Retreat to Hagra

Legality

Format Legality
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Retreat to Hagra

Enchantment

Landfall — Whenever a land enters the battlefield under your control, choose one —

  • Target creature gets +1/+0 and gains deathtouch until the end of turn.
  • Each opponent loses 1 life and you gain 1 life.

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Retreat to Hagra Discussion

Valafor on Ramunap Shift

1 week ago

Ya i think i was trying to combine ramp and lands, two similar but different strategies. Play tested last night and something was missing, it durdles too much and not enough finishing power. Just wish there was something like Retreat to Hagra legal. I'll take your suggestions into account and thanks.

sweetaction on Meletis Landfall

3 weeks ago

kynerdi Do you have your Yidris deck on Tapped out? I do wish this deck had black so I could include Gitrog and Ob Nixilis, the Fallen, Retreat to Hagra, and Bloodghast

SteelSentry on Kambal's Orzhov Party EDH

4 weeks ago

The best way to improve this deck would probably be to take out a lot of the low impact cards, like:

Ritual of Rejuvenation (one shot, doesn't really do much)

Renewed Faith (same thing)

Valor Made Real (if you want this effect, get an enchantment that does a similar thing, like High Ground, Brave the Sands, or a creature with this ability, like Palace Guard or Guardian of the Gateless)

Retreat to Hagra (Really slow, especially for 40 life).

Cards I would consider adding that are still pretty budget:

Soul's Attendant (since you have Warden)

Greed / Arguel's Blood Fast  Flip are great in EDH.

Wretched Confluence has a lot of good modes and is an instant.

Sacred Mesa is good in a slow, grindy deck like this to keep chumping or eventually fly over for victory

TheVectornaut on Infinite Mana/Infinite Mill?

3 months ago

I don't see anything preventing this from working as long as you put the triggered abilities on the stack in the right order. The land's ability needs to be put on the stack before the Amulet of Vigor so you can tap it for mana before it's bounced. Retreat to Coralhelm's trigger can be added anywhere as long as you're always choosing the first option to untap Walking Atlas. You should also be able to add in any other landfall triggers you want. Hedron Crab, Seer's Sundial, Lotus Cobra, Retreat to Kazandu, Retreat to Hagra, Retreat to Emeria, and so on.

babushkasara on

5 months ago

I jokingly call Retreat to Hagra my win-con. When you Traverse the Outlands for 11+ in addition to your land(s) for the turn, the lifegain/damage becomes pretty significant.

Torment of Hailfire is another one of my favorite cards if Gitrog keeps being hated away. You can cast Torment of Hailfire one turn, then the next turn, Treasured Find into Torment of Hailfire. Then, if your opponents still have life, hands, or permanents, you can Eternal Witness into Torment of Hailfire...do you see a theme here?

Ghost Quarter is disgusting with Ramunap Excavator.

I'd recommend removing Reliquary Tower because sometimes you want the option to discard things.

I'm also pretty new to Gitrog, but my deck's here if you want to check it out: The Gitrog Monster

Boza on Gruul landfall.

5 months ago

What you have right now resembles a mix of different strategies. It is important in Magic to be focused - executing one strategy very well is much better than several strategies poorly.

Generally, landfall goes well into two different directions - aggro and ramp.

Aggro will use cards like Steppe Lynx and Arid Mesa or Evolving Wilds to get multiple small creatures a lot bigger. Usually, it is red/green/white.

Ramp will use cards like Rampant Growth to "cheat" on the 1-land per turn rule and get out big creatures that are finishers like Omnath, Locus of Rage. usually red/green.

Additionally, there is the minor variant:

Midrange Enchantments - uses few if any creatures and wins through cards like Retreat to Hagra to actually gain advantage and win. Primarily green, but can be any color.

Which one do you want to be?

jakeelephant006 on Toxic Thunder 2: The Toxic Avenger

5 months ago

Cards to put in:

Artifacts: Sol Ring, Darksteel Ingot, Commander's Sphere, Rakdos Signet, Boros Signet and other ramp. Maybe some card draw like Skullclamp and sac outlets like Ashnod's Altar. If your creatures are gonna die anyway, may as well get some value off 'em.

Enchantments: Cards like Bloodfire Infusion, Power of Fire, Lightning Prowess, Lavamancer's Skill, Fire Whip, and Aspect of Gorgon and Retreat to Hagra. More things that grant the abilities you're wanting to dish out. Maybe some card draw like Phyrexian Arena would be good here too.

Creatures: More things with deathtouch. Odric, Lunarch Marshal, Harvester of Souls. That's all I've got right now.

Sorceries: Chandra's Ignition?!?!? How'd this not make the cut? Also other wipes. Especially stuff that gets rid of non-creature permanents. Heck, maybe even Armageddon. Tutors could be here too. Maybe some card draw.

Instants: Pretty good with what you've got in here. Needs a bit more removal probably. Non-creature and creature. You could try Arcbond for a fun time.

That's about all I've got for now. Definitely missing some stuff.

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