|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Magic Origins (ORI)||Rare|
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Artifact Creature — Construct
Hangarback Walker enters the battlefield with X +1/+1 counters on it.
When Hangarback Walker dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on Hangarback Walker.
, : Put a +1/+1 counter on Hangarback Walker.
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Hangarback Walker Discussion
3 days ago
LuciferHex, I am running echoing truth as a response to elf and goblin trbal decks in my local meta. they're the only ones who i would not be able to out token. Echoing Truth eliminates 30 goblins for two mana, whereas AEtherize only handles attackers for four. Seat of the Synod has synergy with the deck, but i don't feel it is needed, especially when Sai, Master Thopterist only gets thopters from cast artifacts, and i'm running enough tutors to get Mycosynth Lattice easily. Aether Spellbomb is good for three reasons; 1.) Low CMC (sometimes free) is good for slinging thopters, 2.) It has the utility of draw or disruption (for single target creature), 3.) I can tutor for it with Trinket Mage or recycle it with a Myr Retriever or Junk Diver. I had Hangarback Walker in my initial build, but decided that just slinging artifacts would be more efficient than dumping mana into a creature that doesn't give as much back as i want. I already am running Foundry Inspector. thanks for taking the time to look over my deck, i appreciate it. if you liked the rest, feel free to leave an upvote.
5 days ago
Echoing Truth isn't that good of a card in commander. AEtherize is much better. Also why aren't you running Seat of the Synod? Aether Spellbomb is not that good of card, you'd be better off running Hangarback Walker. And why aren't you running Foundry Inspector?
1 week ago
I actually just switched my Ayli, Eternal Pilgrim deck, An Ode to the Parasite, over to these two. I also like Hangarback Walker and Athreos, God of Passage, as well as a good number of cards off your maybeboard. Cool deck.
1 month ago
Hi ThallionDarkshine thanks you for your comment, i very appreciate it !
I never think the Trinket Mage can find Walking Ballista or Hangarback Walker, forr me he can just tuto Skullclamp. Walking Ballista it's my greatest creature i put marker on and a tuto for it is very good, i will probably put it in !
Spellseeker is a great creature tuto who trigger ezuri, is a great addition too i think i will probably try her.
Craterhoof Behemoth is my bulldozer ! Just with 2 creature and ezuri, you can win the duel, It's a wincon like Cyclonic Rift. Anyway, if my opponent play a mass removal and i can't counter it, i'm in bad situation. If i draw a lot a small 1 CCM And Craterhoof Behemoth i can win after that.
1 month ago
I feel like a Trinket Mage package would be really sweet in here. It would let you find Walking Ballista for removal, Hangarback Walker for tokens, Hope of Ghirapur for protection, or Skullclamp for draw. Additionally, the new Spellseeker seems very good here, finding removal, other tutors, counters, or protection. Finally, a card that I've loved playing in my multiplayer Ezuri list is Temur Sabertooth. It can help save your stuff from board wipes, reuse powerful etb triggers, or even just generate a few extra experience counters. I'm not sure if it's as relevant in duel commander, but it feels like it's still a powerful card.
One thing that I'm not a huge fan of in this particular list is Craterhoof Behemoth. While it's a ridiculously powerful card, I'm not sure you'll have enough creatures for it to be worth 8 mana most games. However, you have experience playing the deck, so maybe it works better here than I am guessing.
1 month ago
-4 Mountains, +4 Artifact Lands from another color. That would leave you with 12 red mana sources (1 in 5 cards). Since you can't play your Ghirapur AEther Grid until turn 3 anyway, chances are high that you'll have at least one red mana within your first 10 cards. Or maybe use Buried Ruin, Inventor's Fair, Tomb of the Spirit Dragon.
While Norin and Genesis Chamber are a cool combo, you only have 2 Norin, no draw, and no search. Besides Norin, none of your other cards really abuse Genesis chamber, and vice versa. So I'm wondering if you would be better off taking them out.
Nuisance Engine, Unwinding clock, and two artifact lands would serve a similar purpose.
1 month ago
So I wish I could go back and edit the text above but in the white build you have going I think the fresh spice from the orient vs Jund/Jeski is Rally the Ancestors.
This might be better than the proactive sideboard plan of cards that let use draw cards as our dudes get killed Fecundity,Shapers' Sanctuary, or as we play dudes Lifecrafter's Bestiary, making more dudes Animation Module or preventing our dudes from getting killed Heroic Intervention.
Rally the Ancestors - this can be mainboarded or sideboard. As a mainboard, card in our good matchups it is a win more card; but in our even to bad matchups it turns any drawn out game into an instant win if we get to cast it for 4 CMC. As long as we have a Metallic Mimic in play or in the graveyard the Walking Ballista and Hangarback Walker get to come in alive. This can be cast as an instant speed surprise so a Blinkmoth Nexus or Inkmoth Nexus attack can turn lethal.
I think Rally the Ancestors is the way forward with this deck and may need to be retool slightly to take full advantage of it.
1 month ago
Huge fan of this deck and I am glad you are still working on it. I have been playing this deck in paper since Sam Pardee posted a video of it on channel fireball and have been adding/ cutting cards since. Match ups that this decks finds the most difficult, as you have found out are, removal laden decks such as Jund, Jeski and linner aggro decks that can enter/ grow as large as this deck does e.g Humans (currently at a 33% GWP and 16.5% MWP) and Hollow One (1 match so far). My current list can be seen at https://www.mtggoldfish.com/deck/1079309#paper
I will be playing your first list you made a video of this Tuesday and Friday in two 5 round tournaments. I think the higher velocity that your version produces might help vs the other linear aggro decks and linear combo decks while simultaneously helping the removal heavy deck match up by taxing the number of threats on the battlefield at on time.
Cards that might be worth considering adding to the 75 which could help the Jund/ Jeski match up are Shapers' Sanctuary, Fecundity, Evolutionary Leap, Heroic Intervention, Scrap Trawler and Animation Module.
Out of these I have test the Fecundity, Evolutionary Leap, and Animation Module. Fecundity was cute with Arcbound Ravager for lots of card draw but at that point I was already winning and when behind it was a lame top deck. But I only had in the deck for a short time and could need a revisit. Note: your opennent get to draw off it too.
Evolutionary Leap was in there at the start but I always sided it out and hated it when every time was in hand or in play, might be better with Aether Vial freeing up mana for it. My version of the deck is so mana hungry for the first five turns that have a green mana to spare and a willing creature is not the easiest thing to ask of the deck.
Shapers' Sanctuary - On paper this should be boss in the Jund/ Jeski match up and any other match up where we expect a lot of targeted hate to be sided in vs us. I'll be adding some to my sideboard and giving a test this week. I am worried that is it is too slow, at first is is card disadvantage then after one removal spell is equal then after that it starts paying off. It also does nothing vs sweepers
Heroic Intervention - seems too cute but this card is also super valuable in a ton more match ups post board in which we expect sweepers. Such as Jund, Scapeshift, U/W Control, Storm, Tron variants, Seath Shadow, Ad Nauseum and more. Holding 2 mana might be tight but casting it at at the right time might just be a blow out.
Animation Module - this card has had a home in my main for a good amount of time, it goes with the synergy with the deck, a bit more with your version of the deck. It makes Arcbound Ravager its own food, makes Walking Ballista ability cost one less ( whoopty doo) and in youR version of the deck it can add poison counters to the opponent and -1/-1 counters to creatures. In grindy matchups it helps fight their removal and forces them to find a sweeper. You have already seen the combo it has with Metallic Mimic. If this card has a con it is the fact that if you have been hit by a board wipe, it does not do anything without a +1/+1 to start the fun again.
Blasting Station - again might be to cute but has great synergy with your version of the deck. It work with Animation Module severos, Hangarback Walker death trigger, triggering modular off of Arcbound Worker and Voltaic Servant end of turn ability.
Throne of Geth - I see that you cut it out completely. Not sure if that is right but not sure if it is wrong. It great vs targeted removal when we don't have a Arcbound Ravager. I understand why you made that cut to fit the life’s legacy but instant speed sacrifice outlet is so important vs Path of Exile.
Life's Legacy - I never thought of this card when building and testing, seems to cute with little plus side. I watched your games and you only casted it once but that one time is looked like it won you the game where if it was a Throne of Geth it would have taken at least one additional turn, if you were still alive after a prime time attack. In many of you match you sided it out so it didn't get a lot of game time. Though it won you that game I’m still not sold.
My current sideboard philosophy with this version of the deck has been have multiple copy of card that hose specific archetypes and us my 3 copy of Ancient Stirrings to dig for them. There are a number of Human decks at my local meta so i want to test out the torpor orb and i wish it has gone better than it has. This may be due to variance but it has not really slowed down the deck enough or it may be a result that post board they get to resolve their Kataki, War's Wage and i don't have a Gut Shot/ Walking Ballista in play.
Once I cut the Ancient Stirrings I will have a more diverse sideboard. This biggest question that I have been asking myself is is I should be using Tormod's Crypt over Grafdigger's Cage. The idea s to help turn on Mox Opal turn one for a faster plays vs fast graveyard decks.
Other considerations which I have given thought bt haven not looked into is doing into more then once color. I see that you have gone into white but are we sure that is the best splash?
Other youtube videos of the deck that I have found are Sam Pardee https://www.youtube.com/watch?v=eUs-0XEYYD0&t=2900s https://www.youtube.com/watch?v=qHHjD5Ltbrk Really good game vs Hollow one-https://www.youtube.com/watch?v=ec85ZgLg7D4&t=2613s Ross Meriam https://www.youtube.com/watch?v=qRSGOxqss-s&t=1922s
Jarvis Yu First 2:30 hours is him playing the deck. If you watch is you should watch at 2 time speed https://www.youtube.com/watch?v=Z_92pqOQ7TA&t=9509s
Zyrnak-very good online affinity player https://www.youtube.com/playlist?list=PLVfwJL8w3Medl_JKF1w3POIy89hRKh4MI
TCG- Corban Hosler https://www.youtube.com/playlist?list=PLxg8UAfS2YJZTifhshB4pWqO2z70VZfiJ
There are others but as a youtube I am sure you have seen these already