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Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Delighted Halfling
Creature — Halfling Citizen
: Add .
: Add one mana of any colour. Spend this mana only to cast a legendary spell, and that spell can't be countered.








FadingReality on
Dragons, Dragons, Dragons
5 days ago
A couple ramp options that are all either land ramp (the best) or ramp that isn't artifact or creature based.
1.) Wild Growth
2.) Three Visits
2.) Wargate. Wargate gets any land in the game untapped; a very rare effect at any mana range (much less 3 mana). It is as opposed to but aside from that it's superior to even Darksteel Ingot. 3 mana to get an untapped Command Tower is strictly better than 3 mana to get even an indestructible artifact (artifact can still be exiled). This card also gets utility lands that even fetches can't get. On top of all that, Wargate also gives you the additional option of making X be more than 0. If you do that, you can tutor any permanent in your deck directly onto the battlefield. Very useful late game in that regard. So there's a ton of utility in this card for the same price as a 3 mana rock that just gives any color. Lastly, the blue pip in the casting cost gets you closer to being able to run Force of Will.
3.) Archdruid's Charm. Currently the only other card in the whole game besides Wargate that can get any land in the game for 3 mana. could be tricky, but your mana base can handle it honeslty. Although the land you get with it does come in tapped, Archdruid makes up for this by being instant speed! What really makes this card shine is its utility. It is ramp, removal for artifacts, creatures, and enchantments, AND it is a creature tutor. Again, compare this to a 3 mana rock that just gives any color. This gives any LAND instead of a rock, also tutors, and is also removal. This card is nuts.
Lastly, this card isn't ramp per se, but The World Tree can give you a Chromatic Lantern effect and doesn't take up a deck slot. It can be tutored with wargate or archdruid's charm. Just something to keep in mind if you do cut Chromatic Lantern. I'd try to implement all 3 of the land ramp recommendations and then add wild growth if you still need more ramp. Alternatively, you could cut Delighted Halfling for wild growth. Wild growth gives you colored mana for any spell (not just legendaries like halfling), survives WAY more boardwipes and removal, and is also slightly faster since enchanting an untapped land with wild growth allows you to use its mana immediately. Halfling will never tap for mana same turn unless it has haste.
Craeter on
The Conjunction of the Spheres
3 months ago
Profet93 I opted to remove Delighted Halfling because the colored mana for only Legendary is not so useful here since there are a lot of non Legendary spells that need colored mana. Also there are other Ramp tools in here, and the low cost interferes with Cascade and things like The Prismatic Bridge Flip.
The Scion and Giselda are both good in here since they get cheated out for 5 mana and have big value. Giselda doubles as a wincon but also protection, and the Scion can give all those effects to the Rainbow cards.
NV_1980 on
Sigarda, Font of Blessings
4 months ago
Hi, I was curious about this deck so I played a few test-games with it. Mostly I was wondering whether it had enough momentum. After five test-games I found that it might be a bit lacking on this front. This is not surprising since it doesn't carry that many ramp/mana source cards. In terms of additional draw, it could also use some work.
For mana/ramp, I'd recommend Delighted Halfling, Birds of Paradise, Burgeoning, Exploration, Nature's Lore and/or Three Visits. For additional draw/filtering, perhaps cards like Mirri's Guile, Scroll Rack, Sensei's Divining Top or Sylvan Library.
It's also easier to share abilities between creatures when you include Odric, Lunarch Marshal. Good luck with this brew.
anbrx on
The Princess and the Frog
5 months ago
This deck looks incredibly slow. You have only 1 piece of Turn 1 ramp in Mox Diamond. In its current state you are essentially starting the game on Turn 3, rather than Turn 1. With as many tapped lands as you are running, this clock will likely be even slower. After drawing several test hands with this list, I am yet to draw a good playable hand.
I would recommend trying to find room for at least some of the following: Birds of Paradise, Delighted Halfling, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Deathrite Shaman, Avacyn's Pilgrim, Elves of Deep Shadow. These additions will speed up the deck and allow you to actually play the game before turn 4.
I would also recommend trying to get some targeted removal in there. Cards such as Nature's Claim, Assassin's Trophy, Abrupt Decay, Swords to Plowshares.
You may also want some solid one-card wind conditions such as Craterhoof Behemoth, Overwhelming Stampede, or Triumph of the Hordes
rwn1971 on
Buttercup: Princess Bride
5 months ago
So i did a thing and decided to buy a non budget card and got Delighted Halfling cause i love this creature and i love to screw with blue :) .
DawnsRayofLight on
Squirrel Combos
8 months ago
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Mazirek, Kraul Death Priest goes infinite with Scurry Oak and Basking Broodscale with a sac outlet (Ivy Lane Denizen also goes infinite)
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Nuka-Cola Vending Machine + Academy Manufactor/Peregrin Took + Krark-Clan Ironworks/Grinding Station goes infinite
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Basking Broodscale + Tarrian's Soulcleaver goes infinite
Ygra, Eater of All goes infinite with camelia and Experimental Confectioner
Using the above to explain my adds:
ADD (16)
Phyrexian Altar/Blasting Station
Lively Dirge:helps to get cheap combo pieces
DROPS (need to drop a single card too to get to 100) 17
4x lands (this deck looks like it can run fine off of 30 if you add 4-5 0-1 cmc ramp pieces)
Cauldron Familiar (unless I am missing the combo piece for it in the list)
Craterhoof Behemoth: may be a bit win more. don't see it doing much
Gala Greeters: meh card
Gilded Goose: meh
Tireless Provisioner: could stay or go
Toski, Bearer of Secrets: don't know how aggro this deck is, seems more combo oriented
Damnation: probably between MHM and fallout you have enough wipes
Nature's Claim: good removal but probably good on that
Woe Strider probably fine on sac outlets
May consider Protean Hulk piles as well
Have (0) | |
Want (3) | beesaurs , mflint , ACrispyTaco |