Dwarven Hold

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dwarven Hold

Land

Dwarven Hold enters the battlefield tapped.

You may choose not to untap Dwarven Hold during your untap step.

At the beginning of your upkeep, if Dwarven Hold is tapped, put a storage counter on it.

Tap, Remove any number of storage counters from Dwarven Hold: Add (Red) to your mana pool for each storage counter removed this way.

treeforcorvus on Mardu Vehicles Commander

7 months ago

This deck looks really cool! I really love how incredibly affordable your deck is. For a few more dollars you can add amazing improvements that will significantly improve your deck's power. There's two cards, however, that are a must:

First, Sunforger will cast ANY instant you run, allowing answers straight from your deck AND enables Vial Smasher the Fierce if used outside your turn. Path of Mettle  Flip is a decent repellant, but only if you flip it. More likely it will be an inconsistent killer or chip damage, which will only antagonize your foes, and worse it doesn't synergize with either Partner. Sunforger also makes Akiri and Jor kadeen happy, and its versatility will serve you more accurately.

Second, Mistveil Plains (searchable by Oreskos Explorer btw) pairs spectacularly with Sunforger, allowing you to recycle spent instants. Spectacular.

I recommend these replacements, which give big improvements:

*First of all, Sun Titan and Teshar, Ancestor's Apostle will almost always better targets to reanimate. Second, compare Pyre Zombie to Torment of Hailfire: For 7BB (the cost of return/cast/sac), you'd get 7 instances of "Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card". While Hailfire is a prohibitively expensive card, it still highlights how inefficient Pyre Zombie is without your reanimators. Considering the # of vehicles you run, Greasefang is much better.

OdinPlaysGames on Rograkh + Jeska Mega Bonk

2 years ago

Nathanael97 Hall is a good addition. But since I am often setting up to kill on T2 or T3, every available mana I can get is crucial and I try to avoid tapped lands. In the deck's current iteration I have only 1 exception, which is Dwarven Hold.

Daedalus19876 on It's Just ONE more Goblin deck....

5 years ago

I am not convinced you own a foil Dwarven Hold or Burrowing or Goblin Shrine or Goblin Caves or...

Setting aside impossible foils, this list seems like it lacks card draw and ramp (no Sol Ring ?). Not to mention the fact that you have no protection for Krenko, and the deck feels like it would fold to a couple board wipes.

I'd suggest Extraplanar Lens , Sol Ring , Ruby Medallion , Purphoros, God of the Forge , Thousand-Year Elixir , Ruination , Skullclamp , Outpost Siege , and possibly Urza's Incubator . Hope this helps!

ComboCrazy on Fumiko the Lowblood

6 years ago

Cleaver Riot, baby. Not consistent, and a bit expensive, but overall it's absolutely hilarious when your creatures are guaranteed to get through. Also Generator Servant is veeerry nice ramp. Also, there's great synergy here with Five-Alarm Fire, since you'll get at least two or three blaze counters per turn. I'd maybe remove Orcish Oriflamme for it, since you've got a lot of similar effects and CMC 4 is by far the most common on your mana curve, which clashes with your commander. Actually, maybe try to cut down on 4 drops in general actually, and add something like Fire Diamond or Iron Myr in order to ramp straight to 4 asap. I also noticed that your land base conflicts a bit with itself. Valakut requires lots of mountains, and you're running Blood Moon, so I'd maximize the number of mountains you're using. I'd cut Dwarven Hold and Mercadian Bazaar, simply because they take two turns before tapping for even one mana, so they're actually far inferior to basic lands. Shivan Gorge and Temple of the False God are also subpar lands for an aggressive deck, they're too slow. Just having mountains around to fuel Valakut's trigger will likely deal more damage than shivan gorge anyways, and it also taps for red mana.

finallegend on

7 years ago

Seems like this deck can get pretty intense pretty quickly, the only thing I can think of would be somethings to potentially assist in your ramp. Some of these include:

Garruk Wildspeaker - his +1 give you more access to lands and his ultimate is essentially Overrun. For your hydras that do not have trample, this could become a game finisher.

Everflowing Chalice - would be nice if it had an XX cost instead of a multikicker 2, but still can provide a lot of mana the later in the match you go.

Dwarven Hold/Hollow Trees - strange little lands that I discovered from some cards that I had inherited. You have to be patient with them, but if you do it definitely can pay off. Benefit can increase with either Doubling Season, Doubling Cube or Caged Sun.

Mercadian Bazaar/Rushwood Grove - similar to the previous lands I mentioned that I only found out about when researching what the green equivalent to dwarven hold was. Same benefits mentioned previously, but could synergize well with Garruk Wildspeaker if you choose to add him.

finallegend on One-Punch Woman (Primer)

7 years ago

Something that may help the shortage could be Dwarven Hold. From personal experience it can take some time to get going, but it can help ramping especially if you have it in your opening hand. I run that and Icatian Store that I had found in cards that my uncle gave me in my own Boros EDH Deck We're the Titans, We are strong. Both of those should still keep it at or under your $45 budget.

AndromedaBlade on Dragon Assault

8 years ago

i found a card that answered my original red mana storage problem. Dwarven Hold

it comes in all your favorite flavors too:

Hollow TreesBottomless VaultIcatian StoreSand SilosCity of Shadows

Also these are interesting and hard to discover:

Adventurers' GuildhouseCathedral of SerraMountain StrongholdSeafarer's QuayUnholy Citadel

they all work well with Leyline of Singularity

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