|Commander / EDH||Legal|
Printings View all
|Eldritch Moon (EMN)||Rare|
|Promo Set (000)||None|
Combos Browse all
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.
|Have (8)||pskinn01 , ZeBear , mymanpotsandpans , bakeraj4 , Deoxon , Mortiferus_Rosa , Bluboltar , metalmagic|
|Want (7)||Kagu11 , niETie , nufmen , Schmawl , Tyranox , tabor62 , DankMagicianD|
Hanweir Battlements Discussion
1 week ago
3 weeks ago
Well that's the reason Polymorph runs Khalni Garden because it's a free uncounterable creature. If you don't like Khalni Garden then consider Blinkmoth Nexus or Inkmoth Nexus which can serve as anlternate win condition.
If you are going to run Boseiju, Who Shelters All then you should MB it, lands really don't belong on the SB. You could swap it out for Hanweir Battlements . I get why Hanweir Battlements is there but it's really not needed.
4 weeks ago
Thanks for your comment abbatromebone,
The point of Hanweir Battlements is that it can be used to give our emrakul haste in longer matches, as we can polymorph for 4, and then spend a red mana and hanweir to haste emrakul for the win. (emrakul doesn't get the cast trigger if we polymorph him in)
Spawning Breath is used as a creature primarily so that we can use it on our opponents end step for a surpirse creature. We also sometimes use it as removal and we very rarely use this as a ramp spell. Although Pyretic ritual does speed up the turn we can polymorph, it would still mean we have to have a creature to hit with our polymorph and this would require 2 big mana turns and would subsequently make this a bad card, although Manamorphose is a great addition to the deck if you already own it and i could see the argument to add 4.
Finally Goblin electromancer and baral are good cards for the deck, but unfortunately wouldnt work as our main gameplan is polymorph and these are both creatures and would mean we could hit either on a successfuly polymorph.
4 weeks ago
whats the point of Hanweir Battlements ? I also suggest stronger control spells like Negate Spawning Breath doesn't seem as good as Desperate Ritual or Pyretic Ritual Manamorphose might also be a good addition to have, or Goblin Electromancer or Baral, Chief of Compliance
1 month ago
Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.
1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.
2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth
Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.
Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)
Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.
Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)
1 month ago
I know the cost is a little high, but Emrakul's Hatcher has been a real powerhouse for me in Purphoros! The 4 bodies at once can be huge, and then being able to sac the spawn to cast something else can really help with the follow-up.
Also any reason not to throw Hanweir Battlements in there since you already have the Garrison? Transforming isn't really super necessary but it does seem fun!
2 months ago
2 months ago
Narset has a rep so having her sit around for a full go-around the table seems like you're asking to have her taken out by removal, so, yeah, haste sounds like a good strategy.
As for haste enablers... Hall of the Bandit Lord is probably the best but most $$. Hanweir Battlements and Flamekin Village are cheaper options but aren't quite as good. Using a land slot for granting haste saves some room in the deck and makes it less likely that your enabler gets taken out as well.
Hanweir Battlements occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%