May this be the green aggro finisher we are looking for? Green aggro tends to be centered around creatures and casting this with a few creatures can end the game very quickly.
As mentioned by others its a very expendable card. Garruk provides the same effect with other options attached to it. Unless you run a large cube I dont see needing two overrun effects.
I like it. Garruk doesn't really do the same thing because you're losing a big turn 4 play for a turn five overrun. Garruk is much better in general, and especially in this role if they can't hit him or kill your creatures, but Overrun is still powerful. Heavy green doesn't have many fast finishers, and that's what this card does.
It's great with mana dorks even if you're not playing aggro. (This is the critical argument for it.)
I run it because people like it, not particularly because it's the strongest card or anything. It's not objectively a good deal unless it just wins you the game. So it's pretty inflexible in that sense (which is why Garruk is so much better.)
Compared to other cards: I'm running it over Stunted Growth. Plow Under is definitely better. Maybe Vorapede is also better, but I'm not sure.
It's very much worth pointing out that overrun gives no warning or opportunity for sorcery-speed interaction. Worse, you are liable to be forced into a position of chumping to defend garruk if it's the overrun that you actually want off him. Overrun itself just ends the game on the spot. I get that garruk has the versatility, but I don't think he can be considered a true replacement for overrun.
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The card in this vein that I cannot recommend enough is Craterhoof Behemoth. I don't have it in my cube yet (I'm trying to find one), but I've played with it and against it in two other cubes in my area. It is the best Green finisher in my mind now without a doubt. If you play the Craterhoof with just 2-3 dudes out (not too hard to accomplish), it's often game over right then and there. If you support green ramp as an archetype, you have to take another look at Craterhoof Behemoth. I should make an SCD for it.
Craterhoof has the advantage of being a dude, which means tutoring/cheating it in, are much easier. Overrun is a more specialized aggro finisher, played like Armageddon would be (though obviously not as powerful). Now is a slot beyond Garruk worth it? How much does it help/promote green aggro? I don't currently run any of them besides Garruk, but I'm reading with interest...
Stampede does nowhere near the same amount of damage, though. Even as a combat trick, it leads to card disadvantage because it won't pump your dude's toughness. In terms of mana cost to damage ratio, Overrun is a ridiculously better deal.
With two or three creatures out, Overrun represents an additional six to nine damage, which is absolutely game-ending and invaluable for green aggro here. The average scenario consists of the opponent being forced to throw away their creatures to survive while your creatures stick around, putting you in an unlosable position. And the mana cost to damage ratio just keeps getting better the more creatures you have.
Overrun has always been a bomb in limited, and it's no suprise that it plays just as well in green aggro. I decided to use Garruk as my free overrun spell, but really it's not the same as everyone else has pointed out. Having redundancy in effects lets people know they can hope to see cards during the draft. I wouldn't mind including this card again simply because green and green aggro particularly can always use more useful spells - sometimes dudes just don't get there alone.
The card in this vein that I cannot recommend enough is Craterhoof Behemoth. I don't have it in my cube yet (I'm trying to find one), but I've played with it and against it in two other cubes in my area. It is the best Green finisher in my mind now without a doubt. If you play the Craterhoof with just 2-3 dudes out (not too hard to accomplish), it's often game over right then and there. If you support green ramp as an archetype, you have to take another look at Craterhoof Behemoth. I should make an SCD for it.
I strongly disagree. I played it for about half a year, and it had always the same problems:
- Early cheating with Natural Order sucked.
- Reanimating him early sucked.
- On an empty board, he sucked.
- Ramping into him mostly sucked.
The thing is, when you ramped into him like a normal green deck, you were in for a bad time. All mana producing creatures save for walls got blanked, because they needed to be untapped for the big attack. That set Craterhoof Behemoth back by at least 2-3 turns, which more often than not lead to a board clear, which made Craterhoof Behemoth nothing else than a fat, overcosted Groundbreaker before getting a big "chump block me" written on his head.
If it was 4GG and just had the overrun flavortext along with haste and a 2/2 body, it was a good playable creature. But 8 is too much for what it does. It's way too unreliable to play.
I run overwhelming stampede in my 620-card cube. It's a very popular card, and always does at least +3/+3 to all creatures, which makes it much better than overrun given its easier casting cost. It's a fun card and it's one of the few things green gets to do that gets to feel a little broken (one of those "this is the only card in the cube that would have won me this game" cards).
I would first be sure to include Craterhoof Behemoth, then add Overwhelming Stampede if you want another copy of that effect.
I find Triumph of the Hordes a pretty decent alternative, too - less of a pump for your dudes, but then you don't need as much in the first place with infect flying around (and it's a cheaper and more splashable cast than Overrun to boot).
That said, yes, Garruk Wildspeaker is currently the man for this in my own cube.
I haven't run this card in forever. I don't think it's bad, but I'm always on the lookout for squeezing more out of each inclusion. I'd sooner recommend Earthshaker Giant (not sure why there's no preview, but he's the 6/6 for 6 from Game Night 2019) or End-Raze Forerunners because they're not completely dead on an empty field, and green has more synergy with creature spells than sorceries.
Garruk Wildspeaker does just about everything you want Overrun to do plus more. Overrun is good, but it's just not needed when you have more flexible options. Plus, the triple green can be an issue.
May this be the green aggro finisher we are looking for? Green aggro tends to be centered around creatures and casting this with a few creatures can end the game very quickly.
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When I ran it a while ago, it won a few games.
My gut feeling is that it can't stay with all the other competition, but it's worth some testing.
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It's great with mana dorks even if you're not playing aggro. (This is the critical argument for it.)
I run it because people like it, not particularly because it's the strongest card or anything. It's not objectively a good deal unless it just wins you the game. So it's pretty inflexible in that sense (which is why Garruk is so much better.)
Compared to other cards: I'm running it over Stunted Growth. Plow Under is definitely better. Maybe Vorapede is also better, but I'm not sure.
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Overrun has been very good but I'm not satisfied exactly, it's green heavy, expensive and you have to be ahead.
Stampede hasn't seen play yet as school has taken over my time ;_;
You only need one guy, I like it better when behind, I get more damage through in stalemate, and no triple green.
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With two or three creatures out, Overrun represents an additional six to nine damage, which is absolutely game-ending and invaluable for green aggro here. The average scenario consists of the opponent being forced to throw away their creatures to survive while your creatures stick around, putting you in an unlosable position. And the mana cost to damage ratio just keeps getting better the more creatures you have.
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Agreed with this. I've been running Overrun again, and it's been doing some real heavy lifting here. Very pleased to have it back in my list.
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I strongly disagree. I played it for about half a year, and it had always the same problems:
- Early cheating with Natural Order sucked.
- Reanimating him early sucked.
- On an empty board, he sucked.
- Ramping into him mostly sucked.
The thing is, when you ramped into him like a normal green deck, you were in for a bad time. All mana producing creatures save for walls got blanked, because they needed to be untapped for the big attack. That set Craterhoof Behemoth back by at least 2-3 turns, which more often than not lead to a board clear, which made Craterhoof Behemoth nothing else than a fat, overcosted Groundbreaker before getting a big "chump block me" written on his head.
If it was 4GG and just had the overrun flavortext along with haste and a 2/2 body, it was a good playable creature. But 8 is too much for what it does. It's way too unreliable to play.
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I would first be sure to include Craterhoof Behemoth, then add Overwhelming Stampede if you want another copy of that effect.
That said, yes, Garruk Wildspeaker is currently the man for this in my own cube.
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