|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Land — Desert
T: Add C to your mana pool.
T, Pay 1 life: Add G to your mana pool.
1GG, T, Sacrifice a Desert: Target creature gets +3/+3 until end of turn. Activate this ability only any time you could cast a sorcery.
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Hashep Oasis Discussion
3 days ago
This deck Makes it really fun to watch the person sitting across from you have a complete meltdown because they can’t deal with your creatures... saving the Essence Scatters for potential creature threats and mowing over the smaller ones is more than satisfying. Opponent has hexproof or indestructible? GTFO, Trial of Ambition handles it with the amount of car touches constantly in your hand. I’ve been playing this for a minute and I made one slight change, I dropped to 24 lands, cutting one Hashep Oasis and also cut one Cartouche of Ambition to the sideboard and removed a Crook of Condemnation, and added a Jade Guardian and a single Scaled Behemoth simply because I wasn’t hitting creatures as consistently as I wanted to. I also cut one Unsummon and the fourth Negate from the sideboard and added two Yahenni's Expertise to deal with go wide strategies like vampires, Merfolk, tokens, etc.Thumbs up on the build!
Obial on Baneslayer
4 days ago
iRidetheTvan I feel the same way abogut Llanowar Elves and I am still very much playtesting this deck. Currently, I think they'll stay and Fountain will be out for FNM. A couple more forests and Hashep Oasis will also boost my green mana protection spells instead of Sheltering Light and Make a Stand. My problem with the way this current set-up is that they (the Elves) have almost no use since all my creatures and spells are white and the splashed green is almost exclusively for Shalai's ability (Shanna's there too). Since I'm running very few green mana sources, the Elves won't be coming out turn one/two which kind of defeats their purpose. Once Blossoming Defense and Heroic Intervention are gone, I won't have much need at all for green mana sources. But then again, we don't know what the next Ravnica set is going to bring which could very well change this deck.
Thanks for the feedback, it's much appreciated!
5 days ago
Its okay, don't worry. The combo is fast enough, but I have to run Hashep Oasis-type cards at this point.
1 week ago
I feel like you should play both the colorless deserts in here. If not the white one play Hashep Oasis
2 weeks ago
Hey, interesting ideas, Temur seems like a good direction with Banefire as an uncounterable win condition.
Consider Hour of Promise, Hostile Desert and Dunes of the Dead? The interaction with Hour, Hostile and Scapeshift seems very good. Scapeshift can make fuel for Hostile with lands in the grave and Hostile/Dunes are Deserts which activates Hour. Hour or Scapeshift can tutor for Hostile and Dunes. Dunes is another land that's good with Scapeshift getting a 2/2 Zombie when it's saced.
Excavator can recur these Deserts. Good with Hostile since having a recurring creature land can really add to the land strategy. Scapeshift is the broken card here. I think finding and including other ways to abuse it other than Tatyova and Excavator can be beneficial.
Consider more land? 22 lands is a low amount for a land strategy especially with Swordtooth. Who is lackluster if you don't have a lot of lands. Get inspriation from TitanShift in Modern and try playing 27-28 lands. You can cut the mana dorks especially Llanowar Elves for more lands. Only eight sources of ETB untapped green for turn one Llanowar is not enough. Lands are more important for the strategy than mana dorks.
Consider Evolving Wilds? It's good with both Excavator and Tatyova especially Tatyova getting two instances of draw and life from one land. Wilds also counts as two lands for Multani. A few other utility lands to consider are: Arch of Orazca and Hashep Oasis. Oasis is nice because you can keep getting it back with Excavator.
Good luck with your deck.
2 weeks ago
Bristling Hydra: You only get on use out of it per play, it doesn't do anything upon entering the battlefield, and it doesn't have trample. (Cut all)
Merfolk Branchwalker: A decent body, but a stompy deck prefers ramping into large creatures as fast as possible. With Llanowar Elves, this usually means skipping your Two-drop to play an early Three-drop. (Cut all)
Prowling Serpopard: While good, these only shine situationally when in a control match-up. They're still fantastic Three-drops, but are less good against control. Just in case, keep some in the main and some in the side board. (Cut 2)
Shalai, Voice of Plenty: While it is a good card, only having one in the deck isn't worth it. It doesn't slow removal/control decks (one kill spell that's would already be going there is all it takes) and it's too slow against agro decks.
Sunpetal Grove: With cutting the only white card, it, makes sense to cut the white lands, too. (Cut all)
Untamed Kavu: There are plenty of better creatures you can play on Two mana, and if you have Five, chances are you'll want to be casting something bigger and/or better (i.e Gigantosaurus, Ghalta, Primal Hunger, multiple things to trigger Rhonas's Monument, etc.) (Cut all)
Goreclaw, Terror of Qal Sisma: The aformentioned big bear and better mammoth. She'll cheapen some of your things, but the second ability will be more useful. She'll pump up Rhonas the Indomitable, Gigantosaurus, Ghalta, Primal Hunger, Steel Leaf Champion, and herself, as well as giving trample to those who don't have it. (Add 2)
Lifecrafter's Bestiary: A green decks usual down fall is losing to card advantage in the late game, but this artifact allows you to control what you draw throughout the entire game and add to your draws. This should definitely be a Four-of. (Add 1 more)
Carnage Tyrant: If you want a powerful and stompy issue for your opponents, Carnage tyrant is what you need. It's an issue nearly impossible to deal with for opponents and sets them on a very short clock. Getting this on the board turn three or four with your ramp can be a game-ender right there. (Add 3)
Blossoming Defense: Control will still be an issue, and protecting your creatures is a must. A full playset of Blossoming Defense can stop kill spells easily, and can help get through that extra bit of damage when the game is nearly over. Make sure not to be greedy against control, as they can respond by killing your target before it gets the hexproof. (Add 2)
Hashep Oasis: With cards like Steel Leaf Champion, Gigantosaurus and Llanowar Elves, you'll need access to the green mana, but shooting yourself for it isn't what you always want to be doing. That being said, the third ability is a decent mana sink late game if you got no cards, so I'd run Two-of (Add 1)
Forest: This deck doesn't want to play slow, so plain old basics will be some of the best options for you. (Add 4)
Shalai, Voice of Plenty: Since the white is cut out of the deck, it would need to come out of the sideboard as well. (Cut all)
Gaea's Blessing: Graveyard decks aren't very powerful in this format, and Gaea's Blessing doesn't actually get rid of the card. If it becomes necessary, Deathgorge Scavenger will work to both actually remove graveyard-based threats, as well as work with you strategy of smashing face. (Cut all)
Prowling Serpopard: These are the ones coming out of the main deck. They work best in control match-ups, and those are the best times to bring these back in. (Add 2)
Scaled Behemoth: Just in case the control match-ups tend to be a bit too kill-y, some hexproof never hurts. (Add 2)
Shapers' Sanctuary: For if you really don't like control. While not hexproof, kill and burn spells from your opponents turn into card draw for you, effectively punishing them for playing their deck. (Add Two)
You'll want to have at least One Llanowar Elves or Druid of the Cowl in your starting hand, probably three lands, and some nice things to play early. Some of the better things would be Lifecrafter's Bestiary or Rhonas the Indomitable, or you could continue to ramp into larger things by playing a second Elf.
I hope this works for you, and I hope these suggestions help!
tldr: play bigger things faster
3 weeks ago
I'd say it's excessive, yeah. By that point you won't really need the extra strength anymore.
If you go the Stompy route, you should remove the Titans and the Carnage Tyrants as well, as the high mana cost doesn't really go well with Stompy's playstyle. They don't ever run mana dorks, though personally, and this is my own opinion, I think with all the 3-drops you have, a mana dork is a great idea so you can always get them out on turn 2. That said, what is usually done is to run less 3-drops, and more 2-drops (specifically, Strangleroot Geist and Avatar of the Resolute).
I think it wouldn't hurt you to cut Harmonize, even though I personally love the card. The draw is nice, you're often losing a turn for it when you'd probably rather just have something you can play instead.
As for the Birds of Paradise dilema: if you decide not to run Utopia Sprawl, they can be nice as they have flying, and with the help of Aspect of Hydra and other buffs could potentially end the game when your other creatures can't, but they're certainly not very budget-friendly. But also as a pro for running them is the fact they can help cast Dismember, another card Stompy often runs at least two of. But if you're not adding dismember and have no other reason for colored mana, Elvish Mystic, Llanowar Elves and Arbor Elf are just fine. (or Noble Hierarch, if money is not a problem, but it will very rarely give you enough of an edge for it to be worth it).
If you end up getting rid of Arbor Elf and Dungrove Elder for whatever reason, one card I really like (but which isn't good for you at the moment as you are reliant on forests) is Hashep Oasis - just something to consider.
And a buff I find really neat is Blossoming Defense, which can be used with or replacing Vines of Vastwood. A single mana spell to protect and buff can some times be more useful than the vines, which require two mana to be at full power, but it's a matter of personal preference.
And finally, though it can be hard finding a spot for them and they're never really used in traditional stompy or devotion lists due to the high mana costs, I like Khalni Hydra (can often be played for free on turn 3 after you play your 3 green mana 3-drops, if you also played creatures on turns 1 and 2) and Primalcrux a lot. And they're both insane with Aspect of Hydra.
1 month ago
A dream sequence of play:
Turn 3: Hashep Oasis - tap 2 Forest for Elvish Clancaller then tap Hashep Oasis and Llanowar Elves for Song of Freyalise- tap Marwyn, the Nurturer for 3 and cast Steel Leaf Champion (keeping 1 mana in reserve for a Blossoming Defense)
Turn 5: Tap 2 Forest for Elvish Clancaller, tap Marwyn, the Nurturer for 7 mana, sac 2 Hashep Oasis to boost the 2 Steel Leaf Champion and swing with 2 Steel Leaf Champion (10/9 vigilance, trample and indestructible), play Blossoming Defense on Llanowar Elves (5/5 hexproof, vigilance, trample and indestructible) and Elvish Clancaller (2/2 vigilance, trample and indestructible)
As we get deeper into the game other dream sequences could be more dramatic, specially if you can protect a swarm attack with Heroic Intervention