Slayers' Stronghold

Slayers' Stronghold

Land

: Add to your mana pool.

, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.

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Trade

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Want (3) mgalloro , tempDevelopper , Rabu

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Slayers' Stronghold occurrence in decks from the last year

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.02%

RW (Boros): 2.33%

Slayers' Stronghold Discussion

multimedia on Kaalia Reanimator

2 weeks ago

Hey, nice budget version of Kaalia.

All my suggestions are $3 or less each and for casual play. Cards to consider adding:

Oddsmaker and Reclamation may seem like odd suggestions, but these cards are good with Kaalia. Oddsmaker is a very underrated card for reanimation strategies as a repeatable enabler to discard creatures. It's repeatable draw is especially good with Kaalia because she has flying.

Reclamation doesn't reanimate, but what it does is recur a creature you want to cheat into play with Kaalia or even Kaalia herself to avoid Commander tax. Kaalia is going to die, she will have a huge target on her head, you would rather her go to the graveyard then back to the Command Zone because then there's the tax. Having to burn a reanimation spell on Kaalia is not good therefore you want other ways to be able to play Kaalia which Reclamation can help with. Reclamation is a good card with Kaalia in the later game when there's creatures in your graveyard that you would like to cheat into play with Kaalia, but can't because they're not in your hand and you don't have reanimation.

Cards to consider cutting:

  • Boros Guildgate
  • Stone Quarry
  • Temple of Silence
  • Canyon Slough
  • Heretic's Punishment
  • Moltensteel Dragon
  • Ryusei, the Falling Star
  • Desecration Demon
  • Mardu Banner
  • Rout
  • Phyrexian Rebirth
  • Terminate

I offer more advice, good luck with your deck.

HelixSnapHelix on Ruhan of the Fomori (Jeskai Control)

4 weeks ago

I just cut Pyroclasm and Electrolyze after some discussion with a duel commander discord. Since I haven't played in a while, I asked them what changes seem reasonable with the changed meta. They convinced me it's less of a Pyroclasm meta these days after I was talking about possibly adding Flame Sweep . We will see how that goes. They tried convincing me that Path to Exile was bad, but idk. I made my case for it and it came down to the card being a meta call. I play against a lot more g/w variants than what a blind meta would be. Replaced them with Mana Tithe and Chain Lightning .

As far as the utility lands, I've tried all of those. I ended up cutting them all because I was screwed over too many times with colorless mana. It's a pretty mana intensive deck. I liked Slayers' Stronghold the most out of the four suggested lands though. I've won a few games by untapping Ruhan with Minamo when they forgot it existed a few times though. Feels amazing.

SwagCrab on Werewolf tax collectors

1 month ago

Hey man, that deck looks so pleasing to drive! Seems fairly inexpensive for a rule deck with a lot of interactions. Just seeing the list makes me salty, haha.

I would play around with different wipes/spot removal to be a little more reactive to the board. Vandalblast is one of my favourite. Krosan Grip is also good. If you can tutor creatures, I would also consider Reclamation Sage and Bane of Progress . Maybe Birthing Pod ?

Slayers' Stronghold is my go to Boros land. I would probably put a Warstorm Surge to see if I can get any extra damage here and there. Definitively move Triumph of the Hordes from the maybe board, this card is pure salt and despair.

Hope to play against it, come back to Montreal soon enough man <3

TheAnnihilator on W: Amulet Titan Stuff, H: ...

2 months ago

Hey all! I'm building Amulet Titan, and here are the cards I need:

2x Amulet of Vigor
4x Ancient Stirrings
3x Azusa, Lost but Seeking
2x Castle Garenbrig
1x Cavern of Souls
1x Field of the Dead
2x Gemstone Mine
1x Hornet Queen
2x Obstinate Baloth
4x Once Upon a Time
4x Sakura-Tribe Scout
1x Slayers' Stronghold
3x Summoner's Pact
1x Sunhome, Fortress of the Legion
3x Tolaria West
3x Veil of Summer

I've a number of decently playable cards listed in my binder, so if you have any of the above cards, hit me up! I will look through your wants lists as well to see if I have anything unlisted to offer.

Tenshi41 on Prepare for Glory!

2 months ago

Deck Changes:

  • Taurean Mauler : He big mean and super easy to block. Even though he is technically an angel, he lacks the power most other angles have. Very little way to give trample.
  • Godo, Bandit Warlord : Six CMC fetch an equipment and cheat it out to battlefield, seems good and has combo potential. However, is a dead card early game when needing equipment to protect and generate value. Maby? Still very torn over cutting this card.
  • Spinerock Knoll : Hard to activate and never have the mana open to activate it when needed. Most of the time it hit a low CMC card and it not very useful.
  • Rugged Prairie : More room for Basic/Fetch.
  • Clifftop Retreat : More room for Basic/Fetch.
  • Inkmoth Nexus : Only man-land in the deck to equip and swing almost never comes up and only killed with this little guy once. Low performance.

Wuzibo on Edgar's New Friends

3 months ago

Maybe a Slayers' Stronghold ? And for a rock, in tricolor especially, you need Gilded Lotus .

FyreLorde on Kaalia's Inferno

5 months ago

subiskier: Glad you like it! Yeah, getting Kaalia swinging quickly is definitely important, though I'm not really a huge fan of Hanweir Battlements , Slayers' Stronghold , and most other lands that give haste. Effectively paying 2 or 3 mana is a pretty big tax on getting Kaalia out, and I rarely find myself in a situation where I'm really wanting to pay it. I used to run Flamekin Village in the deck, but I swapped it out for Hall of the Bandit Lord which seems to work way better as you're not really paying anything extra other than it entering tapped. As for Fervor , I've actually been looking into slotting in Dragon Tempest (which is almost strictly better in this deck) but I haven't really decided what I'm willing to take out for it yet. Swiftfoot Boots is definitely a good card, and worth running alongside Lightning Greaves , but at a 5 mana investment I'm not too fond of Whispersilk Cloak . Thanks for the comment, and good luck to you too!

loricatuslupus: Thanks! I agree, I love creature decks much more than combos and Kaalia seems like one of the few that is aggressive enough to have a consistent chance at outpacing them. In my personal meta it's rather rare for there to not be any player without a flyer that Kaalia can safe swing at, so I'm not really too concerned about preventing blocking or damage effects with things like Dust Corona and Dolmen Gate . However, I actually have been thinking about adding Reconnaissance to the deck for a while (and probably would've already if I could find a copy locally) due to it's amazing value in both giving Kaalia safe triggers and pseudo-vigilance to all of my creatures. As for Chromatic Lantern , I actually used to run it in the deck (most of the maybe board is cards I ran at one time but later cut) but I just found that it wasn't very helpful. My mana base is stable enough at this point that I very rarely am in need of it's fixing, and at 3 cmc it doesn't really help me ramp Kaalia out. The initial goal of the deck is always have Kaalia swinging on turn 4 at the latest (ideally turn 2 or 3), and 2 cmc rocks like Sphere of the Suns just do a much better job at accomplishing that. Dark Ritual has done pretty well for me, I think. It allows for some pretty explosive early turns in either getting an extra rock out or ramping out Kaalia up to 2 turns earlier. Even late game I can usually find some use for it to stretch out my mana for more valuable turns. While temple lands are arguable some of the better taplands, I personally would not run them if I don't have to as taplands significantly reduce the speed of the deck and are detrimental to my plan of getting Kaalia out as quickly as possible. I used to run Reya Dawnbringer but I found that she was often either stuck without a target, or removed before she could do anything. I cut her in an attempt to shift away from effects like hers where you have to wait a turn to get anything out of them, and towards things that give immediate value upon entering/hitting. Also there's already enough times where I have Animate Dead or Reanimate in my hand with no good targets that I don't really think I'm in need of more recursion right now. Never really been a fan of Adarkar Valkyrie as her ability seems a bit underwhelming to me, especially when you have to wait a turn to use her as well. They're both alright cards, but if I ran them it would be solely for the synergy with a couple of cards like Razaketh, the Foulblooded that you mentioned, and that's not really worth it for me. Thanks for the comment and suggestions, and good luck with your own deck as well!

subiskier on Kaalia's Inferno

6 months ago

One thing I really wanted to emphasize was getting Kaalia haste: Fervor , Hanweir Battlements , Slayers' Stronghold etc. I've noticed that she doesn't stay on boards too long so making sure you get in at least one attack to drop a bomb is key. I also run a few protectors like Whispersilk Cloak and Swiftfoot Boots etc to ensure she sticks around but she's a target before the game even starts. Good luck, I know my buddies hate this deck!

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