Slayers' Stronghold

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Slayers' Stronghold

Land

: Add .

, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.

to_regatha_and_beyond on Cash is King

2 months ago

Nice deck. I like the way you're combining multiple approaches here.

If we're looking at wincons, the traditional Amulet Titan approach seems like the best you have here, so I would probably add in a Boros Garrison as a way to activate the Slayers' Stronghold. Without the Garrison, the stronghold sort of sits there unless you can find a way to make it work with the Lotus Field, which can be annoying. While you don't need to play a competitive deck, it's important to learn from competitive builds.

nbarry223 on Cash is King

2 months ago

Decent concept, I think the card counts/options are a bit off though.

First of all, how do you activate Slayers' Stronghold? You should run a Boros Garrison. Cut Thragtusk add Sun Titan. Elvish Reclaimer, Springbloom Druid, and Roiling Regrowth are good ramp options in addition to going harder on Harrow to feed Brought Back. You should also go harder on Flagstones of Trokair.

Urza's Saga also gets you to Amulet of Vigor and makes a decent Brought Back target. I'd also go a lot lighter on Oblivion Stone. Maybe run something like Porphyry Nodes if you are that scared of aggro, since all of your creatures you want to stick around will be large.

wallisface on

5 months ago

Bulldawg1310 i’ve done some googling on the “Etron versus PrimeTitan” matchup, and it does look like this is possibly one of the hardest matchups for Etron to win. These are the takeaways i’ve found:

  • Keepable hands need to be aggressive by completing Tron T3, or with multiple Temples.

  • Chalice on 0 is good for eliminating Summoners pact. Apparently Chalice on 1 is a lot less useful because we need to reduce the means for victory our opponent has, so removing threats is the key to winning.

  • Avoid leaving Azusa, Lost but Seeking and Dryad of the Ilysian Grove on the field, spend removal asap on them.

  • Pithing Needle is good for naming either Tolaria West or Slayers' Stronghold (to either stop them grabbing & casting Summoner's Pact, or to stop a hasty Titan)

It does sound like a really rough matchup in that if your opponent has a natural way to just pop off and win, there’s not a lot that can be done about it. It sounds like the overall best counterplay is just to keep hands that can win as quickly and aggressively as possible, to limit their turns.

mr5cientific on Musashi's Mosh Pit [Primer]

5 months ago

Hi Crow-Umbra! This deck is super badass. I have a couple ideas on the manabase and am curious on your thoughts

First of all, Slayers' Stronghold can give a creature some bonuses (most importantly haste) for a red and a white. Could be great with your four drops like Hero of Bladehold, Leonin Warleader, or outright deadly paired with Elder Brain or Grave Titan. Saw you already had Hanweir Battlements  Meld so figured I'd suggest this one as well but I understand if you have it for the Meld dream.

Have you considered running the Kamigawa Neon Dynasty Legendary lands? Might be a little slow/expensive but the flavor is excellent for Musashi and I think Sokenzan, Crucible of Defiance could be a great add if you just need a couple more tokens with haste. 3 cmc (with Isshin out) isn't great for 2 haste tokens maybe but you can always play it as a land.

Thanks for all your help again - looking forward to reading your next edits here and hearing how the deck refines

Mousemke on Imperial Taxation

6 months ago

Nathanael97

Slayers' Stronghold is a legend in drawn out or even games. It only takes a couple hits from a 5/1 Flickerwisp or a 7/5 vigilant Kaldra Compleat

Leonin Arbiter is just too much of a non-bo. Mono-w just plays around the interaction with Stoneforge Mystic. Add to that Imperial Recruiter and arbiter is just too much messing with my own deck. I did play around with Aven Mindcensor but it didn't really seem so useful.

As far as Ghost Quarter... It's in there mostly for tron? I have been considering trading them out for man lands - maybe Mishra's Factorys. Against heavy removal it can help to just have something that can keep hitting

Even with 80 cards, it's hard to find any extra space!

(thanks for the CMPN tip ^^)

Nathanael97 on Imperial Taxation

6 months ago

FYI, if you put CMPN after Yorion, Sky Nomad in the sideboard, it will be registered as a companion.

Really cool take on a DnT list! Out of curiosity, what's the reason for Slayers' Stronghold? I understand it costs you very little to run, but I've not seen it in a DnT list before. I'm also curious about the omission of Leonin Arbiter, especially since you are still running the full four Ghost Quarter. You'd think in an 80-card list there would be a spot?

magicbike on Isshin, Two Heavens as One

7 months ago

hey hey i took some out let me know wat you guys think

Mardu Strike Leader what i put in --->Curse of Disturbance Robber of the Rich------>Curse of Opulence Shiny Impetus---------->Hanweir Battlements  Meld Slayers' Stronghold--->Hanweir Garrison  Meld The Wandering Emperor------->Ilharg, the Raze-Boar

think this is a lot better

nbarry223 on Viga-BOOM! (Turn 2)

7 months ago

I’ve actually tried it out, and it doesn’t really work that great for this build. That’s because it doesn’t help to allow haste after fetching. You could add it and some combination of Slayers' Stronghold and / or Hanweir Battlements  Meld, but it is not capable of covering the slot to give your titan haste after fetching.

Nothing else really needs haste and that 3 life is a lot if you want to use it for mana, it’s not just a once and done cost.

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