Herald's Horn

Herald's Horn


As Herald's Horn enters the battlefield, choose a creature type.

Creature spells you cast of the chosen type cost less to cast.

At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Latest Decks as Commander

Herald's Horn Discussion

Brefin on [EDH] Sunastian's Macro Falconry

1 week ago

Fun deck to see in play. For the quickest notes, card draw/card flow seems strikingly low. Birthing Pod looks quite out of place.

Lifecrafter's Beastiary I find merely ok. But then I think I run less ramp than my playgroups too, so that extra G keeps getting in the way of what I want to play. Your mileage may vary, and it's still an early play that scrys.

Sword of the Animist and Recoup are ok, but seem more out of place here. Sword is good, but few cheap creatures to activate it early. Recoup just seems odd when much of your power is in creatures you could regrowth with green.

Birthing Pod seems especially out of place without a chain of creatures. Though could work if the plan is to hatch your Falconer into a dragon.

Hazoret's Monument and Herald's Horn could be potential ways to mix card flow and ramp. But I'd definitely look into other ways of straight up drawing cards too.

Last_Laugh on Edgar Markov

2 weeks ago

The main areas I see that are missing a little something are protection, card draw, and finishers.

Boros Charm, Flawless Maneuver, and Scapegoat in addition to Teferi's Protection to protect your board. If this deck gets wiped and you end up in topdeck mode, your chances of winning drop significantly.

Card draw also helps you bounce back from boardwipes and allows you to continue applying pressure. Necropotence/Twilight Prophet are obviously your best answers to this but they're pricey. Dark Prophecy, Greed, Champion of Dusk, and Herald's Horn are all good options here.

Shared Animosity is a. Very efficient finisher in tribal strategies. Reconnaissance 100% deserves a spot also. Recon allows you to attack with EVERY creature safely, deal combat damage in most situations, and have EVERY one of those creatures untapped and ready to block/deter attacks by the end of combat. It untaps to avoid bad blockers (only situation you don't deal combat damage), it untaps after combat damage is dealt for pseudo vigilance, and it even untaps after first strike damage but before normal combat damage is dealt making combat entirely one-sided. Creatures are considered 'attacking' until the end of combat step ends and during this step (and after first strike) priority passes around the table giving you a window to untap everyone.

Feel free to check out my list for more ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

Sorin_Markov_1947 on Tolsimir Angels

3 weeks ago

My first deck was a creature-based deck too. In general, in EDH they aren't good. Basically every deck is prepared for you and every deck runs boardwipes. You absolutely need boardwipe protection/recursion. Teferi's Protection and Heroic Intervention are good starts, but I don't really see much else you can use.

Additionally, you'll to adjust your manabase. A good rule of thumb is 45-50 total mana sources. That can be artifacts, lands, dorks, anything you want, but two-mana artifact ramp is excellent and plentiful. Sol Ring, Selesnya Signet, the G/W diamonds, Coldsteel Heart, Mind Stone, Commander's Sphere, Pristine Talisman, Heraldic Banner, Everflowing Chalice, and Talisman of Unity are all good options. You just really want to be able to make your land drops, you'll almost always have something to do with the mana (especially if you also have mana sinks). You also want to look at a bunch of utility lands. 30 basics is a lot for a dual-color deck. Off the top of my head, Oran-Rief, the Vastwood, Thriving Grove, Thriving Heath, Canopy Vista, and the G/W life land are all budget okay options.

For wolf/general tribal support, there's Vanquisher's Banner, Coat of Arms, Adaptive Automaton, and Icon of Ancestry are all good. Maybe even Herald's Horn. If you want changelings, there's an exhaustive list of them in a deck here on tappedout, The Bones To Build Your Tribal Deck

I'm pretty new to Commander as well, so I'm no expert on how this deck will run or even if my suggestions are good. Those are just my thoughts.

heLLcerberus on Gargos Hydras

3 weeks ago

Eyy STARMOTHER, yes Gargos makes X spell cost less. For example when you cast Mistcutter Hydra for just one G, you get a 4/4 hydra. This effect stacks with other cost reduction spells like Emerald Medallion or Herald's Horn.

KBK7101 on Halana and Alena: Dragonmaster Partners

1 month ago

Nice! I love how open-ended this new version of Halana/Alena is. They could go in any number of directions. I think mine is going to be focused on +1/+1 counters and attack triggers.

Since yours is tribal, you might want to look at stuff like Vanquisher's Banner and Herald's Horn and stuff like that. Sarkhan's Unsealing can dish out a lot of damage, too!

danboy296 on What is it? Dragons?!

1 month ago

Sarkhan, Fireblood is an option and leans into your planeswalker theme. Pillar of Origins is another good dragon focused colorless artifact ramp option. Herald's Horn is another good cost reducer.

I have a few other ramp and fixing options in my Ur Dragon list under this profile. I don’t have much in the way of protection though, I focused more on ramp and card draw and puking dragons onto the board to keep it easy. It could likely benefit from some.

Last_Laugh on My Attempt at best Rakdos …

1 month ago

You can easily get to about 10 pieces of ramp in Rakdos. Talisman of Indulgence, Rakdos Signet, Sol Ring, Fellwar Stone, Arcane Signet, Mind Stone, Thought Vessel, Sword of the Animist, and Herald's Horn (if you've got enough minotaurs). Dockside Extortionist and Mana Crypt too if you already got 'em or are able to proxy. Generator Servant is nice also if you really want to ramp into something once and give it haste (or 2 hastey creatures if you spend on each.).

If you actually build this... consider Pain Magnification in your list. It's kinda a curse all opponents type effect as you or your opponents can make each other discard (but not you).

multimedia on Gruul Werewolf Pack

1 month ago

Hey, interesting high budget version of Tovolar with less Werewolves.

Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.

If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.

With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.

Wolves and Werewolves to consider cutting:

Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.

Some changes to consider:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

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