|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 week ago
1 week ago
Perhaps you could benefit from running cards that protect Tajic, as his ability doesn't protect himself. Things like Darksteel Plate and Hammer of Nazahn are both great, and if you have the money, Sword of Fire and Ice and Sword of War and Peace are both fantastic
2 weeks ago
Cuts: Vedalken Orrery just don't play in someone elses turn. the deck wil say that u wil have no cards anymore in hand when u need them. personaly i find the card only good in decks that can draw a lot of cards in opponents turns. - Throne of the God-Pharaoh don't think u gone have all creatures tapped constantly and if u have that card laying down ... agreed the deck can be fast but in my opinion its better to keep those cards in maybebord when u know what the deck is going to be. - Eldrazi Monument i d rather play Elemental Bond than eldrazi monument. draw a card for every token that comes into play ... i find better then just everything indestructible. ... u just sacrifice everything for mana or for dmg when they get destroyed and summon your hazezon back when u need it. - Conjurer's Closet totally not needed in the deck in my opinion - Primal Vigor u already have enough doubling seasons u don't need 4 - Land Tax wouldn't play that in a 3 colored deck whit fetches in ( still its a nice way to get the stuff)(maybeboard) - Cryptolith Rite do you really need that mana ? - Breath of Fury why ? - Seedborn Muse i can see the reason because Vedalken Orrery but otherwise i wouldn't even bother with it - Harvest Season to less basic land cards play Boundless Realms instead
ADDS: Mwonvuli Acid-Moss destroy a land of a person ... fetch a forest for yourself. worth it when someone has a lot of land matter cards that he needs to finish the game off. or just for someone who plays a Gaea's Cradle. - Elemental Bond like i already said for drawing cards of your commanders trigger. - Mirari's Wake ... double mana and +1/+1 - Flameshadow Conjuring double token triggers for your commander or just every card that enters the battlefield trigger it twice when u got the mana - Knight of New Alara +1/+1 - Lovisa Coldeyes +2/+2 - Shalai, Voice of Plenty counters and hexproof whenever u need and want... - Hour of Devastation rather play this boardwipe... - Sun Titan why is this not in this deck ... - Ramunap Excavator if u want to get your land when u need it. becous fetches same whit this card Crucible of Worlds - Path of Discovery +1/+1 path... - Knight of the Reliquary get the land u need ... - Mirror Entity card to play as second Craterhoof Behemoth- Evolutionary Leap desperate for creatures ... - Eldritch Evolution Most fun fetch in the game i find.
There are stil cards that u gone need to remove and add in this deck anyway stil everything i have written down wil not aid in what your final product wil and can be. just take a good focus to the deck and if u watch edhrec just check out the expensive decks as they contain the most interesting items for the deck in the main deck. the only thing i can say for now is focus on how much times u can cast your commander.
1 month ago
You have your "Exclude Colors" currently set to WUB, so your deck's color wheel and manabase currently show up as mono-red. To fix, change it to RG. Also, Hour of Devastation can't be played in a deck led by a WUB commander due to color identity rules.
1 month ago
I have a suggestion that I realize technically falls just short of the "6 damage" rule, but I feel could possibly still be worth noting: Hour of Devastation
I feel like the ability to remove indestructible from permanents, and then burn not only creatures, but planeswalkers too, for still a decent chunk of damage, has come in handy to me at least a surprising number of times. People like their "unkillable" bois. Even if this doesn't finish the job, it opens the field to something else.
2 months ago
I play Infernal Plunge, since if i played a creature before it, it will ramp as if it was 2x normal mana flares like Pyretic Ritual - there is only a single comparable effect in the format Vessel of Volatility but its a turn slower, and won't help me in powering out turn 2 Blood Moon, or Chandra, Torch of Defiance.
And its not problem if i "loose value" on my mana flare. Its there to do broken things, like not allowing my opponent to play magic (as they will only have red mana), play an early chandra they can't really interact with, that can run away with games, or simply as a way to cast Demigod of Revenge on turn 3, & reanimate copies from the grave. When i swing for 10+ damage i don't care that i sacrificed a cheap creature for it. Plus using the ritual on bloodghast is a 3 card combo, as i need a card to loot it into the grave on turn 1, the ghast itself, and the ritual - currently i only need the ritual and the creature.
I don't run Bloodghast becasue i am not content with surviving grave hate, i want to thrive against opponent who bring it in against me game 2. All my grave based cards (Demigod of Revenge & Flamewake Phoenix) are pretty decent even without the added value from the yard - the same cannot be said about Bloodghast. Its also weak, if i want to play the "ride chandra to victory" plan, as it can't block. Ghast is also much weaker if i don't run fetches - and as a mono red deck i don't plan to do so.
I tried Hour of Devastation, in the heyday of UW gideon tribal "control". Its extremely strong in many matchups, but its excruciatingly bad against decks with Thalia, Guardian of Thraben - which is pretty relevant at the moment.
2 months ago
This deck might stand to benefit from something like Hour of Devastation in the Late Game.
2 months ago
I Used to run Heartstone along with my Olivia EDH. Sudden Spoiling is required for ping vs creature-heavy decks, also Blasphemous Act is good if you run against big stuff, Hour of Devastation against indestructible.