Overgrown Battlement

Overgrown Battlement

Creature — Wall

Defender

: Gain for each creature with defender you control.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Overgrown Battlement occurrence in decks from the last year

Latest Decks as Commander

Overgrown Battlement Discussion

libraryjoy on Green Boi - please help

1 week ago

So if that's your strategy, then dump a lot of your low cost creatures and build a ramp package. There's two ways I've found that work with that - Elves, or Defenders. As Vectornaut mentioned, the Axebane Guardian , Overgrown Battlement , and Traproot Kami (also can add in Vine Trellis if you need more) ramp package multiplies quickly. A few elves like Elvish Mystic and Llanowar Elves plus Elvish Archdruid (or Karametra's Acolyte for a cheaper option)go nuts fast. Arbor Elf plus ramp land auras like Elvish Guidance can also do the trick. Another option is Gyre Sage with the larger creatures.

Tell me where you feel like going in terms of ramp package, and I'll start making a proposed list for you.

TheVectornaut on Green Boi - please help

1 week ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

SlushyJones on Pattern Recognition #185 - Walls

1 month ago

One of my friends used to have a changeling deck. We all knew that changelings could attack, but it ended up being confusing that changelings were technically walls, and normally walls can't attack. I'm glad Defender was introduced to fix this problem, otherwise changelings would have been pretty much unusable.

Speaking of Defender, another one of my friends had a nasty defender deck based around Overgrown Battlement and Axebane Guardian . With multiple copies of these two cards he had insane mana to summon Colossus of Akros

TheVectornaut on New hubs to be added

5 months ago

Just gonna throw in my support for defender/walls as a somewhat popular casual strategy across multiple formats. Overgrown Battlement , Assault Formation , High Alert , Vent Sentinel , Phenax, God of Deception , Doran, the Siege Tower , Arcades, the Strategist , Towering Titan , Perimeter Captain , Rolling Stones , Tree of Redemption , and Tree of Perdition are all cards I've tried to build around at some point or another in casual, modern, standard, or commander.

Beotooth on Para Bellum | Arcades, The Strategist

6 months ago

Might be a bit late, but for people still looking into Arcades decks i found that Umbral Mantle works great with multiple cards such as Overgrown Battlement, Axebane Guardian. The best combo i've managed to pull was with one of those and the Tree of Redemption, wonderful mana loop with creature and hp boost.

JW398 on Arcades Commander Deck

7 months ago

Hello, I have some cards suggestions you could consider.

Chulane, Teller of Tales - Not a defender but provides insane advantage if he sticks.

Mother of Runes - Again not a defender but the protection from spot removal is handy

Spidersilk Armor - Free butt padding and some answers to flyers

Crashing Drawbridge - Enables combos - see below.

Aura Shards - Just be mindful of this one as its really powerful but depends on your group. I play against Zur so its incredibly useful to me. Might not be as useful to you.

Intruder Alarm - allows for infinite combos - Overgrown Battlement for example.

Oko, Thief of Crowns - Still powerful. Shouldn't ever be a dead card.

Concordant Crossroads - Just over $20 atm. Allows you to be incredibly aggressive and allows you to ramp with Overgrown Battlement and the like. Combine this, Intruder Alarm & Battlement/Axebane & Arcades &/or Chulane and you should be able to drop quiet a few if not all your defenders. Crashing Drawbridge can sub for Crossroads in a pinch though.

Worldly Tutor/Mystical Tutor/Enlightened Tutor - Pretty self explanatory. Fairly cheap options that add a tad of consistency

Aluren - Combined with Arcades/Chulane and you drop the entire deck into play.
Im sure there is more but this is what I could think of off the top of my head.

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