Heroes' Bane

Legality

Format Legality
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Journey into Nyx Rare
Promo Set Rare

Combos Browse all

Heroes' Bane

Creature — Hydra

Heroes' Bane enters the battlefield with four +1/+1 counters on it.

: Put X +1/+1 counters on Heroes' Bane, where X is it's power.

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Heroes' Bane Discussion

Dualdragoon on Thorbogl

6 days ago

I took your advice and added Selvala, Heart of the Wilds to my commander deck. While testing with her in my deck I managed to get her on the field with both Heroes' Bane, and Kalonian Hydra. I was able to double Heroes' Bane's power and toughness to 4096 with his ability. Doubling it again by swinging with Kalonian Hydra, and then tapping Selvala, Heart of the Wilds for 8192 green mana. I then proceeded to continue doubling Heroes' Bane until the program I was using to test crashed completely.

gravitydefyinghair on Surrak Dragonclaw EDH

1 week ago

Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.

I would replace Destructor Dragon with Trygon Predator.

I would take out Frost Walker, Cyclone Sire, Torrent Elemental, Gruul Turf, Gruul Charm, Lightning Strike. Seer's Lantern, Nissa's Renewal, Devour in Flames, and Izzet Boilerworks.

Here's why:

  • Frost walker and Cyclone sire are more 60-card format cards.

  • Torrent elemental is illegal.

  • Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.

  • Gruul charm is bad. Be greener and invest in trample.

  • Lifecrafter's Bestiary or Thassa, God of the Sea are upgrades from Seer's Lantern.

  • Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.

  • Burn is bad in EDH.

I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):

For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:

Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.

golgariizzet on Ginger deck

2 weeks ago

Heroes' Bane, Master Biomancer, Deepglow Skate, Chasm Skulker, Fathom Mage, Sage of Hours, i also went with lots of hydras in my atraxa deck but these are strong and must for counters. Inexorable Tide, Hardened Scales, Tezzeret's Gambit, Contagion Engine,Contagion Clasp,Astral Cornucopia also come to mind here is my vorel deck also for more ideas Counter Productive (merfolk tribal) i would consider more artifacts and lands that have counter to benefit off of your commanders ability.

Frico90 on

3 weeks ago

Hey there, like the others before i give you the tipp that your deck lacks on a mana ramp (your creatures are rly big) Try out some Rampant Growth or Cultivate. I would also cut out Ring of Kalonia and maybe add two Sol Ring because the Ring is to slow for your deck... And two recovery cards would be great to something like Creeping Renaissance or Elixir of Immortality i have in mind here, in case your creatures get destroyed. For the extra protection just a simple Fog or Moment's Peace. I also would change Scourge of Skola Vale with Heroes' Bane because you dont need to sacrefice and can double the counters. Also would be some anti air nice i thougt at Hurricane. I hope i could give you some new thinking on your deck. You also can look at my hydra deck



.

FlyingHats on A song of hydras

1 month ago

Looks good! You might want to add in some creature sweeping, to protect against large swarms. Also, perhaps use Heroes' Bane instead of Kalonian Hydra, as the bane can double multiple times a turn, while the kalonian requires you to attack.

RudeCanadian on Ever Growing

1 month ago

Thanks for the suggestions, and I'll certainly be changing this when I can, but there area couple I disagree with.

Heroes' Bane grows by X, where x is it's power. Given enough mana it can get to as high as 128/128 or above in only a few turns and that's if you don't use other abilities like Retreat to Kazandu or other spells to bump it up further. Give it trample and it's a game ender.

Primal Bellow is by far the best buff card I've seen for any green deck. +1/+1 for each forest you control?! For one mana! In a mono-green deck! I can't tell you how many times it's saved me from cards that either do damage or put -1/-1 or more until end of turn. Cartouche of Strength + Primal Bellow + Timbermaw Larva is another late game combo almost sure to end the game.

Again, thank you for the feedback though. I knew I was missing something and the guy I usually face is a real...well I hate playing against his five color legendary dragons/elves deck. 6/6 dragons turn four or five. Not fun.

Kyln on MG Counters 2017

1 month ago

I like Heroes' Bane, but Kalonian Hydra is much better.

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