Slayers' Stronghold

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
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Slayers' Stronghold

Land

: Add to your mana pool.

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

Slayers' Stronghold Discussion

tpmains on Giving narset, enlightened master haste

3 weeks ago

I would start here:

http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[Creature]+[gains]+[haste]&color=+![G]+![B]

This is a search for "creature gains haste" in the text box excluding black and green spells.

Marchesa's Smuggler and Slayers' Stronghold are two fun ones that I saw when looking through them.

eliakimras on Red/White Angels

2 months ago

Have you considered Boros Signet, Worn Powerstone and Gilded Lotus? Heartless Hidetsugu is game over if Gisela, Blade of Goldnight is out. Furnace of Rath, Dictate of the Twin Gods and True Conviction are great for beatdown. Boros Charm is really versatile in this deck. You can swap Take Vengeance for Swords to Plowshares. Sunforger is the greatest card in Boros and can grab any instant at 4 CMC or less. // It's good to run Command Tower, Battlefield Forge, Temple of Triumph, Needle Spires, Ancient Amphitheater, Boros Guildgate are good for mana fixing. Slayers' Stronghold, Sunhome, Fortress of the Legion and Rogue's Passage are good for combat tricks; Mistveil Plains brings recursion; Spinerock Knoll is great at cheating costs; Secluded Steppe and Forgotten Cave for card selection. // Revitalize, Lightning Helix, Demystify, Fountain of Renewal are subpar in this deck.

enpc on Naya Help

2 months ago

The balance will come down to playtesting, however I would recommend that you attempt to make one theme work. If you're going for vehicles and are going to suppliment that with tokens, that's fine. Baut make sure you run primarily vehicles/vehicle support cards, rather than multiple themes.

As for good value cards, I would say that Kessig Wolf Run/Slayers' Stronghold are both good. Not only do they provide more punch, but they let you buff smaller creatures who can then crew vehicles by themselves.

Also, I would suggest using a heavier focus on mana dorks (if you're going vehicles) as they cna be used to ramp early but then can be used to pilot said vehicles.

Shyachi33 on Top o' the Food Chain

2 months ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?

Sorceries/instants:

Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

multimedia on WIB Upgrade

3 months ago

Hey, here's some cards to consider adding:


Other cards to consider adding (budget - expensive):

Lands: Slayers' Stronghold, Needle Spires, Rugged Prairie, Clifftop Retreat

Ramp: Burnished Hart, Thran Dynamo, Weathered Wayfarer, Land Tax, Tithe

Removal: Oblation, Path to Exile, Grasp of Fate

Protection: Grand Abolisher

Draw: Mind's Eye

Cards to consider cutting:

  • Demolish
  • Disaster Radius
  • Fiery Finish
  • Firecannon Blast
  • Meteor Blast
  • Candlelight Vigil
  • Electrify
  • Shock
  • Fall of the Hammer
  • Luminous Bonds
  • Taurean Mauler
  • Magma Giant
  • Stoneshock Giant
  • Warchief Giant


Cereal_Killer on Bloodline of an Ancient Coven

4 months ago

I think, since it's a tribal, you should definitely add Cavern of Souls

Some other good lands could be: Marsh Flats, Bloodstained Mire, Arid Mesa, Sacred Foundry, Luxury Suite (or, if you have money, Plateau, Badlands, Scrubland), Winding Canyons, Maze of Ith, Ghost Quarter, Strip Mine, Wasteland, Bojuka Bog, Nephalia Academy, Slayers' Stronghold, Command Beacon, Arcane Lighthouse

If you want some combo in your deck you could add Exquisite Blood (goes in combo with Sanguine Bond) and Dark Depths, that goes in combo with Vampire Hexmage)

Demarge on Kaalia’s Army

5 months ago

How often does urza tron become relevant? would those slots be better served with different utility lands like say Hall of the Bandit Lord, Hanweir Battlements, and Slayers' Stronghold, more ways to give a kaalia haste seems a bit more useful than the chance for a late game extra mana.

And your thoughts on using Master of Cruelties, or similarly, Rakdos the Defiler as the one hit kill an opponent? I know some groups don't like those wincons but iona usually gets the same amount of hate so I figured I'd bring those two up.

And have you thoughts of Liliana Vess and Dark Petition as other strong tutors.

I also usually suggest more lands in a commander deck, but here I see land tax and top and plenty of ways to tutor them so sounds good (Quicksilver Amulet can also act as a kaalia #2). Here I link my kaalia which has ran into quite a few multiplayer playgroups (so some of the card choices are to survive more than one opponent's hate or to not draw "kill him first" rules) Heavenly Rakdos

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Slayers' Stronghold occurrence in decks from the last year

Modern:

All decks: 0.03%

Green: 0.23%

Commander / EDH:

All decks: 0.02%

RW (Boros): 0.48%

RBW (Mardu): 0.09%

RGW (Naya): 0.12%

RUW (Jeskai, America): 0.21%