|Commander / EDH||Legal|
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|Champions of Kamigawa (CHK)||Rare|
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Hall of the Bandit Lord
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.
Hall of the Bandit Lord Discussion
1 week ago
Academy Ruins Buried Ruin Seat of the Synod Darksteel Citadel Inventors' Fair Minamo, School at Water's Edge Ancient Tomb Hall of the Bandit Lord Crystal Vein Tolaria West Reliquary Tower Mishra's Workshop Halimar Depths Temple of the False God Shrine of the Forsaken Gods
2 weeks ago
First of all, this list has been retired for a few months. If I was still updating it, I would for sure take out Mox Amber , Copy Artifact , Snapcaster Mage and Daze , as well as most of the card draw stuff like Dig Through Time . However, there are cards I stand by that you listed to cut. The fetches don't matter, except I have them and I can flex. There may be no reason to run them but there's also no reason not to. Power Artifact is a backup plan with the monoliths and Walking Ballista , in case Arcum gets shut down. Strip Mine is actually fine, and Merchant's Dockhand is just a 1 mana sac target, one that just so happens to have an ability that isn't useless if it gets to that point. Guardian Idol is a rock that can be a creature of necessary, and Everflowing Chalice is just a rock, it doesn't need to be searched, and I don't see why it would ever need to be. Metalworker is very good, it can get a ton of mana to hardcast your combo pieces if they get stuck in your hand. I don't see why you say the creatures are slow, the main sac targets are 0 and 1 mana, which is what most decks usually play. I used to play Darksteel Forge and Mycosynth Lattice but I took them out because I found that it's useless to tutor for them. I would rather win then durdle around with indestructible. In most cases your stuff wouldn't be destroyed, rather countered which indestructible doesn't help with much. On the contrary, Delay and Flusterstorm are both must haves. A combo that wins on turn 1-4 90% of the time is useless if you can't protect it. I don't know if you've played in a real cEDH game, but if you haven't, I suggest watching a few videos on the YouTube channel Laboratory Maniacs. They play cEDH games. Most of these games don't end on turns 1-4, as everyone has some kind of response to the other's important spells. If you can't protect your stuff or take out your opponents key pieces, you lose.
2 weeks ago
I play an Arcum Dagsson list that combos off between 1 and 4 in 90% of games. I would ditch the fetches, you don't need to thin the deck as you aren't topdecking you are searching so you don't need to thin out the lands you draw. I run Codex Shredder in mine as a way to A. Infinite mill when the deck goes infinite any way and it's a safeguard for Paradox Engine . Ditch some of your spells and focus more on combo as earlier as possible, I feel this is split between a control edh and combo edh and you want to focus it as much as possible, I would ditch Strip Mine because it's a dead draw if you topdeck and pretty dead in start hand, you want your land base mostly blue as most arty ramp is colourless, ditch Mox Amber as it's mostly useless to you, ditch Snapcaster Mage as it's not worth it, it holds up an opponent but will mainly hold up you more. Tolaria West is definitely worth running as is the land that gives a creature haste, Hall of the Bandit Lord or something (the name escapes me), Flusterstorm isn't worth running, Power Artifact isn't worth it - that's not the direction the deck is going, I'd ditch Daze , Metalworker , Merchant's Dockhand , Guardian Idol , Everflowing Chalice , Copy Artifact , Dig Through Time , and Delay . The creatures are too slow, Everflowing Chalice can't be searched for with Arcum Dagsson so is a waste, Copy Artifact is neat but too slow and uses your precious blue mana, Dig Through Time is slow and clunky, and you likely won't have enough stuff in the graveyard to cast it cheap. I run Mycosynth Lattice in mine, Arcum Dagsson can sac himself if desperate, you can remove all opponents critters, and sac any of yours, also stops blue mana being an issue, and Darksteel Forge protect all your stuff then. I run an Eldrazi titan in mine (ramp into it early most people will freak) and it's useful to shuffle your grave if stuff gets hard, surprised not to see Junk Diver as a backup combo piece, and Aetherflux Reservoir is your biggest asset and yet wasn't in the list, I'll add a link to my list in a moment.
3 weeks ago
The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.
My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.
Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.
Strionic Resonator copies your generals ability... just sayin’.
If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.
With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.
Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.
Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.
Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.
I hope you find this helpful; let me know if you need clarification on any of my comments.
Good luck with deck building!
3 weeks ago
Hall of the Bandit Lord is a really good card to consider, its a tap land but giving koz or any eldrazi haste is so powerful it is usually worth playing
1 month ago
I'm playing a similar list, since 2 weeks, i'm not convinced in having that much ETB creatures. Many times, only having 1 or 2 with stornger effect is enought to close out the game in few turns. My battlesphere for example, was on my first list, but it's felt like it's too weak compare to some of the dragons. On attack trigers are also not that good, because they don't proc on Ilargh, so Etali is basically a : pay 6, pass turn, attack with an etali. Instead, i prefer add a lot of "haster" which provides illargh haste the turn he came on the battlefield, and it's pretty efficient. (on my meta at least) Anger it's pretty good at this, Urabrask the Hidden , which cost 5 , as ilargh does, but provides a pretty good stall effect, Hall of the Bandit Lord , which give haste to any creature for 3 life on a land is relevant too. Mirror March is more a fun card on this deck, and i totally understand why you play it, but if you're looking for upgrades, i think it's an easy cut too.
that's all for me, keep praising the BOAR.
1 month ago
Is there a reason not to play Hall of the Bandit Lord ? Seems like another really good Crop Rotation target especially with things like Priest of Titania and makes a turn three yisan the same as a turn two summoning sick yisan. Rereading the card it could be the "comes in tapped" clause but is that a strong enough tempo loss that the card isnt worth it anymore?
1 month ago
Arcum doesn't care about creatures. So you want to grab the 0 drop artifact creatures and slam them in the deck wit the staple Trophy, Trinket and Treasure mage. And build up your army from there. Blightsteel is great in the deck, but you need to cheat it out or make enough mana to get it out there.
Hall of the Bandit Lord occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%