Hadana's Climb

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Winged Temple of Orazca

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Hadana's Climb

Legendary Enchantment

At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.

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Hadana's Climb Discussion

storro on Quasi-Biogenic

2 hours ago

you need to add in Hadana's Climb  Flip for synergy with both the ooze and the Incubation Druid to get them into pure ramp mode as well flip it to give the giant oozes flying

lstpcobra on Temur Climber

2 days ago

Playing Growth Spiral with 23 lands is a bit ambitious, might want to try 25/26 otherwise it's going to be a two mana cycle the large majority of the time. I'd also like to recommend playing 2 to 4 copies of Chemister's Insight , this is because it allows you to discard excess Hadana's Climb  Flips as well as discarding removal when playing against control. It also helps you find your larger end-gaming threats such as Hydroid Krasis .

charmeleorino on Kydele and Reyhan

3 days ago

Some more fun interactions

Hadana's Climb  Flip is automatically flipped over by Reyhan, Last of the Abzan which can essentially turn Reyhan into a beefy voltron threat

additionally Cauldron of Souls really allows us to abuse sac outlets with little downside

mrfab13 on Temur Climber

5 days ago

dvdboy911

Wilderness Reclamation is kind of usless since we only have 1 adapt creature and 99% of the time we use Simic Ascendancy , Hadana's Climb  Flip or Rhythm of the Wild to cheat the counter on, it was considered in the early stages of development in more of a control/ turbo fog build but spending a card on turn 4 that adds nothing to tempo seems like a waste of time.

Biogenic Ooze is way to slow and weak to removal there is a insane ammount of removal going around and in control decks, our cuttent build with the hydras is to slam it and get instant value towards the win con. Galloping Lizrog is in the deck as a finisher, it wins the game on the spot and also its a 5 drop 3/3 that does nothing although from a lot of testing we decided it is more versitile and wins the game just as often as Biogenic Upgrade which was in its slot before lizrog was spoiled.

Repudiate // Replicate doesnt work in our deck as a copied hydra doesnt come with the counters and dies instantly. Biomancer's Familiar doesnt work in this deck either because there is only 1 adapt creature. Frilled Mystic is a very good magic card however contributing nothing to counters and a 3/2 body is mostly irelevent especially in a deck thats is looking to tap down to play the biggest hydras possible ahead of curve. Essence Capture is meh in our deck as due to large hydras opponents creatures are mostly irrlevent and as the incidental +1/+1 counter is nice, you ccan look back at out earlier revisions we had stuff like Knight of Autumn and Domri, Chaos Bringer that are good cards with incidental +1/+1 counter options but due to the nature of the deck we are commited to big hydras and to make that game plan less efficient to run a 4/3 for 3 that only got us 1/10th of the way though Simic Ascendancy is just dumb.

the reason we arnt full control is because tapping down for a hydra minus 3 land is prett damn obvious tht there is a counter there and also sad especially if you didnt need the counter that turn which is why out sb has Rhythm of the Wild and Hadana's Climb  Flip rythem giving uncounterable hydras haste or a extra counter is really strong towards a stright beat down plan and Hadana's Climb  Flip is crazy you play it transform it on a hydra and then its a land that more then doubles the leathality of your creatures also mad synergy with Incubation Druid . even though we dont want to be countering stuff, not running 3x Negate would just be throwing away some matches and buys valuable time against control before you can Banefire them to death

multimedia on Elves of Ravnica (RNA)

1 week ago

Devilish912, thanks a lot for the upvote and props.

patrickloyd, thanks for the upvote, you were the 800th upvote :) I don't play this deck at FMN, variations are for kitchen table or online play.


I'm waiting until the whole set is revealed to do a new update on Ravnica Allegiance (RNA). Which is hopefully tomorrow, lets hope that Wizards doesn't drag RNA spoilers into next week. Having Shock lands: Breeding Pool, Stomping Ground, Temple Garden and Overgrown Tomb all in Standard is going to be amazing for brewing with Elves. Here's some of my thoughts so far...

Just like in M19, in RNA we also got two rare two drop Elves and both these Elves make Grand Warlord Radha even better :) Incubation Druid and Growth-Chamber Guardian's adapt can be mana sinks with mana that's made with Rahda and other attacking Elves. I can trigger adapt at instant speed, during combat letting me attack with either to help to trigger their own adapt. Guardian is the Elf I'm most excited about because he can tutor for other copies of himself. This ability is very good, but he's also just a powerful two drop Elf who can attack as a 4/4 turn three without any other cards. His tutor ability seems great with Radha letting me chain Guardians onto the battlefield.

Incubation seems like quite a good mana Elf. Being able to make any color mana that matches a color that lands I control can make is good. With an Unclaimed Territory in my control she can make any color of mana and Territory is a pretty important land for Elves. This is not however the best thing about Incubation it's that she may be a weak mana Elf, but she can get better later on in the game with adapt. Weak creatures who can be played early game and then scale up and become an actual threat or improve their own abilities mid game are very good.

Four two drop Elves, who will all most likely be part of the base moving forward have their own built-in mana sinks:

  • Guardian
  • Incubation
  • Clancaller
  • Thorn

So far I like the looks of Gruul, Temur or Jund with possible returning to +1/+1 synergies. A strategy with counters needs an engine to give Elves counters and Rhythm of the Wild can do that. Other than the new Elves, Rhythm has the most potential to be added to this deck. Rhythm seems very good with Radha, not because it makes her better, but because it can give Elves haste which means they can generate mana when they attack the turn they're played. Both Guardian and Incubation's bonus ability for when they get a counter can happen whenever any counter is placed on them; I don't have to trigger adapt to get their bonuses. This means that a counter from riot can trigger Guardian when it ETB, giving me a 3/3 Elf who can tutor for another copy of itself. Depending on how much mana I have I can then play another Guardian and do the same thing, effectively chaining Guardians thanks to riot.

Multiple copies of Rhythm in my control can stack. If I have two copies of Rhythm on the battlefield then I can trigger riot two times, giving an Elf a counter and haste. This some what relieves the drawback that Rhythm has, it's a three drop that doesn't do anything the turn it's played. Giving Elves haste can be powerful especially with Steel Leaf Champion, but also with a strategy around Beast Whisperer. One drawback of Whisperer is all the Elves I played for the turn couldn't attack this made them too vulnerable to a board wipe (Clarion, Soot, Nova, etc.) on my opponent's turn. With hasty Elves my opponent needs a Settle. Guardian seems great with Whisperer since it can tutor for another copy of itself giving me more Elf fuel to draw. The combination of main deck Whisperer, Radha and Rhythm has potential.

Rhythm also seems busted with Prime Speaker Vannifar. Making her uncounterable and giving her haste letting me use her Pod ability the turn she's played. Vannifar is a powerful card, but I'm not sure she's what I want with Elves since I think both Radha and Whisperer are better four drops for tribal strategies with Elves. I could however be completely wrong about this, time and brewing will tell.

Another counters engine that may return is Hadana's Climb  Flip. Climb seems very good with the two new adapt two drop Elves especially Guardian. Climb is very good with Guardian because each time a counter is placed on Guardian I can tutor for another copy of itself. Climb can put a counter on Guardian each combat during my turn. Another way to chain Guardians. Climb is also very good because it can be a win condition when it flips into a land. Which can also then be another land that can make any color of mana which helps Incubation.

Galloping Lizrog and End-Raze Forerunners are both new possible finishers with Elves. Lizrog in combination with Rhythm; move all counters from Elves onto Lizrog and give it haste thanks to riot. Forerunners is the new pseudo Craterhoof Behemoth, seems like a good creature to ramp into with Elves.

Of course these are just my beginning thoughts of how RNA might change this deck. The cards and strategies that have stood out so far. When I get to take a full look at the entire set, begin brewing, them most likely other strategies and cards will stand out.


multimedia on Atraxa Precon- Budget improvements (Need Help)

2 weeks ago

Hey, good start, nice Hierarch and Karn :)

To continue the upgrade start with the manabase? There's several budget lands that can be added here, you also want more than 30 lands. 30 lands is low for a four color budget/no Fetch land manabase. I suggest 36 lands and 10+ additional mana sources.

The Pain lands and Battle lands are budget dual lands that can ETB untapped. Battle lands have good interaction with 16 Basic lands. When playing four colors having a playable manabase can make or break gameplay. A playable manabase means the least amount of lands that ETB tapped. Bounce lands have fine interaction with Basic lands, but are terrible when playing a lot of Tri lands.

There's only 88 cards here; cards to consider adding to make 100 cards:

Other cards to consider adding:


Cards to consider cutting:

  • Azorius Chancery
  • Selesnya Sanctuary
  • Mind Unbound
  • Retribution of the Ancients
  • Armorcraft Judge
  • Mortify
  • Putrefy
  • Oath of Ajani
  • Solidarity of Heroes
  • Hungering Hydra
  • Citadel Siege

Good luck with your deck.


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