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
3 days ago
The price was one complaint, the deck isn't good at teaching. I am still confused as to the point of Mutavault, and I had been playing for two months (1 month since I was introduced to modern). This is the deck I know the most about, having been playing mono-white soldier tribal for the majority of my time in modern. I have beaten plenty of decks with them, and I know that Mutavault isn't a good fit. Hanweir Garrison very well with Champion of the Parish and Thalia's Lieutenant, and then you can get Hanweir Battlements as well. Boros is great with humans (Thatcher Revolt) for buffing the Champion of the Parish and Thalia's Lieutenant, other than that in red think Kessig Malcontents, Riot Ringleader and much more.
There is much more than just the price I had an issue with.
3 days ago
Freyalise, Llanowar's Fury
Hanweir Militia Captain
Nissa, Voice of Zendikar
Voice of Resurgence
Mentor of the Meek
Westvale Abbey Flip
Sigarda, Heron's Grace
Beacon of Creation
You wanted some suggestions that aren't doubling season so this is everything I could think of that makes token stuff so great, also half way through I stopped checking if the cards are even in your deck so there's that, also I didn't check the prices of the cards.
5 days ago
Hanweir Garrison + Hanweir Battlements is a combo I love in any Standard token deck. Replace Chief of the Foundry with 4 Garrisons perhaps, seeing as how you don't quite have enough artifact creatures to utilize him to the fullest. Throw in one or two battlements for the meld.
2 weeks ago
Yeah, I'm still planning on maybe tweaking it around a little. Just added Hanweir Battlements to try out, and thinking about a couple of Oath of Nissa to smooth out draws more and give a target for Root Out in case there isn't another one available. Fitting in Deserts Matter and triple red is something I'm trying to manage as well
3 weeks ago
OK TheRedGoat I can answer your questions from experience, having played another version of this deck for a Season.
This deck doesn't need to "last" until the mid game as it pretty much comes out swinging.
It doesn't really have "big beaters". The beating starts from Turn 3 onwards.
To be honest most games are over before Neheb, the Eternal hits the field. If they aren't he pretty much seals the deal.
If they board wipe it doesn't matter one jot. You can either save one of your Minotaurs with Supernatural Stamina or, if you don't have that, you usually either hit a Ahn-Crop Crasher that can deal the last piece of damage, you have a Hanweir Battlements out so you can give your next Minotaur Haste, and/or you can make at least one of your beasts unblockable with Key to the City.
They can Exile a Minotaur if they like. There are so many threats here that it doesn't really matter.
You can also adjust your Non-Creature spells to hit decks that go wide where it hurts, slowing them down.
What this deck does best is hit hard and fast early, then get the last bits of unblockable damage through, or even deals it through playing Unlicensed Disintegration, with an Artifact on the field.
Aggro doesn't bother it one bit. I often put Chandra, Flamecaller in against those decks and they just can't handle her +1 ability.
The only bad matchup is Control. Show me a deck that DOESN'T have a bad matchup in the current Standard environment.
If your meta is all Control decks you'd be a fool to choose this deck to play.
4 weeks ago
Bano42 -4/-4 to a Creature, destroy a Creature, or Exile a Creature are all better outcomes than just dealing 3 damage to it.
Again, if you like the card, try playing with it.
It may suit your play style and local meta better than mine.
If you only have two you rarely see them by the mid game, which is when you need them, and four messes up the coloured mana too much.
I am never colour screwed when I want to play Grasp of Darkness. The eight dual lands help with this.
The purpose of Supernatural Stamina is not to be a removal card.
I think of it like a Counter spell. If someone tries to kill one of my key Minotaurs, usually Neheb, the Worthy, that card is there to protect him.
It also allows me to attack more aggressively, as I know I can save one of my Creatures, or to pump a Creature for final damage.
This deck doesn't aim to "hand dump".
From my description:
"you don't want to get stupid about things and deliberately dump the cards in your hand unnecessarily"
Rhys_Fahey I think goblinguiderevealpls is now obsessed with me. It's happened before on TappedOut.
S/he will keep posting stuff and I'll keep deleting it.
It's sad to think that people don't have better things to do with their time.
Just ignore the posts and they'll be gone before you know it.
Most decks have a bad matchup. For this one it is Control.
Not much you can do but try to run them out of spells, I'm afraid.
I went 4-6-0 tonight, and ended up in the top half of the field.
I had two super bad draws against a Zombie deck. Drew nothing but land in the first game, and only three lands in the second game.
The other deck I lost against was Humans, that just outpaced me.
I beat Spirits and Zombies.
Neheb, the Eternal would have made a huge difference, so I can't wait to add him to the deck.
It's the first time I have used Key to the City and I was ecstatic about how well it worked.
Metallic Mimic to the rescue! lol
I hope it helped with some 3 damage to the face, through Unlicensed Disintegration.
4 weeks ago
I feel somewhat apprehensive about having 3xHanweir Battlements in there when you want to consistently be able to cast Grasp of Darkness turn 2 or 3. And although I like Supernatural Stamina, I wouldn't rely on that as removal. I know I am beating a dead horse here, but Fatal Push would be better in most cases than that card and should at least deserve a SB slot for fast removal. I'm thinking all of the tier 1 decks mainly. And yes I am aware of your Magma Spray, but it won't get rid of Winding Constrictor or Heart of Kiran for one mana the way Fatal Push can, there is a reason this is now a modern staple, it's just so good. Otherwise I really like the deck, looks fun. +1