Inferno Hellion

Inferno Hellion

Creature — Hellion

Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking if lethal combat damage would be dealt to all blocking creatures.)

At the beginning of each end step, if Inferno Hellion attacked or blocked this turn, its owner shuffles it into their library.

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Latest Decks as Commander

Inferno Hellion Discussion

smilodex on Greven cEDH

10 months ago

Really cool list! Plying Greven is so much fun, if you one shot an opponent out of nothing with Hatred and stuff. Sadly he isn't a top tier cEDH commander, but he has so much flavour. But if you really want to play him on a cEDH table you need a bit more interaction:

Mr_Wardino on Trampling Hellions (Turn 3: 10 Damage 20 w/Thud)

1 year ago

Would you consider using Vivien's Arkbow ? It could aid in consistently pulling the Inferno Hellion from your library. It also seems you are running too many mountains, I would recommend trying it out with only Rootbound Crag and Stomping Ground and the rest being forest.

NKlim on Sarkhan’s Unsealing

2 years ago

I see a lot of fun potential in this deck. I think you should definitely run Simian Spirit Guide as the additional mana means you may be able to drop Sarkhan's Unsealing early. This is important as the mana cost f your other creatures means that by turn 4-5 with Simians you may be able to drop 2 creatures and hit the opponent for 8+ damage. I would also put Bloodthorn Taunter in the deck, as having haste on Inferno Hellion and Cosmic Larva has the potential to do a lot of damage in one turn. I may include Leyline of Punishment and possibly Insult / Injury instead of Crater's Claws in the sideboard Is there a specific reason you use Fling over Thud ? Thud is at sorcery speed but very few of your creatures live to your next turn so you may as well drop them and attack then thud for double damage.

I hope I didn't rip your deck to shred... btw I love the idea of the deck

UnwittingHero on Thud or Dud - A deck of chance for $20

2 years ago


Shintasama on Brion's Requiem

2 years ago

It seems like this commander would do well with high power/low durability/downside cards like Phyrexian Dreadnought, Arc Runner, Ball Lightning, Blistering Firecat, Impetuous Devils, Crumbling Colossus, Blistering Barrier, Bloodmad Vampire, Cosmic Larva, Keldon Vandals, Lavacore Elemental, Loxodon Peacekeeper, Mijae Djinn, Okk, Phyrexian Soulgorger, Wall of Razors, Wall of Torches, Inferno Hellion, Iroas, God of Victory, Spark Trooper, Thunderblust, Traxos, Scourge of Kroog, Volcano Hellion, etc, etc. Cast creature -> attack in (if possible) -> sacrifice if it won't do damage/do damage then sacrifice for even more damage.

Bonus points for slapping buffs the creature before flinging, e.g.: Blazing Shoal, Reckless Charge, Fatal Frenzy, Rush of Blood, Brute Force, etc. Instant/enchantment double strike might be good for per-sacrifice combat round as well.

or really kick things up with Feldon of the Third Path and the biggest thing you can get in your graveyard.

Flawless_Sin on Thou Shall Unseal Thy Stompy Soul

2 years ago

I did see your deck before. I tested with and without Steel Leaf Champion and Ripjaw raptor . It seems like having Beast Whisperer and Inferno Hellion in place of Ripjaw raptor is a much better option. Just until a couple days ago I had this as Naya, yet now I see it could have more potential just going Gruul, so I might consider testing Steel Leaf Champion after I updated the deck with Experimental Frenzy. As for the Risk Factor it has been great as finisher or card draw before I tried Experimental Frenzy. Thanks for suggestions and feedback.

Boza on RG Sarkhan's Unsealing

2 years ago

I would really recommend Goreclaw, Terror of Qal Sisma to act as a mana dork for the big creatures and give gigantosaurus trample. Additionally, Inferno Hellion is an easy way to trigger the big effect of unsealing for just 4 mana.

Some additional ideas at Unleash the Goreclaw - rotation-proof

ramen44 on Black/Red thud rush (looking for feedback)

2 years ago

Angrath doesn't do enough when he enters for 5 Mana.

Banefire is overcosted way to thud Yargle, Glutton of Urborg or Inferno Hellion. Amount of times I cast yargle, pass, and the opponent expects to chump block him or multiblock him is crazy. Then I thud/Gravitic Punch and they lose.

I think skizzik is weak because theft is only as good as the creature your opponent has. Although it's good sideboard for decks that do have lots of big creatures.

Wanted Scoundrels trades pretty well, but so does Hired Poisoner and Raptor Hatchling and these don't give your opponent any help.

Goblin Motivator can occasionally give you haste when you need it, but how often is that? And wouldn't you rather use him to block rather than feel like you gotta protect him for that haste he might be useful for?

Demanding Dragon is okay, the flying is great he would love the haste from motivator, but the effect is usually just a sacrifice so he makes the deck more risky. Risk in that it's hard to ensure how much damage is occurring. He's a decent fling.

I don't run direfleet ravager because I often run very close games where I will end up not blocking so I can swing for a few points, and then cast yargle or inferno hellion and thud for a win. The ravager seems to make it faster, but you gotta have cards to seal the win right after using him or you're very vulnerable.

Keldon Overseer is too much Mana for a deck that wants to win by turn 6. Theft is unreliable, might not give you a good thud creature.

Sword-Point Diplomacy is bad. Run Risk Factor the only reason is that swordpoint will let our opponent choose to take the damage on cards you need and let you have the ones you don't. Risk factor has jumpstart so you can just jam it until it works. People take about 8 damage from risk factor and then let you draw.

I like Murder over cast down because it kills anything. If it's small enough I use Lightning Strike or Shock.

Decks usually can't handle multiple casts of Gravitic Punch it wins games. Like literally win from gravitic punch on inferno hellion, pass, jumpstart to do it again and finish with thud.

I try to play a bit of aggro with Raptor Hatchling and Goblin Instigator Hired Poisoner and Viashino Pyromancer. These give me enough blockers and a bit of damage to control the board, either to cast risk factor or use lightning strikes and the like to keep the board down so I can draw until I'm ready to finish them with a thud.

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