Hanweir Battlements

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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

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

Oran on Official missing/incorrect card/token thread

1 week ago

They aren't used very often but the cards don't have great meld support. I've been having to add versions of the melded cards to the deck, tutor them out and use them as though they were real life tokens. None of these cards have backs: Bruna, the Fading Light, Gisela, the Broken Blade, Graf Rats, Midnight Scavengers, Hanweir Battlements and Hanweir Garrison. Things like Brisela, Voice of Nightmares do exist but it's a pain in the ass. If Brisela, Voice of Nightmares could be a token in any deck with Bruna, the Fading Light that'd probably be the best fix Imo.

ironman595 on Gisela's Army

1 month ago

I like the deck over all. I think it's pretty neat that your deck has an underlying "angel tribal" sub-theme to it. If you would like to expand that theme a bit then you could focus on more tribal synergies as well, like adding Bruna, the Fading Light and Herald of War. Also in your cat deck you have Herald's Horn and Urza's Incubator which I believe are better suited for this deck.

The big problem I am seeing with this deck overall is that your instants and sorcerys are a bit lacking, especially for red white, and your creature mana curve is really high. Some of the mana problems go away with the amount of rocks you run and if you switch to tribal angels you can use the artifacts and Herald of War to alleviate that a bit. Another problem is that most of your lands enter tapped.

To fix these things you could do as such (if you have the money or desire to):

-Desolation Giant (you're better off with a normal wrath)

-Jareth, Leonine Titan (doesn't have flying or reach which makes him worse)

-Kalemne's Captain (to much mana. If you have enough to monstrous, play an angel)

-Warchief Giant (this card is great, but you might want Angelic Skirmisher or Aegis Angel instead. Up to you really)

-Ancient Amphitheater (you wont be running enough giants for this to be worth it)

-Some of the cycling lands. You don't need 5. (probably Drifting Meadow & Smoldering Crater)

-Comeuppance (4 drop instant is a lot in this deck)

-Manabarbs (I like the idea, but you will need to tap many more lands than anyone else)

-Boros Keyrune (Boros Cluestone is better & it isn't worth 3 mana)

-Loxodon Warhammer (Great card, but not really useful in this high cost deck)

-Tamiyo's Journal (Too slow for this deck)

-Whispersilk Cloak (Most of your creatures already have flying)

+Bruna, the Fading Light

+Herald of War

+Angelic Skirmisher

+Generator Servant (Good mana + haste, and Sun Titan target)

+Path of Ancestry

+Hanweir Battlements (haste is good, enters untapped, don't need but could add Hanweir Garrison if you want to)

+Seraph Sanctuary (life gain is nice & angel synergy)

+Deflecting Palm (just a better Comeuppance)

+Defy Death (5 mana for an angel)

+Marshal's Anthem (anthems and brings back a bunch of creatures)

+Herald's Horn

+Urza's Incubator

+Quicksilver Amulet or Belbe's Portal (removes mana cost problem)

Other cards you might want to think about:There are plenty of other possible angels to add. The list is to big to add here, so look online if you are interested.

Path to Exile is great if you have a spare.

Wear is good, but it's a couple bucks.

Chaos Warp would be a must add if it wasn't $3.

Wraths are good at slowing down the game for you to catch up. Cards like Hour of Revelation, Day of Judgment, Blasphemous Act, Descend upon the Sinful, Rout, and Fumigate are all pretty good examples.

Vandalblast is a good artifact wrath.

Other Tribal artifacts like Door of Destinies & Vanquisher's Banner work nice too.

Kindred Boon might be a sweet enchantment to check out.

Gratuitous Violence is right up this decks ally.

Berserkers' Onslaught is pretty cool as well.

Hope this helped.

RazortoothMtg on Mechanics that never really worked

1 month ago

I pretty much agree with all that you said there Argy

My problem with Meld, however, is simply that there are only 3 pairs of Meld creatures i all of magic. Obviously melding two together is super cool and powerful, but I just saw it so rarely I forgot it existed until I put Hanweir Battlements into my Etali, Primal Storm EDH deck and decided to put in Hanweir Garrison just because, but after a significant amount of EDH games with the deck, I still have never melded the two (and this includes the significant amount of digging through the deck I do). The only time I've seen any creatures melded in an actual game was at the EMN Prerelease- few Midnight Scavengers/Graf Rats, and a friend who pulled a prerelease Gisela, the Broken Blade and a foil Bruna, the Fading Light and managed to meld them in the last game of the finals (obviously winning the game).

Another keyword I would very much like to complain about is Ascend. Not really because it went unused or was underpowered, but because I just hate things in Magic I have no way of interacting with, such as emblems and the city's blessing. Or maybe I'm just salty about losing too many limited games to Slippery Scoundrel. Who Knows.

And about Theros block, I personally really liked Bestow even though I rarely played with it (because topdecking Invisible Stalker turn 10 feels horrible, but topdecking Flitterstep Eidolon turn 10 feels great). However, Tribute from Theros block feels like a huge failure. Just the fact that giving your opponents choices with any card other than Fact or Fiction is just generally bad- if the option they give you is still a good play, you're already far far ahead.

Kaleo42 on What Glory Looks Like

2 months ago

Ok so I took a good long look and you appear to be on a budget of about $10 per card so I kept my recommendations around or below that mark. The biggest thing I have learned about neheb decks regardless of the speed or competitiveness of the table is that they want additional combats for more mana since it checks total damage dealt in a turn and ways to get spend that mana. My first recommendations are the additional combat effects.

Aggravated Assault Especially this one

Fury of the Horde

Relentless Assault

Seize the Day

Combat Celebrant, this one combos with Kiki-Jiki, Mirror Breaker and if you have it Zealous Conscripts is screaming to be included. Zealous can haste your creatures, steal mana or beatsticks to further your plan, or clear the way for your attack.

Next some draw card effects. Some of these are the exile then cast effect, but with Neheb surging mana thats just as good.

Runehorn Hellkite, Magus of the Wheel, Knollspine Dragon, Chandra, Flamecaller, Bedlam Reveler wheel effects are the most efficient draw cards you can get and the ones that hit your opponents too can disrupt tutors.

Smuggler's Copter, Tormenting Voice, Wild Guess looting effects are great ways to get value out of extra land draws or flashback/unearth spells.

Browbeat, Hedron Archive both give you mana or cards, one is your choice one is theirs.

Etali, Primal Storm, Stromkirk Occultist, Prophetic Flamespeaker, Wildfire Eternal are great beaters in different parts of the curve and give you more spells to play.

Sunbird's Invocation AMAZING. If your table will give you the time to play this card play it. This is up there with Aggravated Assault in my top recommendations.

Protecting Neheb is extremely important and can be done in two ways: traditional protection, and slipping under your opponents. What I mean by the slipping under your opponents is playing him with haste and/or earlier than expected, this is the key driver of my deck since my table doesnt give me time to play him at normal speed. Below are some mana accelerants to cheat him out, haste sources I havent covered above, and traditional protection.

Mana Accelerants

Generator Servant this one is both mana and haste but broadcasts your intent ahead of time.

Desperate Ritual, Pyretic Ritual sometimes one extra mana is all you need, but more so filtering a colorless to two read is great.

Koth of the Hammer and Treasonous Ogre are also a decent beaters.

Mana Vault, Simian Spirit Guide good one time mana effects and both are a lower price now then they likely will be in the near future.

Sword of the Animist great for filtering your deck both before and after you slam multiple attacks with Neheb.

Hasty

Anger plays nice with the looting and wheels mentioned before.

Hall of the Bandit Lord can scare people with the 3 life but it is so efficient and so worth it.

Hammer of Purphoros, Lightning Mauler, Obsidian Battle-Axe are great because they are static like Anger and dont require any additional mana the turn you play Neheb to start attacking.

Hanweir Battlements and Swiftfoot Boots do cost a mana but one has the added protection and the other can be a surprise damage push.

ProtectionDarksteel Plate, Hammer of Nazahn especially if your table is wrath happy.

Homeward Path because your games run long enough for dumb things to happen to Neheb.

Rogue's Passage and Whispersilk Cloak unblockable can be a form of protection and obviously shroud protects.

Fork counter your counter, haha!

Sometimes you just have to mess up your opponents to buy the time you need.Blasphemous Act is great if you have an indestructible Neheb and Red Sun's Zenith is removal or a win con depending on how much mana you have.

Captivating Crew in a creature heavy meta can wreck face.

Magus of the Moon if youre that guy and your opponents rely too much on lands.

Release the Gremlins and Smash to Smithereens deal with pesky artifacts and push damage.

Scab-Clan Berserker especially if anyone plays storm.

Stigma Lasher deals with lifegain which can otherwise be a big problem.

Stranglehold make them draw cards like you have to.

Void Winnower there are other good eldrazi to consider as something to poor your mana into but this is in my top two more budget picks.

Other good cards.Hanweir Garrison couples with a haste land and is a fantastic beater. Hero's Blade extra damage for no equip cost. Strionic Resonator does gross things with all the triggers in the deck. Temur Battle Rage great way to massively increase your damage and mana.

Please read the whole thing I can't check mark "suggestions" for all of these at once.

Argy on Super Smash Boros | Firesong & Sunspeaker EDH

2 months ago

Please put Awaken the Ancient in this deck immediately.

I won so many Standard games with that thing.

Also, Hanweir Battlements.

+1 for choice of interesting Commander.

MartialArt on Khahahaha

2 months ago

Hey. Looks good. Here are some additional ideas.

Haste:
Flamekin Village
Hall of the Bandit Lord - a untapped land and haste. Wonderful. The price is worth it.
Hanweir Battlements

Support:
Conqueror's Galleon  Flip - card draw & recursion
Dowsing Dagger  Flip - ramp
Golden Guardian  Flip - ramp and instant blockers
Thaumatic Compass  Flip - a maze is always good
Nim Deathmantle - recursion
Corpse Dance - recursion with haste and only a little drawback
Scavenger Grounds - against nasty grave interactions
Bojuka Bog - How could you miss this little dirty gem?
Underworld Connections - Card draw at will is always good.
Anguished Unmaking - Instant speed removal

Protection:
Champion's Helm - hexproof and making her less fragile
Mask of Avacyn - the same as above

I would cut:
Rupture Spire - you need untapped lands for this commander since you need to be fast. Too much tapped with this one.
Subjugator Angel - too small for too much mana. You don't always have your commander available.
Ambition's Cost - replace it with something that draws more for less.
Cathartic Reunion - too less consistent reanimation for this. Better pay some life to draw and keep the cards. Your commander needs them in your hand.
Vindicate - you can do better.
True Conviction - 6 mana and 3 of them white in a tri-color commander is quite hard. Especially since the effect does not really support your commander. Better draw some card draw or haste cards and drop them 3 to 4 turns earlier than this one.
Dark Ritual - Better insert another tutor to really get what you want. With this commander there is a high propability that it will become a useless card. Even another mana rock is better in here.

That's it for now. I may come back with more.

Sligo on Titan Pinnacle

2 months ago

Hey I run titan/shift at my lgs. I really like Gift of the Gargantuan it looks like it would consistently get hits in this build. This archetype really loses out without Scapeshift however the price tag does kinda cut off accessibility to that spell. I don't run any fetches in my build because you really want as many mountains as possible in your deck so I am gonna strongly suggest you just take out your Evolving Wilds. Blood moon just wrecks pretty much your whole game plan so you might want to main-deck a copy or two of Destructive Revelry, or Beast Within anywho, I believe this build would benefit greatly from a copy of Kessig Wolf Run

Last but here (this is the good part) jam in four copies of Amulet of Vigor ensuring that every land you fetch for or play comes in untapped will speed you up in a subtle way the amulet itself doesn't draw a lot of hate, but the real reason to do This is so you can run a one of Hanweir Battlements so if you have an amulet on board then prime time always comes out swinging which usually results in a win.

Spirits on Kaalia - Cheat A/D/D

3 months ago

Hi Elywood, Good start! Kaalia of the Vast is a really fun, albeit tier 3, commander that is the best!

Not sure of your budget, but here are some suggestion.

Alternative to Combo Win-Cons

The standard win-con in a Kaalia of the Vast which is not a combo is... Land Destruction! The idea being to use card's like Boros Charm, Avacyn, Angel of Hope, Teferi's Protection to protect yourself; OR have an A/D/D in hand that you can free cast that demands a response, but is hard to deal with no lands, like Hellkite Tyrant or Iona, Shield of Emeria. The key cards to this strategy are: Crucible of Worlds, Armageddon, Ravages of War, Cataclysm, Strip Mine, Waste land, Command Beacon. This is a HIGHLY viable strategy, people may not like facing your Kaalia of the Vast deck, but it definitely isn't a combo strategy.

Master of Cruelties has to be in there, attack with Kaalia of the Vast, drop in Master of Cruelties, during the declare blockers step their life becomes 1 (assuming he is unblocked), and Kaalia of the Vast hits for 2 finishing the player. Not a combo, a necessary Demon.

Another common strategy is multiple attack phases, non-combo, but with big A/D/D beaters, having multiple swings (especially with Vigilance is amazing way to deal damage). The key cards are: Hellkite Charger, Aggravated Assault, Sword of Feast and Famine, Aurelia, the Warleader, Seize the Day. There is a combo with Adarkar Valkyrie + Aurelia, the Warleader + sac outlet out of interest. Adarkar Valkyrie although not working properly with the Kaalia of the Vast mechanics, is still a great recursion angel. Reconnaissance is nice for this strategy too, as you can pull back your Kaalia of the Vast against block heavy decks, as well POST-damage, you can pull back EVERYONE, basically it gives all your creatures Vigilance.

Free A/D/D strategy, you have it with Sneak Attack, Quicksilver Amulet, Mimic Vat so your already there, try a Whip of Erebos gives all your creatures Lifelink, which increases your sustainability in drawn out games (non-combo strategy the only way to win is in a drawn-out game), plus give you another recursion engine. Could use a Sundial of the Infinite to keep them on the board permanently!!

Mana Sources

Lands: Blood Crypt, Godless Shrine, Sacred Foundry, Bloodstained Mire, Arid Mesa, Marsh Flats would be some nice improvements.

Rocks: Mana Crypt, Chromatic Lantern would be good.

$$$: Plateau, Scrubland, Badlands

Control

Angel of Despair is great at removal, Anguished Unmaking is necessary, Terminate at CMC2 is good as well.

Stranglehold is another good control mechanism, you have a few, can look at pairing it with Maralen of the Mornsong to lock down opponents draw. She has synergy with some other guys like Aven Mindcensor/Ob Nixilis, Unshackled. Eidolon of Rhetoric might stop a Sunforger cast depending on what you did earlier that turn, like a Haste Kaalia of the Vast for example, to consider, or in an Armageddon build will be very bad.

Out of the 99 Considerations

I'm not a huge fan of Reverberate/Shunt, you have Sunforger so I get it, but it will often just sit in your hand. And Kaalia of the Vast is usually splash , so not that valuable. Would rather have a Steel Hellkite or a Gisela, the Broken Blade, or heck, even a Wild Ricochet

Solemn Simulacrum really unnecessary land searching. Use mana-enablers instead.

Toxic Deluge is an all-star removal, but he removes Indestructible, so unless your facing that frequently in your play-groups, it will hurt you more than a Damnation, Wrath of God, or Rout will.

Boros Garrison/Orzhov Basilica I find it too slow without infinite combo, although it ramps, but you have lots of mana enablers. Field of Ruin colorless mana isn't great, don't need the search. Flamekin Village cost is too high, tapped+, try a Hall of the Bandit Lord. Shadowblood Ridge is also not great (I know it seems like it should be, but it's not!), Slayers' Stronghold is too expensive , use Hanweir Battlements instead, but even then it's borderline (but better), Smoldering Marsh isn't going to come in untapped when you need it, Temple of Malice/Temple of Silence I also don't like, but borderline for me would be my last cuts, Vivid Meadow is no.

Earnest Fellowship I wouldn't do this, might make it hard for you to block (which you have the big creatures that are hard to block already). A little too dangerous for my liking, let opponents pump their creatures, no need to do it for them, and block with your big guys.

Don't need Land Tax either, not enough basic lands. Wear could easily be an Anguished Unmaking and have better removal or a Vandalblast to get away from 1 for 1 play.

Devoted Caretaker I wish she provided protection period so could go unblockable. I think Mother of Runes is enough, but maybe theres someone that gives just protection and doesn't cost a and ? But it does permanents, so I get it.

Kothophed, Soul Hoarder will not be your friend some days during board wipe, but with so little drawing in Mardu, he's a fun one! I would run him in this type of build!

Coalition Relic I don't know it's worth it, give me a Chromatic Lantern any day.

Sun Titan is questionable, what are you bringing back? Lightning Greaves, Sunforger, Animate Dead, Necromancy only stuff. He's discretionary. High Mana cost but utility, he can combo with Fiend Hunter but again combos a different strategy (so can Karmic Guide btw).

Gilded Lotus seems highly unnecessary. Love the artwork on the Kokusho, the Evening Star always wanted him in.

Mana Distrubition

Right now, your 46%, 33%, 21% but your mana is 28%, 37%, 35%. In addition, Turn 1: 80%, 10%, 10%! / lands will be your best friends, but balancing / and / lands too. Avoid / that don't provide value, like Mountain, Shadowblood Ridge (awful), Smoldering Marsh, Temple of Malice.

Windswept Heath/Polluted Delta/Etc, the Off-Color fetches, can really help mana fix, pull a Sacred Foundry with Windswept Heath or a Godless Shrine with Polluted Delta / Etc.

Other Notables

Demonic Tutor doesn't get much better than that! Mortify can be a good utility removal the CMC3 makes it less attractive, Vampiric Tutor although inefficient to pull a Lightning Greaves or Gisela, Blade of Goldnight is still good enough. It's instant so at EOT pull what you need. Rakdos the Defiler can be fun in a Armageddon model. Fetid Heath/Rugged Prairie are not too shabby. Sensei's Divining Top can help look and top-deck the A/D/D you need, IF you have none in hand it can swap places so you don't miss Kaalia of the Vast drops. Cavern of Souls against Grixis/Izzet, Phyrexian Reclamation can keep you rolling once you run out of cards-in-hand, an alternate quasi-draw.

Very good Kaalia of the Vast non-combo deck, looks like a blast to play. Hopefully you found some of these ramblings useful.

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