I'm running a very control heavy Horde deck and here's what I'd suggest to begin with. Without knowledge of budget, or general direction it's all I can do. If you can give me some more info I can get more specific.
Civic sabre: gets +1/+0 for each of it's colours (for 2. This can ambush people into taking 10 comander damage easy.
Rings of Brighthearth: Pay 2 to get two elementals back at instant speed is worth it.
Bloom Tender: with Horde out she taps to provide one whole free activation before you even tap mana.
Smokebraider: can ensure you're casting Horde in a timely fashion, and helps with its activation cost.
I'm running a very control heavy Horde deck and here's what I'd suggest to begin with. Without knowledge of budget, or general direction it's all I can do. If you can give me some more info I can get more specific.
Civic sabre: gets +1/+0 for each of it's colours (for 2. This can ambush people into taking 10 comander damage easy.
Rings of Brighthearth: Pay 2 to get two elementals back at instant speed is worth it.
Bloom Tender: with Horde out she taps to provide one whole free activation before you even tap mana.
Smokebraider: can ensure you're casting Horde in a timely fashion, and helps with its activation cost.
Ashes of the Fallen and Conspiracy can give you some flexibility with creature selection and not just lock you into Elemental Tribal. Access to B, U, and W make it pretty easy to search these up, too.
maelstrom nexus is just super fun, and since your commander "casts" the elementals in your graveyard, you can trigger the nexus on other player's turns as well.
Flamekin Harbinger tutors to the top. I mean, you're 5 color so you can tutor to hand, but this guy costs R and can be recurred via general. Seems on theme.
Primal Beyond gets you decent manas. Cheap $ wise too.
Descendants' Path allows you to get free guys. Particularly good with library manipulation (like flamekin harbinger, oh, he also counts as an elemental, can you say combo? :D).
Sac outlets seem descent, allowing you to reuse etb/utility elementals (maelstrom wanderer every turn seems okay (though it doesn't hit the specific cycle you're looking to use).
Conflux signature card in cycle decks. Cast conflux, acquire entire cycle. In this deck especially, you don't care if they hit you with mass discard that much. Horde cleans up if you get punished or even just have to discard because you got too many. Heck, that might speed things up.
Crystal quarry worth? I have no idea. It seems like it could be okay depending on your level of colorfixing manas. Maybe you even want like kaleidostone. That one is only one time use, but doesn't take 6 mana to make wubrg. That said you want wubrg more than once normally (playing horde and then using it, though you may not need to use it right away).
Obviously a lot of ramp is in order here. Cultivate & kodama's reach may be 'duh's, but hey they're important. Or they would be in my version, since I'm not about to shell out a zillion dollars for expensive lands. Good ramp can clean up your mana base a lot.
I was thinking about taking a bit of a reanimator approach to this. Would Fist of the Suns be worth it?
It's pretty bad here. It doesn't help you cast Horde (commander tax applies after an alternate cost is applied), and you can already cast any of your Elementals for the same effective cost using the Horde (once you get them in the graveyard at least). So it depends how many other spells you run for which you'd really want to pay the alternate cost, and that probably won't be enough benefit to justify it likely being a blank most of the time.
Fist of Suns is cool, but I'd say its real home is a Progenitus deck because the worst case in that deck is that its a pseudo mana rock that gives five mana once, while for Horde the worst case is that it's a blank.
I honestly haven't tried fist of the suns as my deck is very blue heavy, with the other colours playing support. This isn't to say it's mainly blue, but that that's what I've focused my mana base on. If you're planning on running a perfect 5 way split of your mana, it could be very good. By 5 way split I mean like 10 Dual, 10 Shocks, 10 Gates/Scrylands, a number of 5 colour producers etc. Not to say that you need an expensive mana base to play it, just that those are the best ways to get everything you need all the time, in exactly the same ratios.
As far as Ashes goes, I think it could work, but I dropped it from my list as it wasn't really pulling its weight. I would try it for sure. If it's more of a casual deck, and you can take the time to ramp into multiple Horde activations then it can be useful for sure. Mainly, I've tried to keep all my creatures either elementals or recurable in some other fashion (Reveillark, Sun Titan, Nim Deathmantle, etc.).
Deck list in my sig, if you want more details. And if you're going reanimator, I would absolutely recommend Bloom Tender again. I cannot stress how tough it can be to activate Horde's ability more than once a turn and she does this, basically for free. Also, great synergy with Fist of Suns.
My original Horde list had been a reanimator/Vigilance deck, so if you have any more questions, let me know.
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It's pretty bad here. It doesn't help you cast Horde (commander tax applies after an alternate cost is applied), and you can already cast any of your Elementals for the same effective cost using the Horde (once you get them in the graveyard at least). So it depends how many other spells you run for which you'd really want to pay the alternate cost, and that probably won't be enough benefit to justify it likely being a blank most of the time.
Fist of Suns is cool, but I'd say its real home is a Progenitus deck because the worst case in that deck is that its a pseudo mana rock that gives five mana once, while for Horde the worst case is that it's a blank.
I have to disagree, if he's running a very high curve Fist can provide huge tempo gains, as opposed to having to tap out every turn to do something. Unless this is a self-mill deck there needs to be a second option for getting the elementals onto the battlefield. Getting any of the Verdant Cyclers out on turn 5 or before turn 8 would be good enough to warrant this. That doesn't take into account things like Conflux, and making any card in your deck cost the same as a Horde activation. Since that's the whole point of the deck, I'd say it's worth looking into.
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Now, what are some must haves for this? I'm really bad with 5 color. :/
Thanks for the help in advance!
Horde of Notions
Yosei | Talrand | Geth | Slobad | Polukranos
Medomai | Grimgrin | Tymaret | Borborygmos | Saffi | Obzedat | Edric | Glissa | Jhoira | Aurelia
Sydri | Shattergang | Thraximundar | Derevi | Karador | Wanderer | Zedruu | Mimeoplasm
Verdant Force cycle?
edit: Oh I see. I didn't even know the red and white ones existed.
Thread | Draft
Civic sabre: gets +1/+0 for each of it's colours (for 2. This can ambush people into taking 10 comander damage easy.
Rings of Brighthearth: Pay 2 to get two elementals back at instant speed is worth it.
Bloom Tender: with Horde out she taps to provide one whole free activation before you even tap mana.
Smokebraider: can ensure you're casting Horde in a timely fashion, and helps with its activation cost.
Elixir of Immortality: to protect the important elementals in your bin.
Chromatic Lantern/Coalition relic: are both indispensable and make playing 5 colour a breeze. When they stick.
Life from the Loam: to help mana fix, get elementals in the yard, and recur your nonbasics after Ruination resolves.
Cribswap: can be cast using Horde's ability because it's technically an elemental.
- Mulldrifter
- Ingot Chewer
- Wispmare
- Faultgrinder
- Aethersnipe
- Mournwhelk
and co. are all elementals to compliment your Verdant cycle.R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Mono Red's Strengths and Mono White's Strengths
I was thinking about taking a bit of a reanimator approach to this. Would Fist of the Suns be worth it?
I also had the same question about Ashes of the Fallen.
Horde of Notions
Yosei | Talrand | Geth | Slobad | Polukranos
Medomai | Grimgrin | Tymaret | Borborygmos | Saffi | Obzedat | Edric | Glissa | Jhoira | Aurelia
Sydri | Shattergang | Thraximundar | Derevi | Karador | Wanderer | Zedruu | Mimeoplasm
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
Primal Beyond gets you decent manas. Cheap $ wise too.
Descendants' Path allows you to get free guys. Particularly good with library manipulation (like flamekin harbinger, oh, he also counts as an elemental, can you say combo? :D).
Sac outlets seem descent, allowing you to reuse etb/utility elementals (maelstrom wanderer every turn seems okay (though it doesn't hit the specific cycle you're looking to use).
Conflux signature card in cycle decks. Cast conflux, acquire entire cycle. In this deck especially, you don't care if they hit you with mass discard that much. Horde cleans up if you get punished or even just have to discard because you got too many. Heck, that might speed things up.
Crystal quarry worth? I have no idea. It seems like it could be okay depending on your level of colorfixing manas. Maybe you even want like kaleidostone. That one is only one time use, but doesn't take 6 mana to make wubrg. That said you want wubrg more than once normally (playing horde and then using it, though you may not need to use it right away).
Obviously a lot of ramp is in order here. Cultivate & kodama's reach may be 'duh's, but hey they're important. Or they would be in my version, since I'm not about to shell out a zillion dollars for expensive lands. Good ramp can clean up your mana base a lot.
what is the Verdant Force cycle?
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
The 2 bottom ones are in the new commander precons, the other ones were in the last commander precons.
BBB Two Hundred Zombies BBB
Duel Commander
WR Tajic, Wrath of the Manlands RW
BGW Doran Destruction WGB
Commander
GUB Mimeoplasm, Screw Politics BUG
BR Mogis, God of Slaughter RB
RGW Marath, Ramp and Removal WGR
WUBRG Karona, Jank God GRBUW
It's pretty bad here. It doesn't help you cast Horde (commander tax applies after an alternate cost is applied), and you can already cast any of your Elementals for the same effective cost using the Horde (once you get them in the graveyard at least). So it depends how many other spells you run for which you'd really want to pay the alternate cost, and that probably won't be enough benefit to justify it likely being a blank most of the time.
Fist of Suns is cool, but I'd say its real home is a Progenitus deck because the worst case in that deck is that its a pseudo mana rock that gives five mana once, while for Horde the worst case is that it's a blank.
I honestly haven't tried fist of the suns as my deck is very blue heavy, with the other colours playing support. This isn't to say it's mainly blue, but that that's what I've focused my mana base on. If you're planning on running a perfect 5 way split of your mana, it could be very good. By 5 way split I mean like 10 Dual, 10 Shocks, 10 Gates/Scrylands, a number of 5 colour producers etc. Not to say that you need an expensive mana base to play it, just that those are the best ways to get everything you need all the time, in exactly the same ratios.
As far as Ashes goes, I think it could work, but I dropped it from my list as it wasn't really pulling its weight. I would try it for sure. If it's more of a casual deck, and you can take the time to ramp into multiple Horde activations then it can be useful for sure. Mainly, I've tried to keep all my creatures either elementals or recurable in some other fashion (Reveillark, Sun Titan, Nim Deathmantle, etc.).
Deck list in my sig, if you want more details. And if you're going reanimator, I would absolutely recommend Bloom Tender again. I cannot stress how tough it can be to activate Horde's ability more than once a turn and she does this, basically for free. Also, great synergy with Fist of Suns.
My original Horde list had been a reanimator/Vigilance deck, so if you have any more questions, let me know.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
I have to disagree, if he's running a very high curve Fist can provide huge tempo gains, as opposed to having to tap out every turn to do something. Unless this is a self-mill deck there needs to be a second option for getting the elementals onto the battlefield. Getting any of the Verdant Cyclers out on turn 5 or before turn 8 would be good enough to warrant this. That doesn't take into account things like Conflux, and making any card in your deck cost the same as a Horde activation. Since that's the whole point of the deck, I'd say it's worth looking into.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG