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Kick em while they're down (Hallar kicker tribal)

Commander / EDH* Burn Casual Counters Kicker RG (Gruul)

hoffie4


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Maybeboard


Let's make Hallar a bomb.

When I initially built this deck, I just wanted to build a budget deck with an uncommon commander that isn't commonly played. After seeing a lot of play, I upgraded Hallar as best I could because it's just so much fun. Without Hallar, this deck is pretty weak. But that's a common theme with my decks. I play to the strengths of the commander, sometimes at the expense of standard utility cards.

The purpose of this deck is two-fold:

  • Play some kicker spells to trigger Hallar and deal damage
  • +1/+1 counter manipulation

The way this deck is built, I really focused on getting a massive number of counters on Hallar fast, and then use one or two kickers to trigger a bomb. Obviously this led to the inclusion of staples like Vigor (since cut), Forgotten Ancient, Branching Evolution, and Invigorating Surge among others. But I also wanted to use some cards for recurring counter generation, such as Evolutionary Escalation and Agitator Ant. Nice cheap cards that can pump up Hallar or any other creature.

With the counter manipulation, hopefully you can build up Hallar before you trigger them and, if your opponents underestimate them, you can fly under the radar for a little while before the threat gets real. And you will need protection, because Hallar will make you a quick target once people see what they do.

Every time I pull out Hallar, it's always the exact same progression from people who haven't faced it.

Step 1: They all read the card. There's usually a general acknowledgement that it's an interesting ability. Kickers spells aren't that common. Usually people understand that they're going to take some damage, but burn rarely kills people in EDH.

Step 2: Hallar hits the field. I'll put a couple of counters on it to prepare for later turns, and maybe cast a kicker to ping people for 3-5. Responses here tend to be "that hurt, but I have a lot of life and it's not commander damage"

Step 3: The BOMB. Usually around turn 7-9. I've ramped pretty well, and I have saved enough kicker spells or counter doublers to really blow Hallar up. With 6-7 counters on Hallar, I'll suddenly cast Invigorating Surge or Solidarity of Heroes. Suddenly shit gets real as Hallar has 15+ counters. Queue the threat assessment and the realization that Hallar is now extremely dangerous. They are a big beefy Commander with trample. I'll have at least 1-2 instant speed kickers that are low CMC, like Overload, Scorching Lava, or Vines of Vastwood. At this point, someone usually goes for removal. They'll attempt to kill Hallar, and I'll respond with an instant speed kicker or two. Then comes the counterspell to stop the kicker. And that's usually when I remind everyone that Hallar triggers on the cast and the ability is already on the stack. Removal and counterspells won't work. They're going to take 20-30 damage and there's nothing they can do to stop it. If I'm lucky, I'll have Witch's Clinic out and I'll have given Hallar lifelink, so I'm also gaining a buttload of life off this.

It's always a fun game to play, and as long as I can blow up Hallar then I'm happy even if I lose.

Notes to self: Add Court of Garenbrig and Royal Treatment to the sideboard when they are released.

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97% Casual

Competitive

Revision 103 See all

(3 weeks ago)

+1 Archdruid's Charm side
+1 Bristly Bill, Spine Sower side
+1 Cathedral Acolyte side
+1 Ornery Tumblewagg side
+1 Power Fist side
Top Ranked
Date added 5 years
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 4 Mythic Rares

45 - 13 Rares

20 - 7 Uncommons

18 - 3 Commons

Cards 100
Avg. CMC 2.84
Tokens Beast 3/3 G, Boo, Construct 0/0 C, Royal, The Monarch, Treasure
Folders kicker green, Bookmarked CMDR, EDH, Untested, save for later
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