Fiery Hellhound

Fiery Hellhound

Creature — Elemental Hound

: Fiery Hellhound gets +1/+0 until end of turn.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Magic Origins (ORI) Common
Duel Decks: Venser vs. Koth (DDI) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
2019-10-04 Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Fiery Hellhound Discussion

Ziusdra on Card creation challenge

5 months ago

Electro-Magnetic Aetherizer

Artifact - Equipment

Whenever equipped creature attacks, remove all counters from the defending player and you gain that many counters.

Equipped creature cannot be blocked or targeted by artifacts opponents control.


Pyre Hound, Fiery Hellhound, Underworld Rage-Hound, and Ashmouth Hound are good boys. Make another good puppo

Chuubii on

4 years ago

You need a lower mana base for an aggro deck. You want strike fast and win by turn 4 latest. So about ~12 one mana creatures, ~10 two mana creatures

If you want to keep an ally theme: Expedition Envoy, Kor Bladewhirl, Kor Castigator, Ondu War Cleric, Zada's Commando, Reckless Bushwhacker.

If you are open to non-allies:

  1. ONE MANA: Town Gossipmonger  Flip, Lightning Berserker, Zurgo Bellstriker (you want maybe 2 because it is legendary), Insolent Neonate

  2. TWO MANA: Akoum Stonewaker, Kolaghan Aspirant, Borderland Marauder, Ire Shaman

  3. THREE MANA: Acolyte of the Inferno, Kolaghan Forerunners, Fiery Hellhound, Geier Reach Bandit  Flip, (However I am not sure about werewolves, since you want to cast as many creatures per turn as you can)

For turn you can add something like Ethereal Guidance or Great Teacher's Decree.


  1. Evolving Wilds - bad because you never want to have a tapped land and not be able to put a creature in.
  2. Chaplain's Blessing - even in control decks this is useless
  3. Outnumber - bad because it can't hit the player.
  4. Corrupted Grafstone - you dont need extra mana. This card does nothing in this deck.
  5. Thalia's Lieutenant - you need more 1 mana humans for this to be worth it.
  6. Makindi Patrol - aggro decks want big damage.
  7. Valakut Invoker as an aggro deck, you will never have 8 mana.
  8. Smite the Monstrous - bad removal
  9. Zada, Hedron Grinder - you don't have enough things that target him.

This could work a budget deck, but if you want to put in a few hundred for a budget deck, I'd suggest you look at - this is a link detailing all professional tournament decks. Or better yet, go to your local game shop and ask what could work at events there.

ZeGinger on aggro (needs improvement)

4 years ago

Hum.If yer going for aggro, I would drop the CMC of the creatures you got down a notch.

-Shivan Dragon

-Volcanic Rambler

-Nettle Drone

-Fiery Hellhound

I would start by dropping these. My reasoning?

They Will not be casted by the time you plan on ending the match. So instead, look for cards like Reckless Bushwhacker and Ember-Eye Wolf for starters.

Those will make your deck quite faster, along with other one drops like Village Messenger  Flip now that I think about it.

Start there.

RunningPigeon on

4 years ago

Not sold on Vessel of Volatility and running a couple more creatures wouldn't hurt, even in standard pauper there's a lot of removal floating about Fiery Hellhound Ember-Eye Wolf Bellows Lizard are all firebreathing creatures in red, even Valakut Invoker works as a decent mana sink for late game; an 8 mana bolt is still a bolt.