Crashing Drawbridge

Crashing Drawbridge

Artifact Creature — Wall

Defender

: Creature you control gain haste until end of turn.

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Set Rarity
Throne of Eldraine (ELD) Common

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Legality

Format Legality
Legacy Legal
Unformat Legal
Commander / EDH Legal
Pauper EDH Legal
Pauper Legal
1v1 Commander Legal
Historic Legal
Modern Legal
Standard Legal
Arena Legal
Block Constructed Legal
Vintage Legal
Magic Duels Legal
Casual Legal
Frontier Legal
Brawl Legal
Pioneer Legal
Tiny Leaders Legal
Canadian Highlander Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
Oathbreaker Legal
Pre-release Legal

Latest Decks as Commander

Crashing Drawbridge Discussion

Pill0wDipsauce on Syr Gwyn Super Budget Tribal Extravaganza ($30)

1 month ago

Came by this deck while looking for budget ideas for my own Gwyn deck.

I'd say, leave the deck be if it's already doing alright in your meta and you're having fun with it. There are some things that stand out to me though:

You don't have boardwipes in your deck. These will help a lot in surviving the first 7 turns of the game, something you say you have issues with. Mythos of Snapdax, Divine Reckoning and Single Combat are my suggestions. At the bare minimum, get four boardwipes. You can cut some of your creatures for these. Don't forget about single target removal either, I put some in the suggestions below.

Looking at your mana curve: it's quite low, which is a good thing. This means you can cut down on some of the basic lands and go from 40 to something like 36/37. If you can, replace them with more signets or talismans, but cards like Boros Cluestone, Commander's Sphere and Darksteel Ingot are fine too. Try to go for eight mana sources which are not lands.

When selecting creatures to cut to make room for other cards, decide which cards will have an impact when you play them and which won't. As you play the deck, you'll learn more about cards which work and which don't (that's the fun of deckbuilding). I suspect Rimrock Knight won't have much of an impact (You'd rather have another equipment instead), Crashing Drawbridge can be replaced with an equipment which gives haste. In my own Gwyn deck I got rid of Bloodcrazed Paladin because I held on to it instead of playing it. Ardenvale Tactician doesn't look like it'll do much either. I think you'll be fine with somewhere around 25 creatures to make room for more equipment and removal.

You can ditch a card like Rowan, Fearless Sparkmage as well, you can replace the +1 ability with equipment. Don't play the planeswalker for the ult, as your opponents have four whole turn cycles to find an answer for it.

I've listed some more (budget) suggestions below, you'll figure it out: Evolving Wilds

Terramorphic Expanse

Buried Ruin

Mortuary Mire

Chariot of Victory

Murder

Thalia's Lancers

Mortify

Unlicensed Disintegration

Inquisitor's Flail (use only with first strike/double strike or when you have a way to make your creature indestructible)

Despark

Knights of the Black Rose

Glaring Spotlight (I think it might be a good card as a finisher, but haven't won a game with it yet)

Fireshrieker

Knights' Charge

Sign in Blood

ShawnWilliams on Midnight Gond Wish

1 month ago

Love it, I've introduced Crashing Drawbridge and Overgrown Battlement to my list to ramp up mana and make the combo Green Elf Warrior tokens swing for lethal one turn faster.

I'm also using Abundant Growth and Prophetic Prism with Kor Skyfisher as a draw engine and sky defense until I find the combo.

I also like Sumala Woodshaper to find combo pieces or a timely Journey to Nowhere and it's a body to throw in front of swarming attackers.

And Pulse of Murasa plays nice in the deck bringing back destroyed Midnight Guard or Ash Barrens or Evolving Wilds, and again buying time with the life gain.

I just playtested a turn 4 win against Tron.

1) Forest, go

2) Plains, play Crashing Drawbridge

3) Forest, play Overgrown Battlement, tap Crashing Drawbridge, tap Overgrown Battlement for 2 mana and play Midnight Guard

4) Play Presence of Gond on Midnight Guard, create infinite Elf Tokens, tap Crashing Drawbridge, swing for lethal.

bryanedds on Ziki-Jiki

1 month ago

Actually, Crashing Drawbridge would be better for my decks.

king-saproling on Darien, King of Kjeldor Token/Lifegain EDH

2 months ago

You might like these: Daxos, Blessed by the Sun, Resplendent Mentor, Palace Jailer (flavor! plus being monarch incites opps to hit you. and it is a decent way draw cards for white), Throne of the High City, Coat of Arms, Aetherworks Marvel, Crovax, Ascendant Hero, Worn Powerstone (gets darien out T4), Coalition Relic, Goblin Lyre, Torture Chamber, Crashing Drawbridge

BigKnockOut on Arcades' Walls with Feet

3 months ago

Hey there, glad to see some more people on the Arcades train! I've got my own deck that works really well, and there are a couple cards that I definitely recommend including:

  • Basilica Guards is fantastic once you have the value train going, and extra mana can be put into some extort triggers. Same thing with Blind Obedience, plus it allows for you to be more aggressive and not worry that much about blockers/Hastey crackbacks.
  • Crashing Drawbridge is a new card that's fantastic for surprise swings after dumping your hand out.
  • I actually recommend removing Sight of the Scalelords because there are, in my opinion, stronger things to be doing at that point, plus it allows for power-based removal. True Conviction is my preferred mass anthem.
  • Guardian Project is just another card draw engine that I recommend in any green, creature-based deck.
  • Dusk / Dawn is another great power-biased board wipe, and its second effect is fantastic for recovering after a board wipe.
  • Panharmonicon, if you can afford it, is fantastic to double Arcades triggers.
Also, you have a second Perimeter Captain in the decklist, so you can probably afford to add another card in. I'd be happy to give you some more detailed recommendations if you need them!

RiotRunner789 on X = Destruction

3 months ago

So, if you are looking purely for win-cons,

Vigor is amazing but Asceticism will protect your creatures better and be harder to remove.

Stroke of Genius can kill a target player with infinite mana or you could target yourself for something like 50 and grab your win-con + counterspell. You could also throw in a Thassa's Oracle and/or Jace, Wielder of Mysteries to just win on spot. I also like Demonic Consultation since it can also win you the game with above cards if you name Mountain or it can be an emergency tutor.

You may want to add a few counterspells to specifically protect the turn you win. The best would be cheap ones such as Swan Song, Dispel, and Ertai's Meddling. Ertai's meddling stops even un-counterable spells and only needs 2 mana spent if you are going to win that turn. There are also the x-counterspells but they are more mana intensive which you may not have yet if you are casting your infinite mana pieces (though they are flavorful and on theme).

Some tutors in general specifically to grab your infinite mana pieces or your win-con. Preferably Vampiric Tutor or Demonic Tutor.

Your very creature heavy (personal bias) with several not the best option. You'd want Kalonian Hydra with the number of creatures you have but not Capricopian. Basically, I would try to remove any hydra that doesn't have trample, built in removal or card advantage. This should work out in your favor since you'll be making a generic hydra practically every spell you cast. Also, a lot of your ceatures are specifically there to boost the number of +1/+1 counters and none of them are bad but this strategy is going for a combat/aggro win. It is easier to win on the spot with an instant or something like Torment of Hailfire (which yes you have)) but you don't currently support this as much as your creature based win-con. If you just want to win with giant hydras, try Concordant Crossroads and Crashing Drawbridge to give your (hopefully infinitely large trample-ly) hydras haste to win the turn they come down.

For speed, you'll want faster ramp. Any of the 1-drop mana dorks can help along with cards like Harrow, Nature's Lore, Burgeoning, Exploration and Wild Growth. The 3 and less ramp options (especially 2 and less) will help get your commander out turn 3/4 and possibly at the same time with your infinite pieces while your opponents are tapped out. Though, with cards that like Burgeoning you may want to up your land count to at least 36 to better take use of it if you use it.

So all of these suggestions are assuming you simply want to win fast. The deck looks good right now but can be sped up fairly easily from my point of view.

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