Hurricane

Hurricane

Sorcery

Hurricane deals X damage to each creature with flying and each player.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Hurricane Discussion

FormOverFunction on Should Drannith Magistrate be Banned …

3 days ago

I miss the days where cards like this started “Players can’t...” rather than “Your opponents can’t...” The world needs a little more Copper Tablet and Hurricane if you ask me. Sorts some of the badfeels out a little better.

tetsuothecat on Treasure Island with like Pirates and Stuff

2 weeks ago

My Suggestions...

Also you could try and grab Negan, The Cold-Blooded ... but that's up to you.

SO then the other thing. What do you do if someone throws Null Rod or similar?

TheMeadiator on ayahuasca

1 month ago

I applaud you for sticking to the elemental/plant theme even with your sorceries and instants. Very cool.

I realize this is a budget build, but if you ever feel like splurging a lot on one card, a card like The Ozolith would be really great for keeping all your +1/+1 counters around. Something like Descendants' Path can get you a free creature on your upkeep (likely an elemental with the build you have going).

You have the potential to generate a BUNCH of mana with this deck, and I feel like it might need an outlet. Hurricane or Squall Line gives you a chance to hit your enemies really hard, if you can find a way to prevent doing the damage to yourself ( Glacial Chasm maybe?).

There's nothing wrong with swarming your enemies with giant elementals either! Cool deck +1 for strong theme.

lagotripha on $15 G Tron

2 months ago

I really like this as a budget list.

A few options for taking it to fnm with a sideboard;

Cool X cost spells that are sideboardable - Corrosive Gale is colourless vs fliers, while Hurricane deals symetrical damage to players, which can jank out someone who fetched and put fear into people running shadow.

Mascot Exhibition doesn't need to be in the sideboard it puts a lot of bodies on the board. Vivien's Arkbow didn't find its neiche, and thus is cheap.

Chaos Wand and Mimic Vat can solo win grindy matchups.

Avarice Totem is a hilarious answer to a lot of cards that are otherwise unanswerable, if reliant on your opponent not having mana. Swapping stuff back and forth to remove it from combat becomes an entire instant speed back and forth game.

Orbs of Warding turns off a lot of decks.

MULRAH on Rogues Mill

2 months ago

After adding some mass removal to my cycle of budget tribal decks, I playtested them all against each other, and this deck came out on top! The game was a little funky as the only two creatures with infect out of 500 cards managed to come out early in the game, thereby threatening very quick finishes if "players" didn't figure out how to defend against these threats. I had players treat the Dragon Reanimator deck with respect, knowing they'd be taken out instantly if they drew its ire. The Knights & Equipment deck was up to its usual shenanigans, and a recently played Knights' Charge threatened to pour eight knights onto the battlefield from the graveyard. After aiming its Blighted Agent at the Cats Voltron deck, this deck figured it was the one selected by the Stalking Leonin , so it struck a loose alliance with the cats. The two decks started slapping other decks with 5 poison counters. Meanwhile, the Elementals Toolbox deck was kind of just lurking, benefiting from all the milling and forced card draw to amass dozens of counters on Hoofprints of the Stag . I suspect that had the game gone on longer, this deck would have emerged as the winner.

However, the game did not go on any longer. Nobody did anything about this deck's Grand Architect , and--with an encoded Whispering Madness drawing five or six cards every turn--this deck eventually drew its Pili-Pala . It just so happened to draw Folio of Fancies that same turn, so with its infinite mana it was able to draw its entire deck (though everyone else got to do the same). It could have stopped there and just had everyone lose to decking, but a Perplexing Test returned all creatures to hand just in case there were some shenanigans that could happen before each player's draw step (there weren't).

The board state in this game was still complex, but it never seemed stalled. The mass removal I added to these decks seemed to help. Although there were no outright board wipes, Path of Mettle  Flip and Hurricane were both 3-for-1s that trimmed the creature count by 25 percent, and Perplexing Test was decent insurance for this deck's win condition. (By the way, this game ended on the seventh turn, which is quite good for these budget decks!)

Wasphilux on Azusa Storm

2 months ago

This idea is interesting me enough to think about building it. Tying the game with Hurricane also interests me. I don't care for an ordinary stompy win with Craterhoof or the like so I was wondering if you had any other out of the box ideas to end games with this as a jumping off point.

BrassLord on Jolly Green Giant Deck Commander

4 months ago

Boy Howdy, that's a LOT of land! Your commander does scale with the amount of land you have in play, but I don't see a lot of interaction with opponents in the deck or card draw. So consider this: I agree that you'd probably want to play a bit more lands than in a typical EDH deck, but I could try to aim for somewhere around 40 lands. That way you still hit your land drops into the late game AND you reduce the risk of durdling into lands when you need action late game.

In terms of card draw Harmonize Rishkar's Expertise Horn of Greed Return of the Wildspeaker and Garruk's Uprising are all sources of card draw that pair with your lands matter/big creature gameplan.

In terms of early interaction, I can see this deck being flooded by decks that go wide. So something like Hurricane may help, as it can even double as a wincon late game. Beast Within is a decent catchall answer for problem creatures. Terastodon and Bane of Progress are late game threats that sweep the board and can hinder opponents if ramped out early. Wood Elves is another just general green staple that ramps you at 3 cmc.

Also consider things that can give your creature deathtouch. With Deathtouch and Trample, 1 damage is enough to be considered lethal to any individual blocking creature, making the rest of the damage spill over. With your commander having the potential to be in the stratosphere with attack, it'd be a headache to block in combat. Basilisk Collar Gorgon's Head and Quietus Spike pair extremely well with your commander!

Also, just a recommendation, if you go more with a landfall theme, some of the fetch lands or things like Evolving Wild are ways to get multiple land drops per turn and thin the deck out a bit!

Good luck beating down some commander players!

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