Tyranid Invasion is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Create a number of 3/3 green Tyranid Warrior creature tokens with trample equal to the number of opponents you have.
Complete guide
Tyranid Invasion is a green sorcery that scales perfectly with the size of your game. Whether you are playing a quick duel or a massive Commander pod, this card ensures the Tyranid swarm grows to meet the challenge. It is a straightforward way to put immediate pressure on every opponent at the table.
What It Does
This sorcery counts your current number of opponents and rewards you with that many 3/3 green Tyranid Warrior creature tokens. These tokens come equipped with trample, meaning they are excellent at pushing damage through small blockers. Because it scales based on the number of players, its value increases significantly in multiplayer formats.
Step-by-Step Resolution
When you cast Tyranid Invasion, it goes onto the stack. Upon resolution, the game checks how many opponents you currently have in the game. You then create that specific number of 3/3 Tyranid Warrior tokens simultaneously. If an opponent has been eliminated from the game before the spell resolves, they are not counted. Once the tokens are placed on the battlefield, Tyranid Invasion is put into your graveyard.
Common Mistakes
A common error is miscounting opponents in games where players have been knocked out. The spell only checks for opponents remaining in the game at the moment of resolution. Another mistake is forgetting that these tokens have trample; even if an opponent blocks with a 1/1, 2 damage will still carry over to that opponent's life total.
When to Play It
Tyranid Invasion is best used in the mid-game after you have established your mana base. In a typical four-player Commander game, creating 9 total power across three bodies for four mana is an efficient rate. It is particularly effective after a board wipe when your opponents have few blockers, allowing your tramping warriors to strike immediately on your next turn.
Interaction examples
In a four-player game, you have three opponents. When you cast Tyranid Invasion, you create three 3/3 Tyranid Warrior tokens. You now have 9 power on the board ready to attack for only four mana.
On turn three, you cast Cultivate to put a land onto the battlefield. This allows you to cast Tyranid Invasion on turn four, even if you missed a land drop, ensuring your swarm arrives as early as possible.
Use Kodama's Reach early to ensure you have the green mana requirements. Later, even if two opponents have been eliminated, Tyranid Invasion still provides a 3/3 body with trample to help finish off the final remaining opponent.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Tyranid Invasion
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Tyranid Invasion
No archived Top 8 deck with this card yet.



Tyranid Invasion
Tyranid Warrior
Cultivate
Kodama's Reach