Halimar Excavator

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Common

Combos Browse all

Halimar Excavator

Creature — Human Wizard Ally

Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player puts the top X cards of his or her library into his or her graveyard, where X is the number of Allies you control.

Halimar Excavator Discussion

LVL_666 on The Queen's Egg

2 months ago

Hey The_Raven_Guy, What're my thoughts on The First Sliver ? Well, it's an amazing addition to Slivers as a tribe, and adds a whole new dimension of deck construction by giving a viable cEDH Sliver commander. Specifically, this would be an excellent alternative food chain commander outside of Prossh, Skyraider of Kher and General Tazri . One particular list I'm a fan of is ShaperSavant's Food Chain Sliver cEDH build. I don't think it will ever overshadow Prossh , but it definitely outshines General Tazri as you aren't dependent on an outlet ( Kalastria Healer , Hagra Diabolist , or Halimar Excavator ) to win the game. With First you simply cast your whole deck and win with something...almost anything really. It offers more variety with your wincon selection.

Outside of cEDH, First is just plain fun. With a Sliver tribal deck (such as mine) you can simply flood the board with permanents, and turn a relatively bare battlefield on turn 5 to something that looks like you're on turn 9 or 10. In this deck, First took the slot of Dormant Sliver - who in my opinion is woefully underrated. Going from to isn't quite the best feeling...but in the long run I think is worth the sacrifice.

Snivy__ on Ally Alley (UberTribal)

9 months ago

I think for additional win cons you could use either Halimar Excavator or Akoum Battlesinger. Excavator is good against Ensnaring Bridge when you don't have Hagra Diabolist.

TheDuggernaught on Allies are back!!! White/Blue Baby

1 year ago

I would say the deck is just a little unfocused. You have mill, and you have big flashy mid range plays with no removal to help you get to the point where they are meaningful plays. I would say you either need to focus on the mill combo element of it, make the deck more aggressive and tune it into a tempo deck, or up the amount of interaction to allow for more mid range plays. If you have the money, splashing green for Hardened Scales, and/or Collected Company can also help. In my experience of playing allies, is the most common shell for allies, but you can do all sorts of color combos. has actually been a favorite of mine, and it routinely wins turn 3 or 4. 4 or 5 color allies is also very possible and plays kind of like a more aggressive version of the humans decks running around. Less interaction, but capable of spamming power on the board far faster.

If you want to keep the deck , then I might suggest the tempo or mill routes. Blue gives some solid tempo plays (like Remand); and Halimar Excavator is admittedly a powerful card if you build around that win condition. But excavator does not really help contribute much to the game plan if you are not planning on winning via mill. The extra win condition might be nice in some games. But if the deck's primary win condition is get your opponent to 0 life, you might find that you don't need the extra win condition if the excavators were replaced with a tempo or aggressive piece and the deck is more consistent. But in a deck focused on mill, few cards are better at milling as Halimar Excavator. Without going for tempo plays, or focusing on mill, Jwari Shapeshifter becomes the primary reason to even consider blue -- and you might be better off using another color at that point.

Caerwyn on Looking for ETB Mill card

1 year ago

There are some infinite combos with Grinding Station, but that requires Artifact creatures.

Halimar Excavator only works with allies.

Half-Squirrel, Half- jellyfish if you are able to use silver boardered cards.

Thassa's Devourer for enchantment creatures.

Another option is to use Phenax, God of Deception alongside Lightning Greaves, though this gives your opponents a chance to respond.

seiseises on G/W/U Allies - Walking papers

1 year ago

I think the deck tries to do too many things: big creatures, milling, and control. If you prefer to focus more on control and milling, I'd remove either Graypelt Hunter or Oran-Rief Survivalist since they do the same. I'd also remove Diminish since you have fogs and many boomerang efects.

However I think milling only with the excavator (+ copies) and a few spells is not very reliable, so another option is just removing milling from the equation. Halimar Excavator + Traumatize + Jace's Erasure is already 8 cards, so just one more and you'll have 60.

Of course, last option I see is removing all the blue control, and focus on having a more aggressive build with lots of allies, along with some blue milling spells: winning via creature damage would be the main goal, and milling an alternative in case the game stalls. Adding white as a third color would help a lot here, since it gives you access to some good aggresive allies like Talus Paladin, Hada Freeblade, Kazandu Blademaster, Lantern Scout and Veteran Warleader, and also to some very good removal.

In any case, if you want to keep the deck as similar as possible to what you have now, first things I would get rid of are 2x Diminish, 2x Unsummon since they are a bit weak. And if you find some more dual lands, I think you can stick to 20 since your curve is not high.

TheRedGoat on

1 year ago

Okay, so I think the discrepancy here is in trying to build good value versus true combo. In a combo build for instance, you'll only ever play your commander as an expensive tutor effect for a pre-specified win condition like infinite creatures or total library mill (which you do mention). That will end up being slightly different from the deck you reference, but I doubt it will feel any different to your opponents. In a good value build however, your commander becomes a tutor for answers to enemy boards, and she is a win condition if you have a critical mass of allies. This is far from your combo idea, but does present a method of play your friends might find different with you at the helm.

On the other hand, there are jankier ways to build a combo Tazri deck, one of which mainly revolve around Conspiracy and Arcane Adaptation. I won't go into exhaustive details, but there's a special something about playing Gravecrawler and triggering a Halimar Excavator several times in a turn. There's a marked difference though in doing that and then having cards like Dual Nature and Panharmonicon in your build. A combo Tazri would likely prefer the mixed tribal focus, where-as the other cards lean towards good value. I'll leave it to you to make that choice.

Yunggodjt on Death by allys

1 year ago

First, this deck isn't standar legal, maybe mark it as modern or casual so it will fi into it's hubs better. Looks pretty good though! Maybe swap out Makindi Patrol for something like Kabira Evangel for more game impact, or fit in Halimar Excavator to mill to death

patbou on 4 Color CoCo-Vial Allies (69-68-4 match record)

1 year ago

Nef - I think the point is to make sure that each creature entering the battlefield will trigger our Allies. Thalia's Lieutenant does something powerful, but not what youre trying to accomplish with this deck. Top decking Lieutenant to spread counters will never be as satisfying as any random Ally (even Expedition Envoy) that can trigger Rally on Battlesinger or Evangil, our main win conditions.

Im not certain, however, if it is indeed Survivalist that we want in that spot. Two ideas:

1) Halimar Excavator is an alternate win condition. If you draw it before Battlesinger, start cloning it with Shapeshifter. You can technically win by turn 3 with this trick (T1 Vial, T2 Druid + Freeblade from Vial, T3 Excavator + Shapeshifter from Vial + CoCo from Druid to get any Ally + another Excavator or Shapeshifter = mill 47 cards ; considering Fetchlands and draw spells, opponent probably has no more library).

2) Descendants' Path : playing 3 will reduce our Allies to 30. Still enough for reliable CoCo and Vial, and a free Ally every other turn (and the other one youre scrying away the top deck if its not an Ally). This may slow us down a little bit, but we should not run out of gas with this. Plus, getting rid of Vial on the top deck starting round 4 is something we all want, no?

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Halimar Excavator occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%