|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Rare|
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Hour of Devastation
All creatures lose indestructible until end of turn. Hour of Devastation deals 5 damage to each creature and each non-Bolas planeswalker.
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Hour of Devastation Discussion
5 days ago
6 days ago
Hey, interesting ideas I really like Hour of Devastation right now in Standard. Jaya, Chandra and Karn all pair well with it. I don't think you even need to play Cut. Worrying about having double black to cast Ribbons seems problematic and honestly not needed because of Fight with Fire. I see 2x Search in the sideboard consider moving it main deck cutting 2x Cut? Azcanta can find all the pieces for your strategy, seems too good main deck.
1 week ago
Here are some other considerations for your sideboard. They're not necessarily better than what you already have. Ceremonious Rejection can counter Karn, Scion of Urza, Walking Ballista and Heart of Kiran. Forsake the Worldly, Invoke the Divine, and Thopter Arrest all hit Heart of Kiran. Hour of Devastation is cool because it hits creatures and planes walkers.
1 week ago
Hey, you're welcome. The changes look good, but consider more lands?
You're right Timebender is not worth it over Hero of Dominaria, not even close, but remember that because of the new Planeswalker rule you can have one of each type of Teferi in play. The new rule cares about the name of the Planeswalker not the type of Planeswalker. You can't really take advantage of Timebender's +2 ability with your current deck, but his -3 and -9 are pretty good with Oath of Teferi. There's a lot of six drops here already with Torrential and Locust, Timebender is the another six drop.
Play your deck like a control deck, but to do this you need a lot of land, you don't want to miss a land drop in the first five turns. Hitting your fourth land drop, turn four is very important to begin to set up the game for your Planeswalkers. Being able to cast Glimmer or Raff turn four can really mean winning the game, or losing the game because you don't have a fourth land. Not only are four lands important, but five lands are also just as important because this lets you play Teferi which is the best card in the deck and the reason to use a super friends strategy.
Control decks traditionally use 26x lands, this is the norm to make sure you make land drops each turn. What can you cut for four additional lands? Consider choosing between Fumigate and Settle the Wreckage and cutting Hour of Devastation? Settle is an instant and now that you've included Raff instants become much better than sorceries because you want to take advantage of Raff's flash ability for historic cards. Fumigate also kills Raff. Consider cutting 2x Fumigate, 1x Hour and 1x Cast Out for 4x more land: 2x Sulfur Falls and 2x Clifftop Retreat? Falls and Retreat both work with Irrigated Farmland.
For the manabase make blue and white the priority and decrease red. Check lands: Sulfur Falls and Clifftop Retreat can really help this manabase because these lands not only make red, but also another color. This is the direction I think you should take with red in the manabase, let the dual lands provide the red and leave the basics with Islands and Plains. Dual lands with red rather than Mountains also make playing Chandra easier because with dual lands there's a better chance of having two lands that can make red mana.
I suggest cutting Fumigate from the main deck, but it's still a very good card in some matchups. That's what the sideboard is for :) There's currently no 15 card sideboard, but when you get around to making one this is the place for Fumigate as well as another Cast Out if you want that as well as more Settle.
A strategy around Teferi really needs to be able to take advantage of his +1 ability: draw a card and untap two lands. Being able to play Teferi and then on your end step untap two lands means making two drop removal or counterspells priority. If you resolve Teferi, draw card and then untap two lands which you can use to kill a creature or counter an opponent's spell this puts you very far ahead in a game. You have the right idea with playing Abrade and Harnessed Lightning since they're two drop removal, but consider expanding on this idea?
Seal Away is the prime removal spell to use with Teferi because it's two mana, instant unconditional removal, only thing that has to happen is your opponent's creature has to tap. Seal is great at protecting Teferi and slowing down aggro getting you in the mid to late game. Essence Scatter is another great card with Teferi, two mana instant counter any creature. Blink of an Eye is another good one, unconditional instant bounce of any nonland permanent for two mana.
Consider this Teferi two drop spells main deck package:
This gives you more versatility of what you can remove. More Abrade can go in the sideboard because in some matchups it's better than Seal. The one/two punch of Seal and Abrade as two drop removal spells also makes Clifftop Retreat a very good land option.
Good luck with your deck.
1 week ago
Thanks for the suggestions! I do already have Hour of Devastation on the sideboard for board wipes, but I could sideboard a couple Damnation as well. Ives played Bontu's Last Reckoning when this was a standard deck, and didnt like it. Losing an untap phase for your lands is a huge restriction for control. As for Cruel Ultimatum, what would you suggest that I take out for it? It has a rather high and specific mana cost. Im thinking of maybe only running one copy as a big finisher.
1 week ago
I have been testing out the current deck breakdown and it seems to be working. The early game red-control spells have really made a big difference, with Sweltering Suns doing really well to clear the board if I get in trouble. Using Hour of Devastation I get some great board clears in which forces my opponent to take the damage from Torment of Hailfire. I can often get at least 21 damage through this method. The Torment of Scarabs I just added to help slow down my opponent and I really like the mechanics so far. Any advice on how to streamline the deck is always really appreciated.
2 weeks ago
Argoth, king of the Cursed
Legendary Creature - Vampire
Eminence - Whenever a creature an opponent controls that was dealt damage by a vampire this turn dies, you may pay . If you do, put a +1/+1 counter on each vampire you control.
Make a card that has the same name as a set that doesn't already have such a card. Ex: Hour of Devastation
2 weeks ago
Sol Ring is not legal in 1v1 but is a must in multiplayer (the general commander format is 4-player free-for-all). Tappedout may tell you some of the following are illegal, but they're not
- Goblin Chainwhirler ,
- Lightning Bolt,
- Chain Reaction,
- Solemn Simulacrum,
- Blood Moon ,
- Braid of Fire ,
- Burn from Within ,
- Hour of Devastation,
- Vance's Blasting Cannons Flip,
- The First Eruption (also legal),
- Metallic Mimic,
- Adaptive Automaton
- Herald's Horn,
- Kindred Charge,
- Etali, Primal Storm (honorary goblin),
- Roar of the Crowd,
- Vanquisher's Banner,
- Commander's Sphere,
- Caterwauling Boggart,
- Gempalm Incinerator,
- Reckless One,
- Skirk Fire Marshal,
- Voracious Dragon (om nom nom),