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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Set Rarity
Avacyn Restored (AVR) Rare

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Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan 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

Gracco on Yeet or be Yeeted

1 month ago

Karmic Guide Ashnod's Altar Nim Deathmantle Fiend Hunter Angelic Renewal Goblin Bombardment Archon of Justice Angel of Serenity Homura, Human Ascendant  Flip

These are some combo pieces and targets to throw that are notable that you are missing. Throwing Angel of Serenity in response to its trigger leaves the 3 targets in exile forever. Sun Titan loops with a sacrifice outlet with the Gift of Immorality you already have or Fiend Hunter or Angelic Renewal. I have a Brion deck as well, although it is the deck I play the least so i have traded out of it a lot since the days it was more powerful.

You will also want Gilded Lotus over some of the lower impace mana rocks there. Hanweir Battlements and Flamekin Village are good lands for granting haste. Rogue's Passage is amazing. High Market for getting rid of some creature you have taken. Sunhome, Fortress of the Legion and Slayers' Stronghold are also incredible.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

SlangNTrees13 on For Whom The Belle Tolls - An Enchanted Tale

3 months ago

Love the deck. Was wondering if reason you run Mark of Fury over Instill Energy or Escape Velocity is so you could cast it on some of the other tap for mana creature cards in the deck, when extra mana needed, as opposed to its sole purpose being to attach to Uril? Also wondered how you feel about putting in Kenrith's Transformation, instead of Generous Gift or Beast Within? Is one mana less, you lose instant ability, but gain the card draw from enchantress and others and from the card itself. Also curious about using Gift of Immortality? Or with other guards in deck are you not too worried about Uril getting removed enough to justify taking out a more efficient cheaper aura for it? Also have gone back and forth between Slayers' Stronghold and Sunhome, Fortress of the Legion. Destiny Spinner is one of the new Theros cards I threw in (great value) and I replaced Bloom Tender with Dryad of the Ilysian Grove. Also have my eye on Transcendent Envoy and Setessan Champion as well...Love to hear your thoughts, your deck is awesome. Smash, smash, smash.

Blackheart426 on Tajic and the enchantment army

4 months ago

You can always throw in inexpensive dual lands, like Boros Guildgate for the time being. Slayers' Stronghold and Sunhome, Fortress of the Legion can be fun too

multimedia on Kaalia Reanimator

6 months 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 Jeskai Control

6 months 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

7 months 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

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