There is a long line of worse Overrun effects, the newest being Overcome. It's nice to have this kind of effect in limited, but another pass for commander. Though, I could at least see Overwhelm being a budget option for token decks, as a two mana +3/+3 could be solid.
Overcome at least require one less green, Overwhelm is so expensive if you tap your creatures to help cast it you lose the offense, and it doesn't even give trample (huge deal).
There is a long line of worse Overrun effects, the newest being Overcome. It's nice to have this kind of effect in limited, but another pass for commander. Though, I could at least see Overwhelm being a budget option for token decks, as a two mana +3/+3 could be solid.
Overcome at least require one less green, Overwhelm is so expensive if you tap your creatures to help cast it you lose the offense, and it doesn't even give trample (huge deal).
All depends on board state, as if I can comfortably tap five creatures for Convoke I would hope that I can sneak in enough bodies that trample becomes less of a deal breaker. Not that I would ever play with either (I would rather probably run Vitalizing Wind before I would consider Overwhelm, which is saying something), especially with Triumph of the Hordes and Craterhoof Behemoth in the card pool.
This is one of those cards that looks good on paper, but isn't really. Most of the time, if you have an Overrun, you'll want all your creatures to attack.
So, I've decided to go over the lot of them:
Stampede: Cards this bad exist along side Necropotence. LOL, don't ever change, Ice Age. Overrun: The one and only! Stampede Driver: I do like that he's repeatable, costs G less than Stampede to activate, has synergy with Illusionist's Bracers (which makes it pretty strong, though you have better things to do with that), and is often ignored as "too small". Kamahl, Fist of Krosa: Overrun on legs, and cheap land destruction. My go-to Overrun effect. Overwhelm: I...really want to commit my tokens to attacking. I get that design thought "Selesnya loves tokens, Overrun loves tokens, so let's put these together." Tromp the Domains: This is the five-color Overrun. Only five-color decks should even consider this. Baru, Fist of Krosa: Aww yeah! Now my Boundless Realms is like a cheap Vitalizing Wind. And if you have Panharmonicon, this is why you should consider Dryad Arbor. Garruk Wildspeaker: I mostly use him for his +1. If you have Gaea's Cradle, he's pretty ridic in a token deck. Titanic Ultimatum: I pretty much only use this in Naya decks: Though I have thought of including it (and Violent) in Saskia, dat mana cost. Overwhelming Stampede: I love this card in Rith. Not often do I get to (at least) double an effect for a more efficient mana cost. Marath and Ghave can do similar. Ezuri, Renegade Leader: The tribal version of Kamahl, Fist of Krosa. I prefer the original, just for Linvala, Keeper of Silence/Elesh Norn, Grand Cenobite lulz. But this can survive a wrath better. Triumph of the Hordes: This is a cute "Surprise!" card. Fun with Hydra Omnivore if you can get that last point of power. Garruk Relentless: I like the idea of "You get a Bonehoard, you get a Bonehoard, you get a Bonehoard!" and I've always wanted to pair it with Spider Spawning or Kessig Cagebreakers, but never have. He still suffers from the same problems as Arlinn Kord. Craterhoof Behemoth: The good news is, in three- or four-color decks, you'll often get this at the same time you get Overrun, and it can be used with Natural Order. Or Panharmonicon. Anax and Cymede: The Boros Overrun. I actually like this one. Fortunately, Crown of Flames is a card, if you want multiple triggers. Dragon Throne of Tarkir: This is one of the weirder ones. It has potential, especially with something like Kamahl, Fist of Krosa, but I'm always careful about committing creatures to not attacking when overrunning. Volcanic Rush: Okay, this is the definition of a limited card. Pathbreaker Ibex: This is at least an Overrun every turn, probably more. It has another cool effect of doubling your other anthems and overruns. Arlinn Kord: Costs 2RG, and you have to transform her. Decimator of the Provinces: This one's actually pretty cool, just for the alt cost. Though I'm not sure saccing a creature is necessarily a good idea. Nissa, Nature's Artisan: Because Garruk is tiny. Still, five mana for a -12. Though she starts with 5 loyalty and has a (bad) +3. Overcome: And with four-color decks, we get this. Might make Saskia a tier-2 deck, maybe.
This isn't even getting into overruns that don't grant trample, because TBH I don't see the point of most of them, Beastmaster Ascension and Collective Blessing being exceptions, but I always consider them anthems. But seriously? The "must block" clause on Predatory Rampage is pretty much...If a bunch of creatures 4/4 or greater are attacking you, you're chump blocking.
This is not the worst of the Overruns, but it's up there.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
At it's best it is a win more card. It's expensive, you really don't want to convoke it, does not grant trample, so at best it becomes a bloody siege breaker. It's embarrassingly worse than OG Overrun, despite the GG requirement instead of GGG.
But if this card was an instant, it would actually be pretty great. As a sorcery, it's meh beyond meh.
A not quite there Overrun, in decks where the GGG is tough I could see this being used as the trample is probably the most important part of the card. Having said this, Overwhelming Stampede exists and is probably better in just about every situation.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern: RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
Trample isn't that relevant when you have a sufficient number of tokens.
True, but then it goes into really winmoar territory.
Overwhelming Stampede is another favorite Overrun variant, and actually sees more play in my decks than the original. Think about it: Rith and all her saps now get +6/+6.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
"Undercosted Fattie With Hoop To Jump Through" is normally not exactly where you want to be in EDH.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
This is one of those cards that looks good on paper, but isn't really. Most of the time, if you have an Overrun, you'll want all your creatures to attack.
So, I've decided to go over the lot of them:
Stampede: Cards this bad exist along side Necropotence. LOL, don't ever change, Ice Age. Overrun: The one and only! Stampede Driver: I do like that he's repeatable, costs G less than Stampede to activate, has synergy with Illusionist's Bracers (which makes it pretty strong, though you have better things to do with that), and is often ignored as "too small". Kamahl, Fist of Krosa: Overrun on legs, and cheap land destruction. My go-to Overrun effect. Overwhelm: I...really want to commit my tokens to attacking. I get that design thought "Selesnya loves tokens, Overrun loves tokens, so let's put these together." Tromp the Domains: This is the five-color Overrun. Only five-color decks should even consider this. Baru, Fist of Krosa: Aww yeah! Now my Boundless Realms is like a cheap Vitalizing Wind. And if you have Panharmonicon, this is why you should consider Dryad Arbor. Garruk Wildspeaker: I mostly use him for his +1. If you have Gaea's Cradle, he's pretty ridic in a token deck. Titanic Ultimatum: I pretty much only use this in Naya decks: Though I have thought of including it (and Violent) in Saskia, dat mana cost. Overwhelming Stampede: I love this card in Rith. Not often do I get to (at least) double an effect for a more efficient mana cost. Marath and Ghave can do similar. Ezuri, Renegade Leader: The tribal version of Kamahl, Fist of Krosa. I prefer the original, just for Linvala, Keeper of Silence/Elesh Norn, Grand Cenobite lulz. But this can survive a wrath better. Triumph of the Hordes: This is a cute "Surprise!" card. Fun with Hydra Omnivore if you can get that last point of power. Garruk Relentless: I like the idea of "You get a Bonehoard, you get a Bonehoard, you get a Bonehoard!" and I've always wanted to pair it with Spider Spawning or Kessig Cagebreakers, but never have. He still suffers from the same problems as Arlinn Kord. Craterhoof Behemoth: The good news is, in three- or four-color decks, you'll often get this at the same time you get Overrun, and it can be used with Natural Order. Or Panharmonicon. Anax and Cymede: The Boros Overrun. I actually like this one. Fortunately, Crown of Flames is a card, if you want multiple triggers. Dragon Throne of Tarkir: This is one of the weirder ones. It has potential, especially with something like Kamahl, Fist of Krosa, but I'm always careful about committing creatures to not attacking when overrunning. Volcanic Rush: Okay, this is the definition of a limited card. Pathbreaker Ibex: This is at least an Overrun every turn, probably more. It has another cool effect of doubling your other anthems and overruns. Arlinn Kord: Costs 2RG, and you have to transform her. Decimator of the Provinces: This one's actually pretty cool, just for the alt cost. Though I'm not sure saccing a creature is necessarily a good idea. Nissa, Nature's Artisan: Because Garruk is tiny. Still, five mana for a -12. Though she starts with 5 loyalty and has a (bad) +3. Overcome: And with four-color decks, we get this. Might make Saskia a tier-2 deck, maybe.
This isn't even getting into overruns that don't grant trample, because TBH I don't see the point of most of them, Beastmaster Ascension and Collective Blessing being exceptions, but I always consider them anthems. But seriously? The "must block" clause on Predatory Rampage is pretty much...If a bunch of creatures 4/4 or greater are attacking you, you're chump blocking.
This is not the worst of the Overruns, but it's up there.
I strongly disagree with your assessment, Overwhelm doesn't even look good on paper ;).
Damn this card sucks. Its greatest sin is being outrageously feel bad when used as intended. Without making use of convoke, its an overcosted Overrun without trample. With using convoke, its terrible unless you manage to reduce the cost to GG or maybe 1GG (because at 2GG I'd rather pay another G for trample, and that's not even counting having to tap 3 dudes). It makes most the sense in the context of the block, as you were probably tapping saprolings, which are 1/1's, and you were also probably tapping Saprolings and creatures that you just made, so they couldn't attack anyway, so basically you'd be turning 5 new bodies into a bad overwhelm for GG in a guild whose limited strategy was pumping out a bunch of 1/1's and holding. Even in limited, this was mediocre, and a major downgrade from Overrun, as typically you'd only have a few to tap that couldn't attack and you be paying 2GG or even 3GG for the effect. Even in the very narrow best case scenario of casting it for GG, what was the card actually doing? What did it matter that you made new bodies if you were trying to kill the opponent with an overrun? Well, this card didn't actually function like a proper overrun all that often, as it lacked trample and you often didn't have enough attackers to just get through for lethal that turn by going wide, so what it really did was allow you to get in for some damage while trading a few creatures, and those dudes you dropped this turn and tapped to convoke it would be ready to attack next turn along with the surviving members of your army. It worked, but not as reliably as overrun and really only in the context of the grindfest that was Ravnica block limited, whether it was trips Rav, full block, or double Rav and Guildpact. So yeah, no reason to run this in Commander.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
True, but then it goes into really winmoar territory.
I think this is a misconception. Márton Stromgald and Craterhoof Behemoth often make the difference between killing the table and just doing a moderate amount of damage. Let's say, for simplicity, you have ten 1/1s and your opponents have no blockers. You can attack for 10. With Márton Stromgald, you instead attack for 111, probably eliminating two or three opponents.
In practice, Craterhoof wins frequently involve overkill, but they're not winmoar because opponents would have had at least a few turns to draw a sweeper or combo out without the Hoof.
By "looks good on paper" I meant "Convoke combos with tokens, Overrun, anthem, Morale combos with tokens, they can go in the same deck." Delve has the same issue to a lesser extent since decks that run a lot of self-mill generally want a full 'yard.
Anyway, Hollow One actually reminded me of Hewed Stone Retainers, in that they're undercosted 4/4 golems, but you generally have to spend mana to get that lower cost. HSR at least passes the Sun Titan test, but how many empty slots do you need in your Sun Titan package to run what's essentially a vanilla 4/4?
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
"Undercosted Fattie With Hoop To Jump Through" is normally not exactly where you want to be in EDH.
What a fascinating card that I had forgotten existed. As folks are saying, seems bad even in a deck like Kozilek, Butcher of Truth or Rakdos, Lord of Riots that can skirt his drawback and wants to jam threats.
Private Mod Note
():
Rollback Post to RevisionRollBack
Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I ran this and a number of other tappers alongside an easilly recurred Sunblast Angel to decent effect. Can't think of many other occasions where this is recommendable.
It's weird, this card. You can't topdeck it and swing out well, since it taps your creatures too.
Still works. It's instant speed so you cast it after declaring attackers but before blocks.
Instant speed and low CMC makes this decent in the right deck, but it's a very narrow subset of decks mostly consisting of aggressive decks containing blue and not using many flying creatures. Anti-blocking and preemptive fog could be a lot worse. Generally worse than Cryptic, which describes a lot of cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Deluge? I can see it being played right after you declare attackers, or during an opponent's upkeep, and that's it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
When Surrak upgraded from punching bears to punching dragons.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I only ever saw this card in fight.dec, which is a Surrak Dragonclaw themed deck focused exclusively around how many creatures (and players) he can punch out of the game. Everything and everyone he ever lethally punched was recorded.
Not sure if I'd play it over Savage Punch: If I'm fighting, I either have a creature with power 4 or greater or something with deathtouch. But green doesn't have that many real ways to deal with creatures, so you'll often be playing both.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I don't think Green needs removal so badly to run fight cards. But if your general has hexproof or lifelink to make the spells better, they are worth considering.
Overcome at least require one less green, Overwhelm is so expensive if you tap your creatures to help cast it you lose the offense, and it doesn't even give trample (huge deal).
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
All depends on board state, as if I can comfortably tap five creatures for Convoke I would hope that I can sneak in enough bodies that trample becomes less of a deal breaker. Not that I would ever play with either (I would rather probably run Vitalizing Wind before I would consider Overwhelm, which is saying something), especially with Triumph of the Hordes and Craterhoof Behemoth in the card pool.
So, I've decided to go over the lot of them:
Stampede: Cards this bad exist along side Necropotence. LOL, don't ever change, Ice Age.
Overrun: The one and only!
Stampede Driver: I do like that he's repeatable, costs G less than Stampede to activate, has synergy with Illusionist's Bracers (which makes it pretty strong, though you have better things to do with that), and is often ignored as "too small".
Kamahl, Fist of Krosa: Overrun on legs, and cheap land destruction. My go-to Overrun effect.
Overwhelm: I...really want to commit my tokens to attacking. I get that design thought "Selesnya loves tokens, Overrun loves tokens, so let's put these together."
Tromp the Domains: This is the five-color Overrun. Only five-color decks should even consider this.
Baru, Fist of Krosa: Aww yeah! Now my Boundless Realms is like a cheap Vitalizing Wind. And if you have Panharmonicon, this is why you should consider Dryad Arbor.
Garruk Wildspeaker: I mostly use him for his +1. If you have Gaea's Cradle, he's pretty ridic in a token deck.
Titanic Ultimatum: I pretty much only use this in Naya decks: Though I have thought of including it (and Violent) in Saskia, dat mana cost.
Overwhelming Stampede: I love this card in Rith. Not often do I get to (at least) double an effect for a more efficient mana cost. Marath and Ghave can do similar.
Ezuri, Renegade Leader: The tribal version of Kamahl, Fist of Krosa. I prefer the original, just for Linvala, Keeper of Silence/Elesh Norn, Grand Cenobite lulz. But this can survive a wrath better.
Triumph of the Hordes: This is a cute "Surprise!" card. Fun with Hydra Omnivore if you can get that last point of power.
Garruk Relentless: I like the idea of "You get a Bonehoard, you get a Bonehoard, you get a Bonehoard!" and I've always wanted to pair it with Spider Spawning or Kessig Cagebreakers, but never have. He still suffers from the same problems as Arlinn Kord.
Craterhoof Behemoth: The good news is, in three- or four-color decks, you'll often get this at the same time you get Overrun, and it can be used with Natural Order. Or Panharmonicon.
Anax and Cymede: The Boros Overrun. I actually like this one. Fortunately, Crown of Flames is a card, if you want multiple triggers.
Dragon Throne of Tarkir: This is one of the weirder ones. It has potential, especially with something like Kamahl, Fist of Krosa, but I'm always careful about committing creatures to not attacking when overrunning.
Volcanic Rush: Okay, this is the definition of a limited card.
Pathbreaker Ibex: This is at least an Overrun every turn, probably more. It has another cool effect of doubling your other anthems and overruns.
Arlinn Kord: Costs 2RG, and you have to transform her.
Decimator of the Provinces: This one's actually pretty cool, just for the alt cost. Though I'm not sure saccing a creature is necessarily a good idea.
Nissa, Nature's Artisan: Because Garruk is tiny. Still, five mana for a -12. Though she starts with 5 loyalty and has a (bad) +3.
Overcome: And with four-color decks, we get this. Might make Saskia a tier-2 deck, maybe.
This isn't even getting into overruns that don't grant trample, because TBH I don't see the point of most of them, Beastmaster Ascension and Collective Blessing being exceptions, but I always consider them anthems. But seriously? The "must block" clause on Predatory Rampage is pretty much...If a bunch of creatures 4/4 or greater are attacking you, you're chump blocking.
This is not the worst of the Overruns, but it's up there.
On phasing:
Trample isn't that relevant when you have a sufficient number of tokens.
But if this card was an instant, it would actually be pretty great. As a sorcery, it's meh beyond meh.
BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern:
RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
Interesting. Basically a quadratic anthem I do find the +*/+* wording kind of weird, though.
True, but then it goes into really winmoar territory.
Overwhelming Stampede is another favorite Overrun variant, and actually sees more play in my decks than the original. Think about it: Rith and all her saps now get +6/+6.
On phasing:
"Undercosted Fattie With Hoop To Jump Through" is normally not exactly where you want to be in EDH.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I strongly disagree with your assessment, Overwhelm doesn't even look good on paper ;).
Damn this card sucks. Its greatest sin is being outrageously feel bad when used as intended. Without making use of convoke, its an overcosted Overrun without trample. With using convoke, its terrible unless you manage to reduce the cost to GG or maybe 1GG (because at 2GG I'd rather pay another G for trample, and that's not even counting having to tap 3 dudes). It makes most the sense in the context of the block, as you were probably tapping saprolings, which are 1/1's, and you were also probably tapping Saprolings and creatures that you just made, so they couldn't attack anyway, so basically you'd be turning 5 new bodies into a bad overwhelm for GG in a guild whose limited strategy was pumping out a bunch of 1/1's and holding. Even in limited, this was mediocre, and a major downgrade from Overrun, as typically you'd only have a few to tap that couldn't attack and you be paying 2GG or even 3GG for the effect. Even in the very narrow best case scenario of casting it for GG, what was the card actually doing? What did it matter that you made new bodies if you were trying to kill the opponent with an overrun? Well, this card didn't actually function like a proper overrun all that often, as it lacked trample and you often didn't have enough attackers to just get through for lethal that turn by going wide, so what it really did was allow you to get in for some damage while trading a few creatures, and those dudes you dropped this turn and tapped to convoke it would be ready to attack next turn along with the surviving members of your army. It worked, but not as reliably as overrun and really only in the context of the grindfest that was Ravnica block limited, whether it was trips Rav, full block, or double Rav and Guildpact. So yeah, no reason to run this in Commander.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I think this is a misconception. Márton Stromgald and Craterhoof Behemoth often make the difference between killing the table and just doing a moderate amount of damage. Let's say, for simplicity, you have ten 1/1s and your opponents have no blockers. You can attack for 10. With Márton Stromgald, you instead attack for 111, probably eliminating two or three opponents.
In practice, Craterhoof wins frequently involve overkill, but they're not winmoar because opponents would have had at least a few turns to draw a sweeper or combo out without the Hoof.
Anyway, Hollow One actually reminded me of Hewed Stone Retainers, in that they're undercosted 4/4 golems, but you generally have to spend mana to get that lower cost. HSR at least passes the Sun Titan test, but how many empty slots do you need in your Sun Titan package to run what's essentially a vanilla 4/4?
On phasing:
What a fascinating card that I had forgotten existed. As folks are saying, seems bad even in a deck like Kozilek, Butcher of Truth or Rakdos, Lord of Riots that can skirt his drawback and wants to jam threats.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Gets better when toxic.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I'd probably play sleep over this too.
It's weird, this card. You can't topdeck it and swing out well, since it taps your creatures too.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Instant speed and low CMC makes this decent in the right deck, but it's a very narrow subset of decks mostly consisting of aggressive decks containing blue and not using many flying creatures. Anti-blocking and preemptive fog could be a lot worse. Generally worse than Cryptic, which describes a lot of cards.
Deluge? I can see it being played right after you declare attackers, or during an opponent's upkeep, and that's it.
On phasing:
When Surrak upgraded from punching bears to punching dragons.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
On phasing:
BRGKresh the BloodbraidedBRG, A box of lands and ideas.
Modern:
RG Titanshift. A deck made of cards too stupid for EDH.
Retired: Lots. More than I feel you should suffer through or I should type out.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG