|Commander / EDH||Legal|
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|Champions of Kamigawa||Rare|
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Hall of the Bandit Lord
Hall of the Bandit Lord enters the battlefield tapped.
Tap, Pay 3 life: Add (1) to your mana pool. If that mana is spent on a creature spell, that creature has haste.
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|Have (9)||CrimsonKing , Suns_Champion , Swamy , awalloftext , Mousemke , ironax , clayperce , kpral , Lucretian|
|Want (4)||jerryzelaya , Nemesis , rakdos24 , Vasbear1|
Hall of the Bandit Lord Discussion
2 days ago
Thanks for stopping by and commenting, Agent_Fire!
I'd be interested in testing out Throne of the High City, but as for Hall of the Bandit Lord and Hanweir Battlements I think it might be overkill on the haste. Battlements is not bad, since it doesn't enter tapped, but I'm not sure it would be used enough to be relevant.
I'll see how well Throne plays out though! Thanks again, friend.
2 days ago
2 days ago
6 days ago
Multani, Maro-Sorcerer - CMC isn't too prohibitive, he is difficult to remove (shroud)... With Selvala as commander he probably will fetch you 20 mana, any color as soon as he hits the field
Otherwise, green has a good amount of cards/creatures like Elemental Bond, Drumhunter, Garruk's Packleader, Primordial Sage where you draw for each power-creature cast, I've effectively stormed some people pretty good with that strategy.
Frontier Siege can turn all your beefcakes into removal spells.
6 days ago
Thank you for comment and suggestions!
Mana Geyser - mana never been too much problem for the deck, my playgroup is mostly three players so this one doesnt work well.
Warchief Giant - too high cmc and as I say before my palygroup is mostly three players.
Valakut, the Molten Pinnacle - nice land, several times was in maybeboard but it enters battlefield tapped and it is too much if you ask my oppinion.
Hanweir Garrison - was in deck before but was cut cuz too be really effective it needs haste and most time it was just one creature drop for .
1 week ago
Beseech the Queen Increasing Ambition Enlightened Tutor Diabolic IntentResolute Archangel Subjugator Angel Sublime Archangel Angel of Finality Archangel Avacyn Flip Crypt Angel Exquisite Archangel Blinding AngelAvaricious Dragon Dragon Mage Dragonmaster Outcast Dragonlord KolaghanHoard-Smelter Dragon Knollspine Dragon Mana-Charged Dragon Siege DragonIndulgent Tormentor Overseer of the Damned Razaketh, the FoulbloodedSire Of Insanity Reya Dawnbringer Gamble Mortify Legion's InitiativeBuried Alive Animate Dead Twilight Shepherd Disciple of BolasPath to Exile Razia's Purification Fellwar Stone Coldsteel HeartTalisman of Indulgence Sunforger Sphere of the Suns CataclysmDesolation Angel Chrome Mox Clifftop Retreat Exotic OrchardHall of the Bandit Lord Nomad Outpost City of Brass Mana ConfluenceSpinerock Knoll Tainted Field Tainted Peak Rocky Tar PitPhyrexian Reclamation Entomb Dance of the Dead Necromancy Mimic VatReforge the Soul Magus of the Wheel Winds of Change Sensei's Divining Top Flamekin Village Toxic Deluge Damnation Crux of FateReflecting Pool Forbidden Orchard
2 weeks ago
Urban Burgeoning untaps various utility or enchanted lands.
1 month ago
The Fist of Suns ability is what breaks it: just wait to play it on turn 6, tap out to annihilate the opponents with an eldrazi. That you can use its second ability to spend Hall of the Bandit Lord mana to help pay the alternative cost, so it will have haste is just icing.
I'm going to offer a redesign of this card: I know you're looking for a 5-color symmetric effect that's going to make an interesting game. What about this?
Thoboes, the Mana Flow
When Thoboes, the Mana Flow enters the battlefield, sacrifice it unless you pay .
At the beginning of each player's upkeep, that player adds to his or her mana pool. Until end of turn, this mana doesn't empty from that player's mana pool as steps and phases end.
This idea is modeled after Shizuko, Caller of Autumn and Rupture Spire. The payment drawback is supposed to make this card more fair because powerful effects shouldn't be free. I imagine on turn 5, it'd be only slightly less insane than Heartbeat of Spring hitting play, and bumping everyone from 5 to 10 mana. Then, it'll benefit all of your opponents before you, so you'd need a little bit of deckbuilding strategy to make it work, with probably an insane payoff when it does work.
The land intentionally does not have a for mana ability, effectively making it a total of 5 mana on the turn you play it, in return for 5 mana every turn for the rest of the game.
I'm assuming the current commander rule applies, that you need to pay an extra for every time it's been played from the command zone after the first.
Finally, I'm assuming if you're improving commander with house rules, we don't need to specify that it can be your commander, or that it can be played from the command zone. Just house rule that, too. This gives us much less wall of text, and actually a kind of an elegant looking card.