Walking Bulwark

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

Walking Bulwark

Artifact Creature — Golem


: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate this ability only as a sorcery.

keizerbuns on Prepare to get WALLoped

1 year ago

Walking Bulwark is pretty good, but so far the deck seems to be running pretty well with only two. I also prefer having the ‘defender can attack’ as a static ability that’s always on so I don’t have to put all of my mana into paying for it each turn so if anything I’d probably add one or two more High Alert instead. But I guess since Bulwark is actually fetchable with Incubation / Incongruity then it would actually increase the consistency of finding a card that lets my defenders attack, so maybe it would be better than High Alert.

I’ll try play testing with more Bulwarks anyways though and see if it’s necessary to go to four.

Thanks for the suggestion Metropolis39 :D

LeonSpires on Arcades: The Writing on the Wall

1 year ago

amarthaler The oracle text on gatherer for Fortified Area says "Wall creatures you control..." and not "Creatures you control with defender..." I know wall used to be the old name before the keyword defender was introduced. However some creatures have defender without being a wall. For instance Walking Bulwark. I am not sure if Fortified Area effects Walking Bulwark. Next time I get a chance I'll ask a mtg judge about this.

I apologize about Concerted Effort. I really misread that card. That is much better then I thought it was especially with Arcades having flying and vigilance!

multimedia on Defending budget commander deck

1 year ago

Hey, good changes so far. Looking nice with a really low avg. CMC.

Some budget defender upgrades to consider.

Orator of Ojutai is another two drop defender who can draw ETB if you control Arcades and it has flying. Sunscape Familiar and Wall of Roots are more defenders who ramp. Shield-Wall Sentinel is a defender tutor. Wall of Stolen Identity is good in multiplayer Commander and it ETB as the creature you choose with defender. Identity and Shield-Wall are some higher mana cost defenders, but their ETB abilities are worth it.

Wall of Junk has been errata to have defender, it can return itself to your hand if it blocks making it bonus good with vigilance. Walking Bulwark and Crashing Drawbridge are low mana cost defenders who can give other creatures you control haste.

Tetsuko Umezawa, Fugitive makes your defenders unblockable. What makes Tower Defense good here is it gives all creatures you control the instant pump for two mana. Aegis of the Heavens only targets one creature for three mana.

Because Arcades triggers to draw when a defender ETB then blink can be a powerful effect. Blink can also enable an infinite turns combo where attacking Arcades and/or defenders are the wincon.

Eerie Interlude can protect all your creatures from a board wipe since your creatures return to the battlefield at the next end step. If Arcades is exiled along with defenders then when the creatures come back you draw. To price match for a possible cut, Eerie could replace Voidslime? Cutting Voidslime will also clear some budget to add some of the more price defenders I suggested above.

At your end step Soulherder can be repeatable blink of any creature you control. With Arcades blinking a defender is draw, if the blinked defender has an ETB ability it triggers again and gives the defender pseudo vigilance since it will ETB untapped. Blink can also reset Shield Sphere and Wall of Roots.

If your game plan is to attack with defenders thanks to Arcades then how about extra attacks from extra turns? Adding this combo and Eerie Interlude are some reasons to keep Mnemonic Wall.

Cast Aeons and at your end step Soulherder blinks Mnemonic returning Aeons to your hand. On your extra turn cast Aeons and repeat. If you control Arcades then you also draw at your end step, but you only get extra turns equal to the number of cards in your library.

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