Hall of Storm Giants

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 .)

Latest Decks as Commander

Hall of Storm Giants Discussion

LandoLRodriguez on MID - Grixis Control

2 months ago

Hello again! You'll probably hear from me fairly frequently, if you don't mind, since you and I are doing the same thing in the same colors, and I'll always be interested in the direction you take your deck. I put my list up here Arena Grixis Control if you'd like to take a look. I've been running it on arena since MID came out and while I miss Kroxa and Sharknado and such, it's still been pretty fun. We've certainly both zeroed in on some of the same new toys; Gisa fits in very nicely, considering how many of our opponents' creatures we'll be zapping every game. Yes, Smoldering Egg  Flip definitely deserves at least 2 slots! In principal, I want to be really minimal with creatures in this scheme and only really want big splashy ones, but the egg just accomplishes so much. Like you said, a 0/4 blocker early game is great to have, especially with all the aggro in the meta right now. It doesn't take too long to spend 7 mana on instants and sorceries and once the egg hatches and each one sends 2 damage anywhere (not to mention it's now a 4/4 flyer) it gets really fun. I'm running a couple copies of Tergrid  Flip because not only do I love how sacrifice removal like Soul Shatter and Umbral Juke (plus Totally not Liliana's -3) gets around both hexproof and indestructible (screw you, Toski), but I've had other folks drain me out with Tergrid's Lantern and thought "Hey, that's just mean enough to want to do myself". I hadn't really considered Lier; getting access to all the instants and sorceries in the graveyard is definitely great, but a lot of games have hinged on countering the right spell at the right time and I wouldn't want her taking that chance away. I still definitely recommend Xanathar, and would also encourage throwing at least 1 copy of Hall of Storm Giants in (it's proven really invaluable as both a threat when the battlefield is clear but I'm top decking for a closeout bomb, and as a nice fat blocker if the opponent has managed to keep some stuff). If there was one card I'd strongly recommend that perhaps you hadn't considered though, it's Geistflame Reservoir. Getting it out on turn 3, it doesn't take many turns before it's capable of doing a considerable amount of damage to any target for just 2 mana. Plus it can help dig through the library if necessary. I've loved it and will likely slot in a second one at some point. Anyway, that's probably enough for now. Enjoy your Grixising!

BlueBallsMgee on So We Some Kind of Esper Squad?

2 months ago

TheRoaringRegisaur Iymrith, Desert Doom, Hall of Storm Giants, Emeria's Call  Flip, and Mordenkainen. My friend and I built this deck akin to traditional control for the Standard 2022 queue and it has performed very stellar against the format. Excited to play this through into new rotation with ACTUAL sideboard now. Bo1 was the only thing we hated.

Grubbernaut on Grixis Control

2 months ago

I would recommend either going the Murktide Regent or Lurrus of the Dream-Den route; Murderous Rider and the planeswalkers here simply aren't going to keep up with the modern meta.

I would also cut Creeping Tar Pit for Hall of Storm Giants; it dodges Unholy Heat. And speaking of which, I would also strongly recommend playing more of those and less Fatal Pushes to keep up against planeswalkers.

I also think Field of Ruin is pretty bad overall, right now, although I guess Tron is on the rise. I would consider some filter lands, since you've got so many blue and black pips to sort through.

Counters and discard spells also have some tension, but 4x is probably fine.

For SB recommendations: Kozilek's Return is easier to cast than Anger, and instant; and Mystical Dispute is probably better than the Forces, against opposing control decks.

Cheers!

Grubbernaut on Esper Hole Punch

3 months ago

Some cards I think should be replaced: Creeping Tar Pit, Celestial Colonnade, Path to Exile (giving lands hurts a lot), Doomskar, Haunting Echoes, Wrath of God

Cards to consider: Hall of Storm Giants, Consider, Counterspell, Relic of Progenitus, Prismatic Ending, Drown in the Loch (great card, but nonbo with relic).

You could also just run Rest in Peace/Leyline of the Void and be a mill deck with Kaya as a wincon.

Cheers!

Grubbernaut on UWr / Jeskai Control

3 months ago

I think having both sideboard plans is too much with both Madcap and Emrakul; I'd pick one and go with that to free up more slots.

Also: There's a lot of 1/2-ofs that could be trimmed/concentrated. I don't think Wall, JVP, or any PWs other than T3f are very good right now because of the amount of removal and presence of Unholy Heat in the meta (and just the general speed).

I also think Hall of Storm Giants is better than Collonade right now, both for sometimes coming in untapped, but also for dodging Heat.

Cheers!

wisegreenbean on Fresh Fish

3 months ago

@Igorimus: It's a good thought! Hall of Storm Giants IS a pretty medium option for agro compared to Lair of the Hydra. The question is more a matter of colors than card quality, tho. A lands utility in this deck is mostly secondary to its ability to cast my spells on curve. It makes mono green lands a severe liability, as I have Master of the Pearl Trident to cast on turn 2. The real question is Hashep Oasis vs lair, which is more of a toss up; both are excellent. I lean towards the former because I foresee having only blue lands to start in some games, which is mostly fine outside Kumena's Speaker, and topdecking an untapped green for my coco on t4 is very important to me.