Hanweir Battlements

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare
Promo Set (000) None

Combos Browse all

Hanweir Battlements

Land

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

Profet93 on Squee-Tron

13 hours ago

Skullclamp to make your commander a draw engine. Best suggestion I have ever given you or will.

I don't get what purpose the 2 colossus serve. In my opinion, you would be better off with some burn spell like commet storm or rolling earthquake or Jaya's Immolating Inferno. A lot more versatile, can come down sooner and cheaper. Add some more utility creatures to help you with some common situations

Solemn Simulacrum - For ramp, card draw and a body, all needed.

Tuktuk Scrapper - Artifact removal

Imperial Recruiter - Useful tutor

Sensei's Divining Top - obviously

What purpose does rings serve? Maybe im missing it? It can help you draw extra cards with senseis or add a basalt + rings + senseis + 2 mana to get infinite colorless mana and draw your deck.

Mind Stone - Maybe?? Idk, not sure if you need it. Ramp when you need it, card draw when you don't

Memory Jar - More card draw (trust me, you'll need it)

Hanweir Battlements - Not sure if you need it but worth considering. Other half is irrelevant

Strip Mine - Because cradle, coffers, urborg, eye of ugin all need to die

Volcanic Offering - May the politics be with you (SUCH A GOOD CARD)

Disrupt Decorum - Maybe to get their blockers open and more politics!

Inventors' Fair - Tutor for the artifact you need

PhoenixNest on gObLiNs

4 days ago

For lands, you could try Goblin Burrows, Valakut, the Molten Pinnacle, and/or Hanweir Battlements.

lagotripha on Beast Feast

6 days ago

Big think I took from trying to get my devour decks going- haste. Haste is your friend- It doesn't matter if you are jamming a Hall of the Bandit Lord Slayers' Stronghold or Hanweir Battlements, getting a hit that big in is amazing, especially followed by Fling. The new Thud and old Pandemonium might push this into a neat mono-red archetype where you just have three goblins then drop twenty damage in a turn.

senholo on Get Oozed

1 week ago

Kjartan Wow! Some really great points here. I think I got caught up in all the fun slime/ooze cards and tried to do too much. I'd like to rework it into a Jund tribal, focused around multiples of Bloodhall Ooze, Necrotic Ooze and Predator Ooze. Expanding and including more red and black cards means I can add a few Hanweir Garrison and Hanweir Battlements safely. Balancing the colors of the deck to be more even would be great.

It'd be great if you wanted to share your ideas for the deck, I'd really appreciate it!!

OneItsStarted on Brudiclad, Telchor Engineer

2 weeks ago

You should consider Hanweir Battlements since your mana base is already really good just so you can add flexibility to Garrison.

Backinthefrey on Jori's school of ctrl+c and X

1 month ago

Here are my personal recommendations (with help from n8dm) for cards to add and cut from the deck. Let me know if you have any questions about cuts or recommendations.

Let's start with permanents:

  • First off, I'd recomment Cast Through Time, very fun especially with Swarm Intelligence.
  • Talrand, Sky Summoner provides aerial blockers and an alternate win condition in case you can't burn out your opponent.
  • Mizzix of the Izmagnus and Baral, Chief of Compliance are great for cost reduction of spells.
  • Nivix Guildmage is a great copy engine.
  • Guttersnipe helps with burning out your opponent.
  • Mnemonic Wall and Archaeomancer help get back your good spells.
  • The Mirari Conjecture does the same thing as the two above, but it's a saga.
  • Metallurgic Summonings helps with getting out chump blockers.
  • Jaya Ballard is a really great addition to the deck.
  • Finally, Precognition Field is good card filtering.
  • Now for instants and sorceries:

  • I would recommend Crush of Tentacles, as it's the perfect boardwipe for the deck.
  • I'm gonna recommend the burn spell Jaya's Immolating Inferno, it's a personal favorite.
  • Snap is great for double casting to trigger Jori En, Ruin Diver.
  • Scour from Existence, Rapid Hybridization, and Chaos Warp are great instant speed removal.
  • Pull from Tomorrow is an amazing card draw spell that fits the X cost theme.
  • Lastly, Beacon of Tomorrows allows for some easy infinite turns if you draw your whole deck (doable:Pull from Tomorrow copied a few times).
  • Now to recommend some cards to cut:

  • Brutal Expulsion is too expensive for a pretty weak effect, it's essentially an expensive version of a weaker Remand + Shock combo.
  • I would like to question your addition of Clockspinning, as it can really only be applied to 3-4 targets.
  • Fall of the Titans is not the greatest of burn spells. It might seem good, but you'll never be able to cast it at full potential, as playing it for its surge cost does require you to spend mana on another spell.
  • I'd recommend you cut Magma Spray, there's much better removal out there.
  • Refuse isn't that great because you have to get it into your graveyard to take advantage of its aftermath effects, that paired with the fact that its initial effect is pretty weak.
  • Turn is also rather weak in this format.
  • Aphetto Alchemist and Fatestitcher have very limited application here, it seems as if you run them just to support Echo Mage and Pyromancer's Goggles.
  • Pyromancer's Assault is too weak , too much of an investment without enough of a payout.
  • Honden of Infinite Rage and Honden of Seeing Winds could be cut as the floor is too low and the ceiling isn't high enough, you're only running two of them.
  • Touch of the Void is pretty much a sorcery speed 3 drop bolt.
  • Teleportal can be cut seeing as you don't have many creatures that you'll be attacking with. The two you do have, Hypersonic Dragon and Sphinx of the Final Word already have flying.
  • Serpentine Spike is way too expensive. It is indeed a 3 for one, but that's at best for 7 mana. I'd recommend you just use a red boardwipe along the lines of Blasphemous Act.
  • Recoup doesn't do a whole lot, and it's debatably bad.
  • Processor Assault should be cut and replaced with Flame Slash. Flame Slash is half the mana for one less damage, and there's no additional cost.
  • Master the Way - I'm sorry, but that's just not a good card.
  • It'd be a good idea to replace Hanweir Battlements with Reliquary Tower, as Hanweir Battlements is really just a haste enabler here.
  • Crumble to Dust is not a really great card in a singleton format, and it can be replaced with Pillage.
  • Total suggestions: 24 Total suggested cuts: 18 ; As an extra side question, what's the purpose of all the exile?

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