|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
1 day ago
Hey, consider Guttersnipe for the sideboard? I suggest this because he's just bad in aggro/midrange matchups because he can't target creatures. In control matchups he could be good because every time you cast a counterspell/discard spell/draw spell he then deals damage to opponent. Snipe is also a creature to attack with which is good for games 2 and 3 in control matchups because a majority of your opponent's creature removal will be taken out. Consider moving Snipe to the sideboard for four more lands?
22 lands is low for a control deck. Control wants to make it's land drops each turn because you want to get to a point where you can cast more than one spell a turn and the best way you do this is make your land drops each turn. 26 lands is the norm for a control deck. More land is also good to get to five mana for Gilded Lotus and seven mana to be able to flip Nicol Bolas, the Ravager Flip. Consider Aether Hub?
I see a lot of cards you have to tap out for to play. If you're willing to tap out for some many cards then consider adding more Gilded Lotus? With Lotus if you tap out for it you can still use it to play Disallow or another counterspell. This makes playing Lotus much less risky for control. It's still risky because of Abrade in Standard, but the payoff of Lotus is worth it if it doesn't get Abraded.
More Lotus also gets you closer to seven mana to flip Nicol Bolas, the Ravager Flip which seems strong. More Lotus also lets you better protect Bolas turn six. Turn five play Lotus, turn six play Bolas with Negate or Disallow or both protection, turn seven flip Bolas with protection.
Control wants more draw. Pull from Tomorrow is good, but it's a late game draw spell you also want a mid game draw spell such as Glimmer of Genius. A mid game draw spell lets you better set-up for the late game, where control performs best. Consider Glimmer and Hub? Hub is great for three color manabases and Glimmer can power Hub with energy. Another option for Snipe is play low mana cost draw such as Opt and Anticipate.
I worry there's not enough early game creature removal here and as a result you'll get wrecked by aggro. Consider main deck Abrade and Magma Spray? These two red removal spells are two of the best in Standard. Spray especially because it can exile Scrapheap Scrounger. He's such a pain in the ass for control to deal with without exile. Abrade is early game creature removal or mid/late game artifact removal. Abrade is versatile, that's the reason to play it. Consider main deck 4x Abrade, 3x Spray, 2x Cast Down as early game removal spells? I also like Unlicensed Disintegration it's a strong removal spell in Standard.
For the sideboard consider Sweltering Suns and Hour of Devastation? Suns for aggro matchups and Hour for midrange matchups. Also for the sideboard consider more Negate, Duress, Doomfall and Arguel's Blood Fast Flip? These four cards are some of your best options for control matchups. You want to be able to cut all your main deck creature removal for control matchups and replace them with low mana cost sideboard cards that can give you some advantage vs control.
Good luck with your deck.
4 days ago
The sideboard needs Duress, Sarkhan's Unsealing, Vraska's Contempt and maybe Hour of Devastation. Duress is useful in almost every single matchup. Sarkhan's Unsealing would be essentially constant removal against decks, and burn to close games out quicker. Vraska's Contempt is for indestructible creatures, planeswalkers, and the 2 life can help in a close game.Hour of Devastation is a board wipe that kills tons of stuff but leaves your big dragons essentially unscathed, and doesn't even hurt a flipped bolas. I also think you should add Dragon's Hoard. In this deck it's mana fixing, slight mana ramp, and even really good card draw. That's a lot, and will be needed against the long games against grindy decks, and even against games against aggro as you can probably out draw them. '
1 week ago
Hey, looks fun, but not sure if it's competitive. How does this deck beat red aggro? If you can't beat red aggro in Standard then it's pretty hard to be competitive.
Consider Gift of Paradise? It's been one of the best ramp spells in Standard for quite some time now. The 3 life gain is very much wanted to help in aggro matchups. Paradise into Hour is a play that has been done since the beginning of this year. Being able to play Hour turn four and get two Deserts thus creating two Zombies is a way to stabilize in aggro matchups.
Consider Druid of the Cowl? The 3 toughness is wanted with a mana dork right now it's good to block aggro turn two and ramp other turns. 3 toughness means it doesn't die to ETB Goblin Chainwhirler, Shock or Spray. More early game ramp lets you play Hour more consistently. Consider Pelakka Wurm. It's a stabilizer for ramp.
Consider Temur instead of Sultai? Red for Banefire. It's a great spell to use ramp with because it's a win condition that control has a lot of trouble stopping--Negate can't stop a six or more mana Banefire. Abrade gives you a nice removal spell to slow down aggro in the early game kills Chainwhirler or Heart of Kiran without any fuss. It also gives you a main deck answer to artifact graveyard hate or Scavenger. Sweltering Suns and Hour of Devastation are board wipes that can help you in aggro and midrange matchups. Devastation kills Gods and Planeswalkers.
Consider Chandra, Torch of Defiance? She's ramp, shes draw and she's removal. Everything you want for a Planeswalker here.
Consider this creature base:
- 4x Druid of the Cowl
- 3x Excavator
- 3x Wayward Swordtooth
- 2x Tatyova
- 1x Multani
- 1x Pelakka
Consider this other spells package:
- 4x Paradise
- 4x Hour
- 1x Scapeshift
- 4x Abrade
- 2x Sweltering
- 1x Devastation
- 1x Banefire
- 1x Mending
- 1x Karn
- 1x Chandra
For the sideboard I recommend Arborback Stomper, Glorybringer, Magma Spray for aggro matchups. Negate, Nissa, Vital Force, more Banefire for control matchups and Vivien for white control matchups. For midrange matchups more Devastation, more Tatyova, Glorybringer, Tyrant, Vivien and Sandwurm Convergence.
Good luck with your deck.
2 weeks ago
I'll have 6 card slots to cheaper/better cards. Lets say:
2x Mana Leak
Cryptic Command Will stay (for now) becasue I really love it and I dont have problems getting the mana for it.
2 weeks ago
Not to keep chiming in but if you truly want to make this competitive, I can drop some knowledge.
You have 4 Cryptic Commands. A card, I feel belongs in Esper or U/W Control not Grixis.
Sell them off to budget up. Probably 90-110 if they in good condition.
Instead of throwing a million suggestions at you to add, as stated by Kjartan, you have to shave the top.
Bontu's Last Reckoning - Drop
Angrath, the Flame-Chained - Drop
Hour of Devastation - use them for coasters. Terrible in this deck.
Ravenous Chupacabra - drop
Reduce Torrential to 2.
See what you have left for space and I can give you much cheaper alternatives.
2 weeks ago
The thing I don't like about Spell Swindle is how expensive it is. Leaving 5 mana open every turn, waiting for something worth a counter gets to be really limiting. On the other hand, Brass's Bounty can be really cheap depending on how many treasures I have (with Inspiring Statuary). Hour of Devastation is too expensive, but Sweltering Suns might work.
2 weeks ago
If you go for red, perhaps you can add some Sweltering Suns and / or Hour of Devastation . More Spell Swindle might probably work better than Brass's Bounty in getting more treasures in the middle of the game.