Hold the Line
Blocking creatures get +7/+7 until end of turn.
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Hold the Line Discussion
2 weeks ago
Some time ago, I had an idea to make cards that became more powerful if a player controlled a certain permanent, so I spent time refining that idea, and I produced a legendary creature who has several signature spells, which are acceptable on their own, but become much more powerful if their creator is present (symbolizing from a flavor perspective that the creator can cast their own spells much more effectively than can another mage).
The creator of this spells is mage named Khalim, who became bored of studying only one form of magic and traveled far and wide to learn many different styles of magic, eventually devising his own signature spells. I have not developed a more detailed backstory for Khalim than that, but I do not need to do so, at the present time. Due to his many years of studying, Khalim has devised a spell of each color, and they are as follows:
Khalim's Anger Show
Khalim's anger cannot be countered.
Khalim's anger deals 2 damage to each opponent and each creature that your opponents control. If you control a creature named Khalim, Master of Many, Khalim's anger instead deals 4 damage to each opponent and each creature that your opponents control and the damage cannot be prevented.
Khalim's Might Show
Creatures that you control get +2/+2 and gain trample until end of turn. If you control a creature named Khalim, Master of Many, creatures that you control get an additional +2/+2 and gain menace until end of turn.
Without Kahlim, this card is strictly worse than Overrun, although I did make its casting cost less strict to balance that. However, with Khalim, it becomes strictly better than overrun. I know that menace is usually associated with black and red creatures, but I believe that it makes sense from a flavor perspective in this case, especially considering that Bellowing Tanglewurm gives green creatures intimidate.
Khalim's Spite Show
Target player discards his or her hand and loses 1 life for each card discarded this way. If you control a creature named Khalim, Master of Many, that player instead loses 2 life for each card discarded this way.
This card is modeled after Wit's End, but with both a lower, albeit stricter, mana cost, as well as additional effects, since I believe that that card is simply too expensive for too little of an effect.
Khalim's Valor Show
Creatures that you control get +1/+1 and gain first strike until end of turn. If you control, a creature named Khalim, Master of Many, creatures that you control instead get +2/+2 and gain double strike until end of turn.
This card is intended to be a combat trick, akin to Aerial Maneuver, Call to Glory, Glorious Charge, Guardians' Pledge, Mighty Leap, Break of Day, Inspired Charge, Sanctified Charge, Show of Valor, Hold the Line, and so forth. Should there be an "untap all creatures that you control" clause, so that it can be used defensively as well as offensively?
Khalim's Will Show
Counter target spell. If you control a creature named Khalim, Master of Many, draw cards equal to that card's converted mana cost.
Without Khalim, this card is exactly the same as Cancel, one of the worst counterspells in the game, but, with Khalim, it is better than Dismiss; with that being said, should I reduce the number of cards drawn to a specific number, such as one or two?
After seeing these cards, I imagine that the anticipation for Khalim himself must be very high, so, without further ado, here he is, in all of his glory:
Khalim, Master of Many Show
Legendary Creature - human wizard
When Khalim, Master of Many enters the battlefield, search your library for a card named Khalim's Anger, Khalim's Might, Khalim's Spite, Khalim's Valor, or Khalim's Will, reveal that card, and put it into your hand, then shuffle your library.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
Khalim himself can find one of his own spells, so he naturally has great synergy with them. His having hexproof and prowess are indicators of his immense magical skill, but I knew that I would need to keep his power and toughness low to balance those abilities. His "draw and discard" ability represents his ability to find a new solution by abandoning a previous one.
What does everyone think about these cards? How well did I do with them? Do you have any suggestions for them?
7 months ago
shaistyone: Ironically, the deck you posted those comments on was based on mine haha. But you make some good points, and let's go through them in detail :)
I'll avoid Ghostway and friends for now, though, since the indestructibility spells should protect my tokens and board state better. Mass exile isn't too huge of a thing at the moment, and mass sacrifice tends to be the staxy kind that will still kill my board in response.
And Reconnaissance seems spectacular here, I agree (since my tokens often have to attack into dangerous situations to give their fellows a melee bonus). What would you cut for it?
Thanks for your interest in my deck! If you like it, you can leave a +1 :)
7 months ago
A couple copies of Emeria, The Sky Ruin wouldn't hurt. Also, Hold the Line or Champion of the Parish would contribute to the boost your talking about. Fiendslayer Paladin could be put in the sideboard and Thalia, Heretic Cathar could be put in. Plus Mirran Crusader is a bit better than Fiendslayer Paladin because it has total protection from two colors rather than just spells. Hope this helps!
9 months ago
Act of Aggression is remarkably effective in edh, as is Dragon Breath. Slumbering Dragon is good as is Deep-Slumber Titan, especially with the thornbite staff. Hold the Line can be hilarious in this setup.
9 months ago
Anax and Cymede? Neat choice. But I see you're over the deck limit, and some of your cards could be replaced.
You don't have enough card draw to need Thought Vessel. Mind Stone or Coldsteel Heart is a better 2-mana rock. Also lose Springleaf Drum; you want to attack with your creatures, not tap them for mana.
Kabira Vindicator, Hand of Justice and Foundry Champion all cost too much for what they do. Better options are Soltari Champion, Pianna, Nomad Captain and Catapult Master, but you might not have enough soldiers to use Catapult Master to the fullest. In any case, don't run Hand of Justice.
You don't have enough +1/+1 counter stuff for Elite Scaleguard to be worth it, but that can be remedied with some more bolster and outlast cards like Anafenza, Kin-Tree Spirit and Abzan Falconer. I think the Scaleguard could really shine in this deck with the right support.
Zada, Hedron Grinder is kind of like a backup Anax and Cymede. Note that the copies won't trigger your heroic guys cuz copying and casting aren't the same. But I'd cut all the heroic creatures anyway, except Phalanx Leader and maybe Fabled Hero.
Peace, and have fun Borosing
9 months ago
10 months ago
budget Sideborad tech... how about Witchbane Orb? something to disrupt combo I guess- Mana Tithe ,Mark of Asylum , Sanctimony , Condemn ,Brave the Elements, Hold the Line , Burrenton Forge-Tender , Blind ObedienceAlso, a single swamp for when you get pathed.
11 months ago
Okay lomby i played around with your suggestions. Coat of Arms did prove quicker than Door of Destiniesbut i chose to stick with Door for budget reasons(eventually ill get coat of arms), Most of the other stuff ill be tossing into the maybe board other than Hold the Line(i wasnt sold on it in my playtesting). Hope Against Hope seemed to work well but not as well as other spells i have already but will deff be side board. As for the two suggested equipment they played well and suited the deck but with there already being so much equipment im sideboarding them. Thanks a bunch was fun playtesting the suggestions.