Tap: Add to your mana pool.
, Tap: Target creature gains haste until end of turn.
, Tap: If you both own and control Hanweir Battlements and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
|Have (2)||TrystonSpencer , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Hanweir Battlements Discussion
3 weeks ago
1x Tangle Wire
1x Bolt Bend Is this ever reduced for your commander?
1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.
1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.
1x By Force
1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.
1x Akroma's Memorial You shouldn't win by combat.
1x Illusionist's Bracers One use of commander should be more than enough to win.
1x Dwarven Thaumaturgist His effect is irrelevent.
1x Mycosynth Lattice Mana fixing for opponents, how generous.
1x Rings of Brighthearth see Illusionist's Bracers above
1x Clock of Omens Primary wincon, and at instant speed.
1x Dwarven Grunt 1 mana dwarves
1x Dwarven Scorcher 1 mana dwarves
1x Dwarven Trader 1 mana dwarves
1x Enslaved Dwarf 1 mana dwarves
1x Liberated Dwarf 1 mana dwarves
1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.
1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.
1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.
1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.
1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.
1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.
1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.
Other worthy mentions I don't feel like figuring out how to slot in right now:
Outpost Siege Solid red card draw.
Commune with Lava Playable red card advantage.
Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.
Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.
Valakut, the Molten Pinnacle with all these mountains, why not?
Command Beacon In case people kill your 1 toughness commander too many times.
Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.
Flamekin Village Not sure if haste is important enough, but something to consider.
Inventors' Fair gives you health, but more importantly can tutor an artifact.
Madblind Mountain If you end up with a lot of top deck shenanigans.
Labyrinth of Skophos If you're being attacked.
Kher Keep Chump blockers.
Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?
Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.
Sea Gate Wreckage If you run out of cards and have colorless mana sources.
Quicksand Can dissuade attackers
Nykthos, Shrine to Nyx Big mana
Myriad Landscape Ramp
Mouth of Ronom If you still have too many snow lands.
1 month ago
Profet93 Alright. Let's do this.
I have steadily become averse to the slow Myriad Landscape , thence have excluded it from all lists.
I mislike spells blatantly designed for Commander, starting with the free cycle of spells from Ikoria. Deflecting Swat is thus ignored.
Blast Zone was considered, but I need a high amount of Mountains to actually cast my spells. The current swath of utility lands I have has worked out well.
Finally is Champion's Helm , which does not work as you would think. Hexproof is not functional with Diaochan , for she targets herself, meaning that I control the ability maugre it being my opponent's choice. Thus, Whispersilk Cloak .
Thus is all.
1 month ago
Fair enough, I kind of figured as much but wanted to run them by you just in case. Thank you for discussing each reason for each card :) Do you have a budget per card? Any reason why you are running all basics and no valakut or atleast some minor nonbasics?
Jeska's Will - Value town
War Room - Draw
Deflecting Swat - Counter counterspells, redirect targetted draw, extra turns, removal, discard, etc... the utility!
The land that can make your dude a G-d and then if you sac it, you get an indestrucible counter. It came out in the last year, forgot the name as I haven't been up to date since March 2020. Can be helpful as a means of protecting your commander
Champion's Helm > Whispersilk cloak - I take it you aren't attacking with your commander nor the remainder of your creatures
Myriad Landscape - Ramp
Blast Zone - Interact with enchantments/others. A bit expensive mana wise, but worth a look at if you have troubleseome enchantments in the meta
1 month ago
thanks for your feedback on my deck. Ur right concerning the landbase. In future updates i realy try to get a hand on ur mentioned lands.
is a very good and pricy alternative to
. Did not have this card in mind.
Concerning the haste-aspect i was thinking about Anger and/or Hammer of Purphoros but i realy like ur suggestion Hanweir Battlements Flip. Thanks for that.
1 month ago
Big thanks for the comment / upvote on Full Metal Alchemy, and listing it in your own deck description. Very much appreciated!
I really like the Myr Retriever + Workshop Assistant + Krark-Clan Ironworks + Ugin, the Ineffable / Foundry Inspector / Cloud Key line. You could also add Quicksmith Genius to this to draw / discard your whole deck.
I see your running Steel Hellkite which can be an awesome infinite mana sync. If you have the budget for it Walking Ballista can also be an awesome mana sync and ultimately win you the game. Aurelia's Fury could be a more budget friendly way to close out games too if you have access to infinite mana.
Your land count seems good (I run 33 lands with Valakut Awakening Flip as an optional 34th). I personally wouldn't go lower than that because missing land drops can be pretty detrimental. I would probably swap all the tap lands for ones that have the ability to come into play untapped when the conditions are met. Clifftop Retreat / Furycalm Snarl / Needleverge Pathway Flip / Rugged Prairie / Spectator Seating are a few I'd recommend if you have the budget for them.
Your ramp package seems solid, but if you feel like it's too much maybe add some more card draw? Or a few more "heavy hitters"?
Anyway, just some random thoughts and suggestions. Cheers.
3 months ago
Flamekin Village and Hanweir Battlements Flip have haste built into manabase. If you go Endling , Blood Pet / Blood Vassal , Walking Ballista / Triskelion / Crystalline Crawler route you won't really need any haste effects but you're very reliant on Endling . Also I don't see any reason to run Tale's End over Stifle . Overall looks good but all Mairsil decks will fall to cards like Phyrexian Revoker , Pithing Needle , Sorcerous Spyglass , Gideon's Intervention etc... Unfortunate as he's a really fun commander when you get to bank a ton of abilities.
3 months ago
Sweet deck!! Looks like a blast to play.
Inventors' Fair seems like it would fit right in!!
Also, Restoration Specialist is a nice recursion card.
Some more cool lands to consider: Hanweir Battlements Flip, Slayers' Stronghold , or Warped Landscape .
You already have sun titan, he is a great way to return lands.
Also maybe not optimal here but Settle the Wreckage can be a powerful ramp card if you target yourself, i run it in a token deck. Something to think about, especially if boardwipes are coming.
Weathered Wayfarer is great if he is in your budget.
Just some thoughts, cheers and have fun!!!
3 months ago
I love Feldon! He's my favorite commander. Having played him a lot, I've got some suggestions.
Haste is so strong. Especially in mono-red. There are 2 cards you can run that give you haste and don't even take up deck space. They're lands: Hanweir Battlements Flip and Flamekin Village . They're pretty handy when you're commander gets recognized as a threat and killed off. Or if you have something in your hand you'd like to give haste to. After all, you can threaten opponents to not kill it because then you'll just reanimate it in multiples. I love that trick.
Ramp. I cannot stress this enough. Your deck is based off of Feldon, and reusing him as much as possible. That takes a ton of mana. And if Feldon gets hated off the board, the cards in your hand also cost a lot of mana to cast. The best thing for both situations is a TON of ramp. I see you already have Extraplanar Lens which is great alongside Goblin Engineer . Let me suggest a new favorite ramp card of mine that goes by the name of Fires of Invention . It lets you cast Feldon for free (or only for the commander tax) alongside other cards while keeping mana open to activate Feldon! It's great.
There are some haymakers I use that are my favorites. I love Duplicant since the exile is often very relevant. Pathrazer of Ulamog is the best card for taking a player down a peg or 6. If you don't run into decks that run much interaction, you can try using Worldgorger Dragon . It'll dodge any boardwipe for the turn. And if you have Thousand-Year Elixir or some other haste enabler out, it'll let you use Feldon's abilities multiple times throughout a turn cycle. Chancellor of the Forge is like my own personal, reusable Krenko. I've gotta mention Fiery Emancipation . This card alone can result in easy one-hit kills.
I've got my own deck you can check out at FELDON EDH PRIMER: FELDON NEEDS SOME LOVE