these are great ways to make an army of tiny duders into an army of deadly duders. Craterhoof Behemoth is especially good, since you can fetch it out with Natural Order , should you choose to run that.

  3. So, I'm not quite sure how your deck is going to play. However, I suspect you'll have a lot of creatures during the mid-game. I think you should consider running Shamanic Revelation and/or Slate of Ancestry .

  4. Veil of Summer is one of the more absurdly good cards printed recently. I highly suggest running it in any green deck -- it's a cantrip that protects your guys from counters and spot removal. There're some really odd niche-cases it's good in, too, like against Bitter Ordeal .

  5. I don't think Path to Exile is very good. In general, ramping your opponents in a format with forty life and several enemies trying to do busted things is a dangerous move. I like your Swords to Plowshares a lot more.

  6. Naya has access to some serious hate, in the form of bears and in the form of regular stax pieces. You should at least consider some of the following: Aven Mindcensor , Aura of Silence , Winter Orb (especially if you're running the dorks mentioned in (1)), Linvala, Keeper of Silence , Price of Glory , Root Maze , Armageddon (if you're like me and don't mind getting flipped off), Gaddock Teeg , Collector Ouphe , Stony Silence , Null Rod , Kataki, War's Wage and similar such nonsense. These are a really good way to slow down opponents long enough to get your army out and swinging.

  7. Finally, depending on your meta, there're a few green enchantments you should strongly consider: Choke , Carpet of Flowers and Compost are all super powerful, given the right meta. Blue and black are the two most common colors in EDH, so you can be pretty certain you'll be facing one or both most of the time.

Right. That's all I got for now. Good luck!

SideBae on Elves of Rivendell

2 weeks ago

I always liked elves. I have a few suggestions:

  1. Concerning your land-base: I think you should cut Command Tower and (maybe) Reliquary Tower . Since your commander is mono-colored, Command Tower is only ever going to produce ; however, it will never be a forest or a basic land. This means that you cannot untap it with Arbor Elf and it dies to Blood Moon , Back to Basics , Wasteland , Ruination , Magus of the Moon , Dwarven Miner , Dwarven Blastminer , Shivan Harvest ... I think just a regular Forest is significantly better, as you generally want to avoid undue risk. Reliquary Tower is a bit trickier, and it will depend on how the deck plays. However, as a general rule, if you have an excess of seven cards in hand, then you should have a developed board to support it and either win or get down to seven. I have long ago stopped including unlimited hand-size effects in my decks, and I've never needed one since; however, if your experience with this deck says otherwise, do please ignore me.

  2. Gaea's Cradle is amazing, but also about the same price as a used liver. For that reason, you may have more luck running something like Growing Rites of Itlimoc  Flip, which is essentially the same card (though slightly slower), and much more affordable. Pairing this with Deserted Temple results in instant fun.

  3. Your general has an Overrun effect stapled onto him, so I'm assuming that's how you generally plan to win. However, my experience has always been that if your commander is your only win-condition, your opponents will learn that and keep him off the board more or less indefinitely. I suggest running one or two alternative but similar effects: Triumph of the Hordes and/or Craterhoof Behemoth . Triumph of the Hordes has the advantage of not actually needing a full board to be lethal -- in EDH, 10 points of poison still kills a player. Craterhoof Behemoth is around $30 nowadays, but it happens to be sorta an insanely good card -- especially if you tutor it out with Natural Order or similar effects.

  4. One of the main weaknesses of 'go wide' creature decks is that they tend to be soft to mass-removal. The best way to counteract this is by keeping a full hand, meaning that card-advantage is at a premium. Slate of Ancestry is a great way to keep generating advantage from a full board, and if you hold up mana you can activate it in response to a Supreme Verdict or similar effect. Beast Whisperer is an elf I'm surprised to see you aren't running. Skyshroud Poacher , while not an elf himself, can grab you your duders without having to bother casting them -- if he and a few other cards are what you have left in hand after a wrath effect, he can help rebuild your board.

  5. There are some meta-specific cards you might find helpful. Gaea's Herald , Carpet of Flowers and Choke are all good in a blue-heavy meta. Compost is another draw engine that frequently nets cards, as black is generally the second best EDH color (after blue). Veil of Summer is a good card born of M20.

  6. If you want another Quirion Ranger effect, consider Scryb Ranger . It's one mana more, but the flash pretty much makes up for that.

Right. That's all I got... hopefully you find at least some of it helpful. Good luck!

SideBae on

2 weeks ago

So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.

Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.

One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.

Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .

In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .

If your meta has any blue decks, Veil of Summer is really, really, REALLY good.

Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .

Wear / Tear is a good two-for-one. Decimate needs all of the mentioned four card types to be cast, but can be an even more powerful play than Wear / Tear .

Farseek is a ramp-sorcery that can grab typed non-basics; similarly, Nature's Lore does not have to grab a basic forest. I have generally had a good amount of luck with these two.

Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.

Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.

Alright man, good luck! That's all I can think of for now.

DSquirrel on Meren's Merry Monster Mash

3 weeks ago

I don't like the idea of adding Craterhoof Behemoth or Triumph of the Hordes as I like to drain people out rather then win via combat. Pathbreaker Ibex and Overwhelming Stampede are only in there as I started from the precon and haven't found anything to replace them with.

I am tempted to remove Skullwinder and World Shaper but I feel the others are good for the deck as Massacre Girl is a decent board wipe; Carrion Feeder adds a sac outlet and Whisper, Blood Liturgist is more recursion and extra sac.

There are already 6 forms of ramp in the deck so wouldn't adding more just take away from what I need the mana for

Tata on Meren's Merry Monster Mash

3 weeks ago

It's hard to see your real curve because of your large Maybeboard. Though you don't have a lot of 1-drops, that's for sure. Search for Tomorrow and Diligent Farmhand are good choices in that regard.

You have a lot of cards that cost 2 but you don't really want to cast on turn 2. Things like Zulaport Cutthroat should be saved in hand for a big play, for example, and Costly Plunder will probably rarely be cast on turn 2, whereas something like Sakura-Tribe Elder will ALWAYS be played on turn 2. Same with Farseek , Nature's Lore , etc.

Top-end should really be wincons. You have Pathbreaker Ibex , Overwhelming Stampede , and Command the Dreadhorde for that, and I think you could fit in one or two more big ones. Rise of the Dark Realms , Craterhoof Behemoth , Triumph of the Hordes , Avenger of Zendikar , Rune-Scarred Demon to tutor for answers/wincons - these are all solid top-end choices.

I would cut your creature-count by about 5. I suggest looking at Massacre Girl , Skullwinder , Carrion Feeder , Whisper, Blood Liturgist , World Shaper , Gonti, Lord of Luxury . Most of these are decent cards, but I don't think they do enough in your build.

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Triumph of the Hordes occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Green: 0.42%

Golgari: 0.16%