Hanweir Battlements

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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

heckproof on Naya's War Command

1 week ago

Why not run a single copy of Hanweir Battlements ? It won’t come up often, but Hanweir, the Writhing Township is just an absolute beating. It snowballs so quickly

APPLE01DOJ on Speed issue in new deck

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.

To answer your questions, I don't think you should run Manamorphose but perhaps 1x Cascade Bluffs might be good. How has your deck's mana base performed? Has the triple red been an issue?

PeeBee on Poly'M'rakrul

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.

abbatromebone on Poly'M'rakrul

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

carlmoores on Mairsil's Jail for Combos

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)

DirkPortly on Purpho-Roast

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!

NickyBolas on Etali's Wild Ride

2 months ago

Seething Song and Pyretic Ritual are two more rituals you may want to consider. also Mana Vault is like an artifact ritual.

Hall of the Bandit Lord , Flamekin Village and Hanweir Battlements are some haste-granting lands.

xaarvaxus on Giving narset, enlightened master haste

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.

Mass Hysteria is a low CMC option but not sure how you feel about sharing the hasty love. The usual inclusions of Lightning Greaves and Swiftfoot Boots should probably already be part of your 99.

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Hanweir Battlements occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.37%