Hall of the Bandit Lord
Hall of the Bandit Lord enters the battlefield tapped.
, Pay 3 life: Add to your mana pool. If that mana is spent on a creature spell, that creature has haste.
|Want (2)||ryanseez , Onmyway2thetopz|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Hall of the Bandit Lord Discussion
3 weeks ago
I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.
I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.
These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.
There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.
Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.
Hope this helped!
4 weeks ago
Niice deck! - much more creature heavy than mine. looks fun! Some suggestions for cards I would have loved to have played if I wasn't restricted by old borders: Hall of the Bandit Lord, Vedalken Orrery, Rogue's Passage, Shizo, Death's Storehouse, Whispersilk Cloak, Fleetfeather Sandals and since you have so many creatures maybe Chainer, Dementia Master :)
1 month ago
Narset always has a soft spot in my heart. There are a lot of fighty things in mtg, but there are few martial artists, and she's the best one by far. And the deck looks good, really really good. The only things that come to mind are:
Cavern of Souls Grand Abolisher or similar "don't counter my stuff" effects. You have silence and a lot of counters, which is great, but I don't know if you can have too many of these effects. Everyone knows that you want to cast Narset and usually the best way to deal with her is before she resolves.
And this is just me, but I'd probably throw in a few haymakers like Eldrazi Conscription just in case the turns plan fizzles. Two attacks with eldrazi narset knocks a player out, and it can shorten up the amount of turns (and chances to wiff) that it takes. Plus the buff can help with blocks if you don't have another way to get her around defenders.
Also there is a lot of card draw here, and I'm not sure if that's the best for Narset. If you want to hit a lot of your big spells off the top then drawing them might not be as effective. I'm sure you have a better handle on this than I do. Just something I was thinking when looking at the deck that it might be better to push ramp and push turns/attacks spells rather than draw. If it works good though, then awesome :)
3 months ago
3 months ago
5 months ago
Always happy to see another Multani deck! Love the amount of ramp in your list. Will reconsider that in my own version :). Here are some cards for you to consider:
- Grothama, All-Devouring is another way for you to draw a lot of cards without saccing Multani.
- Overwhelming Stampede and Pathbreaker Ibex are nice ways to convert Multani’s power into a win.
- Nylea, God of the Hunt, Bellowing Tanglewurm, and Akroma's Memorial are additional options to give Multani evasion.
- Crashing Drawbridge and Hall of the Bandit Lord are some nice haste enablers to consider.
- Thought Vessel can also be fitting here. I also run some cheap land tutors such as Crop Rotation to find Reliquary Tower more reliably.
And for basics that show Yavimaya: check the Forests from Urza’s Saga ;).
Hope there are some tips there that you like! Check my list here: Maro Multani, the Elemental of Surprise | V-AFR
8 months ago
I like that you try to sneak in doublestrike with non-artifacts and that you are running very few reactive spells to focus on voltron. However, the only reactive spell I really recommend is Deflecting Swat . It’s free when you have a commander out and it is almost guaranteed to save you in a pinch. You can always redirect a spell or ability to Kediss if necessary. I started running it recently in my Kaalia deck and it’s extremely useful.
I recommend dropping the triome and two snow dual lands and replace them with Fiery Islet and Sunbaked Canyon since the former enter tapped, and plus you could always use more card draw. Forbidden Orchard would work well in this deck too, since the spirit token would easily be blocked.
The cards you are running for draw are expensive mana-wise. I would drop Zedruu for Brainstorm , he’s too expensive and seems out of place. Ponder and Rhystic Study are good options too. Also Gitaxian Probe for free draw.
The only land I recommend which enters play tapped is Hall of the Bandit Lord , for Ishai.
You are running relatively few one-drops. The tutors and mana ramp artifacts will help ensure your first turn isn’t wasted. Your removal is expensive too and you run several board wipes. Instead you could run Swords to Plowshares or Council's Judgment . Also you could use more artifact or enchantment removal like Wear / Tear . I would try to bring down your average CMC overall.
Also, I know you said you didn’t want to run any Swords, and that’s totally valid, but I would recommend only running Sword of Feast and Famine , since it’s arguably the best sword, regardless of color protection. It doubles your mana after every attack, which is always good. Plus the discard effect would affect every opponent with Kediss.
Also, you may want to run Cavern of Souls , just for Ishai, depending on your meta.
Hope you find my suggestions useful! :)
9 months ago
Some suggestion's I have for this deck are: Balefire Dragon , Combat Celebrant , Goblin Guide , Inferno Titan , Urabrask the Hidden , Fiery Emancipation , Helm of the Host , Mirage Mirror , Winter Orb , Jeska's Will , Ancient Tomb , Hall of the Bandit Lord , Homeward Path , Strip Mine and Blood Moon / Magus of the Moon