Hall of Storm Giants

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hall of Storm Giants

Land

If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.

: Add .

: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever this becomes the target of a spell or ability an opponent controls, counter that spell unless that player pays .)

Rhadamanthus on Interaction between Orvar, the All-Form …

2 months ago

It's just a regular un-animated Hall of Storm Giants. The basic explanation is that copy effects just copy what's written on the original, plus the results of any other copy effects applying to the original (e.g. copying a Clone pretending to be Bear Cub will make another Bear Cub). There are a few more nuances in the full explanation but they aren't relevant to the example here.

CamraMaan on Interaction between Orvar, the All-Form …

2 months ago

Orvar, the All-Form is in play, as is Hall of Storm Giants, and I pay 5U to make Hall of Storm Giants into a 7/7 ward 3 creature "that is still a land". I then cast an Instant spell that targets the 7/7 Giant, making a copy of it with Orvar. What happens to this copy...? Is it encoded with the "until end of turn" bit from the activation of Hall of Storm Giants? Does it go on to the next turn as a 7/7 ward 3 land creature that can tap for one blue...? Thanks in advance!

wallisface on Chandra or Blood Moon?

4 months ago

Control decks have access to much more practical/better finishers than Chandra. Teferi, Hero of Dominaria often serves as something that can close out a game pretty, as can the Hall of Storm Giants you're already running.

Blood Moon may be very strong in your local meta, its not something I think this community will be able to comment on as we don't know what you regularly play against. Based on the MTGO meta, I wouldn't think it's worth running in this shell.

Personally I think there are some cards in the mainboard that are quite questionable at the moment that may be worth more thought, rather that trying to squeeze red into this deck. Namely, Otherworldly Gaze feels very impractical for a control deck, as its giving you card-disadvantage (and card advantage is generally the only way control can survive). Devastation Tide fits in that same bucket. Thought Scour seems like a really weak way to cantrip in control, and I can only assume you have it because you're trying to force Murktide Regent into this shell. My big concern is that 19 lands is criminally-low for a control deck, and means you're very unlikely to get your 3rd land drop reliably at all.

It feels like your low land-count and questionable mainboard choices are going to make it hard for you to currently control the game, and I'm not sure either of these red cards address those issues at all

Squee_Spirit_Guide on Shifty Crabs!

6 months ago

ElPared, I didn't really think of Crucible of Worlds, but I like my other 3 drops a little better. Usually the three lands from Life from the Loam are more than enough to close things out. I'll play around with crucible a bit, but my initial thought is to stick with Life from the Loam.

Soul Foundry seems a little expensive, but Sakura-Tribe Elder has some potential. I think the tradeoff for something like Explore or Growth Spiral is having a blocker at the expense of the cantrip. Which one is better might just depend on meta, but I'm definitely going to try out Sakura-Tribe Elder and see how it goes!

IHATENAMES, my usual Leyline of Sanctity plan is to remove it with Broken Bond or Force of Vigor from the board, or go wide/big with Scute Swarm or Tireless Tracker. That said, I really like the possibility of having other options as well. I can even see running a one-of Hall of Storm Giants in the main. Uro, Titan of Nature's Wrath is probably more of a sideboard card, but I think it would be pretty useful for changing the angle of the deck so it's not as all-or-nothing.

Thanks for the suggestions!

IHATENAMES on Shifty Crabs!

6 months ago

Is sideboarding into Uro, Titan of Nature's Wrath or creature lands like Hall of Storm Giants and self mill to find them a reasonable plan? I figure its some sort of additional plan b for Leyline of Sanctity? Yes I know Ruin Crab doesn't target but it makes your other crab worse.

I am no expert but using scapeshift with tons of crabs sounds like a good time. Keep it up.

Grubbernaut on 4C Miracles (2.0)

6 months ago

Mishra's Bauble seems like a solid include, possibly over some number of Gaze/Brainstone/Revival. Hall of Storm Giants might also be a safer play over Colonnade, both for conditionally entering untapped, but also having the Ward on one of your wincons. Spell Pierce also seems fairly weak, IMO; I think Force of Negation, or more removal for opposing Ragavans would be good. Prismatic Ending is a good option, but getting bonked with a monkey will screw up the Counterbalance plan, so Bolt seems pretty important, here.

nbarry223 on Viability - mono blue wincons

7 months ago

Uhm, I'd probably suggest splashing some kind of color, as blue doesn't have tons of viability on it's own. I'm not quite sure about MTGO prices, because I saw you mentioned Jace, the Mind Sculptor and budget, so I was thrown off a bit.

Anyway, if sticking strictly to mono blue, I'd probably suggest Hall of Storm Giants as a backup win condition, since the ward basically protects it when you use it correctly, so it is generally an extra threat at little to no investment.

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