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Moxonomy

Hour of Promise

Sorcery4 generic manaGreen mana

Five mana to fetch two lands and put them onto the battlefield tapped is the rate of a top-end ramp spell, and on that line alone this would be a fine if unremarkable accelerant: it untaps you a turn later, fixes any two colors, and grabs nonbasics most ramp won't touch. The Zombie clause is what reframes the card. The bonus does not ask for a deckbuilding contortion so much as a manabase one: control three Deserts when this resolves and the two lands become two lands plus two 2/2 bodies, a board presence stapled to your ramp turn at no extra cost. That conditional is the whole design tension. Build a normal green ramp shell and you get a vanilla land tutor; commit your nonbasic slots to a Desert subtheme and the same five mana suddenly produces fixing, advancement, and a defensive wall against the aggression that punishes a tapped-out ramp turn. The clever part is that the Deserts you need for the bonus are exactly the lands a ramp deck is happy to be searching up with the first half of the card, so the two halves feed each other rather than competing for space. It rewards a land-typed payoff without ever printing a clunky "lands matter" tax on the baseline effect.

Hour of Promise (akr)
AKR · #197rare
Pricing
Normal: $0.34
Foil:
Oracle Text

Rules text

Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
Printings elsewhere

Other printings

4 sets
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