Finest Hour

Finest Hour

Enchantment

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.

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Printings View all

Set Rarity
Commander 2018 (C18) Rare
Alara Reborn (ARB) Rare

Combos Browse all

Legality

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
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Finest Hour occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

GWU (Bant): 0.54%

Finest Hour Discussion

SaberTech on Pattern Recognition #141 - Voltron

1 month ago

Hey Berryjon, thank you once again for producing another fun article.

I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.

First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.

But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.

Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.

Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:

Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.

Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.

As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D

So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)

DemMeowsephs on Help with Long Game Voltron ...

1 month ago

I have a pretty successful Voltron deck (Double Trouble EDH). However good it is in 1v1 games, I sometimes shave trouble winning in real commander games (1v1v1v1). I need some cards that are 'long game', like Finest Hour, or Silent Arbiter, that still relate to Voltron, but are less like a one time thing, such as Berserk. Does anyone know of any cards that could be useful for me? Thanks, I would appreciate any help.

patrickd117 on Tuvasa the Sunlit EDH

3 months ago

Don't love Kismet I think that's more annoying than wood. Does Words of Wind have some sort of combo with it? Femeref Enchantress has always seemed kinda bad to me, though I haven't played it. Losing enchantments is actually kinda hard. I absolutely love Aura Thief; it's one of my pet cards, but I think it does get significantly weaker without a lot of sac outlets.

I run Eldrazi Conscription in my Tuvasa deck as a quick finisher. I think Verduran Enchantress is also a must play. The enchantresses are all just so ridiculously good in the deck. Winds of Rath is a nice sweeper that your stuff can dodge a lot of the time. I've liked Finest Hour in my Tuvasa deck. It can let your Tuvasa kill someone without a blocker really easily a lot of the time. Faeburrow Elder has been a mustplay for me in three+ color gw decks. Eladamri's Call has also been awesome in my Tuvasa.

WhyJWhy on Double Trouble EDH

4 months ago

Very cool, I'm trying to make a similar deck. maybe consider enchantments like Angelic Benediction or Finest Hour , or exalted creatures like Sublime Archangel . I realize that this deck doesn't necessarily revolve around the exalted ability, but they're easy buffs for Rafiq with other benefits as well.

RNR_Gaming on Me and My Crew

5 months ago

Well, the first thing I'd do is make it a complete deck. Secound, I'd build around Rafiq. He's the definition of absolute unit. +7 pump and 1 swing is lethal. Focus on utilizing his ability and the deck will run much smoother. Finest Hour , Scale Up , and Spellskite would be excellent includes for the deck.

jesmister on Bant Exalted

6 months ago

Add +2 Sublime Archangel Since she is insane. -1 Giltspire Avenger or Ardent Plea As cascading into path to exile, blossoming defense, or rancor with no creatures out is bad, or -1/2 Sigiled Paladin As he just seems very weak and you wont always have double white turn 2 with Cathedral of War , Breeding Pool , or basic island/forest draws? Also, Finest Hour (or Battlegrace Angel If you want a creature?) Looks very strong even though its 5 mana maybe replace one Rafiq of the Many with it or something?

dragonstryke58 on how does the exhalted trigger ...

8 months ago

Please link cards in your post by using double brackets.

Rafiq of the Many

Finest Hour

Whenever a creature you control is attacking alone (declared as an attacker), it will receive +1/+1 until end of turn for each instance of exalted on permanents you control. Cards can have multiple instances of exalted and each instance will trigger separately.

This can be seen on the reminder text of cards like Sublime Archangel .

Edit: ninja'd

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