Hall of the Bandit Lord


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 (CHK) Rare

Combos Browse all

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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Hall of the Bandit Lord Discussion

gorillacus on Edgar Markov Victorian Vampires

2 days ago

I think Bloodsworn Steward is almost redundant because Daddy Edgar already has haste. The +2/+2 is nice, but you can already get beefed up by a lot of other creatures like Drana, Liberator of Malakir, Necropolis Regent and Stromkirk Captain plus other cards like Cathars' Crusade, Door of Destinies and Vanquisher's Banner. I would say add more haste enablers like Hanweir Battlements, Hall of the Bandit Lord and/or Olivia's Bloodsworn. If you need more draw, Id suggest Tymna the Weaver even if she isnt a vamp.

Pal00ka on Silvos, Arena Fighter

2 weeks ago

Hall of the Bandit Lord can be especially potent in voltron decks.

I think you could use a lot more draw. I personally always have 8-10 sources of it in my decks. Rishkar's Expertise, Garruk, Primal Hunter, Elemental Bond, Shamanic Revelation, Lifecrafter's Bestiary, Harmonize, etc. are options.

Death touch is especially potent with trample because you only need to assign 1 point of damage to the blocker to allow the rest to spillover. Basilisk Collar, Gorgon Flail, Gorgon's Head and Quietus Spike (especially this) fit the build and complement the fight mechanic too because now your Elvish Mystic can kill near anything.

Last year I had a voltron Molimo deck with a sub theme of tribal (only) legendary creature that was a blast to play. Loved casting Silvos so hope you have fun here!

bayard on Brago Updated

2 weeks ago

Ok here we go. Since I'm such a nice guy I've taken the liberty of making your draft chaff better.

Here are the lands that could realistically be added to this deck:

Mana LandsNimbus Maze, Reflecting Pool, Seachrome Coast, Adarkar Wastes, City of Brass, Mana Confluence, Mystic Gate

Utility LandsScavenger Grounds:I dont mind if you dont use this one

Academy Ruins:Seems good with the combo being artifacts

Buried Ruin:See academy ruins

Hall of the Bandit Lord:Haste-y brago? Your choice.

Since the win con is infinite blinks we need to make sure we have what we need to win with that also the there's still some blink creatures you "need":

Enlightened Tutor&Mystical Tutor:No skill tutors

Spreading Seas:Disrupts and is good with infinite blinks, kills things like Gaea's cradle and such.

Sensei's Divining Top:More Broken Shit

Venser, Shaper Savant:Better as a creature honestly.

Snapcaster Mage:Nough said.

Ponder or Brainstorm:I just like turn one plays. These aren't necessary though.

Prophetic Prism: I was kind of thinking of this one. Don't overlook it.

Whir of Invention:Just yes. Your mana base can probably already support it, but with the new lands for shuure.

Ill continue this some other time Im too tired to continue

Mike94 on Akiri, Artifact Slinger

1 month ago

Hi nice deck, I love voltron builds! +1

Your deck could use a little bit more utility in my opinion. Lightning Greaves, Sword of Feast and Famine, Sword of Fire and Ice and Conqueror's Flail would be awesome in your deck.

I would replace the Auriok Steelshaper and Armory Automaton for Puresteel Paladin and Balan, Wandering Knight.

Some tutors could also really help you out to look for answers/tempo since your deck seems to be more of the aggressor type. Steelshaper's Gift, Open the Armory and Stonehewer Giant are really good in an equipment based deck. I also would recommend to run a Recruiter of the Guard combined with Stoneforge Mystic these two can help you big time with building a strong board fast.

For lands there are some good options to to be considered to:

I have a mono-white voltron build, it's more build on making my creatures almost impossible to remove trough protection. Please take a look if you're interested >A Mustering Marshal

Byuante on

1 month ago

Caldera Lake seems like a pointless addition. It enters tapped and can only produce the 2 colors you're splashing at the cost of a life. I wouldn't add Caldera Lake, big drawbacks without much payoff.

As for the Demons. If you really want to go for a tribal deck, you're gonna have to remove most (If not all) creatures that don't share your tribal creature type. (I managed to make a deck that works only using 20 creatures (21 with Commander) that were only tribal correlated, so it is possible for you to try)

Here's a budget friendly 38 card landbase:

Command Tower

Crypt of Agadeem

Opal Palace

Path of Ancestry (You will not be able to scry unless you play conspiracy. May I suggest changing Marchesa for Sol'kanar the Swamp King? Yes you lose the Dethrone and being able to return a card by default, but a Tribal deck should be lead by a tribal commander. Your choice entirely)

Reliquary Tower

Mana Confluence

City of Brass (I don't like it, as it will still deal damage even with Chromatic Lantern in play, but your choice)

Hall of the Bandit Lord

Shivan Reef

Sulfurous Springs

Underground River

Spire of Industry

Grand Coliseum

Inventors' Fair

Leechridden Swamp

Bojuka Bog

Duskmantle, House of Shadow (Put a demon into your gy, reanimate it, or the most obvious approach)

Swamp x14

Island x3

Mountain x4

Feel free to make some changes, but these cards are cheap and will help your mana base (If you don't like Bojuka, replace it with a Swamp.)

DrukenReaps on

1 month ago

Byuante Thanks again. I am aware the mana base is terrible and actually this is where I was thinking I could deal with the other issue I had. The deck really needs to be dethroning so that I can do some of the more messed up stuff I want to do. Black Market and my opponents somehow managing to play slower than me are what kept the deck going in the games I did well. The haste comment was just a quick this would be nice before I forget that I thought about it thing.

I'm looking at using

Hall of the Bandit Lord, Mana Confluence, City of Brass since I already own these, the hall doesn't help with mana but still useful. The other two don't have a drawback.

Shivan Reef, Sulfurous Springs, Underground River cheap $ and no draw back.

Spire of Industry, Grand Coliseum, Caldera Lake these have drawbacks and nine lands that hurt me would likely be too much. Just mentioning them since they fit the idea.

I have grown a distaste for the bounce lands. They will be the first things to go. I don't want to shrink my demon numbers too much but I'm thinking 15 down from 21 is still plenty. Which leaves 3 open spots if I added the pain lands and would have me at 37 lands. So Phyrexian Arena and Swiftfoot Boots. $10 for a land just feels wrong to me... After I improve the deck a bit and play some more I'll consider the shocks again but I don't want to pick them up for a deck and then pull said deck apart...

In the end the deck is trying to be a demon gimmick if I lose too much of that then the obvious bad choices I made like leaving out Chasm Skulker become questions of why did I do that without any answer.

Decrepit_Angel on [Primer] Colored Mana is for the Weak

1 month ago

merrowMania: Hall of the Bandit Lord is a decent card if you are focusing more on combat wins than I am. Also, like any good cEDH deck, I often do quite a bit of damage to myself through Mana Crypt and Ancient Tomb, etc. so the 3 life from Hall of the Bandit Lord adds up, especially when doing Candelabra of Tawnos shenanigans. You are right about Maze of Ith though. That card is one of the few pieces left from when I built this deck as a casual deck. However, even in competitive games, if enough stax pieces hit the field to shut people down, they will start attacking with whatever creatures they have and Maze of Ith has saved me far too many times for me to be willing to cut it. Also, like every other land, Candelabra of Tawnos allows for some ridiculous stuff to happen with it.

That said; Tana, the Bloodsower/Tymna the Weaver, Yidris, Maelstrom Wielder, Selvala, Heart of the Wilds, Captain Sisay, Animar, Soul of Elements, Karador, Ghost Chieftain, and even some builds of The Gitrog Monster (and this is just the Tier 1-1.5 lists) attack with creatures often enough that Maze of Ith is still useful. Considering I run other lands that do not traditionally tap for mana, both Urborg, Tomb of Yawgmoth and Chromatic Lantern are important cards used to circumvent this and are cards I try to play early in most games. All of this is enough form me to justify the inclusion.

TLDR: Maze of Ith has been better for me than Hall of the Bandit Lord due to this list focusing more on combo/stax than combat wins and Maze of Ith is better at keeping me alive if I slow the game down with multiple stax pieces.

Ohthenoises: Staff of Nin makes more sense. I was thinking that you were referencing making infinite mana off of the Spine of Ish Sah + Paradox Engine combo and then just using Staff of Domination as your win condition. This is definitely a reasonable Kuldotha Forgemaster line, especially because it still works if you only have exactly enough mana from nonland sources to recast the Spine of Ish Sah.

merrowMania on [Primer] Colored Mana is for the Weak

1 month ago

I'm surprised there is no Hall of the Bandit Lord. I understand that the ETB tapped hurts tempo, but one would think it would would be more relevant than Maze of Ith.

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