This entry is part 5 of 13 in the series Notions of Horde

Billy headshot

By Billy


The gods have been angered! Fear their unyielding wrath!


Ok, maybe that is a little over dramatic. What we’ve got here is a pile of enchantment creature tokens I found inspiring a little project.


The central theme of this horde was initially going to be getting Constellation triggers, but after looking at the options too many Constellation cards required decisions that couldn’t easily be ruled for the horde. Then there was Eidolon of Blossoms, which initially looked good, right up until I realized it would cause the horde to draw its whole deck off the triggers. Do not let the low Constellation count fool you; this horde is brutal and remarkably synergistic.


First and foremost: the gods. You’ll notice not all of them are here. I tried to pick the gods that would have the most effect while they were enchantments, because in horde it’s rather difficult to get that devotion trigger (tokens have no mana cost and therefore add no devotion).



The big hitters are Mogis, God of Slaughter and Purphoros, God of the Forge. Purphoros represents a possible kill off of the next turn’s draw, and Mogis puts serious pressure on the players’ lives and board states, keeping the players’ resources at a manageable level. Erebos, God of the Deadand Iroas, God of Victory have proven to be the sleeper hits of the horde. It’s amazing how much incidental life gain there is in Commander, and Uncle Iroas puts everyone on “Double Secret Chump Blocks” when he hits the board. Finally, Xenagos, God of Revels doubles the power of the biggest creature on the board, giving some much-needed muscle to this relatively small-bodied horde.


Though its creatures may be small in stature, this horde more than makes up for it in raw card advantage. Bident of Thassa draws the horde a card for each creature who gets through, while Ephara, God of the Polis provides a steady stream of extra cards–almost a one-sided Howling Mine.



Deadbridge Chant and Starfield of Nyx let the horde regrow a random card from their graveyard each turn. These will frequently be tokens, but every bit helps. Open the Vaults gets the horde its whole graveyard back, while also giving players some of their broken toys back. It’s usually very one-sided, but the Sharuum player might be able to keep the rest of the team alive off of their graveyard.



Athreos, God of Passage is the big daddy of all recursion. None of the gods’ horde will die unless the players pay the ferryman, making him a must-kill for the game to proceed. This Horde might out do my zombie horde for recursion. Meanwhile, the Archetypes act like lords, and work well in combination. Archetype of Finality and Archetype of Courage become a DIY Plague Wind, while Archetype of Imagination combos with any board presence to end games.


I’m running more anthem effects than I normally play, due to the lack of creature-based effects that boost power and toughness. I chose Dictate of Heliod and Spear of Heliod for obvious thematic ties, and Glorious Anthem because I thought it needed that little boost to hit the next level. Your tastes may vary.



If you’re looking to raise the power level, try adding in The Abyss or any other similarly brutal enchantment from Magic’s past. Opalescence is always fun. Mix with Humility to explain layers to your friends!


This deck, more so than many of my creations, is difficult. It contains multiple things that are pretty close to instant kills, and Athreos alone is so strong I wonder why I don’t hear about more Athreos decks wrecking tables around the world–so much so that some of you might be looking to reduce the difficulty after a few games.


This is pretty easy to do for this deck. Removing some of the more game-ending gods like Purphoros and Uncle Iroas will help get some more play out of the deck, while removing Athreos makes it much easier for the players to succeed on the attrition axis. The core of the deck really is its incredible card advantage engine, so I wouldn’t recommend messing with that too much for fear of destroying what makes this horde feel so unique. It’s tough, but fair, and most of the non-god cards are pretty cheap to pick up, and many of the gods aren’t too expensive (at least as of this writing). As with all hordes, these are merely guidelines and starting points. Build what pleases the gods of your playgroup.



Series Navigation<< Notions of Horde: Might of the LegionsNotions of Horde: Allies and Eldrazi, a Study in Opposites >>

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