Hangarback Walker

Hangarback Walker

Artifact Creature — Construct

Hangarback Walker enters the battlefield with X +1/+1 counters on it.

When Hangarback Walker dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on Hangarback Walker.

, : Put a +1/+1 counter on Hangarback Walker.

Latest Decks as Commander

Hangarback Walker Discussion

cfost827 on Necronomicon | Teysa Karlov | Primer

1 week ago

Masterful Update: Commander over the weekend went great! We had 5 people, so we were actually playing secret partner (obviously this is not a great "partner" deck lol). We all had some beers and it was actually a lot of fun.

I did very well the first game. Basically I had Bastion of Remembrance + Teysa Karlov out for most of the game and was able to drain everyone with my sac fodder pretty well. I then also got a Cruel Celebrant out and played Hangarback Walker and saced it to get 4 Thopter tokens, then saced them and domed everyone for lots of damage. It was pretty straight forward actually just sacing the tokens and dealing damage that it went well. Toxic Deluge also came in clutch to get rid of my opponents boards when they got wild. I won the game for my partner and I (he was killed earlier, so it came down to just me vs. my buddy's Chainer deck).

My one buddy played Yasova Dragonclaw and Sisay, Weatherlight Captain as his commanders for 2 games and stole some of my key creatures 2 games in a row, which was tough as I didn't have any sac outlets on the board at the time. My other buddy also played The Ur-Dragon as his commander, and he stole my Vilis, Broker of Blood which was rough as well.

Playing secret partner w/ 5 people was a bit different than the normal 4 way games we usually play, but I felt the deck still played fairly well and was a lot of fun. I think the power level is right where it needs to be to be honest.

the_solitaire on First attempt BW

2 weeks ago

Thank you for your feedback.

Since I am not familiar with the commander rules yet, I overlooked the fact planeswalkers could not be commanders. I thought they were obvious commanders and did not look any further.

With your help, I decided that Athreos, God of Passage would make a good commander for this deck, with his ability to return died creatures to my hand. That is part of this decks "strategy" if you may call it that.

The 2nd bouncing card is Enduring Renewal, which also bounces a creature back from the graveyard to my hand.

I removed some cards that did not follow the main theme (disenchant and some like it) to make room for the suggested signets, as well as a few other cards.

The Ornithopter. Phyrexian Walker, Vebulid and Hangarback Walker have a prominent place in their deck. They fuel the strategy so to speak. This startegy bases on the following cards in synergy:

Enduring Renewal athreos (unless a player decides to pay 5 life he is an enduring renewal as well)

Ashnod's Altar, sacrifice a creature to gain colorless mana Phyrexian Altar, sacrifice creatures to gain colored mana

Lampad of Death's Vigil, sacrifice creature to drain opponents life Thoughtpicker Witch, sacrifice a creature to decimate opponents libraries Undercity Informer, see thoughtpicker witch, but faster Sadistic Hypnotist, empty opponents hands fast Spawning Pit, sacrifice creatures until mana runs out to create huge amounts of 2/2 tokens (infinite amounts once Ashnods Altar or Phyrexian Altar shows up on the battlefield) Admittedly, the most beautiful way out would be to generate a large amount of mana through enduring renewal, ashnods/phyrexian altar/0 mana creature and cast a Torment of Hailfire for 999BB

Joker4242 on Skulker

1 month ago

Nice idea. So can you explain a little bit about this deck and what you are trying to do? I see that you have Thing in the Ice  Flip which is a great card. Chasm Skulker seems to be the main combo with all the card draw. Hangarback Walker seems a bit off-base with the rest of the deck. It Thirst for Knowledge is usually better with more artifacts. A few bounce spells wouldn't go amiss either as Thing in the Ice  Flip can only bounce creatures but not other permanents.

dragonstryke58 on Fires of Invention and Walking …

1 month ago

To further clarify TheRealSpecialK's answer, Fires of Invention does not let you choose the number of lands you control as the value of when using its second ability.

The second ability of Fires of Invention is a static ability that allows you to cast spells with an alternate casting cost in much the same way that Fist of Suns does. When casting a spell, you can choose to pay the normal cost or the alternate cost.

In this case, when casting Hangarback Walker, you could choose to either pay (the normal casting cost) or nothing (the alternate cost). If you choose to cast Hangarback Walker with the alternate cost of nothing, you won't be able to pay for X. This is reflected in the Gatherer Oracle ruling for Fires of Invention which states that "If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost." If you wanted to pay for X, you would need to do so by casting Hangarback Walker for its normal casting cost.

Relevant Comprehensive Rules:

  • 118.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.
  • 118.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.

Gatherer Oracle Ruling for Fires of Invention:

10/4/2019: If a spell has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

ProcyonLotor360 on Certified Reality Free Ramp

2 months ago

Unfortunately, a few of those are out of my budget. I'll put them on the list of cards to add when I have the money. I'll definitely playtest Hangarback Walker. Kruphix, God of Horizons was in the deck at first, but got cut. I'll look into adding him back in. The theme isn't really +1/+1 counters or tokens, so Doubling Season isn't quite worth it. The wincons of this deck are the combos listed in the description, which are pretty consistent. The hydra tokens are a consolation prize, as well as being the only real blockers in my deck. I might put in a few really big creatures, like Genesis Hydra just because I usually have tons of mana and not much to do with it. Thanks for the great ideas!

hydrothermia on The Mecha Mercenary Company

2 months ago

I'm a huge Mecha genre fan and you have the proper Hangarback Walker. So it deserves an upvote for the sake of flavor and thought behind the theme.

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