Hanweir Battlements

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker 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.

Hanweir Battlements Discussion

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

1 month 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]

3 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:

Lands

Creatures

FyreLorde on Kaalia's Inferno

3 months ago

subiskier: Glad you like it! Yeah, getting Kaalia swinging quickly is definitely important, though I'm not really a huge fan of Hanweir Battlements , Slayers' Stronghold , and most other lands that give haste. Effectively paying 2 or 3 mana is a pretty big tax on getting Kaalia out, and I rarely find myself in a situation where I'm really wanting to pay it. I used to run Flamekin Village in the deck, but I swapped it out for Hall of the Bandit Lord which seems to work way better as you're not really paying anything extra other than it entering tapped. As for Fervor , I've actually been looking into slotting in Dragon Tempest (which is almost strictly better in this deck) but I haven't really decided what I'm willing to take out for it yet. Swiftfoot Boots is definitely a good card, and worth running alongside Lightning Greaves , but at a 5 mana investment I'm not too fond of Whispersilk Cloak . Thanks for the comment, and good luck to you too!

loricatuslupus: Thanks! I agree, I love creature decks much more than combos and Kaalia seems like one of the few that is aggressive enough to have a consistent chance at outpacing them. In my personal meta it's rather rare for there to not be any player without a flyer that Kaalia can safe swing at, so I'm not really too concerned about preventing blocking or damage effects with things like Dust Corona and Dolmen Gate . However, I actually have been thinking about adding Reconnaissance to the deck for a while (and probably would've already if I could find a copy locally) due to it's amazing value in both giving Kaalia safe triggers and pseudo-vigilance to all of my creatures. As for Chromatic Lantern , I actually used to run it in the deck (most of the maybe board is cards I ran at one time but later cut) but I just found that it wasn't very helpful. My mana base is stable enough at this point that I very rarely am in need of it's fixing, and at 3 cmc it doesn't really help me ramp Kaalia out. The initial goal of the deck is always have Kaalia swinging on turn 4 at the latest (ideally turn 2 or 3), and 2 cmc rocks like Sphere of the Suns just do a much better job at accomplishing that. Dark Ritual has done pretty well for me, I think. It allows for some pretty explosive early turns in either getting an extra rock out or ramping out Kaalia up to 2 turns earlier. Even late game I can usually find some use for it to stretch out my mana for more valuable turns. While temple lands are arguable some of the better taplands, I personally would not run them if I don't have to as taplands significantly reduce the speed of the deck and are detrimental to my plan of getting Kaalia out as quickly as possible. I used to run Reya Dawnbringer but I found that she was often either stuck without a target, or removed before she could do anything. I cut her in an attempt to shift away from effects like hers where you have to wait a turn to get anything out of them, and towards things that give immediate value upon entering/hitting. Also there's already enough times where I have Animate Dead or Reanimate in my hand with no good targets that I don't really think I'm in need of more recursion right now. Never really been a fan of Adarkar Valkyrie as her ability seems a bit underwhelming to me, especially when you have to wait a turn to use her as well. They're both alright cards, but if I ran them it would be solely for the synergy with a couple of cards like Razaketh, the Foulblooded that you mentioned, and that's not really worth it for me. Thanks for the comment and suggestions, and good luck with your own deck as well!

subiskier on Kaalia's Inferno

4 months ago

One thing I really wanted to emphasize was getting Kaalia haste: Fervor , Hanweir Battlements , Slayers' Stronghold etc. I've noticed that she doesn't stay on boards too long so making sure you get in at least one attack to drop a bomb is key. I also run a few protectors like Whispersilk Cloak and Swiftfoot Boots etc to ensure she sticks around but she's a target before the game even starts. Good luck, I know my buddies hate this deck!

KhaosKontrol on aarnok

5 months ago

Hi aarnok! I'm not familiar with how to reply to you on my deck thread, or if you'd be notified, so I figured I'd try sending you a comment this way to see if it works.

Thanks for the feedback and suggestions! Here's some insight as to my process:

Sword of the Animist is definitely a bit of a corner case inclusion, but I've gotten plenty of value from it. If my Feldon is on the field and has no targets in graveyard, at least he can get me some lands by swinging away. Plus I've got plenty of low CMC creatures that can be equipped and ramp me some land. It's performed well in all the games I've seen it!

Liquimetal Coating is bonkers with things like Ingot Chewer and Manic Vandal . It turns Feldon activations into "destroy any permanent". I've used it to take out Gaea's Cradle , Kozilek, Butcher of Truth and even planeswalkers. It's fantastic.

Chandra, Flamecaller is used exclusively for the 0 effect. Dumping my hand and drawing a new one plus one is fantastic and desirable since I'm often dumping a ton of threats for Feldon to activate or a bunch of cards I don't need. Yeah, she costs 6 but it's not a huge problem most games.

Tibalt, the Fiend-Blooded is absolutely a bad card. I run it for the fun of it. I'd definitely say Sarkhan is better in all cases and may consider adding him in addition, but Tibalt is just a fun pet card that I enjoy. :)

Nahiri's Wrath is a newer inclusion but I have it in the deck as an alternate way to pitch big dragons and other buff creatures to the graveyard. It's removal and a discard outlet in one. It's tested adequately thus far, but it's definitely closer to the "gonna get replaced soon" side of things at the moment.

Rowdy Crew is a sleeper hit. Discard effects on creatures is great as Feldon can recur them to keep fueling the graveyard more and more!

I used to run Gauntlet of Power and Caged Sun but removed them to tone the deck back a bit as it was getting a little too powerful. I tone a lot of my decks to match my meta which is pretty casual, so sometimes I sacrifice some super-powerful cards for the betterment of the group. GoP was why I had so many basics, but you're right - I could do to add a few more nonbasics.

Goblin Engineer and Drakuseth, Maw of Flames are both on my "to buy" list. Hazoret's Monument is a great idea and I'm not sure why I'm not running it already, thanks! Endless Atlas seems cool too! Warstorm Surge is definitely powerful but it's another card that was sacrificed for playgroup purposes. The deck is already quite strong, and Surge is a bit "win-more" in my opinion. Godo, Bandit Warlord isn't a bad idea either but I only have four legal targets in the deck. Sure, grabbing Illusionist's Bracers would be slick but getting Boots or Greaves would feel underwhelming for the cost.

Worldgorger Dragon seems super interesting as some insurance to protect against board wipes (though the delayed trigger getting Stifle 'd would feel really bad), but I'm not sure how much else we could really abuse him since all my creatures would get summoning sickness again. It would untap my lands so if I had something like Hanweir Battlements in play I could give Feldon haste and use his effect again, but I just don't know that I run enough instants / flash stuff to warrant it. I'll have to consider trying him out.

Thanks a ton! I'll take a look at your list and let you know any feedback there!

airbornezenith on Freedrazi | Saheeli, The Gifted

5 months ago

She is very strong. I Haven't seen anyone else build her this way besides me! If you have it in your budget Metalworker is incredible. Lands like Hanweir Battlements , Flamekin Village , and Hall of the Bandit Lord are great for getting your Eldrazi haste. Mirage Mirror can do this with the non legendary ones if it was out the turn before. All Is Dust is usually a one sided board wipe. It hits your commander but who really cares when you have It That Betrays out. You can usually recast Saheeli and net more mana than you spent.

Here is my list. Saheeli - Requiem

Good luck and have fun (summoning terrifying unkillable monsters from beyond the void)!

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Hanweir Battlements occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.37%