Hullbreaker Horror

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Hullbreaker Horror

Creature — Kraken Horror

dragonstryke58 on Does Hullbreaker Horror combo with …

1 month ago

No, it does not work like how you mentioned. A third card with a cmc of 1 or less like Everflowing Chalice is needed for the combo to work.

The reason why you need a third card is because when you cast Sol Ring, it is not on the battlefield when the trigger for Hullbreaker Horror goes on the stack. Hullbreaker Horror's ability triggers on cast, so when you cast Sol Ring, the trigger will go on top and resolve before Sol Ring enters the battlefield. Sol Ring will not be a legal target for the trigger in this case.

The third card is needed to alternate so when you cast Sol Ring, you bounce the third card to your hand. When you cast the third card, you bounce Sol Ring to your hand.

Quickspell on Does Hullbreaker Horror combo with …

1 month ago

I am confused. I've seen a lot of combo descriptions on Hullbreaker Horror + Sol Ring + some 0 mana card like Everflowing Chalice.

Do you even need a third card? Doesn't this work:

  1. Have Hullbreaker Horror (HH) on the bf.

  2. Cast Sol Ring (SR). HH trigger goes on to the stack, chosing to take SR back to hand.

  3. Before HH trigger resolves, tap SR to float two colorless mana. HH trigger resolves and SR returns to hand.

  4. Use one of the two colorless mana to cast SR > repeat to float infinite colorless mana.

The same should work with Mana Crypt, Mana Vault or Grim Monolith.

Everflowing Chalice is just a way to store that mana, isn't that correct?

TheBl0b on Cthulhu Fhtagn

2 months ago

Hello! Thank you so much for commenting and sorry for the delay of my answer!

Jackfrost23, I have been considering Hullbreaker Horror. However, since the deck does not interact during the first 3-4 turns, I really need the first sea monster I cheat into play to be either 1) Hard to deal with (Shroud, Hexproof) or 2) Have an immediate impact on the board (Stormtide Leviathan, for example, prevents my opponent from attacking). I am also considering Gyruda, Doom of Depths, Icebreaker Kraken, Rot-Tide Gargantua and Scourge of Fleets for their ETB effect. However, I feel like Hullbreaker Horror would be too slow before using its ability.

wallisface, it would indeed be a fantastic card! A question I have a hard time answering though is "How many?" and "What do I take out?" Any ideas?

rambunctiousOrator on Animar - Power Level 8.5/A

2 months ago

An 8 or a 9 is hard. I think a distinguishing feature of a 7 is that the deck will aggressively win if left unchecked. Aside from a few problems with your deck running out of gas and having to play one spell a turn, I'd say with some lucky draws you are winning by turn 5 or 6 regularly; i.e. a 7. When I think of an 8 or a 9, I think that this deck will guarantee a win unless someone designed their deck to beat yours. This pushes past normal levels of competitiveness into something more. Some decks can never be an 8 or 9 because the strategy isn't inherently unfair enough. You may be able to get to an 8, I doubt this strategy can ever be a 9.

That being said, we can squeeze more out of your current strategy. there are a lot of inefficient creatures, inefficient ramp, and room for other non-creature spells here.

Recommendations:

Those are just a few examples of cards, in general you want to smooth out your early game, and both tireless do that with either card draw or treasure. I feel like you could seriously improve your 6+ roster. Get rid of any 6+ cards that you feel like don't lead to winning the game the next turn. Let me know if you want to continue, have any questions, etc.

rambunctiousOrator on Muldrotha, the PermaGrave

3 months ago

Yeah, let's talk about it!

  • The Great Henge functions mainly in turning your creature into draw spells. This is vital! 30 creatures is a lot of creatures, and you don't have to work that hard to get value out of TGH. Your commander has 6 power, so this reduces the cost of TGH to 1GG as a base. This means the turn it comes out you are spending 1 mana for this. Would you put another Sol Ring in your deck? This synergizes with evoke creatures, as they will still ETB even if they immediately get sacrificed. A classic synergy here is Mulldrifter evoked + The Great Henge to draw 3 cards for 3.

  • Hullbreaker Horror has flash, your goal is to play this on your opponents turns right before it swings to your turn. The spell can't be countered, and the goal here is to trigger the first ability as often as you can on your turn. Each trigger of HH solidifies your domination on the board, each trigger is someone's commander getting bounced for free, someone's Sol Ring getting bounced, etc. while playing cards you were already going to play. Every non land card is by definition a spell. This is especially good if you decide to go more into a reanimation route with cards like Animate Dead and The Scarab God. This is Cyclonic Rift attached to a creature, trust me.

  • Archon of Cruelty is easily the best black creature printed in a long time. This card is worth playing on it's own, and the fact that your deck can recur this card from the graveyard is truly oppressive. I think the lie we tell ourselves is that we won't get to 8 mana, but really in most decks you get to 8 mana around turn 5 or 6. This card is oppressive, especially with reanimation or copy effects.

  • Vendilion Clique is a control card, plain and simple. This card is another play-with-and-see how oppressive this feels. You aren't just cycling them, you are taking the best card out of their hand. In lieu of counter-spells, I think this is one of the best cards you can ask for in your deck. This is also a very rare hand attack spell with FLASH, meaning when your opponents resolves a Demonic Tutor you can hand attack them before they can do anything about it!

  • The Scarab God absolutely doesn't need to go in zombie-tribal. This is one of the best reanimation spells ever printed, stapled to a creature. The scry and damage is incidental. Would I recommend this in your deck as-is? Probably not, I would recommend adding more reanimation targets like Hullbreaker Horror, Archon of Cruelty, Vendilion Clique.

Additionally, consider these cards for your deck:

Let me know your thoughts on these!

StratM on Muldrotha, the PermaGrave

3 months ago

rambunctiousOrator I see how Animate Dead would be a good addition. But some of the other cards I don't see the synergy or how I would make them work with current cards in the deck. Also some of them have pretty high mana value and would probably be difficult to actually use. I understand that The Great Henge is great card draw and ramp. But as it stands I am not casting a ton of creature spells. Or a card like Hullbreaker Horror which I don't see how it would work in the deck since I don't have any cards to cast at instant speed. So I feel a normal boardwipe would be better in this situation. Archon of Cruelty seems like a really high mv when I have cards that do similar things but with a cmc of 3. I don't see the value in Vendilion Clique I wouldn't want to spend mana on a card that just cycles my opponent and have no real way to chain it or The Scarab God since my deck isn't a zombie tribal. If you could explain some of the reasoning for these cards that would be great. I do know that most of these are strong cards I just don't see how they fit in the deck.

rambunctiousOrator on Muldrotha, the PermaGrave

3 months ago

For control finishers/permanents, I'd look at these recommendations:

I'd say these cards are all strict improvements on some of the things in your deck, I'd be willing to give more specific thoughts and recommendations if you want more of a dialogue. lmk

Nathanael97 on Every turn is my turn. (Flash Tribal)

3 months ago

If you wanna keep with the flash theme, cards like Hullbreaker Horror and Pearl Lake Ancient could work as finishers?

Load more
Have (1) sachiel2nd
Want (2) TechNoble , CornerstoneCONST