Hall of the Bandit Lord

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Champions of Kamigawa Rare

Combos Browse all

Hall of the Bandit Lord

Legendary Land

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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Hall of the Bandit Lord Discussion

freakingShane on Purphoros, Forger of Goblins [[Primer]]

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.

Gleeock on Newbie to EDH! (Selvala HotW ...

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.

Surrak, the Hunt Caller, Hall of the Bandit Lord & Concordant Crossroads -- because this strategy has a heavy need of haste

Frontier Siege can turn all your beefcakes into removal spells.

AlmightyTentacle on Fire From Olympus: Purphoros EDH

6 days ago

Hi, Hybrow

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.

Grinning Ignus - nombo with too many cards like Spellshock, Eidolon of the Great Revel, Pyrostatic Pillar.

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.

Descent of the Dragons - not bad card was in deck at early stages but was dropped out cuz almost everytime was used as Mogg Infestation wich is plain better.

Hanweir Battlements - here for haste ability cuz I dont like Hall of the Bandit Lord - enters tapped, Flamekin Village - have same problem as Hall.

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 .

Moby_Copperfield on Welcome to Jundland

2 weeks ago

Hall of the Bandit Lord can give haste to the few creatures you have and can be enchanted with Abundant Growth or other enchantments like Underworld Connections

Ramunap Ruins, Hashep Oasis and Ifnir Deadlands utilises the deserts for extra damage.

Urban Burgeoning untaps various utility or enchanted lands.

You could include the Amulet Bloom combo (Summer Bloom and Amulet of Vigor) which allows for shenigans with the bounce lands such as Golgari Rot Farm. Amulet also untaps all those landfolk.

Funkydiscogod on Thoboes, the Mana Flow

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

Legendary Land

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.

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