
Melds with:
Hanweir Garrison MeldMelds to:
Hanweir, the Writhing Township Meld MeldCombos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Hanweir Battlements
Land
: Add .
, : Target creature gains haste until end of turn.
, : If you both own and control Hanweir Battlements Meld and a creature named Hanweir Garrison Meld, exile them, then meld them into Hanweir, the Writhing Township Meld Meld.
wallisface on Card creation challenge
1 month ago
TypicalTimmy yeah Ammonia would probably be fine as .
As far as melds, one of the cards actually needs the rules text to stipulate how they flip - its not enough to just say “melds with x”. That text itself is only there as reminder text.
As an example. Hanweir Garrison Meld just says ”(Melds with Hanweir Battlements.)”, but than in itself is just reminder text. The actual rules text all takes place on Hanweir Battlements Meld, where we see it has its own ability to meld the cards together.
Importantly, cards meld in many different ways, and not just automatically when both are in play.
Crow-Umbra on Captivating Crew or Commissar Severina …
1 month ago
I think Commissar Severina Raine would be the move to make. She can sac all the stolen creatures from Tariel for draw. She can also act as more of a finisher than Captivating Crew.
I took a quick look at your deck, and a few more things I'd suggest:
-
Run some more ramp if you can. Arcane Signet, Boros Signet, and/or Talisman of Indulgence type stuff. Your curve is pretty top heavy, even with the access to reanimation to cheat stuff into play.
-
I think your deck could benefit from more Haste granting effects like Hanweir Battlements Meld, Footfall Crater, Bitter Reunion, Lightning Greaves & Swiftfoot Boots, Fervor, Ogre Battledriver, or Urabrask the Hidden. Similar to the ramp suggestion, this is to speed up the clock on your creatures attacking & using their activated abilities sooner. Thousand-Year Elixir is another option that could help in that regard.
nafuller on
1 month ago
Lands: Battlefield Forge Rugged Prairie Plateau Hanweir Battlements Meld Sunhome, Fortress of the Legion Field of the Dead - if you go with a bunch of nonbasics
Untaps: Patriar's Seal Drumbellower
Board Wipes: Farewell Vandalblast
Red Temp Steal Synergy: Seize the Spotlight Grab the Reins Act of Aggression
Damage Multipliers: Fatal Frenzy Angrath's Marauders Fiendish Duo Gratuitous Violence City on Fire Solphim, Mayhem Dominus Torbran, Thane of Red Fell
Mana: Land Tax Weathered Wayfarer Knight of the White Orchid Thaumatic Compass Flip Smothering Tithe Keeper of the Accord
Creatures: Inferno Titan Ball Lightning Dockside Extortionist Terror of the Peaks Llanowar Elves Purphoros, God of the Forge Pure Reflection - Not a creature but ho boy can you sac Urabrask's Forge Battle Angels of Tyr Esper Sentinel Anger Sun Titan Cosmic Larva Blistering Firecat Phyrexian Soulgorger Hofri Ghostforge Impetuous Devils Nova Chaser Taurean Mauler Chandra's Incinerator
+X Power Purphoros's Intervention Unleash Fury Mirror Entity Elturel Survivors
Fun: Legion Loyalty Duke Ulder Ravengard Blade of Selves Elesh Norn, Grand Cenobite Hamletback Goliath
The_Warleader on
Feedback Wanted - Optimus Prime Rolls Out!
4 months ago
Cool deck! =)
Lightning greaves is typically going to be much better unless you need to target your own creatures (which you don't have too much need of, aside from modular triggers). I would personally cut the Saheeli - you might not know this as a returning player but planeswalkers without any dedicated support aren't typically worth running in commander unless they have an immediate impact on the game (something like Ugin, the Spirit Dragon for example ). They're just too easy to remove in multiplayer games and are especially difficult to ultimate.
To go back to the discussion of lands - I totally agree with multimedia. If you can afford it, you should definitely include fetch lands to show off those awesome dual lands you have! Here are some auto-includes for my 3-color commander decks that I don't believe were mentioned:
Battlebond lands - Spectator Seating , Training Center , and Sea of Clouds basically regular dual lands in commander
Reflecting Pool is very potent in 3-4 color decks and isn't too expensive
Triomes - so Raugrin Triome is all three of your land types to help your buddy lands come in untapped. Is searchable with fetch lands and can cycle in a pinch.
And don't forget your lands can offer utility! Buried Ruin , Inventors' Fair , Slayers' Stronghold / Hanweir Battlements
Meld , Spinerock Knoll / Windbrisk Heights , Academy Ruins (though that one is pretty expensive).
Anyway, I hope this helps and hope you are enjoying playing Magic with your friends again!
Tur on Hidden Power - Crop Rotation
5 months ago
Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.
The powerful card I plan on discussing here is Crop Rotation.
This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.
It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).
Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:
Utility Lands:
- Command Beacon / Sanctum of Eternity
- Reliquary Tower
- Scavenger Grounds / Bojuka Bog (B)
- Field of the Dead
- Rogue's Passage / Access Tunnel / Shizo, Death's Storehouse (B)
- War Room / Bonders' Enclave / Castle Locthwain (B)
- Emeria, The Sky Ruin (W) / Valakut, the Molten Pinnacle (R)
- Mystic Sanctuary (U) / Witch's Cottage (B)
- Hall of the Bandit Lord / Flamekin Village (R) / Hanweir Battlements Meld (R) / Slayers' Stronghold (WR)
- Hall of Heliod's Generosity (W) / Academy Ruins (U) / Volrath's Stronghold (B)
- Strip Mine / Wasteland / Dust Bowl / Ghost Quarter
- Maze of Ith / Mystifying Maze / Labyrinth of Skophos / Kor Haven (W) / Glacial Chasm
- High Market / Miren, the Moaning Well / Phyrexian Tower (B)
- Witch's Clinic / Vault of the Archangel (WB)
- Homeward Path
- Cavern of Souls / Boseiju, Who Shelters All
- Thespian's Stage / Vesuva
- Winding Canyons / Emergence Zone / Alchemist's Refuge (UG)
- Mikokoro, Center of the Sea / Geier Reach Sanitarium
- Castle Ardenvale (W) / Kher Keep (R)
- Castle Vantress (U) / Memorial to Genius (U) / Cephalid Coliseum (U)
- Inventors' Fair
Theme Lands:
- Karn's Bastion
- Dark Depths
- Urza's Power Plant / Urza's Mine / Urza's Tower
- Sunscorched Desert
- Windbrisk Heights (W)
- Idyllic Grange (W)
- Ghost Town / Oboro, Palace in the Clouds (U)
- Riptide Laboratory (U)
- Minamo, School at Water's Edge (U)
- Tomb Fortress (B)
- Den of the Bugbear (R)
- Goblin Burrows (R)
- Castle Embereth (R)
- Wirewood Lodge (G)
- Castle Garenbrig (G)
- Oran-Rief, the Vastwood (G) / Gavony Township (WG)
- Mosswort Bridge (G)
- Kessig Wolf Run (RG)
- Sunhome, Fortress of the Legion (WR)
- Grim Backwoods (BG)
Ramp Lands:
- Nykthos, Shrine to Nyx
- Urza's Saga
- Cabal Coffers (B) / Cabal Stronghold (B) / Crypt of Agadeem (B) / Lake of the Dead (B)
- Temple of the False God / Ancient Tomb
- Myriad Landscape
- Blighted Woodland (G) / Krosan Verge (WG)
- Treasure Vault
Color-Fixing Lands:
- Command Tower / Path of Ancestry / Reflecting Pool
- City of Brass / Mana Confluence / Forbidden Orchard
- The World Tree (WUBRG)
- Yavimaya, Cradle of Growth
- Urborg, Tomb of Yawgmoth
There are many more unlisted cards in each category which could fit your specific deck.
Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.
Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.
All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.
Delphen7 on Where's Emmy?
7 months ago
So.
All the eldrazi corruption in Innistrad was caused by Emrakul, and as I was looking at Hanweir recently, I noticed Emrakul was chilling in the background. I thought that was a neat touch, so I started looking at the other Eldritch melds to see if she was in them.
Hanweir
- Hanweir Battlements Meld: She's chilling in the top right behind the big towers
- Hanweir Garrison Meld: I believe she's the smudges in the top left; at least it looks tentacular if you tilt the screen back
Angels
- Gisela, the Broken Blade Meld: She's pretty much the entire background, tentacles are pretty obvious
- Bruna, the Fading Light Meld: Tentacles in the background, notably the one on the far left
Which brings us to Graf Rats Meld and Midnight Scavengers Meld. I cannot see her whatsoever, but it seems weird that only 2/3 melds would have Emmy. There is a dark smudge in the far background on the middle right of both that might be her, but my eyes aren't keen enough to tell, which brings us to the title.
Where's Emmy?
kookoo on
Yidris Storm (cEDH)
8 months ago
Unfortunately, Hall of the Bandit Lord cannot make colored mana without an Urborg or Yavimaya out, and with them out, it wouldn't be producing haste mana meaning I need Yidris to have commander tax.
Hanweir Battlements Meld is a nice card, but I don't want to spend and the ability to tap something for on haste.
Concordant Crossroads is sweet. In a similar vein, I might try Lightning Greaves to also protect from protection.
Hi_diddly_ho_neighbor on
Yidris Storm (cEDH)
8 months ago
I wonder if a haste granting option or two might be useful so you don't have to hope Yidris lasts a turn cycle before attacking. I am not completely familiar with cEDH as I don't really play it, but maybe Hall of the Bandit Lord, Hanweir Battlements Meld, or Concordant Crossroads could fit?
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