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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Hanweir Battlements Discussion
1 day ago
1 day ago
Avacyn, Angel of Hope is the flagship Angel of this deck, shes pricey, but critical in here. The indestructible is also very, very nice.
Rune-Scarred Demon is a great Demon, he replaces himself in your hand with a Master of Cruelties or a Avacyn, Angel of Hope or can pull an Anguished Unmaking if Prossh, Skyraider of Kher and Purphoros, God of the Forge are punching you in the face. Demonic Tutor also great. Best solutions, more searching for them.
Path to Exile is great removal.
Angel of Despair is also good for destroying annoying permanents.
Not sure Night's Whisper is a good enough card advantage, but I understand, Mardu doesn't have too many great ones. Sign in Blood is a little more modular, allows you to target opponents, if you need them to lose two life or lose. But the makes it more difficult to cast earlier on during ramping up.
Don't think this guy is too much of a threat Kolaghan, the Storm's Fury. if he gave haste to others would be ok. Usually won't be attacking with too many creatures. His Dash is nice, but not really that strong. Won't trigger if brought in with Kaalia of the Vast either and negates his Dash.
Overall cool build, some fun demons and dragons in there. +1
4 days ago
Ok. Budget may vary changes. My brother played R/W vehicles and has done very, very well from it (dual 4-0 FNM since release of Aether Revolt).
Heart of Kiran + Depala/Toolcraft/Veteran is very solid. At least a +2 of and a -2 Sky Skiff who just doesnt cut it as well.
+1 Fleetwheel Cruiser for -1 Ovalchace Dragster - it is just better and requires no crewing. Oh, and it can survive a thraben inspector/sylvan advocate chump block.
+3 Peacewalker Colossus for -2 sky skiff and -1 ovalchase dragster - it can crew any vehicle for 1W. It can be crewed if you need it to. They can also have 2 of them crew each other with good results.
Sideboard - Siege Modification vs non black (as Fatal Push is your worst enemy, and having something pushed with Siege Modification makes it a 2 for 1 loss) but you can quite easily turn 4 clock someone with it and Consulate Dreadnought.
Gideon, Ally of Zendikar against control as they hate it. 1-2 more Start Your Engines vs midrange - heck you are running 15 vehicles or so mainboard - maybe find room for 1-2 more of these bad boys. Turn 4-5 play will often come close to GG.Maybe Welding Sparks vs bigger creatures. Harnessed Lightning and Stasis Snare can also be exceptionally handy.
Hanweir Battlements x2 can be in the mix to give haste. Heck if you do that Hanweir Garrison can be amazing to play - attack, maybe just trade for something similar but keep the extra tokens or at least force blocks - and if they don't or can't it gets out of hand. Heck, if you meld it, its a clock all of its own turn 6 - it goes big and nasty, and most people just cant recover. This is the least solid of the advice that I give- it is always a gamble.
Anyway, good luck and let us know how it gets on.
1 week ago
The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.
When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.
The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.
Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)
Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.
Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.
2 weeks ago
2 weeks ago
Just for the tokens, although it couldn't hurt to put a few Hanweir Battlements in, thanks.
2 weeks ago
Why run the garrison if you aren't running Hanweir Battlements?
2 weeks ago
Dark Confidant can be a pain, but less often then you would guess.
37% is a 0-drop (Better than a Phyrexian Arena
9% is a 1-drop (Same as a Phyrexian Arena
46% of the time you'll be better than or same.
Only 16% will be CMC 6 or greater, although, in Duel Commander with Sensei's Divining Top on the banlist, It's not as valuable as mtgcommander.net rules.
I play both Dark Confidant and Phyrexian Arena. I've considered Necropotence but the is tougher in my build, I'm heavy . The speed benefit of the Dark Confidant outweighs his potential damage offset, I've found anyway.
Serra Ascendant won't be good in a Duel Commander format.
I gave up on Slayers' Stronghold, the CMC 3 ( and itself) is just too much, never found it useful. Hanweir Battlements has been more effective for me. I also don't like waiting for lands like Spinerock Knoll or Windbrisk Heights, too slow.
Flickering Ward would be a better protection card, and it can be used on other situational creatures with ETB's as well to double the benefit if they have to be returned.