Hall of Storm Giants

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Legality

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

Hall of Storm Giants

Land

If you control two or more other lands, this enters the battlefield tapped.

: Gain .

: Until end of turn, this 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 .)

ETdotG on Noyan Dar, Spell-Police

2 weeks ago

Hey that deck seems realy nice, I would change Stroke of Genius by Pull from Tomorrow and Curious Homunculus  Flip by Baral, Chief of Compliance I would also put more manlands, Celestial Colonnade Hall of Storm Giants Forbidding Watchtower and Faceless Haven seems good pick to me (and if u wana be mean Inkmoth Nexus lol. But outside of that that a neat build ^^

abbatromebone on Jeskai Poppet

3 months ago
  • Poppet Stitcher  Flip Is great when you have 1/1s but bad if they do anything more. Prowess is an ability so you tokens wouldn't be as strong. 3 mana is also fairly espensive. We would want to slow the game down more. I might suggest Luminarch Ascension being this is a value control deck. It helps keep card advantage and if you are holding mana you can sink it here at the end step.
  • Manamorphose also seems pretty good in the deck its a spell that gives you your mana back/fixes it into any of your needed colors and is card neutral.
  • Hard Evidence might be replaced with Slight of Hand or Serum Visions being you want to filter your deck better.
  • You are sitting a 8 fetchlands i wouldnt go past 6, 6 shock lands is also high Jeskai control is current running 7 fetch and 3 shock lands.
  • Consider Mystic Gate Castle Vantress Celestial Colonnade 1x Raugrin Triome Hall of Storm Giants 1x Eiganjo, Seat of the Empire The creature lands can help close games or stall games when needed.They also are more evasive which can help. Utility lands are worth it they really help. Fiery Islet and Sunbaked Canyon can also help draw cards and filter. I run 5 in my burn deck.
  • I also think 6 basics is a lot i would only do 2-3 personally. Espically when Seachrome Coast Inspiring Vantage and Spirebluff Canal exist.
  • Spectral Procession is a good value card to think about, Lingering Souls is also a card but i wouldnt go that route personally.
  • Boros Charm is also a great card that can protect against board wipes or give some burst with a mentor token or just give you the needed reach to close some games.
  • Let me know if you want me to look at the deck some more

Endo13 on Dimir Midrange

4 months ago

BTW!!! I dont know if it´s a glitch or something, but my deck appears as NOT MODERN LEGAL because of: Hall of Storm Giants, Infernal Grasp, & Sphere of Annihilation. I double checked the banned lists today & i did not see them in any banned/restricted list, or maybe it just appeas like that for me for some reason. If anybody has same issue or if somebody has news on those cards being banned for MODERN format I would appreciate the info!

Nevoriot on Toxic Mind Control

5 months ago

I made the following changes and just made it to Diamond Tier 1 for the first time.

I swapped out the 4 Duress for Dread Fugues, invested a Mythic Rare wildcard to get my 4th The Meathook Massacre, earned a Hive of the Eye Tyrant, so I swapped that in for a swamp (until I get two more Hall of Storm Giants!), and I've been having great success thus far with using Bar the Gate instead of Reject.

cyeRunner on

5 months ago

I recommend 1x Hall of Storm Giants as a wincon and 1x Castle Vantress as manasink and draw filtering.
Also get rid of the Blood Crypt: with both Counterspell and Archmage's Charm requiring a lot of you can't really afford to play lands that don't produce that color.

abbatromebone on Jeskai Tempo Scepter

6 months ago
  • 3 basics probably isnt needed being path to exile is being replaced, so maybe go to two, but it also helps with budget so id change it last. You could also try Hall of Storm Giants is a card you could experiment with. youd lose flying but it is bigger and could help deal with other cards, and is good vs removal.
  • 15 spells feels low for delver for example pauper delver has 26 spells. So I would maybe consider cutting Dragon's Rage Channeler and more spells. cards that draw or filter are probably best but cards that interact or are high value could also fill in the spot.
  • If we are running delver we want it not to be a 1/1 so making it consistent as possible helps which is why i would think about filtering. You could consider brainstorm but you might want more fetches. Not 100% sure on the math.
  • Expressive Iteration is a busted card glad to see it here.
  • Mishra's Bauble is a card i have mixed feelings about. Some burn decks run it with the channeler package but it does worse than the normal package. As burn player boros charm feels good worth checking out (but could be hard on mana).

TheRoaringRegisaur on Mono White Spirit Lifegain - OP

6 months ago

Looks good, but I'd switch Vanquish the Horde with Doomskar. Also, having four copies of Katilda, Dawnhart Martyr  Flip might become an issue (because you can't have multiple copies on the battlefield at the same time.) I'd also include at least two, maybe four copies of Field of Ruin to combat all the man-lands out there like Hall of Storm Giants.

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