Hurricane deals X damage to each creature with flying and each player.

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Mystery Booster: Convention Edition (MYSCON) Rare
Tenth Edition (10E) Rare
Deckmasters: Garfield vs. Finkel (DKM) Uncommon
Seventh Edition (7ED) Rare
Battle Royale Box Set (BRB) Uncommon
Classic Sixth Edition (6ED) Rare
Anthologies (ATH) Uncommon
Portal Second Age (P02) Rare
Portal (POR) Rare
Fifth Edition (5ED) Uncommon
Ice Age (ICE) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Hurricane occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Hurricane Discussion

rdean14 on Card creation challenge

1 week ago

Nissa, Incensed

Legendary Planeswalker - Nissa

Creatures you control get +2/+2 and have trample.

+2: Destroy target noncreature permanent. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

-1: Nissa, Incensed deals 3 damage either to each creature with flying or each creature without flying. Nissa, Incensed deals 3 damage to each player.

-10: Gain control of all lands until end of turn. Lands you control become 5/5 elemental creatures with trample and haste until end of turn.


+2: Based on Green's ability to targeted destroy everything but lands and creatures and red's ability to destroy target land.

-1: Earthquake/Magmaquake and Hurricane/Canopy Surge/Howling Gale effect

-10: Conquer combined with Insurrection, and Nissa, Who Shakes the World's ability

Spell_Slam on Ghalta's Stompy Menagerie

1 week ago

Great list!

I would add Worldly Tutor instead of Once Upon a Time, since it can get any creature and costs less mana.

Gravity Well seems okay but have you thought about playing good old Hurricane? It's a great way to wipe out fliers and it also deals damage to players, which means you can use it to end games. You're usually ahead on life because you were the agressor anyways.

Wilderness Reclamation seems a bit narrow in your deck. I can see the combo with Yeva and Chord, but you're not guaranteed to get it going very frequently. I feel like this could serve as better ramp. Maybe Oracle of Mul Daya?

I'm not a fan of Scute Mob in this deck. By the time you can start growing it, you could just play a better creature and all the while it could just get sniped or sit there as a useless 1/1. I think you could use more ramp instead. In mono-Green, I like Gaea's Touch because it's never totally dead and can also get you to 6 mana on turn 3 by itself in an ideal scenario.

Eternal Witness is a Commander classic that deserves a spot in your deck. Regrowth is also a pretty useful card to have.

gavriel1136 on Now You See Me

3 weeks ago

In-> Out Nephalia Smuggler- Mistmeadow Witch

Biomancer's Familiar-Flickerwisp

Tale's End-Dovin's Veto

Nimble Obstructionist-Mystic Snake

Overwhelmed Apprentice-Avacyn's Pilgrim

Hallowed Moonlight OR Containment Priest-Divine Deflection (For this one, keep in mind it will apply to YOU as well, so if you use the instant, it only lasts for one turn).

REMOVE: Hurricane, Squall Line, Felidar Guardian, Destiny Spinner, Cloudshift, Turn to Mist. PROBABLY REMOVE Midnight Guard and Presence of Gond, Thousand-Year Elixir.

I get why you put the Green X spells in there, but they'll kill you the same time they kill your opponents, which I don't think you want. Midnight Gond is an easy combo but they're dead cards on their own.

The elixir is barely useful, since you barely have any tap abilities to start with. For that reason, consider changing the mana dorks to mana rocks. Flickering a dork only slows them down, while Brago can flicker rocks, meaning they can be used again.

The counterspells I suggested are better for you because you want to make sure your opponents ETB abilities don't trigger when you flicker them. Once a creature is actually on the field, Roon can handle them.

Epicurus on Card creation challenge

3 weeks ago

Sorry for the double post there, my phone was doing weird things. Also forgot to point out that the underrated ability I was going with there was reach, if it wasn't obvious.

Reach is one of those consolation prize abilities. Like, "if we made it flying, we'd have to raise it's CMC, so instead we're going to give it only half an ability." So my previous entry really just embraces the defensive definition of reach, while boosting the usefulness of spells like Hurricane. Furthermore, with the proper deck build, it is a weenie roaster.

Anyway, I digress...

Epicurus on Big Stomp Stomp

4 weeks ago

I feel like this would benefit from Garruk Wildspeaker. He accelerates your mana (especially if you control Castle Garenbrig), and his ult is very useful for what you have here. Also, The Great Henge, for obvious applications.

I realize that's 2 noncreature spells, but I feel like either of them would be better for you than Sandwurm Convergence. If you're worried about not having flying blockers, it'll be too late to deal with it by the time you cast SC. And also by the time you would cast it, if you don't already have enough creatures way bigger than 5/5, you're doing something wrong.

Furthermore, with all the mana production, if you are worried about flying creatures, add Hurricane.

Finally, Rancor, because too many of your giant stompys don't have trample. Ok, I'm done suggesting noncreature spells now. I don't think you'd want to add all of these suggestions, but either the Garruk or the Henge (whichever you think helps more), plus the Rancor.

RiskyBiznu on Glissa Sunseeker (F**k Your Artifacts)

1 month ago

Profet93 and nlaz123 , thanks for the sweet recommendations! They're all far better than Locust Swarm so I think I'll be taking him out. Of the options, think I gotta go with Silklash Spider, that's a gnarly blocker with some Hurricane-like utility. Spidersilk Armor was a close second, my only issue being the extra toughness would turn off Skullclamp on my elves.

RiskyBiznu on Glissa Sunseeker (F**k Your Artifacts)

1 month ago

nlaz123 Thanks for the comment! I appreciate the feedback. Locust Swarm's main purpose is to be a blocker that can regenerate against any big flyers trying to take me down. The deck doesn't have much against flyers outside of maybe Hurricane and Thornweald Archer. Some matchups they've been duds but others they've saved my life.

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