Predators’ Hour – Crimson Vow
Date Reviewed: November 26, 2021
Commander [EDH]: 4.33
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Burning the ground, I break from the crowd;
I’m on the hunt, I’m after you . . .
Despite being a werewolf-themed card, Predators’ Hour works very well with any kind of creature-based deck. It can be very satisfying to turn your opponents’ cards against them (and that’s also an underrated way to go toe-to-toe with higher-budget decks). That’s particularly true in creature-heavy metagames where people are likely playing not only creatures but removal, equipment, and other enhancements . . . which, coincidentally, makes it more likely you have suitable targets to gain menace and more likely that you can cast things that mess things up even further later on. While the main part of its text is a one-shot, it’s great that the ability to cast opponents’ cards is ongoing, as casual and Commander tables may have mana-intensive things to steal. I think this definitely has a role to play in casual Magic.
Predators’ Hour is from the Crimson Vow Commander decks, so no Limited score here.
An interesting take on the black Curiosity effect, and somehow fitting on Black Friday, Predators’ Hour can chew up an opponent’s deck and get you all sorts of shiny things for a reasonable price. Even without that effect, teamwide menace can be rather menacing, but the wording on this definitely lends itself to some explosive set-ups if you can get it off. The downside is its reliance on creatures being ready to go for throats, but when has that ever stopped anyone? Making them go two-for-one to keep you from looting their deck is quite a fun way to either devastate their board or their eventual board state, and while I think it’s a step too fiddly for Legacy, there are worse things you can do at the rate Predators’ Hour is going for.
A fun win card to combo off of when you can swing with a couple of creatures to get full value from this card. The only real drawback I see to it is that it is a sorcery so your opponents will know that it’s coming and can prepare for it. That’s why I mentioned you’ll have to make some preparations to remove your opponents threats and combo off with this card. It is nice that your opponents can’t see the exiled cards and only you can look at them and play them with any color mana. That is nice to have because in the worst case scenario you could remove some threats from your opponent’s deck. There are cards that you can use to look at your opponent’s top card to help you choose who to attack in a multiplayer game. I like this card and I think it’ll be a commander staple in most black/creature heavy decks. Definitely worth the pick up!
Constructed: N/A (you could play it in legacy and vintage but most won’t)
Multiplayer: 5/5 (Commander)
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