|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Uncommon|
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Artifact — Equipment
Whenever equipped creature attacks, you may return a land you control to its owners hand. If you do, the creature gets +2/+2 until end of turn.
Slab Hammer Discussion
2 months ago
Oddly, clayperce, since I made this username several years ago, my favorite plane has changed dramatically, from Zendikar to Ravnica to Tarkir to, finally, Alara. If you're curious as to why, we should talk about it on my wall, not here.
Riffing off of your reprint quandaries, I wonder whether WotC is making an artifact subtheme in Zendikar again? Life, it's cool if they do, but I would kinda prefer that that be on the backburner, we get a couple reprints, like maybe Adventuring Gear , Stoneforge, and possibly Slab Hammer to more easily enable landfall. I would really prefer for us to get a new mechanic that feels adventurous (and no, while there's no way they're bringing it back so soon, Adventure would really not be a bad fit).
Well, fadelightningmm, I guess that's what I get for not looking on the wiki first. Still, it would be pretty bad ass if this was the plot to Zendikar rising- not using Rayami, but perhaps Ayli, Eternal Pilgrim . Narratively, the block would be a way for Zendikar to symbolically overcome its past. And by extension, of course, to truly and finally overcome the Eldrazi. Ayli's story would be that of someone who, when everything she knew was shattered before her, chose to cling to the pieces rather than moving on. It would be super cool if, rather than her death ending the story, she lives and learns to move on. Perhaps she even earns the respect of General Tazri sometime later, or the general decides to take Ayli under her wing in order to help her move on. Remember, that plays into Tazri's story arc quite a bit as well. The inability to move on is something that each of them has experience with, and learning to live with regret and make the most of it is a perinent message today.
1 year ago
My recommendations for cuts are as follows:
- Captivating Crew
- Grove Rumbler
- Scute Mob
- Seismic Elemental
- Woodland Wanderer
- Natural Connection
- Scour from Existence
- Crash Through
- Gaea's Blessing
- Hellion Eruption
- Mob Rule
- Nissa's Renewal
- Primal Command
- Seek the Horizon
- Warp World
- 2x Forest
- 1x Mountain
- Domri Rade
- Blood Rites
- Bonds of Mortality
- Explorer's Scope
- Gruul Cluestone
- Hedron Archive
- Nevinyrral's Disk
- Slab Hammer
There are other recommendations I have for changes. For now I’ll start you off with that and if you want more suggestions, let me know.
1 year ago
But overall Block would have to go to BFZ for Awaken, Surge, and Landfall all in one. Those three keywords combo well with cards like Skyline Cascade turning Lands into free reuseable spells when you have Slab Hammer in the mix. Locking down a Red Aggro deck with Skyline Cascade and Rush of Ice is pretty hilarious. But, so is 0 mana artifacts and Surge. Overwhelming Denial was a huge help in facing off against Esper decks, of which there were many. Good time for Esper.
The Eldrazi were done very well and had some nice counter spells. Using counterspells to add mana was pretty awesome. So was using countered cards in exile as fuel to return those same counterspells for reuse. It wasn't too bad a time for mono-blue, a lot of interesting interactions.
Using several of them to build in Modern now. Seems like BFZ makes up half of all my Modern deck ideas. Counter spells didn't make the cut though.
Some of the new sets are really pushing things though with cards like Spell Swindle further turning counters into rewarding ramps. Though I wish Surge and Rebound were in a single Block instead of seperated between DTK and BFZ. Both keywords are a little limited but would work so well together. Preferably without having to use 2-3 colours just to access enough cards or favouring Blue/White and Blue/Red respecticely. Would like to see all colours be able to use Rebound to power their Surge spells, particularly in Mono decks.
That would become my favourite Block.
1 year ago
Do the cards in exile stay in exile even when the land leaves play? Do multiple lands played in same turn exile into the same pile or a new one each?
1 year ago
Looks Good, But you could take out a few cards, stuff like Pulse of the Fields and less useful equipment like Slab Hammer. Maybe add some more cats or cat tribal synergies, cards like Raksha Golden Cub, Balan, Wandering Knight and Brimaz, King of Oreskos. Cards that buff your cats might also be good, so Khemba's army goes from a few 2/2 creatures to a force to be reckoned with. Examples of cards like this are Adaptive Automaton, Obelisk of Urd, Vanquisher's Banner and Door of Destinies. Also Throne of the God-Pharaoh makes the cat tokens deal 1 extra damage each, and depending on how many you have, that can really hurt. Straight value, 2 mana and cheap to buy. Amazing.
1 year ago
Doesn't look like it works like you're wanting it to. You have two artifacts that say Tap, but no Untap. That leaves you with only untapping on your upkeep, and letting your opponent play his cards freely on his turn after you do. So while you get the initiative you don't really get to abuse it fully.
Add land untapping indirectly with Slab Hammer.
Add Flash cards so that you can tap and play on opponents' turns, allowing you to Untap for free on your turn, after you untap your mana maybe? Ask the rule guys about that.
Add Quicksilver Amulet to play Flash creatures of any mana cost when Winter Orb is tapped. Creatures cannot be countered as they aren't cast.
Add Brain in a Jar to play your 1, 2 and 3 mana spells, for one mana. Reset for 3 mana or just stop using it, or up your spell mana costs for powerful game winning spells.
Add Horribly Awry to abuse opponent's limited mana access.
2 years ago
Hey, thanks for leaving a comment! :) I don't plan on playing bilands as they can't be tutored with Evolving Wilds and i only need green mana until turn 4: once i have Ramunap Excavator and Evolving Wilds played i basically can't miss a landdrop, with 2 landfall triggers each turn. Chump blocking early should not be hard with the help of Undergrowth Champion. I thought about Rhonas the Indomitable too, but it turns out he doesn't help with the game plan: he won't be able to defend early and once I have a creature with 4 power I already have enough lands to grow out of control. I'm actually having doubts about my ability to tempo the early game as I still haven't playtested the deck. I could go more aggro by getting rid of Dragonmaster Outcast, Sylvan Advocate and Tireless Tracker for things like Scythe Leopard, Grove Rumbler or Snapping Gnarlid. I also am a lot more sceptical about Swell of Growth after seeing a few oppening hands. I'll give a few tries to Akoum Stonewaker, Retreat to Kazandu and Slab Hammer. Anyway I'll keep an eye open for further HOD spoilers.
2 years ago
Those are pretty good cards and are those that are normally played for that reeason so you should go for the Inquisition of Kozilek first. Your main pieces should be played as 4 ofs so the retribution could be played 4 times instead of 3. Also for mee a good number of control cards are 4-6 better 6 so that you have a high chance of drawing one in the beginning.
To make room you should try to cut the high cost cards first and then go to the ones that cost the least. take those that are doing little and try to play hand disruption for them. Keep in mind that you need to be as fast as possible. Better play more low cost creatures than the high cost ones.
Also if you want crazy synergy with Bloodghast try Slab Hammer or and fetchlands if you want to keep it budget Evolving Wilds and Terramorphic Expanse. But for such combos you need one more piece some kind of sec engine: Viscera Seer for example everytime bloodghast will die Blood Artist will trigger and causes damage.
I hope the article and some of my suggestions help you.
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