|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
|Promo Set (000)||None|
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Tap: Add to your mana pool.
, Tap: Target creature gains haste until end of turn.
, Tap: If you both own and control Hanweir Battlements and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
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|Have (35)||bakunet , Supremespeed , the.beanpole , FireRogue , LeroyJones , brentkc49 , Spinalripper , jhunter , SketchyScribbler , Candyman949 , TThors , mziter501 , Va1mar , The_Grape , teslacoil7992 , Kleptozaniac , slemulv , Regulus1010 , Bluboltar , mymanpotsandpans , philktoken8998 , ducttapedeckbox , bakeraj4 , TheRealSpecialK , Mortiferus_Rosa , Hootiequack , Roadhog , DrPopular , voidruby , Borg0th , ThisIsBullshit , thetechzombie , KB2187 , GoldGhost012 , gildan_bladeborn|
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Hanweir Battlements Discussion
3 days ago
Journeyer's Kite seems pretty slow. you might be better off with something like Chandra, Torch of Defiance, It ramps you and has a lot more versatility. Also, I don't know how much value you get off Homeward Path, and Reliquary Tower. cards like Koth of the Hammer want mountains in specific. on the other hand you might want the other haste lands. Hanweir Battlements and Flamekin Village.
1 week ago
The slate is almost ready... I just want to know which is good out of the following, & which is bad, as well as whether or not Pristine Angel + Concerted Effort + Empty-Shrine Kannushi/Pledge of Loyalty is a legitamite combo that works, & can even deal with Multicolor, & Creature Types regardless of Color.
Which of these do you recommend? I'm adding my last adds before shaving off whole KGs off this deck...
1 week ago
Here are the cards I found that are in such a color:
Which do you think would be good for my Boros Deck? Also I omitted Eldrazi Displacer as it is a standard for this deck anyway.
Also, one last question, Since my Kozilek Deck is doing nothing but fail the meter, do you think I should run a 5Color Commander, & if so, what?
2 weeks ago
Scapeshift w/ no Valakut, the Molten Pinnacle or a Hanweir Battlements? Also Harrow is a sweet card, I've found that playing that early sets up nicely for a turn 4 windgrace -3. Also, I feel like you already know this, but you really ought to get the 9 fetches for this deck, terramorphic/evo wilds and friends aren't even close to the same power.
I didn't see that much dredge shenanigans, maybe that isn't what you care about, but in terms of increasing power you could cut some of the worse MLD stuff for Life from the Loam Grisly Salvage and Golgari Grave-Troll
penultimately, Hour of Promise is dope. Tons of mana? Gets kessig and a haste land. Not enough mana? get ancient tomb and Temple of false gods. 5 mana is a lot but it's a pretty legit toolbox card in the deck with lotsa land shenanigans.
and now lastly, you deck seems weak to counterspells (I know mine is) and especially if your tryina blow up lands, those are the spells that usually get countered. So Boseiju, Who Shelters All or Vexing Shusher might be cards you want to consider.
2 weeks ago
Darksteel Garrison seems weak to me because you're spending 5 mana on a glorified Darksteel Citadel crossed with Cathedral of War when you really could just be running said cards. Speaking of which, if you REALLY needed another indestructible land, you could run Cascading Cataracts, although its usefulness is limited in a monocolor deck.
I get that Madblind Mountain is cute with Sensei's Divining Top, but unless you're running Scroll Rack and at least a few more cards that care about deck manipulation, it's not worth losing a tempo by having your land per turn come in tapped.
If you're looking for more worthwhile utility lands, I'd suggest Hall of the Bandit Lord, Hanweir Battlements, and Flamekin Village if you wanted to give your commander haste, Inventors' Fair for artifact tutoring, Geier Reach Sanitarium and Mikokoro, Center of the Sea for draw, and Rogue's Passage for giving Kamahl unblockable
Once again, I know you love only relying on Kamahl for attacking, but Valduk, Keeper of the Flame could really be hilarious in this deck because of all the equipment!
Keep up the good work! This deck looks very annoying to play against :)
1 month ago
As with most budget lists, focussing way in on what you are trying to do and doing just that thing is the best way to make it work. Strip out everything nonessential and see how much space you have for anything else.
Giving Wildfire Eternal haste to kick out a big sorcery as your core gameplan sounds good. You can run Living Lore, Spellweaver Helix and draw/discard as well- gameplans that try to use one creature as the lynchpin are easily disrupted, but when you have multiple options, things start looking better. Discard/draw also helps deal with the 'all my cards are stuck in my hand and I can't use them' problem.
Next step- ramping and giving them haste. Pentad Prism is a simple, manafixing, ramping artifact that leaves your mana open to cast a counterspell. It'll serve as extra generator servant copies, barring the haste enabler.
To give haste is more tricky, as you start needing to look at how much disruption you have compared to enablers compared to payoff. Expedite and Crimson Wisps are powerful options, as they don't cost cards. Hanweir Battlements is another interesting one.
Striking a balance between payoff cards (cheating a Cruel Ultimatum or Wildfire usually wins), disruption (Roast, vapor snag, Repeal, Mana Leak etc) and draw/discard (Cathartic Reunion, Faithless Looting, Tormenting Voice, Collective Defiance etc is tricky.
Which is why its your job. Look at lists that try to do similar things (cast 2-3 cards for a big payoff), and copy their proportions of cards until you have a mix that feels good. Playtest, playtest playtest. You'll have an FNM crushing list in no time.
1 month ago
I recommend changing your mana base to a playset of each of Urza's Mine, Urza's Power Plant, and Urza's Tower, and 2 different playsets of dual lands of your choice and 2 Inventors' Fair for a total of 22 lands. instead of playing Hanweir Battlements, play 2-4 Lightning Greaves, it has a starting cost of 2, but allows you to make one creature you summon every turn have haste for free afterwards, along with giving it shroud. if you dont mind paying 2 every turn you can also use Fleetfeather Sandals instead for the same effect but with flying that can assist your offense. instead of haveing a masssive ammount of cards that discard yourself, use a playset and a half ofTorment of Scarabs and Demonic Pact. haveing 6 of these cards will nearly guarantee you pulling one of them by turn 4 and your forcing your opponet to discard instead of yourself. this means that you wont be able to defend with Lupine Prototype, the issue is minute however as id imagine he'd be tapped from being on the offenseive with flying, but is easily resolved with a playset of Amaranthine Wall. although expensive, you may want to use 3 of All Is Dust as its a one sided board wipe for you. if you want to add ramp you can use a playset of Powerstone Shard. if you want some combos, you can use Prototype Portal or Sculpting Steel to make copies of important artifacts, such as Lupine Prototype. perhaps you may want to add Diabolic Tutor to help you find specific cards. i feel that all of your spells and activated abilities that use red mana are not very productive compared to everything else
1 month ago
How often does urza tron become relevant? would those slots be better served with different utility lands like say Hall of the Bandit Lord, Hanweir Battlements, and Slayers' Stronghold, more ways to give a kaalia haste seems a bit more useful than the chance for a late game extra mana.
And your thoughts on using Master of Cruelties, or similarly, Rakdos the Defiler as the one hit kill an opponent? I know some groups don't like those wincons but iona usually gets the same amount of hate so I figured I'd bring those two up.
I also usually suggest more lands in a commander deck, but here I see land tax and top and plenty of ways to tutor them so sounds good (Quicksilver Amulet can also act as a kaalia #2). Here I link my kaalia which has ran into quite a few multiplayer playgroups (so some of the card choices are to survive more than one opponent's hate or to not draw "kill him first" rules) Heavenly Rakdos