Hall of the Bandit Lord

Hall of the Bandit Lord

Legendary Land

Hall of the Bandit Lord enters the battlefield tapped.

, Pay 3 life: Add to your mana pool. If that mana is spent on a creature spell, that creature has haste.

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Set Rarity
Champions of Kamigawa (CHK) Rare

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Legality

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

Hall of the Bandit Lord occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Hall of the Bandit Lord Discussion

JaceFromStateFarm on Heaven and Hell

5 days ago

I would focus a bit less on protection spells that cost two or more, since it's hard to hold them up unless Kaalia has already stuck. The 1cmc ones like Apostle's Blessing are good, because it's easy to just wait a turn to play Kaalia on turn 5 with it up. Unless you are trying to build a less aggressive deck, I'd include a few more haste enablers instead - Kaalia wants to be fast and build a huge board presence quickly, and giving her haste is one of the best ways to do that. Some of my favorites are Dragon Tempest, Hall of the Bandit Lord, and Mass Hysteria. Also, Sire Of Insanity is a fantastic card for Kaalia.

multimedia on Greven beatstick

1 week ago

Hey, Treasonous Ogre is a source of life lose that's also ramp. Necropotence, pay any amount of life and put that many cards into your hand. Heartless Hidetsugu, each player loses half of their life for a huge Greven attack that will most likely kill an opponent. Phyrexian Reclamation pay life to recur creatures. Arguel's Blood Fast  Flip, pay life to draw cards and Temple of Aclazotz is Diamond Valley.

Manabarbs players lose life when they tap lands. Phyrexian Purge, pay life to target and destroy potential blockers. Bolas's Citadel, lose life to cast cards. Dreadhorde Invasion, lose life for token that can grow in power to sac to Greven. Sign in Blood, Night's Whisper and Read the Bones, lose life to draw cards.

Castle Locthwain, draw a card and lose life. Hall of the Bandit Lord, pay life and give Greven haste. Sulfurous Springs, Rakdos Pain land. Ramunap Ruins and Ifnir Deadlands, pay life to make mana.

Shadowspear, trample and lifelink combination is good with Greven. Arcane Signet and Talisman of Indulgence are two other Rakdos two drop mana rocks. Dark Ritual is good ramp in black.

Good luck with your deck.

Profet93 on The Giant Green Bean and his Grumpy Green Gang

1 week ago

Hall of the Bandit Lord - haste

Ancient Tomb > temple

Yavimaya Hollow - protection

Heroic Intervention - protection

Return to Nature > naturalize > other naturalize. Don't forget about Nature's Claim

Return of the Wildspeaker > soul's majesty

This deck just seems like green goodstuff

Aitken163 on Colorless combos and beat downs

1 week ago

MrKillStar thanks for all the information. I love all the ideas and I've been toying with the deck today. I'm slowly looking at all the cards you suggested and their interactions with others.
I picked up a Mimic Vat, Strionic Resonator and a Field of Ruin today. I will deffinitly put a Cavern of Souls in right away too. I totally gapped on that card. Good call. I'm going to leave the urborg in the deck because it counters some of the lands I play such as Eye of Ugin and Hall of the Bandit Lord that dont tap for normal mana.

Im trying to avoid using a ton of eldrazi as well. As much as I like them and they 100% would make the cut I would like to use other big artifact creatures. Eldrazi are just over played imo.

Last_Laugh on Narset, Jedi Master

3 weeks ago

This is a nice list. I do have a few suggestions though and I'll try to break it down by category.

Ramp: I'm not a fan of either Gilded Lotus or Thran Dynamo here... they don't really ramp you into Narset. Consider Pentad Prism (only 2 drop rock that'll ramp 2 different colored mana in the same turn... albeit once). Copy Artifact copies mana rocks (or an extra Strionic Resonator for extra combats). Coalition Relic and Worn Powerstone are other mana rock options. Crystal Vein and Ancient Tomb are 2 good land options here also.

Pillowfort: Smoke is worth its weight in gold here. You probably have enough extra turns/combats that you can drop the Propaganda/Ghostly Prison though.

Haste: Need for Speed, Mass Hysteria, and Hall of the Bandit Lord. If Narset gets removed a lot in your meta... also consider Dragon Breath, which auto-hastes Narset on recast.

Tutors: Long-Term Plans and Personal Tutor.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Narset, American Beauty

Cloudius on We Love Freebies! *Primer*

3 weeks ago

Kapitein_Koekblik Thank you so much for the feedback and I'm glad the deck did well in your local game stores... while it lasted. Just curious, how many Commander Nights did you participate in with the deck to gather a 5-6 wins result?

All the cards you've replaced, are cards I wanted but can't afford to acquire for the deck at the moment, so good call on your part. Like you, I'm in 2 minds about Hall of the Bandit Lord too, thus it's inclusion only in the maybeboard till now.

I do have a Command Beacon lying around and will take your advice to include it in my deck. Looking forward to hearing from you on the above although it is unfortunate you can't take the deck out for a spin much going forward.

Kapitein_Koekblik on We Love Freebies! *Primer*

3 weeks ago

Hi Cloudius

After playing this deck for a few months I sadly have to retire it. My local gamestore(s) have banned extra turns on commander nights (why they haven't banned the color blue instead is up for discussion I guess). I have won a fair share of commander nights with it (maybe 5-6 or so?) All I can say is that Cavern of Souls has saved my ass more then one would think, I also replaced 2 Island's with a Tundra and a Scrubland. I cut Blinkmoth Nexus for Command Beacon, because let me tell you, seeing it get destroyed/removed 3 times can become rather costly and this card really helps out then. I also preffered to run Mox Opal over Mox Diamond seeing I had more luck with artifacts in play then lands in my hand (Land Destruction is a well known theme in these parts). I also ditched Dark Petition to run Imperial Seal instead, in all my games Yennett never hit Dark Petition and casting it from my hand was to painful for that mana cost (all this was ofc, personal experience). Hall of the Bandit Lord can be pretty hit and miss and I tried to run it a couple of times, It either becomes a dead pull when I needed it, or it became to costly to pay the 3 life. I cut it in the end.

I will keep an eye out from time to time on your deck. For me, until they unban extra turns will retire this deck. Looking forward on how you can adjust this deck in the future.

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