Welcome Back,

On the plane of Lorwyn, how elementals are created is an interesting thing. The grander elements are actually ideas. They are manifested dreams and ideas that have taken the form of bizarre and often animalistic beings.

One of these manifestations is Horde of Notions. This being is known to many as the eldest elemental. It has been around for many years, even older than the oldest treefolk and elf.  It contains the answers to many of Lorwyn’s deepest and darkest secrets. It is the embodiment of these truths that have been a part of the underbelly of Lorwyn since the beginning of time.

Its whereabouts are a mystery. No living mortal has been able to spot this bizarre creature in the wild. Its power over nature, though, goes without question. Let’s take a dive into this manifestation of all that Lorwyn was, is, and ever will be.

Horde_of_Notions

This unique creature reminds me of a whale, a bear, and a tree merged together into some unique otherworldly being.

The Leader of the Elements (EDH)

Commander (1)
Horde of Notions

Land (16)
Azorius Guildgate
Blood Crypt
Bloodstained Mire
Boros Guildgate
Breeding Pool
Cavern of Souls
City of Brass
Command Tower
Dimir Guildgate
Flooded Strand
Forest
Godless Shrine
Golgari Guildgate
Gruul Guildgate
Hallowed Fountain
Island

Lands Cont. (21)
Izzet Guildgate
Mana Confluence
Maze’s End
Mountain
Orzhov Guildgate
Overgrown Tomb
Plains
Polluted Delta
Primal Beyond
Rakdos Guildgate
Reflecting Pool
Sacred Foundry
Selesnya Guildgate
Simic Guildgate
Steam Vents
Stomping Ground
Swamp
Temple Garden
Watery Grave
Windswept Heath
Wooded Foothills

Creatures (15)
Animar, Soul of Elements
Ashling, the Extinguisher
Birds of Paradise
Brighthearth Banneret
Composite Golem
Flamekin Harbinger
Forgotten Ancient
Fusion Elemental
Incandescent Soulstoke
Ingot Chewer
Inner-Flame Igniter
Liege of the Tangle
Maelstrom Wanderer
Mulldrifter
Nevermaker

Creatures Cont. (15)
Nova Chaser
Shriekmaw
Skullbriar, the Walking Grave
Slithermuse
Smokebraider
Soul of the Harvest
Spitebellows
Spitemare
Supreme Exemplar
Thicket Elemental
Thornling
Vigor
Voice of Resurgence
Whisperwood Elemental
Wispmare

Instants (7)
Dismember
Eladamri’s Call
Enlightened Tutor
Hero’s Downfall
Lightning Bolt
Path to Exile
Swords to Plowshares

Sorceries (7)
Conflux
Cultivate
Demonic Tutor
Kodama’s Reach
Shard Convergence
Sylvan Scrying
Titanic Ultimatum

Enchantments (8)
Genju of the Realm
Heartbeat of Spring
Maelstrom Nexus
Mana Flare
Mana Reflection
Mirari’s Wake
Oblivion Ring
Prismatic Omen

Artifacts (10)
Chromatic Lantern
Commander’s Sphere
Darksteel Ingot
Door of Destinies
Fist of Suns
Gilded Lotus
Obelisk of Urd
Oblivion Stone
Quicksilver Amulet
Sol Ring

Just like its commander, this deck is a little weird. It sort of lends itself to a toolbox strategy with a heavy tribal theme. Many elementals do different things, and the only thing they share in common is that they can attack decently and have the same creature type in common. So to leverage this, we make a simple yet effective toolbox.

You do have ways to deal with a multitude of different permanents while having recursion of your tools via Horde of Notions. He creates a fun and interesting style of tribal deck that’s not just focused on smashing your opponent as quick as possible. It also doesn’t fall into the same trappings that normal tribal decks do. It can actually survive mass removal, which is key when going into the later stages of the game.

This deck pretty much does it all. It has bits of card advantage with Slithermuse and Mulldrifter, ways of dealing with non-creature permanents via Ingot Chewer and Wispmare, and ways of smashing your opponents face with Liege of the Tangle and Maelstrom Wanderer. Each card has some specific use that you can tutor up with this decks various tutoring effects. These tutors go a long way to keep the deck together and make sure you have what you need at the right time.

There are two ways to win with the deck. One is by beating your opponent down with all of your powerful threats. The other is by using Maze’s End.

Maze’s End wasn’t originally intended to be in here as a win condition, but as a mana fixer. During testing though, this card did come up a handful of games. More often than not you’re going to be winning through combat damage, but sometimes the board just gets clogged up and it’s nice to still have a viable way to win over the course of the game. It’s more of an incidental win condition, but it’s still a win condition all the same. The importance of Maze’s End does highlight one of the decks major shortcomings, which is its mana base.

As with any five color deck, the mana base is generally not the best. As I was tweaking it, I found that this is the most ideal mana base I could come up with without spending a ridiculous amount of money. You have enough fetchlands to be able to search for what you need and, as I said before, Maze’s End will definitely help you fix your mana. There are a handful of five-color lands in here as well which will help smooth things out for you. You really have to put in a lot of effort to make these mana bases work, and even then they still might not cooperate.

There are some games that you simply won’t get the right color you need at the time and just lose the game. It’s the risk you have to take whenever you play with a deck with five colors. If you can make it sing though, you will have a hard time losing.

Once you can establish your mana base, you can pretty much handle whatever comes your way. This deck has the tools it needs to survive almost any situation. What leads to this resiliency is its commander. Horde of Notions makes this deck shine. Having the ability to reanimate your threats and answers is wonderful, as you basically get to do what not may tribal decks get to do, survive into the late game. With Horde in play, you will be able to beat your opponent down after they cast their wrath effects.

It puts you into an interesting position. Sometimes you almost want them to wrath the board, which is why I included Oblivion Stone in the list as a way to break stalemates. You get to wrath the board and then easily bring back your threats and crush your opponents.

This deck can be tons of fun for people who are looking for a different style of tribal. Its toolbox nature helps it last into the late game by providing flexibility, which not many other tribal decks have. This is not a linear strategy. It’s about answering your opponents’ threats and surviving.

Once you establish yourself, it’s time for the beat down. Or you can just clog up the board and win with Maze’s End. It never ceases to put a smile on my face when I win with that card.

Thank you for checking out this week’s Commander Corner. If you have any suggestions for commanders that you want featured in a future article, please let me know in the comments below. Next week, I work with one of my enemies.

See you soon, my friends.

-Steven Gulsby

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