Hull Breach

Hull Breach

Sorcery

Choose one — Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.

Latest Decks as Commander

Hull Breach Discussion

Stardragon on Tovolar's pack

3 weeks ago

Forgot about Xenagos, God of Revels for more buff creatures

Weapon Surge and Dynacharge- for field wide combat buff

Broken Bond solid remove plus ramp, Cindervines a much smaller Ruric but can add up, Destructive Revelry one of the best artifact/enchantment removals in my opinion, Wilt is ok the cycling can help some but not the greatest, Decimate/Hull Breach just some of the best removals

Board wipes- Savage Twister,Blasphemous Act, token and small creature wipe Anger of the Gods

Some creature removal as in fight cards-Epic Confrontation, Hunt the Hunter, Neyith of the Dire Hunt, Pounce, Prey Upon, Primal Might, Setessan Tactics, Titanic Brawl and Ulvenwald Tracker

Omniscience_is_life on The Hallar Art (AKA a Lara Bar in Alara) *PRIMER*

4 weeks ago

BrassLord long time! Thanks for stopping by!

Out of your suggestions, Nesting Grounds, The Ozolith, and Hull Breach seem best. I would LOVE to run Wort, but I'm fairly sure conspiring a kicked spell won't trigger Hallar. If I'm wrong, I'll go so far as to cut a fucking land for her though XD

I'm doing my best to run as few colorless lands I can (guess I should have mentioned that in the primer, huh?)--but Nesting Grounds combos with 5 other cards in the deck, so I feel like I should make room for it!

The Ozolith is a tad bit expensive, but a friend of mine has a copy I'm sure he won't miss, hehehe. Maybe Alpha Authority or Solidarity of Heroes can come out for it? You let me know what you're feelin'

The obvious cut for Hull Breach is Cindervines, and while Vines can be activated at instant speed and also follows the burn plan, Breach is such a good card! It will be playtested.\

BrassLord on The Hallar Art (AKA a Lara Bar in Alara) *PRIMER*

4 weeks ago

I got a KICK out of your primer! :D I have limited experience playing gruul, and even less so playing a burning, spell slinging deck, but it looks great!

Nothing to upgrade, just alternatives and things to think on as you keep playtesting the deck! Things that come to mind are: Glint-Horn Buccaneer is a combo with Keen Sense to deal a lot of damage and draw yourself out. Also you mentioned the Zendikar lands, Kazuul's Fury  Flip seems good in a deck going tall and burning, could help get that last burst damage in! Pir, Imaginative Rascal is a hardened scales with legs. Ring of Valkas could be something to look at, though it could be a little slow. Would be a decent trigger for getting even more +1/+1 counters. I run Inspiring Call in my bears deck. While it won't gain you as much card advantage, it is protection that replaces itself! The Explore and Riot mechanic would also work in tandem with your gameplan! Something like Path of Discovery or Rhythm of the Wild could also kickstart the counter train. Also, weird card choice, but Wort, the Raidmother could also be an interesting 1 of in the 99! Admittedly a utility land, Kessig Wolf Run was recently reprinted, and is an oldie but a goodie way of getting in that last bit of damage! Also, while not really a kicker matters card, Hull Breach is a good 2 for 1 removal!

MunchingAberration on It Doesn't Get Much Better Thantis

4 months ago

Heyo! Evil Artifact/Enchantment destruction: Cindervines , Storm the Citadel , Decimate , Hull Breach , Casualties of War - there's a billion, but those are efficient/flexible/fit in your deck. Keep in mind Jeleva, Nephalia's Scourge though...

Other random things that might be good: Gruul Charm (first effect fits the deck, second good against Norin the Wary Sight of the Scalelords (Most of your spiders have 4 toughness, and Thantis forces you to attack as well, so vigilance is great) Havoc Festival ...depending on how insane you want to make things. It's a card. lol

Profet93 on Xenagos, God of Revels that xtra combat is good

7 months ago

articred

I have not updated my Xenagos since exactly a year ago, so some of these suggestions do not take into account cards that have been released since then such as Jeska(i?)s will and battle mammoth which should find their way into this deck. Now onto my specific suggestions....

Beast Within - Instant speed permanent removal

Berserk - Yes, block Malignus with your 1/1, let's see how that turns out. Also to be used for politics as you can target an opponent's creature (such as their commander) who is attacking another opponent. This would be to replace Temur Battle rage IMO

Deflecting Swat - I'll say it once, I'll say it again. In Xenagos, your biggest issue is removal. You spend 5+ mana per beater in the hopes that they don't save removal. Most of your draw like hunters insight, return of the wildspeaker, momentous fall (although to a lesser extent) is based on the fact that you need a creature to target and if they remove your creature, you are shit out of luck. By adding swat, you can bluff while tapped out, protecting your creature allowing it to most likely survive to your next turn in order to cast one of the above mentioned draw spells. Moreover, this counters counterspells and redirects targeted removal, targeted draw, targeted extra turns, etc.... so much utility in 1 card. This is perhaps the second/third most powerful card in a Xenagos deck IMO

Heroic Intervention - Protection

Greater Good - THE MOST POWERFUL CARD IN ANY XENAGOS DECK. IF YOU DO NOT ADD THIS, THERE IS NOTHING MORE TO DISCUSS. THE SHEER VALUE OF THIS ALONE IS ASTRONOMICAL. Imagine casting a 6/6 beater, Xenagos doubles it to 12, they attempt to remove it, since it was going to die anyways, you sacrifice it to the "greater good" in order to draw 12 and discard 3. This doesn't include the fact that you can berserk your own creature prior to sacrificing it as well

Rancor - Nice to have, not necessary. Makes your 1/1 dorks 6 power with Xenagos, makes your beaters better. Hell, enchant it on an opponent's creature for politics

Sylvan Library - Nice to have, not necessary, but in Xenagos, it pays to have draw that isn't creature reliant.

Decimate - Can target Xenagos if there is no other enchantment. In EDH, you will always have targets. 4 for 1 is value, also note Hull Breach , it's little brother

Green Sun's Zenith - Tutor to the battlefield, yes please! While limited to green, it still is worth it. Getting what you need, when you need it.

Harmonize - Draw not based on creatures is nice to have

Life's Legacy - Similar to momentous fall, although easier to cast on the same turn as a beater. Do note that it suffers from the same issue as momentous fall, sacrificing as an additional cost to cast means be wary of the blue player. I like it, but some don't

Nissa's Pilgrimage - Ramp, more Turn 3 ramp enables a more consistent Turn 4 Xenagos. While we would love a Turn 3 Xenagos, the choice is between consistency or early on advantage, I choose consistency, but to each their own.

Skyshroud Claim - Gets 2 forests (note some cards are both forests and mountains) and brings them in untapped, so it helps with tempo, something Xenagos decks greatly lack. Would add this over nissa's pilgramage, although I like both if you can fit them

War Room - Not needed, but a maybe

Ancient Tomb - Ramp

Blighted Woodland / Myriad Landscape - Ramp

Bonders' Enclave - Draw

Raging Ravine / Dread Statuary - Manlands are useful because you can target your draw spells on them if you don't have any other creatures

Cragcrown Pathway  Flip - Forest or mountain, you decide!

Turntimber, Serpentine Wood - Land when you need it, a potential creature when you don't. I like the flexibility for 3 life

Yavimaya Hollow - Most useful but most expensive, protecting your creature from removal is what this deck needs.

Creatures are mostly preference, you have most of the good ones. Here are some others I think would fit nicely...

Elder Gargaroth - Will almost always be draw, but I love the utility

Inferno Titan - Removal

Kogla, the Titan Ape - Removal + Utility, although you only have 2 humans, Eternal Witness might be worth including, but thats personal preference

I couldn't suggest more than what's allowed by tappedout, but let me know what you think of each suggestion. If you want ideas for cuts, lmk

DemonDragonJ on Elemental Storm

8 months ago

I have replaced Wreak Havoc with Hull Breach , which reduced the average converted mana cost of this deck from 4.05 to 4.02, which is great, and, as nice as it is to be able to destroy annoying lands, it is more important to be able to destroy two permanents for less mana, and I am certain that an average game shall have a greater number of annoying enchantments than of annoying lands.

DemonDragonJ on Savage Destruction

8 months ago

I have replaced Wreak Havoc with Hull Breach , which reduced the average converted mana cost of this deck from 4.23 to 4.19, which is great, and, as nice as it is to be able to destroy annoying lands, it is more important to be able to destroy two permanents for less mana, and I am certain that an average game shall have a greater number of annoying enchantments than of annoying lands.

Azeworai on Land Twins

9 months ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

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