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.
|Have (2)||metalmagic , FSims81|
Combos Browse all
|Commander / EDH||Legal|
Herald's Horn occurrence in decks from the last year
Latest Decks as Commander
Herald's Horn Discussion
4 days ago
Unless you're playing with some funky homebrew rules, your commander does have to be a legendary creature. For bird tribal, Kangee, Aerie Keeper or Kangee, Sky Warden would be the most obvious choices. Also, Screaming Seahawk does not get around the singleton restriction in the same way something like Relentless Rats does. Even if it did, I still don't think it would be worth running over the much faster Squadron Hawk . More relevant inclusions might be Watcher of the Spheres , Warden of Evos Isle , Soulcatchers' Aerie , Migratory Route , Wingmate Roc , Aven Mimeomancer , Emeria Angel , Favorable Winds , Kangee's Lieutenant , Judge's Familiar , Steel-Plume Marshal , Battle Screech , Skycat Sovereign , Pride of the Clouds , Sephara, Sky's Blade , Jotun Owl Keeper , Windreader Sphinx , Aven Gagglemaster , Thunderclap Wyvern , Jubilant Skybonder , Rally of Wings , Eyes in the Skies , Alrund's Epiphany , Aerial Assault , Rise of Eagles , Door of Destinies , Herald's Horn , Dovescape , Gravitational Shift , Kindred Discovery , Call to the Kindred , Serra the Benevolent , or Seaside Haven .
Looks like my comment is now a little redundant here, but hope the seconded advice still helps. Good luck!
2 weeks ago
Overall, your deck looks good! It looks like you have 2 Siege-Gang Commander in your list. A couple cards you might want to consider in its spot might be Molten Echoes or Goblin Gardener (more meta call if you have troublesome lands in your meta).
I also run Alesha, & she's one of my favorite commanders. Check out the list on my profile if you're interested.
2 weeks ago
Not a bad start but there's 3 areas I immediately notice need some work. Finishers, draw, and board protection.
Finishers: First off, drop Cathar's Crusade and don't add Door of Destinies. Both do nothing for your current board, require gas after they come down, and require a hefty mana investment for an aggro deck. Shared Animosity , Reconnaissance (2nd post dedicated entirely to this card), Purphoros, God of the Forge , Cover of Darkness , and Mirror Entity .
Board Protection: Don't overextend into the first boardwipe and lose! Boros Charm , Teferi's Protection , Flawless Maneuver , and Scapegoat are your best options but there's also budget ones like Rootborn Defenses , Unbreakable Formation , etc.
Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires
3 weeks ago
In the past few years, there have been a lot of nice new angels. Archangel of Tithes , Lyra Dawnbringer , and Emeria Shepherd are some of them. Smothering Tithe is a fantastic newer card. Generous Gift is a great piece of interaction. Hour of Revelation is a strong boardwipe that we got a few years back. I like Ondu Inversion Flip, too, since it's a land and doesn't take up deckspace if you replace a plains. Akroma's Will can be a great finisher. Urza's Incubator and Herald's Horn are great ramp for an angel tribal deck, if that's what you want to go for. If you're not hung up on angels, I'd say Elesh Norn, Grand Cenobite fits the stax theme well.
3 weeks ago
Ixalan dino decks are always cool. +1 for having matching basics!
Some potential upgrades I'd suggest would be some more efficient lands such as shock lands, Spectator Seating , Bountiful Promenade , Spire Garden , Sunbaked Canyon , Grand Coliseum and definitely Ancient Ziggurat . You might also want to think about some more artifact ramp such as Arcane Signet , Pillar of Origins , Herald's Horn or Urza's Incubator (though that last one has skyrocketed in price recently).
Some cuts I'd recommend would be Fiery Emancipation due to it's triple red requirement, New Horizons for more efficent ramp, Territorial Hammerskull due to lack of impact and Thundering Spineback because seven mana to give other dinos +1/+1 is a bit too costly.
1 month ago
Also regardless of the color identity or deck you choose to make, I would cut the creatures down to somewhere around 30/35ish and add in a lot more card draw, things like Herald's Horn , Vanquisher's Banner . My experience in running "jank" tribal has been that consistent card draw is super important!
I'd evaluate the eldrazi in terms of how they actually impact the game and of they're helping you do what you want to do or win. Drawing and Resolving something like Void Winnower is defiently more impactful than Murk Strider .
But again if you just like the way the eldrazi look, by all means include them! I think your deck would be more successful with my suggestions, but it's ultimately your deck, so you should play the cards you enjoy! And if your goal is to play EVERY eldrazi in a deck, then who says that isn't a successful deck?
Have fun brewing!
1 month ago
Some possible soldier tribal payoffs that I found by browsing EDHREC's Soldier Tribal Boros page for a bit:
If you run enough actual soldier creatures and not just tokens then these could work (25-30 soldier creatures would probably be enough to make these work). Icon of Ancestry , Herald's Horn , Vanquisher's Banner .
1 month ago
To touch on DrukenReaps's point, IF you decide to go the route of a lot of Demons, I would encourage cost-reduction spells. These are basically all artifacts, which makes them easier to play with no color requirements. Cost reduction, in this case, is superior to ramp as you get multiple uses of value out of one static ability, rather than a single land or mana rock that, once tapped, is expended.
Spells such as these generate long lasting value as they reduce a Demon who's CMC might be 5 or 6 or 7 down to 3 or 4 or 5.
With tutors, you can ensure speed to find these and get them into play.
This is, of course, assuming you are leaning heavy on the Demons. I'd say 10+ Demons is on the extremely heavy side with perhaps 7 being moderately heavy.
But it all depends on precisely what your goal is with the deck. Are you wanting to cheat Demons out, or are you wanting to run Demon tribal and reliable play them?