Subterranean Hangar

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Subterranean Hangar

Land

Subterranean Hangar enters the battlefield tapped.

Tap: Put a storage counter on Subterranean Hangar.

Tap, Remove any number of storage counters from Subterranean Hangar: Add (Black) to your mana pool for each storage counter removed this way.

treeforcorvus on Mardu Vehicles Commander

1 month ago

This deck looks really cool! I really love how incredibly affordable your deck is. For a few more dollars you can add amazing improvements that will significantly improve your deck's power. There's two cards, however, that are a must:

First, Sunforger will cast ANY instant you run, allowing answers straight from your deck AND enables Vial Smasher the Fierce if used outside your turn. Path of Mettle  Flip is a decent repellant, but only if you flip it. More likely it will be an inconsistent killer or chip damage, which will only antagonize your foes, and worse it doesn't synergize with either Partner. Sunforger also makes Akiri and Jor kadeen happy, and its versatility will serve you more accurately.

Second, Mistveil Plains (searchable by Oreskos Explorer btw) pairs spectacularly with Sunforger, allowing you to recycle spent instants. Spectacular.

I recommend these replacements, which give big improvements:

*First of all, Sun Titan and Teshar, Ancestor's Apostle will almost always better targets to reanimate. Second, compare Pyre Zombie to Torment of Hailfire: For 7BB (the cost of return/cast/sac), you'd get 7 instances of "Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card". While Hailfire is a prohibitively expensive card, it still highlights how inefficient Pyre Zombie is without your reanimators. Considering the # of vehicles you run, Greasefang is much better.

DreadKhan on EDH Rakdos Group Slug

6 months ago

I noticed a few enchantments from my Rakdos deck that might do some work in here, Citadel of Pain makes instants worse and you only run 6 I think, Exquisite Blood is very fun with effects that cause life loss to opponents (you don't need to run it with combo payoff if you don't want, it's independently amazing with Group Slug), and Rite of the Raging Storm is a surprisingly useful effect in a deck that can influence the board, free 5/1s synergize with a lot of stuff and they never come at you technically. Anyone who can't deal with a 5 power trample will very quickly lose once Rite is out as player after player swings at them.

Not sure if you're especially attached to Bottomless Vault (I personally love it), but Subterranean Hangar is probably a much better card. You can run both if you want the ramp, but the Masques one much easier to use if you want only 1.

DreadKhan on Phylactery lich: a Rule 0 …

7 months ago

Hope I'm not getting to carried away with this brainstorming, but here's what I thought up.

You could also use Nesting Grounds if you like the idea of putting your Phylactery Counter somewhere safer, but an Indestructible artifact is already pretty durable, and there are many of those kicking around.

If you end up using Proliferate for counters, you could look at Subterranean Hangar, it's a good 'land', but you almost want to run extra lands with it, it plays like a ramp source rather than a true land. Bottomless Vault also exists, but this is a much harder to use card that isn't as budget friendly. Both are good with Proliferate effects or big splashy effects, I gather you don't like Hailfire or Exsanguinate, but what about weirder stuff like one of the many big mana Wipe Plus cards that Black gets, stuff like Decree of Pain or Necromantic Selection, I think you can find others like Phyrexian Scriptures or even Damnation because it'll miss your Commander.

I feel Pestilence might be amazing, it's much better if you can give it Lifelink or Deathtouch, usually via a Counter that Nesting Grounds moved (Boot Nipper, Scavenged Brawler, Unbreakable Bond, Unexpected Fangs, Call of the Death-Dweller, Evolved Sleeper, or Void Beckoner, some of those seem solid actually), but even without either it's a great effect to clear out weenies, and your Commander keeps it around pretty consistently. Also very good with Pestilence is Exquisite Blood (paying B to gain 2 life and make 3 opponents each lose 1 sounds very playable), which combos with Sanguine Bond if you want a combo that has independently useful pieces. Blood and Pestilence and your Commander would be nuts with Cabal Coffers and Urborg, Tomb of Yawgmoth, and I love how all of that is just stuff that you want to be doing anyway. Hangar and Vault are also useful with Pestilence.

I suspect you might want to look at some free sacrifice outlets to use incase your Commander is going to be stolen or hit by an Out of Time type effect in the event that you build around them more. Black has great outlets in addition to access to Altars. There is also Command Beacon to get Phylacter Lich back if people steal it.

DreadKhan on Why Does Mark Rosewater Dislike …

7 months ago

Magic in general used to care a lot about the upkeep, stuff like the Fallen Empires Storage Lands are incredibly awkward to play because you have to choose before you draw if you want mana now or later. By the time we got to Mercadia they were doing Storage very differently, Subterranean Hangar is a vastly better card in actual practice than Bottomless Vault, so this isn't a new concern I'd say, it just seems like it's impossible to actually do away with a step that is referenced on numerous cards. I like complex cards like Vault, but Hangar is not only a better card, it's much more fun to play with in practice, it's too easy to set yourself back by saving mana for an extra turn. 'Feels Bad' design space is something Magic has been avoiding progressively more over time (where you end up feeling bad due to design choices, not really play choices that are your fault, other than maybe playing questionable cards), many people consider this 'dumbing down', but I'm sure I still don't know what half of Stixhaven does so you can make a card complex without giving it complicated drawbacks. Still, I'd rather Magic made more cards like Phyrexian Negator, which have a high ceiling but require skill and planning, vs cards like Oko, Thief of Crowns. Both cards were a big deal in their day, but Oko is a challenge to play wrong, Negator is hilariously easy to screw up with.

Huh, just was looking, FE Storage lands are even clunkier than I thought, you originally chose during your untap, which is frankly absurd by modern standards. One of the instances where functional errata made a card strictly better (it now interacts fine with card draw during your upkeep), usually they do stuff like Relic Bind. Maybe I just need to get a R&D's Secret Lair, the Legends copy would then work as originally worded, which is still a bad card but at least qualifies as playable.

FormOverFunction you totally ninja'd me!

DreadKhan on Kaervek of the CMC!

9 months ago

Allure of the Unknown (funny with your Commander out if they take something big, you might be able to politic with it in some metas) and Protection Racket seem really good with this deck. For a big MV critter to sneak out, Dragon Tyrant can deal a lot of damage with it's Double Strike and Firebreathing, I guess 10 MV might not be big enough at this point though.

They seem bad but I find that in a slow deck there are few better ways to heap up mana in Rakdos than Mercadian Bazaar and Subterranean Hangar. I even run the Fallen Empires Storages, which are much worse but can still let you play a big drop pretty early. I get that you don't plan to cast any of these big spells, but I feel like if you start with any Storage land in your opener you'll be able to cast one by turn 6 or 7 pretty reliably (when you might be at 12 or 13 mana for a single burst), which is early enough to bother with in most metas. If you're playing Eldrazi Titans and Blightsteel, casting them unexpectedly early can just win a game sometimes, these lands can let you do this more often.

Cool idea for a build.

Max_Hammer on Instant Lottery

11 months ago

I have some land suggestions for you! Not all of them are great, but some of them could be pretty snazzy.

Asgeren on An Old-School Nightmare

2 years ago

Ah yeah, the sac lands are not very janky. Don't know of any other sac lands.. but maybe Peat Bog, Cabal Pit or Subterranean Hangar will be interesting to you, and they're all very cheap ;)

Mr.Beaver on Protean Shake

5 years ago

I like the idea of the deck a lot! :D I think you should try to improve the mana curve though, most of your creatures have a very high cost, so you might not be able to use them when you need to. Also, some cards don't seem like they would be very useful in this deck for example, Ishkanah, Grafwidow Vedalken Orrery and Subterranean Hangar, and in some cases, could even be counter productive, like with Gleancrawler (or Nighthowler, Lord of Extinction and Bonehoard depending on your strategy) These cards cost too much, and don't do enough to help your deck. I'd also replace lands like Barren Moor, Slippery Karst and Tranquil Thicket with their basic land counterpart.

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