Overgrown Battlement

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Rise of the Eldrazi (ROE) Common

Combos Browse all

Overgrown Battlement

Creature — Wall

Defender

Tap: Add {{G}} to your mana pool for each creature with defender you control.

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Overgrown Battlement Discussion

wirelessfetus on Bant Wall Beat Down

21 hours ago

kamarupa Sylvan Caryatid has hexproof, not shroud. So you can make it attack with assault formation if you want.

Yeti_Confetti I'm considering Overgrown Battlement over Axebane Guardian; it costs 1 less to cast and is (4)/4 with the decks effect. vs (3)/3. So the only real advantage Axebane has is for mana fixing, but between modern access lands and sylvan carytid, Im not sure how valuable that really is. I'd probably only consider him if you wanted to go full on budget with the lands and didn't want to include sylvan. But overall, overgrown battlement seems like the stronger choice and is probably what Im going to go with provided it checks out in testing.

JonathanSamurai on This We’ll Defend!

1 day ago

The only thing I'm pouring mana into is Assault Formation. Overgrown Battlement cost less to cast than Axebane Guardian and produces more mana than Sylvan Caryatid. Overgrown Battlement also has 4 toughness. I dont NEED ramp, or much of it, because my creatures are already cheap to cast. Thanks for the compliments and input though man, it'll be fun to get this thing on paper and troll at FNM.

Blue_Flame on White, Blue, Green Modern

4 days ago

I definitely second the more than 20 lands comment. If you're trying to go with the walls theme I might throw in some cards like Assault Formation, Overgrown Battlement, and Wall of Omens. I would take out a lot of the 1-ofs and include 4-ofs of the aforementioned cards so you can have more consistency.

kamarupa on WALL-DOT-DECK

5 days ago

Second Drift of Phantasms - having a 0/5 Flyer makes it a very useful blocker and an efficient killer when Arcades or a Formation hits.

Second Axebane Guardian - while the 0/3 body is less than ideal, the mana fixing ramp he provides is very useful.

With creatures like Overgrown Battlement and Axebane Guardian, getting a 1 drop creature down on turn one makes a huge difference early game. Perimeter Captain is, in my opinion, the way to go, being too big to Bolt and giving you an ability. Steel Wall is pretty good, too - being an artifact, any color land will put it down T1, and like the Captain, is too big too to Bolt. Wall of Vines, as KongMing said, would rank 3rd best 1-drop creature to include - having Reach is definitely a plus.

In my experience Tower Defense is not worth including. It doesn't stop removal spells and usually by the time you could use it for a swing, you can hit for lethal anyway. Heroic Intervention or maybe something like Faith's Shield would probably be more useful.

Other high synergy cards to consider Tetsuko Umezawa, Fugitive, Beast Within (especially good with strictly 0/4 and bigger Defenders), Time of Need, Orator of Ojutai (his flying ability alone makes him good) and Slaughter the Strong.

While it's difficult to ahem "deny" the allure of Wall of Denial, because you can't target it with Assault Formation for a swing, it's 0/8 body is little more than a fantastic blocker 50% of the time. With Time of Need, you could be more likely to get an Arcades down, but I think anyone running removal will try to kill him as soon as he hits the battlefield. For those reasons, I favor Drift of Phantasms as the best choice.

I'd suggest cutting your creatures back to 26 in favor of a few of the high synergy cards I mentioned above.

StopMakingToast on arcades the strategist wall in modern Deck

1 week ago

I am looking into doing something with Arcades as well, so far looks pretty solid.

Have you looked into Overgrown Battlement? This should help with mana as well as doubling as a defender.

Scion_of_Darkness on Reaper Madness

1 week ago

Arcane Adaptation would let you expand out some of the creature types. I have a Wall deck with this and Overgrown Battlement, Axebane Guardian and Drift of Phantasms. I have to add it on here but there's a good jumping off point if you're interested.

Pyruscreed on Arcades EDH Help, My First ...

1 week ago

The Professor has a good video on building a 3 color mana base; I suggest there as a starting point. As for cards,:

Generic good cards: Path to Exile and/or Swords to Plowshares are standard white removal spells. Both are cheap (mana and $ wise) and instant speed, use at least one.

Asceticism grants regeneration and hexproof, Krosan Grip for artifact/enchantment removal, or go with Acidic Slime/Bane of Progress. Scavenging Ooze is also good against graveyard shenanigans.

Cyclonic Rift is a must if you are playing blue, and a few cantrips and counterspells are useful too.

As for Arcades specific cards, consider Angelic Shield, Assault Formation, Belbe's Armor, Castle, Builder's Blessing, Stalwart Shield-Bearers, Crenellated Wall, Overgrown Battlement, and Sunscape Familiar

Firstmiracle on Wall-I

1 week ago

Hey dude, thought I'd comment it on here.

So let's round out my observations before we move to my opinions.

Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.

Subthemes Detected:

Lifegain- Jaddi Offshoot , Perimeter Captain , Wall of Essence. All decent lifegain, Jaddi is good early, Perimeter is good mid, and Wall of essence is good all game, but particularly mid.

Tokens- Coral Barrier , Hornet Nest , Golden Guardian  Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.

Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive  Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.

Card Draw- You're covered here. I think you have enough card draw.

Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.

Ok so now I'll start by suggesting things you could add to this deck.

Wall of Denial - My favorite Wall.

Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.

Kodama's Reach - good solid ramp.

Cultivate - Same as above.

Comet Storm - You have ramp, play a ramp board clear.

Kindred Summons - Pick wall.

Fireball - Very versatile in rampy decks.

Vandalblast - You have red, you need good artifact hate.

Supreme Verdict - Favorite Board Wipe

Wrath of God - AKA the Reset Button

Azorius Signet - Ramp

Izzet Signet - Ramp

Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.

Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.

Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.

Now we move on to cards I suggest removing.

Ludevic's Test Subject  Flip - Dead weight. You will never want to pay mana for this ability, and if you do you are definitely losing it to removal. Not worth the investment.

Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.

Ulvenwald Captive  Flip - By the time you have 7 mana to pay for the ability you are already playing your better cards. Just put in a bigger late game threat.

Golden Guardian  Flip - Only remove this if you elect not to add several 4 power or greater creatures to the deck.

Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.

Arcane Denial - I'd personally trade it for a dozen other draw spells. Opt or Brainstorm or Ancestral Vision if you got it.

Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.

Tower Defense - I'll admit, this can rarely win a game. However, Vigor Will just win you the game.

Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?

Colfenor's Urn - Maybe I don't understand the benefit. Run something like Sun Titan.

Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.

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