Hour of Promise


Not legal in any format

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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


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Hour of Promise Discussion

DreadnoughtMTG on Multani SMASH

2 days ago

So, Mono-Red and RB are both fairly common right now (at least at bigger tournaments); you might want to consider adding black or white to have access to some decent removal. Ixalan's Binding can hose any recursive threats, Vraska's Contempt is also decent. Fatal Push isn't bad if you have any. Along the exiling note, Scavenger Grounds helps get rid of that crazy phoenix as well as any other graveyard things; you would likely only need slash want 1 or 2. Song of Freyalise might be super useful against Goblin Chainwhirlers to keep your dorks around.

Also, the double explore guy is crazy if you have him. Explore in general is kind of nuts. Carnage Tyrant is pretty crazy and maybe worth an include.

Hour of Promise seems ok if you want to use some various utility desert lands.

JakeHarlow on United States of Smash

5 days ago

Hour of Promise? Maybe it's too janky and expensive but it could tutor your Deserts...you need three to get the Zombies though so maybe it's not worth it.

BlazingAbsol on Land Tribal [M19 Standard]

6 days ago

Arch of Orazca is a pretty strong utility land. Hour of Promise is usually one of the best cards in this type of deck.

Paradolical on Damia Control

1 week ago

like the overall feel of the deck, I had a similar one before I took it apparat for atraxa! i would make a couple cuts myself and adds, just my view. overal think its a good deck!

i would add Expropriate Hour of Promise Pernicious Deed Seal of Primordium

nice deck, Sultai is the best!

kamelyan on Quick Jodah Funsies

2 weeks ago

I see the mana rocks, but where's the ramp? A Vandalblast would paralyze this deck. Hour of Promise, Skyshroud Claim, and Tempt with Discovery can help here.

Bringer of the White Dawn can bring back those destroyed artifacts (I use it with Commander's Sphere for a draw). Speaking of destruction, using Conflux to get Avacyn, Angel of Hope and Myojin of Infinite Rage is really fun (but I've also gone for Doubling Season and Narset Transcendent). Jodah is so versatile.

Check out my theme build, and give it an upvote if you'd like:

Mostly Harmless

Commander / EDH kamelyan


EDedan on Lands for the win

1 month ago

What do you think about Thunderherd Migration Wayward Swordtooth, Ranging Raptors, Spring, Ixalli's DivinerWildgrowth Walker, Jadelight Ranger, Merfolk Branchwalker, The Mending of Dominaria, Sylvan Awakening, Grow from the Ashes, Broken Bond

Wildgrowth Walker can help with against fast deck such as Red decks

Jadelight Ranger, Merfolk Branchwalker creatures with explore so you can filter you're draws

Ixalli's Diviner is a 0/3 which becomes a pretty neat blocker and an awesome blocker if it's a 1/4

Wayward Swordtooth and Ranging Raptors helps with lands, play 1 more land each turn with Wayward Swordtooth and with Ranging Raptors can block creatures and get a free land out of the deck.

Sylvan Awakening turn all lands into 2/2 creatures with indestructible, Reach and haste

Broken Bond a sorcery speed Naturalize but you may put an extra land from your hand onto the battlefield

Grow from the Ashes a Rampart Growth with a kicker cost which makes it a Hour of Promise but with no zombies thou :(

Gadianten on Angels Galore

1 month ago

You need more mana acceleration, Thran Dynamo, Gilded Lotus (just reprinted so much cheaper now), Worn Powerstone and of course being in a green a can't recommend green mana ramp spells highly enough for such a mana intensive tribe so things like Rampant Growth, Harrow, Kodama's Reach, Cultivate, Skyshroud Claim, Explosive Vegetation and Hour of Promise if you use utility lands or lands like Temple of the False God. If you go for the green mana ramp route I would highly recommend shock lands or any land that has more then one basic land type to make color fixing easier. With enough ramp you could probably safely drop down to 40 lands, also Quicksilver Amulet seems to be ideal for this kind of deck.

You also have the strongest card drawing color in your command, blue. I would recommend also cashing in on this with about 5 card draw spells to help keep your tempo going. Recurring Insight, Rhystic Study, Consecrated Sphinx, Blue Sun's Zenith, Thought Reflection and Mind Unbound are some decent card draw spells in blue.

You might want to remove Coat of Arms as it is more likely to blow up in your face against cheaper tribal creatures or token decks. Try Lightning Greaves and Swiftfoot Boots instead to protect your investment and beat face sooner.

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