Overgrown Battlement

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Overgrown Battlement Discussion

BobbyBlue on The Best Offense Is A Good Defense?

2 months ago

I love defender decks.

Have you considered Overgrown Battlement and Doorkeeper ? Overgrown Battlement is kind of a second Axebane Guardian although not quite as good, while Doorkeeper can potentially give you a secondary win condition in a long game.

Fortified Area would be great, allowing you to block much more safely.

Wall of Stolen Identity and perhaps Mindbender Spores could be good utility as well to stop/discourage opponents from attacking you with their scary creatures in the first place.

I'd even consider Wall of Shards - in multiplayer you can spread the health around or give it all to one player who either really needs it or whose good side you want to get on. Could be an interesting tool in that regard. And considering how hard those walls can fall on people once you get Arcades, the Strategist , High Alert or Assault Formation out, a bit of extra life can be gotten around (unless it's been sitting there for like 20+ turns, at which point you could probably just win with Doorkeeper).

I'd say you probably want to take out of Wall of Reverence , though. I could be wrong, but I haven't seen anything in this deck that actually synergises with the power-based life gain.

subject19 on Balls to the walls

3 months ago

lagotripha Oh yeah, I totally forgot that Wall of Blossoms had been printed. That one should be included for sure, probably instead of Carven Caryatid and maybe also some number of Wall of Omens or Axebane Guardian . Vesperlark is good, but I am a bit concerned that it is not a wall. Overgrown Battlement is such a powerful ramp card, and I really want to minimize the number of creatures that are not walls to utilize it. Spellskite is included because it can counter some decks and works really well with Assault Formation , but Vesperlark only has one toughness. It does return a wall though, given that there is one in the graveyard.

Foxigami on Another brick in the wall

5 months ago

i like these types of decks. so here are my suggestions Assault Formation is basically Arcades, the Strategist in enchantment form without the card draw. it has the added bonus of ramping your creatures defense to deal more damage to the opponent.

Axebane Guardian and Overgrown Battlement are great ramps, combined with Assault Formation you can get some massive creatures.

Wall of Tanglecord is great against flyers, and this deck needs that

other than that, you might want to list this deck as standard as it seems like it would be standard legal without my suggestions.

Ungulate on Walls of Emrakul - Modern defender combo

5 months ago

Christmas land: 1. Land Perimeter Captain 2. Land Overgrown Battlement 3. Land Axebane Guardian + Overgrown Battlement 4. Emrakul or any wall + Drift of Phantasms into Emrakul

Matches are a matter of stalling and drawing until the above situation happens, or you beat face with Arcades, the Strategist . Wall of Denial makes the Arcades plan really strong and often lethal in one swing.

kamarupa on Rampy Pampy - Casual Dragons

6 months ago

The deck obviously needs it's mana-ramp. That said, I don't think it matters how you ramp. Each method has pros/cons that can exploited/relegated. I'm not arguing for or against any ramp system, only stating viability and pros/cons.

But to answer your question, a full set of Overgrown Battlement is a sufficient number of defenders to make them well worth including, if so inclined. After all, most mana dorks only tap for 1 mana. Having a 0/4 that taps for at least one mana and up to 4 isn't shabby. In this deck, Sylvan Caryatid is probably better because it mana-fixes in addition to ramping. It's also more expensive. With Dragon Egg , you could swap all your other dorks for defenders. Or not. Up to you. Defenders pros: massive ramp very possible, some toughness for blocking | Cons: can't block when tapped for mana, can't swing, still die to deathtouch, medium/large creatures, removal etc, higher CMCs

If Utopia Sprawl is too expensive, Fertile Ground is an option. Pros to enchantment ramp: rarely removed, combos well with Arbor Elf | Cons: no body, risk of making a land a target for removal, CMC/speed

I've tried multiple times to build a Dragon tribal, but I've never managed to get something that "checked enough boxes." The two combos I like best with Dragons: Dragonmaster Outcast + Harvest Season and Savage Ventmaw + Hellkite Charger .

There's discord in Modern, it seems, as to whether a fast enough deck needs disruption or if it can play threats fast enough to essentially ignore whatever opponents are doing. Your deck here is going for the latter, but I don't have confidence in it's speed. Therefore, I wonder if utility staples like Vines of Vastwood , Blossoming Defense , and Heroic Intervention for deflection and surprising swings as well as Beast Within and Lightning Bolt for spot-removal might be worth considering.

In terms of sideboards, Beast Within , Return to Nature , Pithing Needle , Elixir of Immortality , Scavenging Ooze , are usually safe bets.

multimedia on Donald Trump's Wet Dream

7 months ago

Hey, looks good, nice start. Is this one of your first Commander decks you've made? Really nice pull on the IMA packs especially since you only bought two packs and got the best/most valuable card in the whole set :)

Arcades can benefit a lot from creatures who have defender who can make ramp. These help to make mana to be able to play Arcades faster which helps your overall deck because you want Arcades on the battlefield before you can really get going in the game. If you draw them when you don't need ramp then that's fine because they still draw you a card because they have defender.

Battlement and Guardian can make a lot of ramp because they both care about how many creatures with defender you control. As you play more defender creatures the better their ramp becomes. Either one can for instance trigger a lot of activations for Assault Formation .

Wall of Blossoms is good, it's a green Wall of Omens . Wall of Denial and Geist of the Archives are three drop flying defender creatures and Denial is among the best Walls in Commander. Jeskai Barricade has flash and it can bounce another creature with defender back to your hand so you can play it again and draw again with Arcades.

Reveillark is good reanimation with Walls since they have 0 power. Lark also combos with Barricade for lots of reanimation since Lark triggers when it leaves the battlefield this includes bouncing it with Barricade. Arcades cares about when a defender creature ETB (enters the battlefield) therefore if you reanimate defender creatures you get to draw for each one that enters. Brave the Sands is good with Walls, vigilance with Arcades lets Walls attack and also defend.

Budget lands ($4 or less each) to consider adding:

If you like some of these suggestions I offer help to make cuts. Good luck with your deck.


Cloudchaser.Kestrel on Fawx's Arcades Deck

7 months ago

or Axebane Guardian for that matter. Overgrown Battlement is great, but it really never hurts to have repeats and guardian makes mana of any color.

Both go infinite with Umbral Mantle if ythat's in budget (a fact that's less dangerous in other decks.) Guardian can also make infinite mana with High Alert

I'd cut Guardians of Meletis Fog Bank and Glacial Wall

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Overgrown Battlement occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

GWU (Bant): 0.65%