Hero's Downfall


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

Printings View all

Set Rarity
Theros (THS) Rare
Promo Set (000) Rare

Combos Browse all

Hero's Downfall


Destroy target creature or planeswalker.

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Hero's Downfall Discussion

Illusificate on "But It seems so real!" - Mono U Illusion

6 days ago

yea, I saw that. I just think it deserves a mainboard slot to protect Lord of the Unreal, because as you commented earlier in this thing, you like playing this deck more like a combo deck. Without Lord of the Unreal, the deck kind of falls apart so being able to protect him from bolts and Hero's Downfall for 1 mana is really good. Maybe even 4 copies good. It's easily better than Spell Pierce and is arguably better than Mana Leak.

HackSlice on BG Sacrifice

1 week ago

You need Hero's Downfall instead of Murder or even Ruinous Path if you want

DragCov on Nekuzar's Wheel Empire

2 weeks ago

goblinguide thank you it does, the reason i have Dreadbore and Hero's Downfall for the planeswalker removal. All the decks in my play group are actually all mine. I have a total of 18 decks right now and we play kinda like a round robin style where our deck choices are random and since I build and maintain all the decks have planeswalkers and that's why I run those, but I definitely get where you're coming from. And I really don't have to worry about being hated more for having a certain card on the field because it doesn't matter even if I play no lands for my first 4 turns I'll be hated of the field first, but thats what I like most about EDH the challenge of facing a 5v1 using cruel control but still giving my opponents a chance by testing their luck.

Trumped on Lotleth Troll deck help

2 weeks ago

Why do you have the Cremates, Hero's Downfalls and Putrefy still? Unless it's a budget concern, Mishra's Bauble and Fatal Push seem much better in most situations, at least pre-sideboard. Also one more thing, if your not on a budget you should upgrade your manabase with some fetches like Verdant Catacombs and maybe more duals.

theindigoeffect on A Noob's Attempt At Markov Commander

2 weeks ago

No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.

There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.

Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.

As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!

It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.

Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.

You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.

Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.

Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.

Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.

That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.

Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.

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