Hall of the Bandit Lord

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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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Recent Decks

Hall of the Bandit Lord Discussion

Heldt on The Gall Ta Play Artifacts in Green!

6 days ago

So far I'm thinking of these subs:
Wayward Swordtooth for Leatherback Baloth
Cryptolith Rite for Emerald Medallion
Vedalken Orrery for Beastmaster Ascension

I don't really want to take out Beastmaster Ascension but I don't see where else to make room. I think being able to cast Ghalta on my opponent's end step is invaluable. I would like some other haste enablers like Lightning Greaves, or Swiftfoot Boots, but I don't really see room for those. Might be able to squeeze in one of my favorites, Hall of the Bandit Lord.

DrukenReaps on Should I Pretend This Or That?

1 week ago

Lil_Kalki Thanks for the comment. I've been looking through a bunch of Mairsil to try and find as much information on him as possible. Glad you found what little I've figured out so far useful.

I've only recently turned to the dark side to use this guy so I don't have some of the really good cards for him yet. I ordered quicksilver elemental though along with some of the other must haves. I did fail to take note of grand architect though, good idea. If I end up keeping Mycosynth Lattice I could cage them to go nuts even after somebody blows them up.

I dunno if I'll bother with Hanweir Garrison, maybe if I end up needing sac fodder. There seemed like a bunch of neat abilities that want sacrifices. That land is great though. I may throw in Hall of the Bandit Lord too but that one gets painful so I dunno about it.

Linalas on Bruna, Light of Alabaster

1 week ago

@MRDOOM3 Thank you!I already have Flickerform and Lightning Greaves in the list. They both are good suggestions. and work well with Bruna, Light of Alabaster

Eldrazi Conscription is not in the deck because the card is super obvious. But I should add it is a huge upgrade.

Sovereigns of Lost Alara this is what I was looking for! awesome suggestion.

Hall of the Bandit Lord this is nice like it! kind of card I like.

Vanishing helps protecting my commander

Those cards are on my buy list for this deck!

Thanks for the feed back!

MRDOOM3 on Bruna, Light of Alabaster

1 week ago

Silent Arbiter is another nice way to slow down attackers.

Sovereigns of Lost Alara is another nice Aura tutor.

Corrupted Conscience is just another nice aura for Bruna.

I'm assuming you're excluding Eldrazi Conscription because of cost.

Definitely throw in Hall of the Bandit Lord, Winding Canyons, and Lightning Greaves (Shroud does not interfere with Bruna's ability) for a good amount of haste/attack as soon as she comes in.

If you do not wish to throw in more haste enablers, then you should definitely consider some aspect of control/flicker, because, believe me, Bruna tends to be a target for removal/counterspells, and her mana cost can get considerably restrictive if she's removed too much. I would suggest Grand Abolisher, Teferi, Mage of Zhalfir, Rule of Law, Dovescape, and Arcane Laboratory. Evasion like Flickerform and Vanishing are also really important as well.

Bxbx on Get to Zacama!

4 weeks ago

Hi, wouldn't it be better to ramp with cards that get lands into play like Kodama's Reach and Explosive Vegetation because lands in play boost the effect of zacama's triggered ability?

Panharmonicon can be good with zacama as well.

You already play Hall of the Bandit Lord but maybe include Swiftfoot Boots for haste as well.

Last but not least Temur Sabertooth lets you generate infinite mana and etb with zacama if your lands can produce 12 mana.

VETJasper on Krenko, Combo Boss

1 month ago

Your life total is ALWAYS a resource. Winning at 1hp is the same as winning at 38hp. If the OP is playing games against decks as disgusting as his own, then cards like Ancient Tomb, Hall of the Bandit Lord, Treasonous Ogre, and Mana Crypt will be some of the most powerful and mana efficient plays he can make.

Combos plan is not to swarm or burn. The plan is to hit every land drop, draw cards, and get into an explosive position that wins the game in one turn. Unless the opponent is running Lightning Bolt, that life loss from Treasonous Ogre will never be relevant when we're winning right after activating his effect 13 times (13 mana for 4, holy sh).

Most of your suggested changes degrade the explosive power of the deck and put us on the defensive, but defense doesn't cut it when Tooth and Nail is hitting the board and Atraxa, Praetors' Voice has you at 8 infect.

You also seem to have a problem with the redundancy of powerful effects in the deck. You run Ruination and Blood Moon together because on average you don't draw either of them, and drawing 1 will seriously set back most non mono-colored opponents. The chances of drawing both in a single competitive game are so minuscule that you run both. The same goes for Phyrexian Altar and Ashnod's Altar.

Also Skullclamp works with tokens; whoever told you otherwise was wrong. Sylvok Lifestaff would also work.

ticked-off-squirrel on Krenko, Combo Boss

1 month ago

looks nice but as an expert goblin player (having 3 goblin commander decks) here are some changes:

switch Gauntlet of Power for Caged Sun. same effects but only affects you. not everyone else.

switch Goblin Rabblemaster with Goblin Piledriver. still gets a buff from other attacking goblins but does not force you to attack every turn with everything. plus has protection from blue. which is nice.

you got too many things that give Haste. keep Goblin Chieftain and replace Goblin Warchief with Hazoret's Monument. still reduces the cost of goblins and is one less thing to give Haste. plus lets you cycle cards if need to. also swap Fervor for Goblin Warrens or Quest for the Goblin Lord. either one works.

switch Lightning Greaves for Swiftfoot Boots. that way you can still play spells and abilities on your creature while the opponent cannot.

i can see why you put Skullclamp into the deck but sadly creature tokens don't go to the graveyard so it won't trigger the ability. i know, i tried it with Sylvok Lifestaff. that being said replace it with a Prying Blade. or if you need the card draw Rogue's Gloves.

i don't know why you have Treasonous Ogre in there but unless you can crank your life up each turn he will drain you. i suggest Tyrant's Familiar. a 5/5 flyer with haste and if your commander is in play, which he most likely is, gets another +2/+2 and can shoot a creature when he attacks. if 7 mana is too much then Goblin Sappers to make your creatures unblockable at the cost of their life.

you don't need both Phyrexian Altar and Ashnod's Altar. both cost 3 mana and both let you sack creatures for mana. drop the Phyrexian Altar. replace it with Coat of Arms. or if you really need the extra mana Pyramid of the Pantheon

Ruination. i'll admit i am on the fence about this. on one hand you can destroy all non-basic lands (even yours) but on the other it is useless if Blood Moon is in play. if you drop it, Massive Raid should take it's place.

Skirk Fire Marshal. this guy. while yes he is a great card he will blow everything and everyone up after tapping like 10-15 goblins. and yes Eldrazi Monument gives your creatures indestructible it does not give you indestructible. so if you have less life than the opponent then this is a bad card. so keep him but if he gets out of hand then put in Goblin Spymaster he may seem odd at first but by forcing your opponent to attack you you can block the attacks with several dozen tokens and have enough for a counter attack. just be careful with flyers.

Tuktuk Scrapper. without other allies he is just another 2/2 goblin. and 4 mana is a bit much for a plain 2/2 goblin (no offense Goblin Berserker). switch him with Goblin Mountaineer. a good scout goblin and is unblockable if Blood Moon is active and opponent has any non-basic lands.

land wise you need to drop the following and replace them with either Mountain or Snow-Covered Mountain:

Ancient Tomb. again, unless your life cranks up drastically each turn it will drain you.

Hall of the Bandit Lord. same reason.

Haunted Fengraf. the creature you get back is random and only a one time thing. not worth it.

Tectonic Edge. if you have Blood Moon in play then there will be no non-basic lands making this useless.

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