Hanweir Battlements

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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Trade

Have (4) Mortiferus_Rosa , metalmagic , pskinn01 , gildan_bladeborn
Want (3) Etinifni , Suicune , LostDamage

Printings View all

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

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Hanweir Battlements occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.37%

Hanweir Battlements Discussion

7xprototype on The Labor of My Love | Najeela EDH

5 days ago

This deck is awesome!! My suggestion would be to add in Archetype of Aggression. I personally don't like the signets because you're basically paying for one extra mana, so I'd replace that with Pearl Medallion since your deck is primarily white mana. I also prefer God-Eternal Oketra's ability over Oketra the True because it gives you stronger warriors and you don't have to pay mana for them.

Just my personal suggestions, but like I said, I think this deck is awesome!! I also think it's funny that you're using Hanweir Battlements without Hanweir Garrison because I'm currently doing the opposite in my Najeela deck lol.

evncrbch on Avacyn EDH

1 month ago

I am pretty sure it's illegal to run Hanweir Garrison but not Hanweir Battlements .

Profet93 on Valduk, duk, GOOSE

1 month ago

cyber_shorty +1 for the name alone, LOL.

Arch of Orazca - Re-useable late game card draw

Commune with Lava - See above

Endless Atlas - Repeatable card draw, comes down early.

Hedron Archive - Ramp and card draw in one

Humble Defector - Card draw and politics

Ignite the Future - Card draw that can be re-used

Light Up the Stage - Similar to above

Mind's Eye - Repeatable card draw

Solemn Simulacrum - Ramp and card draw in one

Tome of Legends - Repeatable card draw

Magus of the Wheel - Wheel

Outpost Siege - Draw

Homeward Path - Ensures you don't lose your wincon (ur commander) and synergizes with Humble Defector

Hanweir Battlements - Haste

Myriad Landscape - Ramp

Valakut, the Molten Pinnacle - Burn

Stranglehold - Stops tutors, fetches, land fetching, etc... very powerful

Crystal Chimes - With so many enchantments, this can't hurt.

Sunbird's Invocation - If they let this resolve and stick, its hard not to win if you build your deck correctly

Chandra, Torch of Defiance - Removal, card draw, ramp and wincon all in 1

Better equipment honestly. Like sword of feast and famine, fire and ice, etc...

Arcane Signet > Fire Diamond

Ruby Medallion

Sword of the Animist > Explorer's Scope

I would suggest more ramp, but I feel card draw is a bigger issue at the moment given your low CMC.

I know the deck is low to the ground but understand that card draw is what you desperately need in red. Because as of now, you lack any real means of car draw. I understand the aggro part of Mono red, but this deck isn't nearly fast enough for you to get a quick win and therefore need to consider other options that help maintain gas into the mid-late game. For a voltron deck, you need to protect your commander. Equipments and auras can help, but they can (and wise opponents will always) hold up removal in response to auras or equipment. Price of Glory will make them think twice. Other potential options can be Bolt Bend and Shunt . They redirect removal and counter counterspells. Very important for a voltron deck.

multimedia on Ain't nobody fresher than my clique (v1.2)

3 months ago

Hey, fine budget version of Kaalia and nice description/primer.

Manalith, Mana Geode, Boros Cluestone, Rakdos Locket, Orzhov Locket, Armillary Sphere, Star Compass. Consider cutting these for better budget mana rocks?

The main purpose of playing so many mana rocks is to ramp into Kaalia. Two drop mana rocks are better than three drop rocks even if the three drop rocks can be saced later on to draw. The draw from Lockets/Cluestone is not worth playing them over a Talisman or Signet as a Talisman or Signet can give you a full turn or two faster at casting Kaalia.

More haste enablers is another way to increase speed.

Out of these budget options Tempest is the best because Kaalia has flying and all the other big creatures here also have flying. Tempest is also very good with Utvara Hellkite and her ability to create Dragons. Battlements is a land that can ETB untapped which for one red can give Kaalia haste.

For more speed then you want most of your lands to ETB untapped. If you can't afford many dual lands that ETB untapped then play more basic lands instead of lands such as Forsaken Sanctuary, Stone Quarry, Bloodfell Caves, etc. Signets are good with basic lands because any one basic land can be tapped to make two different colors. Budget lands to consider adding:

If willing to spend a little more for the manabase then adding the Check lands: Dragonskull, Isolated, Clifftop are good lands when playing basic lands.


Cards to consider cutting:

  • Forsaken Sanctuary
  • Stone Quarry
  • Bloodfell Caves
  • Scoured Barrens
  • Wind-Scarred Crag
  • Painted Bluffs
  • Seraph Sanctuary
  • Manalith
  • Mana Geode
  • Boros Cluestone
  • Rakdos Locket
  • Orzhov Locket
  • Armillary Sphere
  • Star Compass
  • Trailblazer's Boots
  • Hoard-Smelter Dragon
  • Desecration Demon

Other budget upgrades to consider:

multimedia on Nikya - Gruul Creature Smash [Budget]

5 months ago

If you got the Sultai C19 precon then you have Seedborn Muse and it's repeatable untap effect is very good here because it can untap lands on each opponents' turns.

Budget cards ($2 or less each) to consider adding:

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