Hanweir Battlements


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.

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Format Legality
Casual Legal
Block Constructed Legal
Vintage Legal
1v1 Commander Legal
Pioneer Legal
Unformat Legal
Duel Commander Legal
Custom Legal
Modern Legal
Tiny Leaders Legal
Legacy Legal
Highlander Legal
2019-10-04 Legal
Limited Legal
Oathbreaker Legal
Canadian Highlander Legal
Leviathan Legal
Commander / EDH Legal

Hanweir Battlements occurrence in decks from the last year

Latest Decks as Commander

Hanweir Battlements Discussion

jakeyuki12 on I got 99 swords but feast and famine aint one

1 month ago

Hiya! You've already made sure to have good ratios of card draw, ramp, and removal, and you've already got a really nice mana-curve going. That's like, 95% of the problems I see with most decks.

So for your deck, I've got a few thoughts: Your land-base has FAR too many colorless lands. I would cut down on those utility lands and get some colored lands, even just more basics. I think the essential utility lands are Myriad Landscape (good ramp), Scavenger Grounds (graveyard removal), and a land that gives haste, either Slayers' Stronghold or Hanweir Battlements  Flip. I suggest cutting the rest of the utility lands and also cut down on a lot of the tap lands and add in more untapped lands. This includes cutting Evolving Wilds and Terramorphic Expanse- these are only good if you have landfall synergies, otherwise they are worse than a tap land that taps for both.

The other big problem is that while you run all the right ratios, the specific cards you run for stuff like card draw, ramp, removal, etc., are not the greatest. A lot of them are either far too clunky (Mind's Eye), aren't reliable (Explorer's Scope), and/or have better alternatives. So I suggest looking into better options for card draw and ramp.

Then finally, if you're going for voltron, you need more haste, more protection, and the best of equipment.

Wabbajacke on ▷The BEST Scourge of the Skyclaves DECK will be !?

4 months ago

I just Love it! I really enjoyed your Video!

What about Hall of the Bandit Lord? Paying 3 Life and gives Haste to Scourge of the Skyclaves. Or Maybe somthing like Hanweir Battlements  Flip if the life loss is to much.

Massacar on Devourers of Souls

5 months ago

This is just me, but every time I see Hanweir Garrison, I just want to include Hanweir Battlements  Flip xD

What level of power/input are you looking for in this deck?

Zoli00Hun on Mono Goblin Deck for Commander

5 months ago

Yeah, so the problem with Ancient Tomb, Nykthos, Shrine to Nyx, and Hall of the Bandit Lord are all really expensive and I wouldn't like to spend more than approximately 5 dollars on a single card.

In my opinion, Shinka, the Bloodsoaked Keep can only work well with Krenko, Tin Street Kingpin so I don't think that adding this land would make a big difference.

Vance's Blasting Cannons  Flip is interesting. I think I might add it to the deck.

I really like Mikokoro, Center of the Sea. I'll definitely make some space for that card.

I see your point with Dormant Volcano, adding this one as well.

Temple of the False God is not for me. My very first deck was the pre-constructed Faceless Menace deck with Kadena, Slinking Sorcerer as my commander. However, I always ended up not being able to use Temple of the False God since I did not control enough lands. Finally, after some games I decided to never use that card ever again.

The problem with Forgotten Cave is that it enters the battlefield tapped, while Ash Barrens does not.

On the other hand, I'm sure I'll put in Hanweir Battlements  Flip.

Thanks for your help Kyle_Winter again!

Kyle_Winter on Mono Goblin Deck for Commander

5 months ago

I'm about to do some land edits for my mono-red deck and Nykthos, Shrine to Nyx, Shinka, the Bloodsoaked Keep, Vance's Blasting Cannons  Flip which flips to Spitfire Bastion, Hall of the Bandit Lord and even a group hug draw card Mikokoro, Center of the Sea should all be considered. Dormant Volcano may slow you down slightly, but it could allow you to use 1 less land in the deck by providing 2 mana instead of 1! On that note, Temple of the False God is a slightly better version of this as well. Forgotten Cave should immediately replace Ash Barrens in my opinion since it's the same but in red, and Hanweir Battlements  Flip is good for hasty-cakes. If you really wanna go all-out, Ancient Tomb is unbeatable in ramp land.

Profet93 on The Chaotic Coward

5 months ago

Have you considered adding some nonbasics to your landbase? Given your lack of mana doublers, I think adding in a few non basics would be helpful

Arch of Orazca

Hanweir Battlements  Flip

Myriad Landscape

Tylord2894 on Meld and 'Polymorph' effects.

6 months ago

In the first case, you can only find one creature. You do, however, get to put Hanweir Garrison and Hanweir Battlements  Flip onto the bottom of your library in any order. In the second case, you get one permanent from the melded card.

A melded permanent in a single permanent. When it dies or is some other way changes zone, one permanent leaves the battlefield but multiple cards are put into the new zone. Notably, this means that an effect that counts the number of permanents you control only sees that melded permanent as just that, one permanent. Similarly, an effect that does something to a melded permanent will do that thing to each piece while still only "seeing" one permanent.

Hope this helps!!

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