It's overrun for people who like ***ing their opponents off.
PhyrexianFailure
★★★☆☆ (3.1/5.0)(5 votes)
overrun is better if the deck is already infect... i dont see where this fits in, infect substrategy maybe?
Leonidus78
★★★☆☆ (3.9/5.0)(4 votes)
I've been waiting for you
krauser-gogetthegirl
★★☆☆☆ (2.1/5.0)(6 votes)
what is there to say? its horrifying....yet im am strangely aroused...
MrBarrelRoll
★☆☆☆☆ (1.8/5.0)(2 votes)
I want this in my Elf deck. Wreaks havoc on wall and other defensive strategies, and can easily hit in for a one shot kill versus an unsuspecting opponent.
immelmann
★★☆☆☆ (2.1/5.0)(4 votes)
Why do elves get so much love? they have an answer to everything, and can even abuse cards like this....as if they dont already kill fast enough
Atali
★★★☆☆ (3.8/5.0)(10 votes)
Suddenly my Squirrel army is poisonous!
ZEvilMustache
★☆☆☆☆ (1.8/5.0)(2 votes)
Of all the cards in the set, why is THIS one capturing my Johnny imagination?
dberry02
★★☆☆☆ (2.0/5.0)(3 votes)
This is almost strictly better than Overrun in my opinion, because even if they manage to block all the damage, their army will be hit with the infect counters.
@PhyrexianFailure - You don't play this in an infect deck (well, a Limited format infect deck it's still good, thanks to the mass trample); rather you play this in any sort of swarm deck. Just spam a lot of tokens out on the field - hell, even just 5 or 6 should do you, depending on their board - then cast it, and attack with everything.
DeathDark
★★★★☆ (4.1/5.0)(5 votes)
Now your Zerg-rushes can have 100% more Zerg!
Selez
★★★☆☆ (3.2/5.0)(15 votes)
Overrun is better than this in an infect deck. Overrun is also better than this in a non-infect deck. Who cares if infect shrinks their blockers? The fact that the pump isn't as big means that not only are your dudes more likely to die, theirs are less likely to die. Shrinking isn't nearly as good as killing. Also, in an optimal situation you are going to be connecting with your tokens/early dudes in the first couple of turns for regular damage. So yeah, Overrun > Triumph of the Hordes.
In limited, though, it's really good. While not necessarily a first-pick (the GG really hurts it), it will be absolutely nuts in any infect deck. If it's passed to you, the person on your right is not in infect.
FrostyMarvin
★★★☆☆ (3.0/5.0)(1 vote)
So you've got a swarm of tokens and can't kill in one turn with damage, you pump *and* effectively double their resulting power. Oh, and they all have trample? So much for X/1 chump blockers!
blindthrall
★★★☆☆ (3.5/5.0)(2 votes)
I am not looking forward to seeing green decks with four open mana. At least it's not {P}.
Edit: Lure deck. Duh. I dunno, can I build up five tokens?
tcollins
★★☆☆☆ (2.5/5.0)(1 vote)
Thank goodness it's sorcery..
EverJohnny
★★★☆☆ (3.5/5.0)(5 votes)
Take that Alliance!
BuffJittePLZ
★★★☆☆ (3.0/5.0)(1 vote)
@Selez: If you can do 10 damage with Infect and win in one-shot, but with Overrun still would have fallen short for regular damage then this is better. It is situational, not worse in every situation.
Edit: btw, KILLS with Beastmaster Ascension. ;P In grouo, everyone has to target me when I play my Fresh meat deck with four of these as my 3rd win con. d>v<b Tried Overrun... Just...could...not...win it for me... HAHA!!
This is a sick card, cant even compare overrun to it, but everone forgets about Overwhelming Stampede. Pump+Overwhelming Stampede= Get SH*T ON!... pumped a lanowar until i was able to do 2000 damage in one battle step in a four way match.
kiseki
☆☆☆☆☆ (0.0/5.0)
For an infect deck, Stampede is much better. Stampede costs just and is an instant (but only gives +1/+0 and trample). As others are saying, overrun is also better in infect decks. In a non-infect deck, use this in a deck with a proliferate subtheme. Perhaps a +1/+1 counter deck so you can proliferate the poison if they prevent you from killing with this card.
DamyntheSilver
★★★★☆ (4.5/5.0)(1 vote)
While being a decent card, this is obviously based towards green non-infect decks. It wouldnt be worth putting a card that gives infect into a deck that already has it, and green has more powerful spells to give +X/+X and trample. This would be something you sneak into a deck that doesnt run infect, and when you get enough creatures, or something powerful enough, you throw this down to win the game from poison counters. Definitely not strictly better than Overrun, but still a decent card in its own. I was thinking about putting it in my lifegain deck and just using it when I got my Ajani's Pridemate up to like 40 counters. Use this and swing, unless they have a lot of high blockers, thats a lot of poison coming their way, and If i get Prized Unicorn on the field and can attack with both, that's 41 poison counter's they have to eat.
LordofAwesome33
☆☆☆☆☆ (0.0/5.0)
I think I've found my calling. Making up horribly psychotic combos and trying as hard as I can to put them into use. That being said, Either Pentavus or Triskelavus and Triumph of the Hordes. You can also use Triskelion and pull the same BS. But any way you twist it, it's going to be a real hazard that if not dealt with soon will end up hurting your opponents in the long run.
Evodnek
★☆☆☆☆ (1.5/5.0)(2 votes)
Hexproof anyone?
trademark, copyright! ^_^
OmegaSerris
★★★★☆ (4.6/5.0)(4 votes)
Swing too early and then surprise Tanglesap. You're opponent will block thinking you just screwed up (you might have to play it up a bit, "Oh! DAMN! I didn't see those blockers!") and will be left with somewhere between zero to few small blockers.
That said, I don't like this card as much as overrun for the same reason I don't like non-infect creatures in an infect deck or aggressive creature in a mill deck. You are dividing your focus to different win conditions. And like others have said, you run this outside infect otherwise, it would be redundant.
The whole time until you play it, you are working at the 20 life total. Say you get them to 7 life. Your creatures can't get through the 7 damage without trample so you play this with the hope of getting 10 poison on them. They flash a blocker or kill an attacker... now they have 9 poison counters and 7 life. How did that help you?
le0001
☆☆☆☆☆ (0.0/5.0)
While it's true that putting this in a green infect deck would be redundant, when paired with such cards as Mycosynth Fiend, (non-infect green 2/2 creature, out for 3 that gets +1/+1 for every poison counter your opponent has), it can have some disastrous results.
PatMacMusic
☆☆☆☆☆ (0.0/5.0)
Amazing in a Big Creature Deck, I have a Wurm/Trample deck, with 7/7s and 8/8s with trample, you sneak this in, and its game.
j_mindfingerpainter
★★★☆☆ (3.5/5.0)(5 votes)
EDIT: Actually, I think this might possibly maybe actually be better than Overrun. Before you give this comment 0.5/5, I have something to show you guys.
I made a graph (thank you graphing calculators!) of this data. I made the number of creatures you control X and the power of each creature Y. Assuming many things (which I won't list), this is what would happen.
If you control 1 creature, you need it to have a power of 17 if you play Overrun or 9 if you play this card to swing for lethal that turn. If you control 2 creatures, you need them each to have a power of 7 if you play Overrun or 4 if you play this card to swing for lethal that turn. For 3 creatures, they each need a power of 4 for Overrun or 3 for this. For 4 creatures, they each need a power of 2 for Overrun and this. For 5 creatures, they each need a power 1 for Overrun and this.
Because a lesser power is required to win with this in general compared to Overrun, I'll say this is better. Also, this costs {G} less to cast then Overrun. Granted, no creatures would be infect creatures. Overrun with infect creatures beats this every time.
FirstPrime
☆☆☆☆☆ (0.0/5.0)
This card is just begging to be put under a Mosswort Bridge. Think about it.
RedAtrocitus
☆☆☆☆☆ (0.0/5.0)
Suffers from the same thing that nearly every other instant and sorcery that grants infect suffers from: all my creatures have infect in my infect deck, I don't need to give them infect, and in my non-infect deck, doing poison damage is completely useless. I suppose they could be a fine card in a draft when you've tried to go infect but came up short on infect creatures and are playing a number of non-infecters, but I'm not a huge fan of cards that are only useful when my strategy has fallen apart.
Stinga
☆☆☆☆☆ (0.0/5.0)
@ j_mindfingerpainter As a proud Mirrian-supported I feel the need to put this card down. Don't assume you are playing a goldfish:they will have blockers. For example if you swing it with a 4/4 boosted by overrun and they block with a 4/4 you will deal them three points of damage (15% of their life total). Hitting them with a 4/4 boosted by triumph of the hordes will give them one counter (10% of their life total). In this case overrun is superior. In addition the three toughness provided by overrun is more likely to keep your people alive in the even the attack is not fatal. Finally is overrun is more synergistic with its fellow cards. If this is put in an infect deck it is weak: four mana for +1/+1 and trample as your creatures will areal have infect. In a pure deck it will have no impact if the stroke is not a finisher (nine poison counters and nineteen damage do not kill someone).
Singe
☆☆☆☆☆ (0.0/5.0)
EDH makes this card work out. Until the end of the turn, any player that takes 10 damage from your creatures lose the game. Use on big hitters or a swarm army. At the very least, you could knock out a player or two which makes this card worth it.
agrajag2k
☆☆☆☆☆ (0.0/5.0)
This card is a ton of fun, but it can be pretty nerve-wracking because by the time it's useful (turn 4 or so), you can be pretty close to done. But that's what makes it funm too. In the last week, I've won games with 1 or 2 life left at least 10-15 times.
My deck is mostly hexproof Dungrove Elder, 7/7 for 5 mana Phyrexian Hydra (w/infect as a bonus), Primal Growth and Fungal Sprouting. I throw in a Biorhythm as back-up, Boundless Realms to imporove late draws a bunch of mana producers).
Once you've gotten your Elder big enough (or made him big enough with a Primal), or been able to cast your Hydra, Fungal. Next turn swing w/Triumph. Boom.
sweetgab
☆☆☆☆☆ (0.0/5.0)
This is like Cleaver Riot with +1/+1 for one less mana.
Shawn7656
☆☆☆☆☆ (0.0/5.0)
You guys aren't looking at this card the way I am - as an ALTERNATE win condition in a green ramp/beatface deck. Imagine you've got your huge army out there because you've played half your deck already, but the person you're against is gaining an average of 50 life a turn (we'll say a g/w token deck). You've wasted three turns trying to get through their defenses and get some damage in, but they just gain that and more back the next turn. Fine, now all of your creatures have infect, and you only have to hit them for 10 points, instead of 275. Do you know how easy it is to get ten points in when most of your creatures were 7/7's and now they're 8/8s with trample? And let's say you've got something like Rogue's Passage down, and you've got a trusty Worldspine Wurm or something else that's stupid big...
And, even if they chump block to avoid death, you've probably just taken care of their entire army. Follow up with an overrun, Craterhoof, or another Triumph of the Hordes. GG
leingodf8
☆☆☆☆☆ (0.0/5.0)
Don't play this in edh. People will hate you.
GrimjawxRULES
☆☆☆☆☆ (0.0/5.0)
I wouldn't write this off as being a mediocre overrun at all. This is good because it gives your deck some very nice reach versus decks that gain a lot of life or run indestructible blockers.
@leingodf8: I'll run this in EDH if my opponent runs Oloro, because then they asked for it themselves.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
I like it, mostly because sometimes your opponent insists on gaining so much life (infinite for example) that your deck can have a free out with this.
If you give a global pump, global trample, to a mix of fat and little guys, and you only need to get 10 "damage" through; this is an out in otherwise unwinnable scenarios (arbitrarily large life totals) which makes it have utility/purpose different than the other green globals. Sometimes you can swing for 45 trample and not win. It's much harder to survive 25 trampling infect.
Comments (40)
In limited, though, it's really good. While not necessarily a first-pick (the GG really hurts it), it will be absolutely nuts in any infect deck. If it's passed to you, the person on your right is not in infect.
Edit: Lure deck. Duh. I dunno, can I build up five tokens?
d^o^b
Or, Fresh Meat WITH Awakening Zone
Edit:
btw, KILLS with Beastmaster Ascension.
;P
In grouo, everyone has to target me when I play my Fresh meat deck with four of these as my 3rd win con.
d>v<b
Tried Overrun...
Just...could...not...win it for me...
HAHA!!
In a non-infect deck, use this in a deck with a proliferate subtheme. Perhaps a +1/+1 counter deck so you can proliferate the poison if they prevent you from killing with this card.
trademark, copyright! ^_^
That said, I don't like this card as much as overrun for the same reason I don't like non-infect creatures in an infect deck or aggressive creature in a mill deck. You are dividing your focus to different win conditions. And like others have said, you run this outside infect otherwise, it would be redundant.
The whole time until you play it, you are working at the 20 life total. Say you get them to 7 life. Your creatures can't get through the 7 damage without trample so you play this with the hope of getting 10 poison on them. They flash a blocker or kill an attacker... now they have 9 poison counters and 7 life. How did that help you?
I made a graph (thank you graphing calculators!) of this data. I made the number of creatures you control X and the power of each creature Y. Assuming many things (which I won't list), this is what would happen.
If you control 1 creature, you need it to have a power of 17 if you play Overrun or 9 if you play this card to swing for lethal that turn.
If you control 2 creatures, you need them each to have a power of 7 if you play Overrun or 4 if you play this card to swing for lethal that turn.
For 3 creatures, they each need a power of 4 for Overrun or 3 for this.
For 4 creatures, they each need a power of 2 for Overrun and this.
For 5 creatures, they each need a power 1 for Overrun and this.
Because a lesser power is required to win with this in general compared to Overrun, I'll say this is better. Also, this costs {G} less to cast then Overrun. Granted, no creatures would be infect creatures. Overrun with infect creatures beats this every time.
My deck is mostly hexproof Dungrove Elder, 7/7 for 5 mana Phyrexian Hydra (w/infect as a bonus), Primal Growth and Fungal Sprouting. I throw in a Biorhythm as back-up, Boundless Realms to imporove late draws a bunch of mana producers).
Once you've gotten your Elder big enough (or made him big enough with a Primal), or been able to cast your Hydra, Fungal. Next turn swing w/Triumph. Boom.
And, even if they chump block to avoid death, you've probably just taken care of their entire army. Follow up with an overrun, Craterhoof, or another Triumph of the Hordes. GG
@leingodf8: I'll run this in EDH if my opponent runs Oloro, because then they asked for it themselves.
If you give a global pump, global trample, to a mix of fat and little guys, and you only need to get 10 "damage" through; this is an out in otherwise unwinnable scenarios (arbitrarily large life totals) which makes it have utility/purpose different than the other green globals. Sometimes you can swing for 45 trample and not win. It's much harder to survive 25 trampling infect.