Maybeboard


Hi, I'm CinnamonBlue and I'm here to teach you how to have fun! /sarcasm

This isn't a Spike Primer. This is a primer created by a person who's been playing this same deck for 10 years because I absolutely loooove it, and I've slowly made it into a Rube-Goldbergian nightmare of a rubix cube with teeth that I honestly need to write down to remember so that when it's not my turn I can glance at this page to double-check what to do.

This isn't a 10/10 deck. I start attacking with my commander ideally by turn 4, and I either start doing a lot of things by turn 6 or 7, or I start holding up mana and playing a control game until I can do a lot more things. That said, I have tried to make this deck "focused" within it's budget and able to take on a table with higher budget decks by virtue of trying to make a deck that has consistent interaction, hits land drops, and has many possible lines of play, making it hard to predict and plan against. This deck can deal with an Eldrazi Titan, Praetor, Elder somethingsometing and usually keep riding. It has trouble against dedicated Stax (though one of my most fun games was against a stax deck where I had to figure out what to do), exile, graveyard hate, activated ability hate, and Torpor Orb.

I prioritize having fun as "being able to do things", aka hitting land drops, being able to interact with opponents, and playing multiple spells in a round. I'm running a low boardwipe count because my looting effects sometimes make me discard noncreature spells, which feels bad if it's a board wipe. Instead, my removal is recurring and instant speed, at the cost of being expensive (WUBRG). You may notice that my deck's featured card is Door to Nothingness. I've never used the card- that's to remind myself that once I have WWUUBBRRGG, I should be able to kill a player.

Creative deckbuilding, blowing people out using "bad cards" > autoincluding everything good.

Note:Kazuul's Fury   and Khalni Ambush   are listed as lands, but Glasspool Mimic   is not, just to make the land count look more normal. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This deck is a big-mana deck with a lot of combos in the late game to end the game. Despite that, we have a bunch of big elementals in Horde of Notions, Nova Chaser, Omnath, Locus of Rage, Mirror Entity and Maelstrom Wanderer, so combo is not something we're digging towards as much as something that gives us inevitability. We're also very adaptable being in 5 colors, and can shift strategies from round to round, making turns and games carry a lot of variety. It runs a few counterspells and boardwipes and ways to recycle them with Familiar's Ruse and Eternal Witness, Eldrazi Displacer&Draining Whelk, Crib Swap, Consuming Bonfire, and a bunch of removal spells on bodies that we can flash in using Horde of Notions ability to cast cards at instant speed from your graveyard. (Note: Familiar's Ruse is currently out for Rewind, as it's often annoying to sacrifice an entire activation of Horde of Notions to counter a spell)

We can be fairly aggressive if we decide to because all of our creatures can come back from the graveyard. But! All of this degenerate stuff we want to do costs a lot of mana. This means that we need to ramp a lot. Our goal is to always have WUBRG by turn 4 so that we can play Horde of Notions and start swinging. You'll usually want to use that new consistent London Mulligan to aggressively dig for a hand with some early ramp.

This was my first Commander deck and it's still my favorite deck 10 years later because it can do literally everything, at instant speed. Horde of Notions ability to cast cards from your graveyard happens on resolution of the ability, meaning it ignores normal timing restrictions regarding when you can play a creature or a sorcery. Yep, it's a 5/5 keyworded Vedalken Orrery... With extra steps.

Five colors of the color pie allows us to run a full suite of interaction of many different types:bounce, exile, damage, and a bunch of cool effects like Shapesharer that are surprisingly good (Once I tutored up Shapesharer into the battlefield and copied Shalai, Voice of Plenty in response to removal. I get all the toys.

Okay, so we don't actually run many of the 7-10 mana elementals that just beat people over the head. The Doomgapes That's because Horde of Notions gets killed a lot. Everyone can tell that it's useful and that it sets you back to kill it. I don't really want to run a deck that is just always able to ensure Horde of Notions never gets killed, through counter spells and such. It doesn't seem fun, and it doesn't let you build up the board with all the creatures you want to cast and attack with.

So instead, this deck is a blink deck that can function for a while without the commander being on the battlefield. Journey to Eternity is a backup commander that's harder to remove. We run some creature tutors and it's not too hard to dig for Nova Chaser if we need a big creature to attack with. I actually like that Nova Chaser has 2 toughness because that makes it easier to get the ETB of the creature under it when it gets blocked. A general theme of this deck is that all our spells have bodies, so if our opponent kills our creatures, they're sad because we can cast them again, and if they don't kill them, they're dead on board.

Faeburrow Elder- the budget Bloom Tender. 3 mana for Prismatic Geoscope is insane.

Farseek and

Nature's Lore to grab those nonbasic trilands and dual lands.

Bloom Tender - The Price finally cut itself in half from $50 to $25 with a Mystery Booster reprint and I finally picked her up.

Risen Reef - What the HELL. They printed a better Soul of the Harvest at 3 Mana. I literally can't believe it, they've lost their minds.

Sakura-Tribe Elder - Reveillark's best friend.

Search for Tomorrow - Budget Birds of Paradise that can't get killed.

Smokebraider Did someone say turn 3 attack with a 5/5 haste, trample and vigilance?

Cultivate - I just hate missing land drops

Kodama's Reach - See Cultivate

Nova Chaser can be flashed out from the graveyard to exile a creature that was about to be destroyed. Yeah, my favorite counterspells are 10/2s with Trample. At 4 mana, Nova Chaser is also okay to just cast from hand, unlike the seven mana Supreme Exemplar, which really relies on drawing Frantic Search to cast with any speediness.

Reveillark+Phantasmal Image+Seething Pathblazer allows us to reanimate a copy of our commander in response to removal.

Shapesharer can copy our commander and then use it's ability to recast it.

Sept 22, 2020- I'm currently subbing in Rewind for Familiar's Ruse, which while less annoying to actually cast (2-mana interaction often stops us from casting our 5-mana interaction), doesn't have the random combo that sometimes pops up of Eternal Witness&Familiar's Ruse to counter one spell per turn cycle. So, how are we getting our "free" counterspells back to hand?

By the same token, I used to use Bloodwater Entity+Devastation Tide/Time Wipe as a 7-mana way to get rid of things, but after facing a crazy BW enchantress deck that got as much ETB value as I do, I realized that it's better to just run Tragic Arrogance and Mythos of Snapdax to actually get rid of things rather than bounce them with devastation tide. As for Time Wipe, Sometimes I'm bouncing Horde of Notions and that means the whole interaction costs 10 mana anyway, so I figure I may as well boardwipe artifacts and enchantments, leave my commander alone, and do the weird recycling tricks while everyone is rebuilding rather than have to play my commander again and put myself behind on tempo. Like I alluded to earlier, costs in this deck often "round up" to 10 mana, like if a combo costs 7 it feels like it costs 10 because we lose 2 activations of our commander that round. That means that Mythos and Tragic Arrogance are better even though they're a more expensive reccurable combo. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Seething Pathblazer&Bloodwater Entity&Maelstrom Nexus&Rewind&Horde of Notions

With Maelstrom Nexus, Seething Pathblazer, and Bloodwater Entity on the field, sacrifice Bloodwater Entity and cast it with Horde of Notions (or put it into play using Reveillark+Phantasmal Image+Seething Pathblazer), getting back Rewind to the Top of your library. Next turn you can cascade into it by casting a 5-drop from your graveyard.

Bloodwater Entity&Maelstrom Nexus&Tragic Arrogance&Horde of Notions As above, but the board wipe will destroy Bloodwater Entity so you don't need a sac outlet to cast it again. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Eternal Witness&Eldrazi Displacer&Rewind OR Eternal Witness&Ghostly Flicker- blink Witness and get back rewind, casting it.

Eternal Witness&Tragic Arrogance&Atzal, Cave of Eternity   OR Eternal Witness&Ghostly Flicker&Tragic Arrogance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bloodwater Entity&Risen Reef&Eldrazi DisplacerRewind OR Bloodwater Entity&Soul of the Harvest&Eldrazi Displacer OR Bloodwater Entity&Risen Reef&Ghostly Flicker OR Bloodwater Entity&Soul of the Harvest&Ghostly Flicker- Same idea. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Greenwarden of Murasa&Seething Pathblazer&Rewind- Repeatedly sacrifice Greenwarden and cast it again, getting Rewind back.

Greenwarden of Murasa&Mythos of Snapdax&Horde of Notions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Greenwarden of Murasa&Nova Chaser&Rewind- Champion Greenwarden and get rid of Nova Chaser somehow, maybe by attacking and getting blocked. Then ETB and get Rewind back.

Greenwarden of Murasa&Nova Chaser&Tragic Arrogance- boardwipe destroys Nova Chaser, then cast it with Horde of Notions again. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cavalier of Night&Eternal Witness&Seething Pathblazer&Rewind- Sacrifice Cavalier of Night to get Eternal Witness back and return Rewind to hand, then cast it again for WUBRG.

Cavalier of Night&Eternal Witness&Tragic Arrogance- destroy the Cavalier and cast it again, getting the ETB of Eternal Witness. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I'm currently trying Maelstrom Nexus in the slot formerly taken by Zendikar Resurgent for a few reasons. First, it can come down on turn 4 if I've played a ramp spell, which is leagues better than tapping out on turn 6 when people are busy playing multiple things a turn. Second, it has a mana cost of WUBRG, meaning that if Horde of Notions gets killed, Bloom Tender and Faeburrow Elder still tap for WUBRG. Third, it generates card advantage even if we cast a noncreature spell.

There are disadvantages though, and that's why we have to know how to use Maelstrom Nexus effectively to make up for them. First, while it does save us enough mana to almost qualify as a mana doubler, it doesn't truly double our mana. Likewise, while cascade gets us a lot of card advantage, we don't always know what we're about to hit. If we need to Crib Swap twice, we actually do need 10 mana open. And we need to be aware of the possible things we could hit on a cascade. For example, if I want to cast AEthersnipe from my graveyard on my opponent's turn and bounce a problematic permanent to make them cast it again, I could theoretically do that any time in the turn. But since Aethersnipe costs 6, we know it's technically possible to cascade into either Rewind or Spell Swindle.

Because of this, we should cast our spells so that if any random spell comes off the top of our library, we get value off of it, in this case by waiting until an opponent casts a spell. It won't happen often, but it'll never happen if you don't correctly set it up. Similarly, in the early game it may be smart to cast lower CMC cards from our graveyard like Crib Swap to increase the chance of cascading into a ramp spell while the board looks fairly safe, or so specifically choose to cast Omnath, Locus of Rage on someone's attack step knowing that our two board wipes and Timbermare, as well as most of our removal, costs less than 7.

Sometimes we don't want to pay the full mana for an expensive elemental. Sometimes we want to see what our opponents do before we cast our spells. But we don't want to just fill our graveyard with intimidating combos which we don't have the mana for yet that only draw attention!

That's why we need cards that let us discard a card at a moment's notice.

Frantic Search- Good as long as you have at least one thing in your hand you actively want to put in the graveyard. Which is often.

Fauna Shaman- Format All-Star.

Thirst for Meaning

Thirst for Knowledge

Read the Runes- This card does literally everything. It triggers LTB effects, discards, draws, and is instant speed. If you happen to have infinite or absurd amounts of mana, this is a good card to have in hand.

Greenseeker- This card is great. Never miss a land drop.

Ancient Excavation- This card is good just because we can basic landcycle it. Late game it is sometimes useful to refill our hand and dump some things.

Force Away- The ferocious ability is usually active, because of our commander. Bounce an attacking creature and put something in your graveyard. Save your commander, then draw and discard. Save Reveillark from exile, then put it back in the graveyard. Bounce Nova Chaser, putting the creature it Championed back onto the field for another trigger, then put Nova Chaser back in the graveyard to rescue something at instant speed again. Block with Shriekmaw, then save it, evoking it next turn for the cheaper mana cost. Note: currently out for Cauldron Dance, which may just be the meme this country needs.

These cards aren't Janky. These cards are actively harmful to be in your deck. Magmatic Force won't stop an 8/10 deck, but it's amazing at a lower-power game where there are full board states of 3 or less power creatures. Wolf of Devil's Breach is slow but excellent in a tribal aggro deck. I don't run Doomgape anymore but that card is GAS in a 6ish power game, and it's a gigantic body. I love that card. No, I'm trying to list cards that, even in their budget range, have easy replacements that are objectively better. So like, no judgement if you run any of these, I'm just trying to make your life easier.

Chandra's Embercat- Leafkin Avenger is not on this list because it does something. Embercat, though, gives you red mana if you already had the red mana to cast it. It's a trap.

Embodiment of Spring - only gives you a land if you already have both blue mana and green mana. Try to make your ramp cards easy to cast. This should be your 11th ramp spell if you include it.

Morophon, the Boundless. Let me explain what you just did. You just cast a 7-mana spell (or 5 mana spell, if you cast it from your graveyard) in order to make your commander 5 mana cheaper. You, my friend, have just gotten a lesson on pyramid schemes. Only play this if you generate wide board states and the anthem is what you're after.

Burnished Hart- So you're saying I'm in green...and I have to pay 6 mana to ramp twice? Why not just run Explosive Vegetation? I'm holding out until they print the strictly better green Burnished Hart. Yeah, I know it's a Reveillark target, I'd still rather ramp only once late game and not gimp myself by slowing myself down with Boros' ramp tools so they can catch up.

Grave Sifter - Maybe I just need it explained to me, but I don't understand why you want all of the creatures in your graveyard deck to get out of your graveyard. Half the creatures you put in there are 5-9 mana cards, right? They're cheaper if you cast them with your commander, right?

Vadrok, Apex of Thunder - There are 5 elementals with mutate. Also, you can't use Horde of Notions' ability to pay alternate costs. You can pay additional costs like on Thicket Elemental, though! That card's the bees knees, the budget Maelstrom Wanderer.

Fist of Suns- Having to pay WUBRG doesn't really feel like a privilege to me. The cool things about Horde of Notions are playing things over and over, and doing that at instant speed. Just switch this for Frantic Search so you can discard that Doomgape, untap, and cast it on someone's end step. Still 3 mana, still got a cost reduction, and you got to draw 2 cards. Also, it's not 6 dollars. If you want something repeatable you can also use Vivien's Arkbow, activate it for 0-2, and you'll sometimes get a tiny creature off the top.

Temple of the False God- Take this out of all of your decks and put in either a land, or a ramp spell, or a Myriad Landscape or a Blighted Woodland.

Ashnod's Altar and Nim Deathmantle - So it's not that you're wrong to include this. I just think your skills may be better used elsewhere. This is Horde of Notions. We play kill-spells that attack. We play bounce spells that attack. We make our enemies sweat. Go put that Ashnod's Altar into Sydri, Galvanic Genius and see if it does anything. Also, colorless mana? Really?

Roil Elemental - This card feels bad for everyone. It feels bad for your opponents, who get their creatures stolen. It feels bad for you, when you pass the turn and Roil Elemental gets killed. Look, this card is good, but its a bad kind of good. If it gets killed the boardstate goes back to exactly the way it was and you just drew a whole bunch of removal for nothing, and if it sticks it doesn't even usually win you the game. If you run this because it's a way to kill Meren of Clan Nel Toth without letting her get reanimated, run Kenrith's Transformation, which is 2 mana and replaces itself with another card in your hand.

Bring to Light- It looks like it does the same thing as Horde of Notions, but it's sorcery speed and it doesn't cheat mana cost. Btw, if you run Maelstrom Wanderer, cascading into this is terrible because you cast it for free.

Fusion Elemental...Unless you're playing Morophon, the Boundless storm, please remove this card from your deck and replace it with the $0.50 rare Silvos, Rogue Elemental.

Omnath, Locus of Creation- Many sad commander stories begin with "If I just...". Look, if you have all 4 colors in play, AND you can make 2 land drops a turn semi-consistenly in the late game, this card is amazing. But you'll just be sad if you finally get it out and it doesn't effect the board because you have to make 2 more land drops this turn to get an extra Horde activation.

Thunderkin Awakener- This card is only good if almost every time you attack, it has a target in the graveyard. This deck:https://tappedout.net/mtg-decks/elemental-backup/ is an example of a deck where it almost works, with a few ways to buff Awakener and 11 creatures that are X/1's, but more than 20 creatures that are X/2's or less. Only problem is you still have to give the thing evasion or buff it to high hell or else your opponent is going to block your value engine with a Burnished Hart and kill it.

Whip of Erebos- This deck really wants to hold up WUBRG on everyone's turn. Sorcery speed? Why waste your talents in the main phase? Are you using this to get back your commander and so you can use it's ability again, then blink it with Flickerwisp? Because I love knotting up my strategies but if Whip is only good when you have a blink spell...just think about how many blink spells you run or you're losing out on your inevitability. Good with Soulherder, if you can consistently get it out.

Ashes of the Fallen- Just run another tutor spell for Arcane Adaptation.

Electrodominance- don't talk to me about this card. I swear, It's too spicy for it's own good and it's just going to make me start cutting board wipes. Flashing in a Mirari's Wake? Yes, please. I just...It only works late game when you have something in your hand that you just drew that you're trying to push under the radar that's not an elemental. Or, if it's a removal spell, it's overcosted. Like, board-wiping with this at instant speed would be insane. But I have enough ways to cast cards at instant speed. I have Alchemist's Refuge. I have to believe it's enough.

Briarhorn- I like making control decks respect the combat step. I often have a bunch of 1/1s and 2/2s lying around, and with a bluff or two Briarhorn can be a kill spell. It also changes the Commander damage clock from 5 turns (5+5+5+5+5) to 3 turns (5+8+8), is fun with Eldrazi Displacer or Eternal Witness&Ghostly Flicker, and is one of the many ways we can instakill someone with Dualcaster Mage + Ghostly Flicker . I really want to run this card, I'm just not sure what to take out.

Careful Consideration- The double blue cost kills it, sadly.

Vesperlark - I really really want to include this card, but also having a second worse Reveillark that doesn't get back 2-power creatures often just seems like, why am I not just running a different card? I run the combos because they're cool, not because I'm actively trying to combo off every single game. In fact, I'd rather the combat damage clock be very real. I've won most of my games with a lot of lands and Mirror Entity on the field.

Abundance- This is the "Anti-annoyance" card that I always want on the battlefield, but I never really want to put the 4 mana into casting. Once you have it out, though, you'll never get mana flooded or mana screwed ever again!

I used to run Sliver Overlord for a long time literally just to fetch Crib Swap because that card is so good. Well,okay, also card:Ameoboid Changeling. And also, like, why not run a 7/7? That was before I realized that Consuming Bonfire is good enough on it's own and that the word "Sorcery" is mere flavor text in this deck.

Offalsnout- jk I really should run this card. The responsible thing to do.

Lava Serpent almost seems playable as a creature that you can just cycle and forget about, then crash in for attacks on an empty board. It's not that it's a great card. It's just barely a card, so why not discard a 5/5 and get it back later?

Frost Lynx- "Freeze" single target removal is underrated in blink decks, but I'd need more blink effects to truly abuse it.

Aquamoeba- needs more toughness to be niche good.

Benthicore or Walker of the Grove- A Go-Wide strategy could be fun at some point. Doesn't work in this build as well.

Bloodpyre Elemental- I would play this card if it didn't say "sorcery speed"

Ceaseless Searblades and Wandering Fumarole- this build your own Infinity Elemental combo tickles me. Too bad it doesn't have trample. They might not block though...Good in a Creeperhulk+Torrent Elemental build where you just run all of the X/X elementals that would be good if they could get through.

Eon Frolicker+Seedborn Muse gives someone else infinite turns, lol.

Lightning Skelemental- I'd run it over Mournwhelk...probably even over Tar Fiend.

Chandra's Ignition- Seems like a good way to kill Bloodwater Entity and recur it, but it only does 5 damage to everything

Skullmulcher - best if you're specifically going wide.

Yarok, the Desecrated- Good card, but expensive and likely never getting a reprint, and tbh I'd rather just play another removal spell.

Chakram Retriever- So like, this nets infinite mana really easily and does not seem fun to play against. But if you're reading this, it combos with Bloom Tender and Faeburrow Elder I guess.

Raven Familiar or Yavimaya Granger are really good Reveillark targets. They generate a lot of value if you can recur them, and I would recommend them in a slightly different build.

Silverglade Pathfinder- Pretty good, but it eats up your mana every turn. If you get boardwiped, you sometimes need to wait 2 turns before using it again. That's why Bonded Fetch is my Reveillark target now.

Settle Beyond Reality- in a deck that uses Bloodwater Entity to recur boardwipes and Familiar's Ruse to get back Eternal Witness, I thought this card would be good enough with Eternal Witness as well. But at sorcery speed, removing one creature often seems like punching down to the decks we already should be able to beat through sheer card advantage. I wanted an extra Crib Swap, but this isn't quite that.

Bonded Fetch- I used to run Merfolk Looter, and then I used to run Magus of the Bazaar. But this isn't a dredge deck. Magus does eventually empty our hand, and as a deck that can sometimes run a controlling game, we don't like that. Further, filling our graveyard simply means scaring everyone with how much cool stuff we have in it. It sounds silly, but ideally we'd like to be able to do a lot with a little, having 2-4 creatures in our graveyard that are useful enough to force the Bojuka Bog or the Rest in Peaceout. After that's dealt with, we can extend ourselves a bit more.

Haste on Bonded Fetch (or Anje Falkenrath if your build has more Rakdos in it than blue) is really useful in a game where random boardwipes (un)related to your boardstate happen all the time, but it also means that we can use it to combo off if we have a lot of mana to repeatedly flicker it with Eldrazi Displacer, and it's also a Reveillark target, which is especially nice if we have Blazing Hellhound out, earning its place in a Buried Alive pile. Took it out because it doesn't let us see as much of our deck at once as Thirst for Meaning

Kederekt Leviathan + Necromancy aka the repeatable Cyclonic Rift. I love the idea of doing this, but I would need more tutors in the deck to make it work, and more ways to discard the Leviathan to make sure it doesn't rot in my hand. Maybe some day in a different build.

Peer Pressure- in a deck with many changelings, this card used to be fine, but I cut most of the changelings so I cut this. It's a pet card still.

Lin Sivvi, Defiant Hero- fetches up Mirror Entity and Shapesharer. When I put Arcane Adaptation in to bend over backwards for the Rebel-Sliver-Elemental tribal, I realized I had gone too far.

Whisperwood Elemental Doesn't stop our creatures from dying, but it can be nice to Chord of Calling for in response to a board wipe. It's really good, but I don't think I would Buried Alive for it, so out it goes for Cavalier of Dawn, which can answer a planeswalker. But, like, can you imagine getting hit with a board wipe, and in response, you cast this, sacrifice it, cast it again, then sacrifice it again, manifesting an easy 10 cards off the top? Jeez.

Bane of Progress- IDK...$8 to destroy my Mirari's Wake? I Chord of Calling for Cavalier of Dawn and it's usually fine. How often are you going up against Sigarda, Host of Herons? Are there 8 enchantments on the field you're simultaneously about to lose to?

Nissa, Steward of Elements - Our 5/5 Vigilance pal is pretty good at guarding her and whoo, she can put 5-drops into play, like, not that late in the game. I feel like she could be hard to protect early though

Omnath, Locus of the Roil- Wow, am I actually saying this? On the surface it seems like this card does everything. But unless your build of Horde of Notions is a dedicated lands deck (I've also seen Omnath used as a "Draw, Go" control tool), as opposed to a deck that just has some ramp cards, I believe Omnath is a win-more card. Don't get me wrong, Tatyova, Benthic Druid has turned a game around for me with the life gain and card draw, but let's break it down. Is Omnath a removal spell? Kind of, if you consistently have elementals on the field. If you just play this on turn 4 with nothing else on the board, it deals 1 damage. Next: the +1/+1 counters. For these to matter you want a lot of landfall triggers happening, or else you've just made your Shriekmaw into a 6/5 by turn 8. Not that scary. Lastly, the card draw. Is this the reason you play Omnath? A 4-mana 3/3 that comes into play and deals 1 damage to something, then if you wait 4 turns and hit your land drops, it's really good? Sure, the power ceiling is high, but sometimes you'll draw this and say, meh. Best in the Command Zone. This brings me to...

Tatyova, Benthic Druid- Again, you really need a dedicated lands deck, otherwise you sometimes just have a 5-mana value engine stuck in your hand that does nothing the turn it comes into play.

Birthing Pod and Diabolic Intent- one of the things that's made this deck fun is a limited use of tutors. I can use Fauna Shaman, Chord of Calling, and Flamekin Harbinger. I used to run Lin Sivvi, Defiant Hero and Sliver Overlord. Each of these tutors searches for a limited kind of thing, and I think it leads to games where I have to think on my feet to solve a problem rather than games where I just tutor for the thing that obviously wins the game. It keeps things more interesting.

We do run Chord of Calling, Entomb, and Buried Alive, but the first of these two are super fun ways to have instant speed removal or a counterspell, and Buried Alive is not a way to combo off unless you are able to take 2 turns without anyone interacting with you.

Living Death- I give you 50% odds that there's another graveyard deck at the table. If there's a Meren deck, this card reanimates something that gets back Meren, making this totally useless as a boardwipe. This card, while useful for me, has a random chance of being useful for every other player at the table. I like to keep my deck unpredictable to other people.

This combo can be useful even if it doesn't win you the game.

AEthersnipe, Cavalier of Dawn, Cavalier of Night, Ingot Chewer, Nevermaker, Shriekmaw, and Spitebellows become boardwipes

Flickerwisp- blank an attack, prevent a combo turn, or a build-your-own Teferi's Protection

Greenwarden of Murasa, Reveillark and Eternal Witness can your graveyard back

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These things do win the game:

Glasspool Mimic   copying Dualcaster Mage on someone else's game-winning spell

Mulldrifter, Risen Reef, or Soul of the Harvest draw your deck... Then if you have enough Mana you can do some stuff

Shapesharer- combo off with a mix of cards from around the board, blinking Shapesharer when you need a new creature. Maelstrom Wanderer gives haste if you're copying something like a Vithian Stinger

Mnemonic:

~

Cascade, cascade, then blink the Witness and her land

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Spell in your pocket, return the Ghostly Flicker to your hand

~

Finally cast the spell which you demand, plus one, then kill the Wandering man.

~

Our goal here is to loop Ruinous Ultimatum or Rewind start to lock down the board.

We'll need Maelstrom Wanderer, the spell you want to loop for 5 mana, Eternal Witness, Mystic Sanctuary, Bogardan Dragonheart or Molten Echoes and Ghostly Flicker

Blink Sanctuary and Witness to get back Displace to hand and Ruinous Ultimatum to the top of your library. Then cast Maelstrom Wanderer.

This infinite combo gives you infinite ETB triggers for Risen Reef or Soul of the Harvest, or just wipes the board. It involves Phantasmal Image, Mirror Image, and Cavalier of Night.

With Cavalier of Night and a copy of it on the field, put the other copy onto the field (either cast it, or reanimate it. Another way to do this is to have Reveillark on the field, both clones in your graveyard, and cast Cavalier of Night to sacrifice Reveillark to get both copies back at the same time). Make that one a Cavalier of Night as well.

Now you have a Cavalier of Night trigger. Sacrifice the first copy to the second copy. This gives you a second Cavalier of Night trigger to kill an opponent's creature. When the copy dies, it gets a trigger to reanimate a creature with CMC 3 or less.

It will reanimate itself and sacrifice the second copy, repeating the process of copies sacrificing each other to kill a creature and re-entering the battlefield. This is a one-sided boardwipe, and it also gives you infinite ETBs if you choose. This means if you control a card like Risen Reef or Soul of the Harvest, you can draw your deck.

~New version~

I decided to put Shapesharer back in because it's awesome which means out comes Glasspool Mimic. This is a 4-card combo now, but it basically already required reveillark because most of the time you have to reanimate one of the copies with reveillark. So in this version you alternate between copying reveillark and being up a creature, saccing phantasmal image to seething pathblazer, then having image reanimate on reveillark's trigger to be cavalier of night and killing something, saccing itself and becoming reveillark again.

This infinite combo makes Seething Pathblazer infinitely large and reanimates all of your 2/X creatures. It involves Reveillark, Seething Pathblazer, and Phantasmal Image.

Begin with Reveillark and Seething Pathblazer on the battlefield. Put Phantasmal Image onto the field (This can be done by casting it, or by sacrificing Reveillark, then casting Reveillark again in response to the Reveillark reanimation trigger, so that Phantasmal Image can copy Reveillark as it comes into play.

You now have a 2 CMC copy of Reveillark that can reanimate itself when it dies. Sacrifice it to Pathblazer, pumping it. Reveillark triggers and returns itself and something else.

This infinite combo gives you infinite mana and a large Seething Pathblazer. It involves Greenwarden of Murasa, Seething Pathblazer, Journey to Eternity  , Mirari's Wake, and Ghostly Flicker.

Start with Greenwarden enchanted with Journey to Eternity, Mirari's Wake, and Seething Pathblazer on the battlefield, and Ghostly Flicker in either you hand or your graveyard.

Tap 1 land and float 2 mana.

Sacrifice Eternal Witness. Journey to Eternity will trigger and return Eternal Witness to the field. Eternal Witness will trigger and return Ghostly Flicker to your hand from the graveyard if it's there. Journey to Eternity will transform into Atzal, Cave of Eternity  .

Tap Atzal and float 2 more mana.

Cast Ghostly Flicker to flicker Atzal and the other land you tapped. Journey to Eternity will enchant Greenwarden as it enters.

You're now back where you began, having spent 4 mana to blink 2 lands that each tap for 2 mana, netting 1 mana of the color of your choice, since Atzal taps for any color.

This non-infinite combo copies a spell from WUBRG at instant speed. It involves Cavalier of Night, Dualcaster Mage, and Seething Pathblazer with our commander on the field.

Cast Cavalier of Night for WUBRG, sacrificing Dualcaster Mage. Then sacrifice Cavalier of Night, returning Dualcaster Mage to the battlefield.

This infinite combo-lock gives you infinite counterspells and 3/3 golems. If the creature you copy isn't Draining Whelk, it still gives you infinite 3/3 golems.

It involves Reveillark, Cavalier of Dawn, Mirror Image, Phantasmal Image, Draining Whelk, and Seething Pathblazer.

On the battlefield you have Reveillark, Cavalier of Dawn, and a 0/0 card copying of each of those creatures. You also have Draining Whelk and Seething Pathblazer.

Sacrifice the Cavalier copy, then sacrifice the Reveillark copy, returning both to the battlefield. Cavalier of Dawn triggers, destroying Draining Whelk. Sacrifice the Reveillark copy again, returning both it and the Draining Whelk to the battlefield to counter a spell. You're now back where you started with Seething Pathblazer being +4/+0 up from where you were before. Feel free to repeat the loop as necessary.

This combo involves Nova Chaser, Reveillark, Mirror Image, Phantasmal Image, and either Risen Reef (or Soul of the Harvest)

With Reveillark and (ideally) Risen Reef on the field, cast Nova Chaser, championing Reveillark. Reveillark will trigger and bring back both clones as copies of Nova Chaser. The clones will begin an circle of championing each other and triggering Risen Reef, until all lands in your deck are in play and the rest of your cards are in your hand.

Wanna cast your deck? This involves Maelstrom Wanderer, Ghostly Flicker, Bloodwater Entity, Eternal Witness, and Spell Swindle.

Cast Maelstrom Wanderer and trigger cascade.

You'll cascade into Spell Swindle. Target Maelstrom Wanderer, countering it and creating 8 treasures.

Sacrifice 3 treasures and cast Ghostly Flicker, targeting Bloodwater Entity and Eternal Witness.

Eternal Witness will trigger, bringing Ghostly Flicker back to your hand.

Bloodwater Entity will trigger, bringing back Spell Swindle to the top of your library.

Sacrifice 5 treasures to cast the countered Maelstrom Wanderer with Horde of Notion's ability.

Trigger cascade and go back to the beginning of the loop.

This version involves Spell Swindle, Maelstrom Wanderer, Seething Pathblazer, as well as Bloodwater Entity, Reveillark, and Phantasmal Image (see the Seething Image combo)

Cast Maelstrom Wanderer and trigger cascade.

Counter Maelstrom Wanderer and make 8 treasures.

Execute the Seething Image combo with Bloodwater Entity as the payoff, putting Spell Swindle back on top of your library to continually counter Maelstrom Wanderer.

With Risen Reef and 2-3 copies of it in play, play Omnath, Locus of Rage. Draw your deck.
You can modify either the Seething Image combo or the Find the Queen combo by adding Omnath, Locus of Rage, and in the second case, Seething Pathblazer. Every time you sacrifice one of your elementals you can deal 3 damage you a player, killing the table.
Do you already have infinite or absurd amounts of mana and need to draw your deck? Is that better than just casting Read the Runes for 58? shrug. This costs 2U+WUBRG for each activation and involves Read the Runes, Reveillark, and Eternal Witness.

Cast Read the Runes for 2, sacrificing Reveillark and Eternal Witness.

Reveillark will trigger bringing Eternal Witness back into play. Eternal Witness and will trigger bringing Read the Runes back to my hand.

This infinite mana combo requires either Bloom Tender or Faeburrow Elder, Ghostly Flicker, Maelstrom Wanderer, Eternal Witness and Mirari's Wake.

If Bloom Tender has haste you can pay 2B to flicker it and Eternal Witness and tap it again for WUBRG. This nets you infinite non-blue mana, which by itself might be enough to win with a large Read the Runes or Mirror Entity. If that's not true, you just need Mirari's Wake out to double the blue mana your islands tap for, and flicker Eternal Witness and an Island.

https://tappedout.net/mtg-decks/09-01-20-horde-of-combos/

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94% Casual

Competitive

Date added 3 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

47 - 0 Rares

17 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Copy Clone, Elemental 5/5 RG, Golem 3/3 C, Shapeshifter 1/1 C, Treasure
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