Hour of Promise
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle your library. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens. With the Hekma breached and its protection removed, the deserts swept in.
|Have (2)||CompleteWaste , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Hour of Promise Discussion
1 month ago
I thought about Damn and will probably replace Wrath of God for it it does the same thing for the same cost at the same speed but it has the added benefit of being a sorcery speed spot removal if need be
As for Deadly Tempest not a bad idea will see if I can squeeze it in
as for Skyclave Relic it's nice and I do need more fixing other than lands atm I have Revel in Riches, Deadly Dispute and Darksteel Ingot for man fixing and Pir's Whim, Hour of Promise and Growth Spiral for ramping
1 month ago
Sneak Attack now loses sight of Progenitus and thus you don't sac him at the end of turn. Easy peasy lemon squeezy. With the amount of tutors you have in WUBRG, you can land this practically every single game. There's more efficient ways, also. Goryo's Vengeance would be ideal. Get Pro into your hand and discard him. Then flicker at end of turn.
Green has plenty of ways to tutor out non-basic lands, too, ensuring you always find Beacon. For example, Crop Rotation, Scapeshift, Hour of Promise and Expedition Map. Not to mention you can always just tutor a land via .
Then, it's as simple as dumping Gods into play. Because Gods count their own pips with regards to devotion, you only ever need +1 or +2 more.
A mono-colored God such as Heliod, God of the Sun, for example, needs 5 and counts his own. So with Pro in play, you need more. Comparatively, Pharika, God of Affliction needs 7x total in any combination of and . She already contains , so she needs a total of 5 more. Pro contains , bumping her devotion count up to +6. She literally needs +1 more pip to be online.
So yes, in my opinion Progenitus is the "Best" God Tribal Commander.
But, for me, Golos is more fun.
- Pro triggers in the graveyard to be put into-
Goryo in response. ;)
2 months ago
I do think Damn is a quite suitable replacement, its v flexible and does just what you need it to do. As for ramp, if artifact hate is such a problem, there's plenty of very good green spells that work snagging lands. Burgeoning , Three Visits , Nature's Lore , Hour of Promise all come to mind. Weathered Wayfarer is also pretty solid, if a little more fragile.
4 months ago
Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.
I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating , Emergent Sequence , Growth Spasm , Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine , and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.
It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery Flip, Mystic Retrieval , and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight , which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite , Praetor's Counsel , Insurrection , Volcanic Vision , or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.
Lastly, Sea Gate Restoration Flip, Valakut Awakening Flip, and Silundi Vision Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.
5 months ago
Thanks for stopping by my hot mesh of cards I like to call Naya Tron. I really appreciate when other players ask me in-depth questions about my deck. It makes me evaluate what I’m trying to do. In the midst of answering your questions, I found some flaws that I feel like I was able to correct.
How many Tokens/Treasures do you find you are actually getting it to play? In games are you actually closing it out with a Tall-Commanders, or just going wide with Thopters and Golems? Some combination of Tall-Golems thanks to Ich-T? Or are you closing games out more combo-style with the mentioned R.Fireweaver, Terror of the Peaks, or Alibou?
I am finding that I can produce a moderate amount of token. However, this deck is called “Gonna Need a Bigger Playmat”, not “This Can All Fit Just Fine on the Playmat.” I've been debating with myself if I need three token doublers. I think that answer might be no. Because of that, I added Servo Schematic to the main deck. This creates precious artifact creature tokens on ETB, LTB, and is an artifact itself. I thought about adding Pia Nalaar or Pia and Kiran Nalaar for the Thopter tokens. However, I wanted something that was loopable with things like Daretti or Goblin Welder . Tangent aside, this deck, generally, closes out the game with a combination of burning out the table and applied pressure with tokens. There is a line where Ich-T and all the golems get infinite +1/+1 counters, but I haven’t put that to use yet. Also, Chandra, Torch of Defiance is another burn outlet and gets ultimated more often than you think.
I feel like I am not understanding all the Pop-rocks you have (Lotus Petal, Chromatic Sphere, Etc) are you managing to get Teshar/Osgir consistently? Does this deck go in for the kill extremely fast? Or am I missing the point all together here?
This deck isn't a fast kill deck. It has more infinite combos than intended, but this build is meant for the mid-game. Like in Modern Tron, I want my mid-game much faster than everyone else at the table. For example, I've gone Ancient Tomb into Mana Vault , played Lotus Petal , then played Hour of Promise . Now, this was the absolute nut draw, but that was capable due to fast mana like Lotus Petal . The pop-rocks are like artifact-based cantrips. I can't count the numerous times I've played Ancient Stirrings off of a Tron land due to Chromatic Star or Chromatic Sphere .
For me, Teshar and Osgir play different roles. Teshar is more for recurring my low CMC creatures during the grindy mid-late game. With Teshar, I want to loop cards like Goblin Engineer and Blade Splicer for value. The exception to this rule is if I have a way to sacrifice or put Dockside Extortionist in the graveyard. If I have that setup, I'm going for that line of play immediately. Osgir, on the other hand, is more for explosive lines of play. This could be ramping hard with multiple Mana Vault s for Sol Ring s. For me, the synergy between the artifact lands and Osgir is too good to pass up, even without a token doubler. Though I save the bombs of this deck for Feldon of the Third Path , there are times when exiling them with Osgir is an option. For example, I don't need Wurmcoil Engine or Verdurous Gearhulk if I'm Feldon looping Triplicate Titan . I've gladly sac those options to get two token copies of those beaters. If Alibou, Ancient Witness is on the field, I'm more inclined to go for this option.
And between all the Land/Urza synergies you seem to be aiming for did Tireless Tracker or Crucible of Worlds end up not performing well? Have you considered Wrenn and Six for land recursion?
At one point, I consider using both Tireless Tracker and Crucible of Worlds in the 99. However, they both didn't make the cut for one core reason. This deck, besides Hour of Promise and Sad Robot, makes one land drop per turn. Thus, making one clue token per turn is ok, but there are better things I can be doing at three mana. As for Crucible, Eternal Witness is my answer if I need lands back.
6 months ago
You might like these: Slimefoot, the Stowaway , Castle Locthwain , Market Festival (gets Beledros out faster and benefits from his ability), Dawn's Reflection , Overgrowth , Castle Locthwain , Bonders' Enclave , Arch of Orazca , Pitiless Plunderer , Black Market , Hour of Promise , Skullclamp
7 months ago
Hey, nice budget version, but why Maze's End ?
Without having other cards that can get Gates and put them onto the battlefield it's not realistic that you will be able to assemble 10 Gates + Maze. I don't recommend that you add more cards that have Gate synergy because I don't think you need the Gates + Maze strategy since it's hurting the rest of the manabase and making it more difficult to cast Slivers. However, you could expand on Gates:
- Circuitous Route --> Cultivate
- Into the Wilds --> Might Sliver
- Wargate --> Reflex Sliver
- Hour of Promise --> Cleaving Sliver
- Sylvan Scrying --> Rampant Growth
- Llanowar Scout --> Megantic Sliver
On a budget playing a Guildgate or Thriving land over a Tri land is not recommended. If you're curious to see another budget five color manabase example without Gates then I'll post one in another comment.
The World Tree + Maskwood Nexus can make all Slivers in your library Gods and if you can activate Tree then you can cheat them all onto the battlefield. Tree can also when you have six lands be a Chromatic Lantern effect. Nexus is also a repeatable source of Changeling which are Sliver tokens. Gemhide or Manaweft help to activate Tree.
Amoeboid Changeling is a Silver and it has excellent interaction with Overlord's ability to gain control of a Sliver because you don't lose control at end of turn. With Aoeboid you can change an opponent's creature into a Sliver and then gain permanent control of it with Overlord. Mirror Entity is a Silver and it's ability can make all Slivers you control huge. Pair Entity with Gemhide + Sentinel to attack and then tap all Slivers to make your Slivers huge in combat.
- Maskwood Nexus --> Hive Stirrings
- Amoeboid Changeling --> Talon Sliver
- Mirror Entity --> Thorncaster Sliver
Good luck with your deck.