Hour of Promise

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hour of Promise

Sorcery

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.

Flarhoon13 on Dredgefall Windgrace (Land reanimation)

4 months ago

Having completed my quest to play all 52 of my decks, I decided to try getting a win with all of my decks.

Sep 20

Dredgefall Windgrace: win. Giant Torment of Hailfire after ramping to 20 lands including Glacial Chasm, Cabal Coffers and Urborg, Tomb of Yawgmoth. So much ramp this game: Life from the Loam, Azusa, Lost but Seeking, Far Wanderings, Hour of Promise, and Boundless Realms. My losers' record goes to 4-8

DreadKhan on Uril Deck Need Suggestions Help Please! - jtneal92

9 months ago

I'm not sure how fast you usually end games, but I love Field of the Dead in my Voltron decks, it's ability to generate blockers is usually very relevant by the time it's active. It's best in a Green deck, where you often run land ramp effects over stuff like Arcane Signet, but technically if you fetch Jetmir's Garden it'll still enter tapped, and Signet doesn't, I just hate stuff like Vandalblast wiping me out, they price the effect so low. Anyways, if you wanted to run Field of the Dead, you would probably switch out 1 of each Basic for a Snow-Covered version (you'd only need 3, so it's not a big investment), these have a different name and can help turn on Field! Other things that might help Field work are Crop Rotation, since you run Ancient Tomb (and Sanctum!) I think this is a must anyways, Open the Way is a truly great ramp effect, Farseek is another spell that can find a typed dual or tri, the only thing it can't find is a Basic forest, which is usually fine when you've already got Green in my experience. Considering you're using some pretty strong lands I would consider Hour of Promise, it's a Primeval Titan trigger for less mana, but you just get the one. With lands this good getting two of them should give you a pretty big edge. Into the North can find a Snow land, which would help in a Field of the Dead deck. I suspect with a 5 mana Commander your deck will run smoother if you could find space for a few more lands, up to you obviously but I do suggest a few lands you could consider. At the same time I'd also toss in a few more ramp effects, Green has some good ones, ones that survive the board wipes people will be tutoring up vs a deck like this!

If you're on Serra Sanctum, I feel like mentioning a few cards I like to use with it, to eek out a bit more value. Ruin Ghost can flicker it and generate a bunch of mana, as can Nature's Chosen (which is even an Enchantment!), you might even look at Deserted Temple (probably the worst option all told). Kessig Wolf Run is a card I don't run with Sanctum (I don't have Red i that deck), but plays very well with large amounts of mana, and if you're stuck playing vs a guy that keeps wiping your board. I'm always impressed by it's ability to generate a threat from a weenie, I imagine it'll be more effective with your Commander. Normally I run Wolf Run as much for Trample as the buff, but you do have a lot of Trample sources in here.

Oh yeah, I just remembered a weird trick I like to use in a Boros deck (it was desperate for card draw and I didn't want to spend even more), I settled on using Crown of Flames and Flickering Ward as auras that I could recast over and over. You could also use Whip Silk if you wanted, but the only one of those that seems worth the include in a deck this competitive is Ward, which can make you very hard to block vs some boards, but I think you'd mostly have it to trigger your Enchantress cards.

DreadKhan on Sandstorm

11 months ago

In addition to 31 lands not really feeling like a lot of lands, do you have enough fixing in here? I'm seeing about 4 Fetch lands and an awful lot of colourless lands, do you find you have enough early access to Green mana in here? Green is very good at fixing your other colours, while also being good at speeding up your game plan, most decks with Green that aren't playing cEDH should favor Green sources, or run enough total sources that the ratio is less important.

That brings me to my next point, what happens if your Commander is killed twice? I don't see much ramp in here, much less than I'd expect, Green land ramp spells are amazing IMHO, even if they are mostly sorceries. In particuar Farseek, Three Visits, and Nature's Lore are each able to find your Triome or any Dual with types (some are quite cheap and are still reasonably playable). If you ran more Basic lands you could run stuff like Harrow, Cultivate, or Kodama's Reach, IMHO Cultivate and Kodama's Reach are MUCH better cards the more lands you've shaved down, getting a bonus land in a 45 land deck means less than doing so in a 31 land deck. Also, no Hour of Promise in here? Am I missing something?

It's a very 'cute' card, but Ruin Ghost is a way to get an extra landfall each turn for only W (and the land can enter untapped), it might be too small, but if you've got enough landfall triggers in a deck then it's a solid enough card.

I didn't really have that much time to look over your deck before posting this, so if I've missed something key and I sound like a crazy person, sorry! I'll probably take another look when I have more time.

markbeloit on Kura

1 year ago

You wrote me an essay Profet93, so I took awhile to respond. Will try and address your question comments one-by-one.

Regarding Null Rod: It was in the prototype of this deck, but Collector Ouphe was cheaper, so I opted for the ouphe.

Regarding Snow-Covered Forests: Would probably be better, but I'd rather not pay the $.

Regarding Elemental Bond/Garruk's Uprising vs Colossal Majesty: In 90% of decks I'd agree with you that those two are better, but in this deck, I think Colossal Majesty might be better. I don't have that many creatures ETBing, and sometimes I have a big creature around for several turns. In those scenarios, I think Colossal Majesty generates more value.

Regarding Hour of Promise: Good, but not sure I need it.

Regarding Pir's Whim: Good, and not a card I knew of. Will have to keep an eye out for something to cut.

Regarding Yavimaya Hollow: Too much $. I don't think I need it enough.

Regarding Miren, the Moaning Well: I don't like Miren very much. True it's a second sac outlet, but I consider it vastly inferior to High Market. I really don't like having to pay . And while I'm in trouble if someone blows up High Market, that hasn't happened yet.

Regarding Castle Garenbrig: Should probably cut a forest for this, and probably will when I get one.

Regarding Mirrorpool: Worth considering. There's only a few instants and sorceries I'd want to sac a land to copy, though, and I have to pay . Also, I'm trying to be a bit careful about how many utility lands I have in the deck, specifically lands that don't make . If you have too many colorless lands you can get screwed.

Regarding Greater Good: Was a card I was seriously considering when building the deck, but saccing Kura to it is not that great. Bottom line, though, I thought for sure Greater Good would get destroyed immediately if I played it, which is why I decided against it.

Regarding Nylea's Intervention: Ok, but not sure I need it.

As always, a problem is what to cut. This deck does fairly well, and when that's the case, I'm always leery of cutting a card unless I see something strictly better.

Regarding Abundance + Sylvan Library: Drawing 3 cards per turn with no down side is fine, though it doesn't happen often :)

Regarding Abundance, it actually has some additional tech to it. In this deck I've been able to put every land in my deck into play once or twice. With Abundance, you put the revealed cards you don't get on the bottom of your library in ANY order, not a random order. So if I Abundance to get a land and don't have any in my deck.... I can rig the order of my deck. At that point your basically tutoring instead of drawing. Doesn't happen often, but is powerful when it does.

You also can't deck yourself if Abundance is in play, though that hasn't come up yet. A fun piece of tech, though not for every deck.

Sorry for taking so long to respond. I put it off since I knew I'd have to write a lot. Thanks for the suggestions, and I'll think of them, though again the problem is what to cut.

demon_vayu on Giger's Dream

1 year ago

aladinnsane cards like Chromatic Lantern or Harrow could also help fix your color sources, Harrow may sac a land but you can get what you need from there. There's also a couple of creatures like the dryad from theros beyond death that have the Lantern text - note however the dryad makes your lands every type not just tap for any color (good for effects like High Tide but kind of niche outside of it or boil) There's always Hour of Promise or Grow from the Ashes to get a pair of lands for 5 Mana, one is basics only the other is ANY lands.

Profet93 on Kura

1 year ago

markbeloit +1

I like your fight + stax pieces. Have you thought of adding redundancy for collector ouphe with Null Rod or do you believe it's not necessary? It only shuts off the activated ability of conduit of worlds.

You should swap out half of your forests for snow-covered to trigger field of the dead more easily.

Elemental Bond/Garruk's Uprising > Collasal majesty.

Hour of Promise - Land tutor

Pir's Whim - Land tutor + politics and/or removal.

Yavimaya Hollow - Protection + politics. I get you want stuff to die most of the time but it's nice to be able to protect something or be political when you want to.

Mirrorpool - Copy important instants and sorceries

Miren, the Moaning Well - Sac outlet for commander. can also sac the token it makes to gain life in a pinch.

Castle Garenbrig - Ramp

MAYBE Greater Good - It's main purpose is to be a sac outlet for your commander. It is also nice against theft decks. Not to mention it can put lands in your grave for you to recur. Lastly, it can make your token created by your commander a fuel for additional draw.

MAYBE Nylea's Intervention - While your commander does allow you to tutor, sometimes it might get exiled, or maybe you want the token more than the land tutor. Not to mention it can destroy fliers which this deck seems to be weak against.

How is the abundance + sylvan library combo been treating you?

Looking forward to your response for each suggestion. I like this deck, I've been thinking of adding Kura to my Azusa list.

lhetrick13 on Dinosaurs go Rawr!

1 year ago

Lordeh- First off, I love the build. There is a lot of similarities between your deck and mine (Gishath Spared No Expense!!!). Personally one of my favorite combos is dropping Apex Altisaur + Flawless Maneuver for essentially a board wipe. That with Wrathful Raptors on the board is also pretty much game over for at least one opponent.

I did want to ask about why you included a couple cards. Burning Sun's Avatar has always seemed very lackluster to me and I noticed you included that. You could easily drop it for something like Sunfrill Imitator to potentially swing with a 2nd Gishath for double the dino drops! Another odd inclusion was Hour of Promise. Considering you are not running any deserts, this was an odd inclusion over something like Skyshroud Claim.

Otherwise, nice decklist and glad to see another dino enthusiast!

DreadKhan on

1 year ago

I could be wrong, but since your deck cares about lands I would make an effort to include more land ramp, artifacts seem to get blown up a lot anyways. I would use Wood Elves over arcane signet (or Dawntreader Elk?), replacing Sol Ring is harder, but there is Crop Rotation. Finding a Coffer or Urborg at the right time is a much bigger effect than Sol Ring. Deserted Temple is a good card in here with Coffers. Since you have Urborg and Coffers in here I wonder about Hour of Promise and/or Tempt with Discovery, if you can cheat out 2 or 3 lands at once you can probably cast your Commander and go off.

Not sure if it's really a 'good' card, but Silverglade Pathfinder can dig lands out repeatedly, your Commander is high enough MV that this might be worth doing.

Ashaya, Soul of the Wild is interesting in here, but especially if you've got something like Selvala, Heart of the Wilds out. Ashaya also works very well with your landfall effects.

I'm not sure if you need to stack up activations, but if you reanimate your Commander you can activate him again, so maybe some of the lower to the ground reanimation effects, stuff like Reanimate, Life / Death, and Animate Dead. They are pretty big ramp if you have a sac outlet and your Commander out.

I'm not sure if it's outside your playgroups boundaries, but Pitiless Plunderer is very good with Chatterfang. It's not a combo, but if you've got lots of Pests kicking around there is Savra, Queen of the Golgari, she's budget compared to Dictate of Erebos and might fit in here.

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