Dreadhorde Invasion feels like a budget token option and may be irreplaceable at that mana cost / price point, but I really don't like it because you can't accumulate tokens. If you don't spend them right away, the later triggers don't do anything and also prevent the token from autodying to Skullclamp. Basically, you're losing a lot of value if you can't accumulate tokens / are forced to use them immediately every turn.
But those cards always do a thing every turn without fail. In the context of commander, making a new body is significantly better than putting one +1/+1 counter on a small creature. Given that it's an upkeep trigger, you really want it to be reliable given how many things will happen in a commander game between them.
The big problem I see is that its base P/T is 0/0. If not for that, first, Doubling Season and friends, and secondly, populate, would be playable with it, but that antagonism is what irritates me about it more than anything. When, of course, Bitterblossom can use either. Hell, with Trostani, Selesnya's Voice, you're more than making up your life loss, if that matters.
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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've gone back and forth on the mechanic trying to rationalise it as good or bad. I think it's neither, but it is pretty conditional as to when and where it'll be good.
I'm running a few in my Varina build (yet to playtest them) FWIW. My issue is that tradionally token generators want to go wide, not tall. EDH doesn't care about tall unless it comes with evasion. Which some of the cards allow for in things like Gleaming Overseer and pals, but they also don't get tall anywhere near quick enough to be of any use.
Dreadhorde Invasion I think we'll see some of. It's no Bitterblossom obviously, but that's the pinnacle of cheaply costed token generation - this obviously doesn't compare, but that doesn't make it terrible. Invasion gives you fodder per turn for an altar or a clamp, which isn't nothing; in fact, there's a ton of cards that are pretty ubiquitous in our format that'll make use of the army token just fine. As far as the second clause goes, I won't be playing enough amass cards to hit 6, but I do run tribal lords, so it's not entirely irrelevant, it's just....mostly perfunctory, I guess. Ultimately, the card is relevant in most scenarios I might find myself in. It gives me a presence early, sac fodder when I land an engine, occasionally a beater, and life gain for anything I can boost over 6, which isn't nothing with tribal lords and The Scarab God.
As for the rest, well...Lazotep Reaver is a 2 for 1, so it's fine I guess. I don't get Lazotep Plating. It seems a really meta dependent include, and really only for situations you might be Mindslavered or whatever, because who cares if your tokens get targeted. Zombies die lots anyway, and tokens are tokens, plus this won't stop a board wipe, so why bother? Gleaming Overseer et al seem fine, and depending on how swarmy your deck is they could do just fine. The problem is not with the amass here, it's that if I'm providing evasion or abilities to my creatures, tokens are the last things I want to give hexproof and such. Not having blanket menace, flying, hexproof and deathtouch means I'm really reluctant to include them.
Commence the Endgame I like. In a spell slinger build, this could give you a decent body in play, and do so repeatedly in the right build. It's not a must-play, but it could do good things in the right places.
All in all, I get the idea of the mechanic, and I think it's not terrible, but it's not amazing either; if for no other reason than some of the cards it cropped up on are limited in other ways. I sort of agree with darrenhabib too; it does feel a mechanic they had to pull back on. But we'll probably never know for sure.