Hour of Devastation


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Hour of Devastation Rare

Combos Browse all

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

x4drianx on One Horse to Rule Them All

52 minutes ago

i think Serene Steward is really good in a deck that heals so much, and can be an added protection from Hour of Devastation since you can buff your horses out of its range

matrim1985 on Monored

58 minutes ago

Consider these; Neheb, the Eternal, Hour of Devastation , Chandra's Defeat, Earthshaker Khenra, and Soul-Scar Mage.

Ryjo on Amonkhet God of Zombies

7 hours ago

Well, The Scarab God doesn't require you to target your own graveyard, so it's good against creature-based strategies if your control lines up correctly. I imagine you'll probably be playing Liliana, the Last Hope somewhere around turn 5 or 6, since playing her on turn 3 and having your opponent resolve any creature could be problematic. Fatal Push seems good but not great in this deck since revolt is unlikely to be activated, but I'm unsure what, if anything, could adequately replace it. I would suggest using Torrential Gearhulk instead of The Scarab God, since it works better with your suite of instants and can survive Hour of Devastation, but with Abrade making a good showing in standard, the Gearhulk is poorly situated right now.

Mclovin8617 on Open Hostility Modified

12 hours ago

Unfocused or slow pieces: Oviya Pashiri, Sage Lifecrafter, Alesha, Who Smiles at Death, Managorger Hydra, Taurean Mauler (both this and the hydra seem good in EDH, but in practice they just die to removal), Tireless Tracker (there's better card draw for token decks), Thelonite Monk (???), Genesis (Ravos, Soultender is better at that. You have no way to actively put Genesis in the grave or dump other creatures into the grave to get back. Too passive to wait for natural attrition.), Samut, Voice of Dissent. Cut Nissa, Voice of Zendikar.

Cards to upgrade (try similar function, but better): Crackling Doom should just be a better 4-5 mana board wipe. Hour of Devastation is too situational. Can't wipe the board of all your tokens but leave opponents with 10/10's. Using Hour to kill indestructible gods? Try Merciless Eviction instead. Bonfire of the Damned, because miracles never happen. Lavalanche as well, since these 2 cards hit 1 target player. Get X damage to everyone. Earthquake isn't bad. But Molten Disaster is what I'd use in a control heavy meta.

Cards to add: Basically search up the best Voltron commanders and jam them in a big gang behind Saskia. Like the League of Supervillians or something. Zurgo Helmsmasher, Basandra, Battle Seraph, Aurelia, the Warleader, Queen Marchesa, and Kresh the Bloodbraided are some to consider. With Kresh, and any deck with an abundance of tokens, you need cards like Skullclamp which you have. But maybe experiment with this cheap card: Evolutionary Leap, which can keep the big beaters coming when you don't need another 2 lands from the clamp. Or if lands is what you need, Perilous Forays grabs the new Zendikar lands (Canopy Vista) conveniently. Following the sacrifice theme, Fallen Ideal can send Saskia to the skies for some 20+ damage, which bounces around the table with Saskia's triggered ability. The Rancor effect is welcome too. Emmara Tandris has a big butt, but I think too slow. But also cheap to pick up. Up to you. Intangible Virtue might help.

Cards you REALLY need though: Overwhelming Stampede, Pathbreaker Ibex, Craterhoof Behemoth, even Overrun. These cards are WHY you play tokens. Also, since you're running Sunforger (props to you), add Path to Exile or Swords to Plowshares. Also I always include Wild Ricochet when I use Sunforger. Make sure you know how to properly counter spells with this "red counterspell" though. Otherwise a great copier. Oh, and add the other two signets you're missing.

So I told you to add more than to take out. Use your own discretion on how many Overruns you need in your deck, how much single target removal (whenever you take out someone else's threat, you're helping the rest of the table for free) you want, and how many beat-down creatures you need to lead the army (basically, you want the big creatures to be scary enough that opponents block those and let the flood of tokens through). Don't touch the land count. A good rule of thumb is (40 lands) - (# of artifact, spell-based, or creature ramp) / 3 = (lands you need).

multimedia on Hour of Promise Prototype

14 hours ago

Consider a main deck ramp strategy and transformable sideboard into a midrange strategy? Use Matter Reshaper as the bridge between both strategies because when it dies to Hour of Devastation you get some value. Reshaper is a great midrange Eldrazi creature. You can primary use it as a blocker to buy you some time to ramp, when it dies it gives you some value including able to land ramp if you reveal a land.

I recommend sideboard the midrange strategy of Thought-Knot Seer, Reality Smasher and Tireless Tracker. Sideboard both Seer and Smasher because they die to Devastation. Having the heavy hitter creatures Seer and Smasher die to one of the spells you're ramping into is not good.

Main deck ramp with Hour of Promise and Beneath the Sands with Attune with Aether as a way to keep making your land drops and make energy for Harnessed Lightning and Aether Hub. Ramp into World Breaker, Ulamog and Hour of Devastation. You can chain Breakers or Ulamog with Sanctum of Ugin which can be very bad for your opponent.

Move Abrade from the sideboard to the main deck. I would use 4x Harnessed and 3-4x Abrade main deck with 3-4x Magma Spray in the sideboard. Yes aggro is such a bad matchup you want this much early game removal. Think of this removal as the two drop in the deck buying you some time to ramp. I would also main deck Sweltering Suns because it's a possible board wipe that doesn't kill Seer or Smasher when they are boarded in and it has cycling; it can be used to draw in matchups where you don't need a board wipe or you simply would rather have a draw.

Here's an example list:

I've included 4x Hub because it's great with both Attune and Harnessed and you'll need the energy production. I've only included 1x Wastes so both Attune and Sands have a colorless land source to fetch which is important, you only need one. My thoughts on the transformable sideboard is for you to board out Hour of Devastation, Hour of Promise, some combination of Breaker and Ulamog and board in Seer, Smasher and Tracker. This tactic can be used for matchups where you don't want Devastation like Control or as a way to simply confuse/trick your opponent with Seer and Smasher when they take out a bunch of main deck creature removal games two and three.

samuelmood11 on One Horse to Rule Them All

19 hours ago

I'd like to suggest Bontu the Glorified. Now hear me out: Grixis Control is a very powerful deck in Standard, and I haven't seen a single one that doesn't play at least 1 copy of Hour of Devastation . That spell in itself can clear your board of horse tokens. What Bontu does in a board-wipe situation, wether it be from HoD or Bontu's Last Reckoning, is this: abuse the mana ability to drain you opponent, gain life, and fix your next draw. I'm not saying you need Bontu in your life, but it's a suggestion as a SB card for when you're up against Control (unless you already have an answer to Control I just failed to see, in which case good job and ignore little old me, lol).

RowdyMagic18 on metagame update 7-23-17 (MetaWatch)

1 day ago

Hi everyone, thanks so much for taking the time to read my first post of my new weekly forum series, MetaWatch.

Every weekend, I will cover the changes that have happened to the standard metagame in the last week, which decks are hot in standard, and a few decks in the metagame that we should watch in the next couple months.

So lets get started, here's the top 5 decks in the standard metagame as of 7-21-17

1st: WU Monument 11.27%

2nd: Mardu Vehicles: 10.8%

3rd: Blue Red Control: 7.51%

4th: Temur Energy: 7.04%

5th: GB energy: 5.63%

Notables: 7th Mono Black Zombies 4.69%

(Data from MTGGoldfish's metagame page)

Wow! UR Control has just overtaken Temur Energy for 3rd place in the metagame! Note that this deck wasn't even in the top 5 two months ago! This deck has really jumped up through the metagame and is now making a name for itself once again with HOU.

Some noteable cards from HOU in this deck are


with its ability to remove not only creatures, but vehicles as well, this card is a perfect fit for this deck.

Supreme Will:

a great counterspell one moment, but then acts like Anticipate another time.

Hour of Devastation:

Feel the ultimate power of the God Pharaoh!! No need for explanation, it's just good!

Because of this, I predict that UR control will continue to rise through the metagame and become one of the top decks in the metagame within the next couple months. Get your Negates ready!!

Another thing that I'm finding very interesting that I must point out is the fact that since the release of HOU, the metagame percentage for Mono Black Zombies has dropped almost 10% or more in two months! So with HOU now in effect, it appears that Mono Black Zombies are heading back to their graves to rest for a while.

Ok Rowdy we are bored, lets take a look at the top threats in standard.

WU Monument and Mardu Vehicles:

boasting almost a 3-4% lead over all the other decks in the metagame, Madru Vehicles and WU Monument seem to be the most popular decks in standard at the moment. I was thinking about these decks this morning while I was working on my deck, and realized that there is now a lot of big artifact threats now in standard. Cards like Oketra's Monument, Heart of Kiran, and Aethersphere Harvester are all dominating standard. So based of this, my first question for everyone is:

With these top threats, how are you getting your FNM decks, and Gameday decks ready to face off against these two decks?

Hope everyone enjoyed this addition of the MetaWatch, I want to thank everyone again for taking the time to read this.

I'll leave you with one final question.

With the Pro Tour and Gameday HOU coming up, what is everyone thinking about playing for Gameday and FNM tournaments?

That's all for now, can't wait to hear your responses, and if you have anything that you want me to cover next week for my next post, let me know, all imput is welcomed, but for now good luck on the battlefield everyone!

oMass_Assassin on Nicol Bolas Control (HOU) (4-0 FNM)

2 days ago

Hey, in my opinion there looks like a few things that could be adjusted. Wandering Fumarole seems like a must in control decks. It is very powerful to have a creature land. I would also suggest adding in some number of Spirebluff Canal and instead of playing so much black mana and not enough blue mana to get Grasp on turn 2, fix the mana so you only need two colors early, like U/R. Harnessed lightning is much easier to cast in a 3 color deck and hits enough targets for you. If there is a lot of aggro in your meta, Magma Spray can take over for Grasp. Also, Never to Return is sorcery speed and that really hurts. I would try one To the Slaughter, if you need to kill Planeswalkers. Honestly another Hour of Devastation might be better in the sideboard. Good luck and let me know how the Fevered Visions works out! I am going to try it out of the sideboard with The Locust God against other control decks. My deck is also a tad more midrange, with Doomfall and Goblin Dark-Dwellers, but I am interested in Fevered Visions since I am casting as sorcery speed more.

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