Hour of Promise


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all


Hour of Promise


Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle your library. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens. With the Hekma breached and its protection removed, the deserts swept in.

Price & Acquistion Set Price Alerts



Hour of Promise Discussion

hkhssweiss on Google Ghave, Search Engine of Doom *Help Wanted*

1 week ago

Hey goldlion, it's been awhile I see you updated your page quite a bit and started adding in a bit more cards. In going for your help request, to keep the consistency of the jank theme in abusing Ob Nixilis I would consider running it more of a lands matter type of deck. It gives it a lot more consistency and will definitely be a more interesting approach.

Since a lot of the "temptation" cards are based upon lands it will make a lot more sense to run those type of shenaningans. There are plenty of interesting synergy that come from using lands for instance a cool combo involving Glacial Chasm and Riftstone Portal when you use Hour of Promise, now all your lands can tap for and no damage can be done to you. Not to mention Glacial Chasm can also tap for mana! Adding to the fact that you will out value them, if you add in cards like Azusa, Lost but Seeking, Oracle of Mul Daya, Exploration in addition to Ramunap and Crucible, you will pull ahead of the game far more than your opponents. Not to mention also that being able to reuse Ghost Quarter or Field of Ruin more than once per turn can lead to the whole table killed once the set up is done.

Another thing I noticed when I was taking a look over is including a Birthing Pod chain, Ghave is the perfect CMC to pod right into Ob Nixilis, I see that you are already running Eldritch Evolution which is awesome. Pod also has other ways you can abuse to trigger your death effects for let's say Veteran Explorer, which also pulls out a 2 cmc creature like Borderland Explorer, so on and so forth.

Also noticed that we forgot a great protection spell in the card of Heroic Intervention a cheap casting stellar card.

Let's try make this deck complete :P

BelugaWhale217 on Black/Green Glissa Commander Deck

2 weeks ago

good artifacts to have regardless of the theme is/are the availible signets. In your case, it would be Golgari Signet. Other nice mana rocks include Mind Stone, Fellwar Stone, Gilded Lotus, Charcoal Diamond, Commander's Sphere, and Darksteel Ingot. There are spells that allow you to search for lands, such as Rampant Growth, Skyshroud Claim, Explosive Vegetation, and Hour of Promise. The article you mentioned was wrong, as the only card you can have multiple copies of are basic lands. If you wanted to keep with the artifact theme, then run Artifact Creatures such as Darksteel Colossus, Triskelion, Noxious Gearhulk, Verdurous Gearhulk, Duplicant, and Solemn Simulacrum (AKA sad robot). There are many more and if you want check some out you could use this link http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&type=+[%22Artifact%22]+[%22Creature%22]. Just remember that not every one is a winner and you don't have to run all of them. If you wanted to replace your commander, that's entirely your choice, but unfortuatly, golgari isn't known for making creatures unblockable. the Simic commander Kaseto, Orochi Archmage and the Arzorius commander Sygg, River Guide gives creatures unblockable. If I choose a new commander, I would choose Kaseto because it's less restictive, and while you can build it tribal, it can also have some other strategy. The youtube channel "Tolarian Community College" has guides on both of these commanders if you decide to go this route and get stuck. EDHREC (https://edhrec.com/) is also a great tool for building a commander deck.

hkhssweiss on Raging Dragons

2 weeks ago


The cmc curve of this deck is always going to be quite high, I would recommend adding in some essential ramp spells and ways to cheat in your creatures. I'm assuming that the cards you will consider will be more on the budget side so here might be some cards you can consider. Selvala's Stampede, good way to be threat and able to cheat permanents from hand or flip into big dragons from the deck. Sunbird's Invocation, since you are reducing the spells of your dragon, the 'cascade' trigger will be large and unlikely you will whiff most of the time. Cream of the Crop a pseudo filtering where it synergizes with your big drops so you can fix your draws. Summoning Trap only would use if you face against a lot of counterspell decks. Nature's Lore, Farseek, Rampant Growth, Cultivate, Kodama's Reach, Hour of Promise, and Skyshroud Claim are great ramp spells that are better in the long run. If not all the signets and talismans for mana rocks to accelerate.

I would recommend cutting all the equipments as you don't need that when your dropping big threats already, Door to Nothingness, Doubling Cube, Lich's Mirror, Descent of the Dragons, Traitorous Blood, Gift of Paradise, Prodigious Growth, Command the Storm, Tail Slash, and Holy Day.

Hope that helps! If your not on budget there are other alternative options but the cards are $10+

BahGringo on People Lands Plus Board Wipes

2 weeks ago

Some Card Suggestions.

hkhssweiss on Undercity's Killing Glare (EDH Tribal Series #25)

2 weeks ago


I like the idea and concept, here might be some suggestions that might help. I would add in a land ramp, Damia helps you refill your hand but she is quite costly. So cards like Burgeoning, Azusa, Lost but Seeking, Oracle of Mul Daya, will definitely help you increase the package. If you are basing your wins off Torment or Villanous Wealth, I would also suggest Exsanguinate as your third possible go to finishers.

Now in addition to ramp package you need mana, fast. I see that you already included a Cabal Coffer/Urborg package, so maybe a Crop Rotation, Sylvan Scrying, or Hour of Promise can get you there quicker. Not to mention that early game seems a tad bit on the weaker side, you can use CA spells like Rhystic Study or Mystic Remora to pre-emptively stall them out further to not give you draws. Or just straight up Phyrexian Arena.

Lastly protection suite, some cards I would suggest would be Heroic Intervention, Delay, Arcane Denial, Misdirection, Swan Song, or even Negate. If you have the budget I however do recommend the direct upgrades such as Mana Drain, Force of Will, Flusterstorm, and Pact of Negation.

Hopefully these suggestions help! Lemme know if ya need any additional advice, always happy to deck build :P

Shyachi33 on Top o' the Food Chain

2 weeks ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?


Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

FireToBurn on Wrath of Omnath (Budget)

4 weeks ago

Omnath was my first commander deck too and i still love playing it. My deck has an even higher curve than yours but the big diffrence between mine and yours is that i play a lot more cards that help me get landdrops. You only play 5 real ramp spells. I would suggest adding some more. Early game they help you get to omnath, late game they help you get more tokens so they are never dead cards.

Some good suggestions that are budget:

Search for Tomorrow

Skyshroud Claim

Harrow (instant Speed card)

Boundless Realms More a finisher card

Hour of Promise Which lets you find any land card so you can find stuff like Myriad landscape or something

Sylvan Scrying Goes to your hand but lets you find any land card which can be usefull sometimes

Also some cards to help you get lands if you are stuck with a hand without land:

Abundance You can either choose to find a land card or a non land card if you have too many in hand for everytime you draw

Elfhame Sanctuary Also lets you find the lands if you need them but skips your drawstep

I have my omnath deck on my own page if you want to check it out, its not fully up to date but it gives you an idea of what you can add. +1 for the Omnath love :D

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