Hell's Thunder


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Speed vs. Cunning (DDN) Rare
Shards of Alara (ALA) Rare

Combos Browse all

Hell's Thunder

Creature — Elemental

Flying, haste

At the beginning of the end step, sacrifice Hell's Thunder.

Unearth {4}{R} ({4}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

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Hell's Thunder Discussion

equinox523 on Burning Blight

3 months ago

I like the splash of black for some extra life loss! Some more notable cards to consider:

  • Fireblast: To squeeze out those last drops of damage when tapped out.
  • Eidolon of the Great Revel: You'd be amazed by how many strategies this hoses. If you're racing, this can be surprisingly damaging.
  • Hell's Thunder: A flying damage spell that comes back to surprise your opponent if they've forgotten about it.
  • Flame Javelin: Sometimes you just need one extra damage. Also hits creatures.

ClockworkSwordfish on Rakka Mar deck

3 months ago

I dig it. You might also like Mogg Cannon and Warstorm Surge as further ways to take advantage of the elemental tokens' one-and-done nature. Illusionist's Bracers and Magewright's Stone give you extra ways to use Rakka Mar's ability multiple times in a turn. And if you're running Primal Forcemage, why not some other hasty creatures? Hell's Thunder, Flinthoof Boar and Hellspark Elemental can all appreciate a free +3/+3.

Joe9 on Burn but I am rusty

4 months ago

Vexing Devil is a great burn deck creature. Burn is all about speedy play and this creature is mega speedy. What's better than 4 damage for 1 mana? 4 damage each turn after your opponent refused to take the direct damage.

Madcap Skills can make your turn one or two creature keep swinging after your opponent plays a blocker. I often find myself saying this when I use it: "Oh? You played one blocker? Okay. How about I play Madcap Skills and hit you for 3 more than I did last turn? No response? Great!" :P I was introduced to this trick by The Best $20 You'll Ever Spend, a deck which carried me through a few FNMs when it was in standard.

Spark Elemental, Hell's Thunder, and Ball Lightning are 2 other fast creatures which have different variants of evasion. These can do fast damage. Hellspark Elemental is an arguably worse yet still noteworthy alternate version of Ball Lightning and Spark Elemental. This card is intended to be a fallback when you don't have other spells in hand, which can happen with a fast deck that drops multiple spells per turn.

Vexing Devil and Ball Lightning cost a pretty penny, because they're worth it if you want maximum efficiency.

Ol_man on Discard For Glory

7 months ago

I sense this deck could run out of gas with all the cards being discarded so, I'd suggest cards like Hellspark Elemental, Hell's Thunder and Scourge Devil. You could discard these cards with all the various discard outlets in this deck and still have the option to play them later from the graveyard.

ClockworkSwordfish on Buckfast Powersmash

1 year ago

I'd go for something like Glitterfang over Torpid Moloch. How much does the Moloch do for your strategy, anyway?

You might also be interested in cards like Hell's Thunder, Lightning Shrieker and Ogre Battledriver. It helps to have evasion tacked on. I made an EDH deck with a similar idea a while ago that you might get some ideas from. Death of a couple stings

AwesomeName on All Out Assault

1 year ago

No problem! Some other cards i'd consider putting in are Hell's Thunder as a another type of Ball Lightning, Titan's Strength to pump your guys and filter your draws, and seeing as most of your creatures are elementals, both Flamekin Harbinger and Nova Chaser could be interesting!

Luciditycity on Chandra Desk - Cards I like

1 year ago

Hello! I like this collection of cards- mono-red can be really rewarding to play.If you were to make a deck based around the themes of Chandra, Phoenixes and Elementals, I have a few suggestions

Chandra's Phoenix is an awesome card that's very dependable since it has haste. Hellspark Elemental and its friend Hell's Thunder are also great, getting same turn value that you can bring back. The big Elementals in the deck are cool, but Battle Hymn is such a neat card that I would consider going for a more is better instead of bigger is better. I see a lot of synergy between Battle Hymn, Elemental Mastery, and Soulsurge Elemental. Young Pyromancer is also a crazy card. Awaken the Ancient is also neat for mono-red and for an Elemental Mastery play, but I would be hesitant to suggest Rockslide Elemental because you have no sacrifice outlets (and that doesn't seem a theme of the deck) and the card has no kind of protection aside from First Strike. Seems like a slow turn 3, but it could fit it in you'd generated a bunch of 1/1s I guess. Bloodlust Inciter is a personal favorite of mine and AEther Membrane is sick, too.

As for noncreature stuff, what sticks out to me is Abrade, Lightning Bolt (of course), Chandra's Outrage, Dance with Devils, Increasing Vengeance, Firebolt, Chandra's Ignition (if you include having enough big creatures)I think card drawing is very powerful in faster decks, so things like Act on Impulse and Faithless Looting can be nice. If you want more tempo mana throw in Pyretic Ritual too, and the whole deck could benefit from something with prowess.

ellie-is on

1 year ago

@brewtzar: I do agree every red deck should run 4x Lightning Bolt if possible! Right now the choice to run only two is mostly a budget thing. I got my set ofCollateral Damage almost for free, but Lightning Bolt is pretty expensive right now - I still haven't even gotten these two :( Considering running Magma Jet instead for a while.

That said, to add the remaining 2x Bolts, I probably wouldn't remove Collateral Damage - I might have to say goodbye to Hell's Thunder, which is a good card, but not always a game winner and its Unearth doesn't often get used because at five mana, I'd usually rather play one of the big beaters or fling a Ball Lightning. Plus, 3 damage for beats 4 damage for three mana.

Thanks for the comment!

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