|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Rare|
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Torment of Hailfire
Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card.
Torment of Hailfire Discussion
5 days ago
5 days ago
Excellent build my friend. Definitely a +1 from me!
I understand enjoying versatility, but if I were you, I'd focus my strategy a little bit. Win by either attacking with lands, tokens, or cards like Torment of Hailfire and Exsanguinate . Not necessarily all 3.
I would do one of the first 2 so your deck can be focused on one single strategy and have a ton of support and synergy around that particular strategy and then have a Hailfire as a backup. I'm not saying you've built your deck wrong, I think its excellent. However if you want it to be a bit more competitive, I'd tune it closer to one strategy.
A would also recommend more forms of card draw to help you get closer to those win conditions within the deck.
Here's some incredible cards that have over performed in every game I've played with my lands deck:
If you'd like some interesting ideas, check out my lands deck: Competitive Thrasios/Vial Smasher Lands Matters
I'd love your feedback!
1 week ago
@vehiclemaster - I had Exsanguinate before in this deck, but i removed it since i rarely use it even before as a finisher.. but should I feel that I rarely win due to lacking finishers, I might add it back or Torment of Hailfire or both.. thanks!
@VEILofAUTUMN - I prefer Swiftfoot Boots over Lightning Greaves for this particular deck, since i have spells that i need to target my creature/s. I also prefer Serra's Blessing and Brave the Sands over Cathar's Shield and Accorder's Shield , since it harder to remove enchantments than artifacts and both enchantments covers my whole board.. Slagwurm Armor though might replace my Ensouled Scimitar .. So far, when I play, I rarely use its activated ability, and Slagwurm Armor has lower cmc to put in the battlefield, which opens for more mana to cast other spells.. Thanks for the suggestions!
1 week ago
1 week ago
Lots of nice things here.
Palinchron goes infinite with Yarok, so I'd recommend that.
I think Villainous Wealth is just a bad card. I think there a better things to be doing with infinite mana. Without infinite mana it's just not strong enough unless X = 15 or something. And in that case I would rather play Torment of Hailfire .
Vivien, Champion of the Wilds gives creatures flash, but that's already granted by Leyline of Anticipation and Alchemist's Refuge . I don't think you need a 3rd redundant effect like this. Vivien is also much more vulnerable than these two other cards.
Force of Negation can be replaced with Swan Song and I think it would just be better. Force of Negation is a strong card, but I don't think you need to be concerned with it unless your deck is angled towards having 1) tons of blue cards and 2) wants to counter many things.
I think your list doesn't contain enough ramp.
1 week ago
I can suggest a few small things and replacements.
I would swap Thrashing Brontodon for Seal of Primordium because it's cheaper and faster. I also don't think you care about the body of the Brontodon given how many boardclears you have. Speaking of boardclears, I think you can cut down on at least one.
Rakdos's Return isn't effective enough as a tap-out X-spell since it only targets a single player. Sommething like Torment of Hailfire is better because it hits all opponents. I would replace it with something to use all your mana for; maybe Rise of the Dark Realms or Tooth and Nail . Your deck doesn't have enough big late-game spells in my opinion.
2 weeks ago
3 weeks ago
Generally speaking, Horde decks are not allowed to make any kind of decisions. That is to say, cards that have activated abilities or choose targets are not good options. This is because the Horde deck is meant to play by itself without user input.
If, for example, a Survivor casts a spell such as Torment of Hailfire , the general consensus is that the Survivors vote on what would be most adventitious for them at the time. For example, if the Horde has 13x 2/2 Zombies but literally nothing else, you may want to sacrifice creatures. If however the Horde has 4x 2/2 Zombies and a single Death Baron , but also only has 25 cards left in their deck, it may be better to have the Horde lose 3 life X times and just sink the rest of the library into the graveyard, then kill the creatures during the next turn's combat.
You can make exceptions to the rules, obviously. For example, in my deck, SEND IN THE COWS, I have Lord of Shatterskull Pass with the explicit rule that as soon as he drops, the Horde automatically brings him up to Level 6.
Similarly, I run Atarka Pummeler with the rule that it will always attempt to activate it's Ferocious ability each turn - the result of everything getting Menace is dependant on whether or not the requirement is met.
I bring these up because I see you have several activated abilities on your creatures. Therefore, you need to implement ruling on how those cards activate their abilities.
Using tap abilities is great because it prevents them from endlessly activating it, but now you need to decide - Are tap abilities always activated and thus the creature never attacks, are they randomly activated (coin flip?), are they only activated after the creature has attacked at least once?
Torment of Hailfire occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
UBR (Grixis): 0.52%