Heroes' Bane

Heroes' Bane

Creature — Hydra

Heroes' Bane enters the battlefield with four +1/+1 counters on it.

: Put X +1/+1 counters on Heroes' Bane, where X is it's power.

Browse Alters

Trade

Have (1) metalmagic
Want (1) Mono-green-maniac

Combos Browse all

Legality

Format Legality
Leviathan Legal
Canadian Highlander Legal
Modern Legal
Block Constructed Legal
Quest Magic RPG Legal
Unformat Legal
Commander / EDH Legal
Limited Legal
Casual Legal
Highlander Legal
Legacy Legal
1v1 Commander Legal
Custom Legal
2019-10-04 Legal
Pioneer Legal
Vintage Legal
Quest Magic Legal
Duel Commander Legal
Tiny Leaders Legal
Oathbreaker Legal

Heroes' Bane occurrence in decks from the last year

Latest Decks as Commander

Heroes' Bane Discussion

Gidgetimer on Something new.

3 weeks ago

TheHandsomeTeacher: I see Xenagod not being a creature as an upside. It dodges creature exile and bounce. Different stroke for different folks, I guess. I just treat the commander as an indestructible enchantment that allows me to swing Atarka Worldrender for 24 or make a 48/48 Heroes' Bane after 2 turns because of pumping after the start of combat buff. Good luck finding something that is more your speed. I might hit the thread up again tomorrow when I'm not so tired.

Destroyerbirb on Sakashima, of a thousand faces …

2 months ago

Last_Laugh I see you did some quick math.

So, since you are playing Sultai, some reanimation strategies and their creatures are really useful. Reanimate and Exhume are the best in the game, alongside Animate Dead and friends. The reason why these are good is because if you manage to reanimate a big threat quickly and start cloning those threats, even if the threat is removed you probably have a million copies of it.

Grave Titan is powerful, with the potential to end games by itself if left unchecked. If you have lots of copies, however, you could win in 2-3 turns easy.

Ulamog, the Ceaseless Hunger's mill ability is very strong, even in commander. A few clones and you got the game in the bag.

Baleful Force and similar cards are very good, giving you lots of card advantage.

Sower of Temptation just gets really mean with clones. (At the same time, it gets impossible to track who stole what, or, more accurately, what stole what. Now, where's my hat?)

Cloning a Gray Merchant of Asphodel will close a game.

Avatar of Woe can prevent your opponents from playing magic, and good ol' Blightsteel Colossus is going to lose you all your friends plus one.

Gilder Bairn, Maulfist Revolutionary and proliferate cards are very good with counters, getting scary quick. Heroes' Bane is such a cool card, and it's always funny seeing someone grow their hydra into mega thicc mode. I did this, and ran out of dice. I borrowed the store's dice, but they ran out too.

Finally, Branching Evolution and Primal Vigor are must removes.

Based on the comments above, I'm sure the deck will turn out to be very good, and you might even lose a friend or two when playing magic!

tef3ri on Zaxara, the (Hopefully) Awesome

2 months ago

I would recommend Hydra's Growth to make a ridiculously big creature, Heroes' Bane for shenangans with a lot of mana, and Rancor for that opponent who always chump blocks

Wiizy on Hail, Hydra!

3 months ago

Nice deck I've always wanted to make a hydra deck. Just some suggestions Hydra's Growth is great as it doubles a hydra every turn, as well as Heroes' Bane as it is able to double with mana. to get some more cheeky counters you can always run cards like Pir, Imaginative Rascal and Branching Evolution Ect. Also if you want to be really Cheeky use a Freed from the Real and Pemmin's Aura onto your commander for infinite mana.

DrukenReaps on Viability of Mutate in CMDR

9 months ago

I don't see how voltron or infect cuts out mutate. It is a very different mechanic than it might seem like at first but voltron is exactly what you want to be doing with most of the mutating commanders. Pick 10 to 15 creatures as a "base" that is creatures that don't have mutate but offer a nice set of abilities to mutate onto. +1/+1 counters would be good for Ortrimi so maybe Heroes' Bane would be a good start. Then you have an 10/10 trample, not bad. Grab the best mutates for your colors and maybe slap in some not so good ones. I wouldn't run less than 10 with Otrimi. Fill up on reasons to bring things back from the grave. Sac outlets for instance. Just a note I haven't really looked at Otrimi so I might be missing something cool.

I also want to say in my opinion Otrimi is one of the weaker mutate commanders. He wants more of an effect that there isn't much of where as the others can function as the only mutate in the deck. Though they are probably improved upon by having a few additional mutates.

Here are a few examples of neat mutate decks. Nethroi and Vadrok. I think Otrimi can work but probably not as well as those ones will work... Maybe someone can prove me wrong.

mistahboweh on That Azusa deck with 69 ( ͡° ͜ʖ ͡°) basic forests.

1 year ago

Primeval Bounty here is a six mana enchantment that does nothing other than some minor life gain. I'd highly recommend something else in that slot. I personally like Vorinclex, Voice of Hunger , but if you're not that sort of degenerate, instead consider a card like Chameleon Colossus , Heroes' Bane or Elder of Laurels as a way of converting lands into dunking players.

If you want more ways to get yourself an army, Ant Queen can serve in a pinch. For flying dunks and also board interaction, there's Steel Hellkite who can erase tokens with one hit and firebreathe to death the next. And if you'd like to win without having to dunk, Helix Pinnacle exists as an alternate route in case your opponents have put up enough of a wall.

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