r/CommanderMTG

Hearthhull upgrade help
▲ 83 r/CommanderMTG+1 crossposts

Hearthhull upgrade help

I'm pretty new to Magic, but have been having a lot of fun with this precon and the whole landfall and sac stuff. I threw in some upgrades I saw on a thread but I'm not sure if I'm missing anything. Any tips? I play with a group of friends that have been doing it for way longer and they have lots of super-infinite/ crazy interaction decks so I'm just trying to keep up lol

My only other deck is a Tidus precon that some other buddies helped me upgrade and I threw like every cool counter-based card I could find in there. Tons of fun when it works, but Hearthhull definitely seems to work better for me.

Also, I'll take any recommendations for commanders that play similar to Hearthhull or Tidus. Thank you!

https://moxfield.com/decks/K8R0CwIo\_EidsSjQmoV9LA

u/MisterWalead — 14 hours ago

I can quit anytime I want.

Started up during MH3 after a long hiatus from playing in the 90s. Commander definitely got its hooks in me.

Necrons, squirrels and terra all just base Precons everything else ranges from 2-3 with a nice range of high to low 3. Sephiroth, Nekusar, hearthhull can be converted to 4s quickly but not usually a lot of that at the shop I play at.

u/Skanktastiq — 1 day ago

Did you build a Dina, Essence Brewer deck?

So, I'm trying to build a deck with Dina, that isn't the pre-constructed one, and I wanted to see some lists, but everyone on Moxfield is using the pre-constructed as a base.
Can anyone share their deck lists?

u/FilipePato — 16 hours ago

"No MLD in brackets 1-3" is nebulous at best. Vote on which of these interactions you think should count as MLD.

First of all, some general notes about MLD:

###

Mass Land Denial as cards, combos, or game plans that regularly destroy, exile, bounce, tap down, or restrict the mana production of four or more lands per player without replacing them. [1, 2, 3]

###

Definition of Mass Land Destruction (MLD)

  • Threshold: Affecting roughly 4+ lands per player.
  • Examples: Cards like Armageddon, Ruination, Sunder, Winter Orb, and Blood Moon.
  • Repeated Effects: Using cards like Strip Mine or Demolition Field combined with recursion to consistently lock players out of lands is considered MLD.
  • Acceptability: These cards are heavily discouraged in lower-power games (Brackets 1–3) and are considered appropriate only for high-power (Bracket 4) play. [1, 2, 3, 4, 5]

Key Distinctions

  • Not MLD: Spot removal (e.g., Beast Within on a Cabal Coffers) is not considered MLD.
  • Intent: The definition focuses on the intent to ruin resources, not just accidental damage from a board wipe (e.g., a high-cost card that wipes lands and creatures).
  • Social Contract: The core definition relies on the "social contract" of Commander, where MLD is frowned upon if it does not immediately win the game, as it simply extends game time. [1, 2, 3, 4]

__________________________________________

Please vote in this format for ease:

  1. yes/no
  2. yes/no...etc. You're voting on whether you think the scenario qualifies according to the above criteria.

_________________________________________

Scenario 1: You assemble a peregrine drake deadeye navigator combo to make infinite mana. You then play Rishadan Brigand, pair it with navigator, then you blink it over and over until the opponents have sacrificed all their permanents. You then flicker a generic creature with a token making etb and pass the turn with infinite creatures in play to your opponents who have no permanents. So yes, this destroys all their lands, but each brigand only hits one land, PLUS this combo threatens to end the game immediately, not just extend it, which is a noted distinction above. Also, note that your own lands are unharmed, and MLD states 4 lands per player.

Scenario 2: Same as 1 above, but replace brigand with agent of treachery stealing their lands.

Scenario 3: Opponent plays wrath of God. You respond with natural affinity, turning all lands in play into 2/2 creatures. So, technically their wrath is killing all the lands, not your card. :P. Pulled this off today.

Scenario 4: Playing Alaundo, you assemble a tap untap engine that goes infinite. Somewhere along the line, you get tidespout tyrant in play, and with each shrieking drake you infinitely cast, you bounce a permanent, including all lands.

Scenario 5: You assemble Crucible of worlds + strip mine. You don't have any extra Land drop effects. Each turn, you replay your strip and crack it, and you pick on the same player each turn. So, not 4 lands per player.

Scenario 6: With a board of 4 deadly planeswalkers, you cast jokulhaups, destroying all artifacts, creatures, and lands. Apparently, something that destroys creatures AND lands is an exception. Also, with this board of planeswalkers who might be unharmed, this could qualify as game ending, thus making it okay?

Ok interested to see your votes.

Cheers

EDIT: two typos removed, Teeg and wiry.

u/zebraman7 — 3 days ago

I'm stuck between running either of these little guys, but don't know which way I want to go. Which do you prefer and why? I know their styles are a bit different, and I'm kind of stuck in the middle, so I'm just looking for advice on it.

u/hauntedpostalworker — 8 days ago

Struggling with build

How viable is Azlask these days? I’ve been breaking down the Eldrazi precon, and sifting through cards I have. Adding things like [[Adrix and Nev Twincasters]] and [[Brudiclad, Telchor Engineer]], but it just doesn’t seem to work how I expect it to. Any advice on ideal cards, what the general goal should even be here would be appreciated. Thanks!

u/BladeeLover — 2 days ago
▲ 3 r/CommanderMTG+1 crossposts

I am doing something wrong building my decks and could use some help!

Hello everyone,

I am consistently losing in my LGS pod with these 3 decks, could use some help from more experienced Commander players who can kindly take 5-10 mins, scan my decklists and provide some input on what I can change/improve.

My best, somewhat consistent, performer is my big creatures, Helga the Skittish Seer deck, although still consistently losing. I usually get a really good turn with it where I have a lot of big creatures to deal damage with, but can't kill 3 people at once, at most usually one and then tempo falls off.

I also like to play with this The Jolly Balloon Man deck, but again consistently losing. This is an ETB and LTB blink-based deck, I have had a few very strong games with it, and even managed a couple of wins on 3 player pods, but feels like those were strokes of luck, rather than a well-built deck that performs consistently. I say that because I have also had a few horrible performances with it.

Finally, my last deck is a Reanimation Ratadrabik of Urborg deck, which hasn't performed very well either. I have managed to get to a couple of strong board states a few times, but the deck feels slow and hard to get off the ground.

The pod I usually play with is top tier bracket 3, and that's what I prefer aswell. So not a lot of tutoring, extra turns or infinite combos.

I know there are some weird cards in my decks and sometimes I kind of force things to fit where they shouldn't because I prefer to play with cards that I pull on packs/boxes rather than spending a lot on singles. My mentality is changing on that though as I'm trying to fine tune my decks with some singles purchases, so any advice/suggestion is welcome.

Thank you so very much to anyone reading this and especially to anyone trying to help!

Cheers and happy games!

u/BigDickKnucle — 6 hours ago

I cant decide between these two commanders...

Im thinking of doing an Atraxa Spacecraft deck and doing Sydri as Vehicles. My main issue with Atraxa is Id prefer a Red alligned commander to use Electroreplicator, but cant really think of a better choice for "lets get counters FAST"

u/Animusical — 5 days ago

Custom Commanders for Husband’s BDay

My husband and I recently have gotten SUPER into MTG, and I had the idea to make a Commander Clone for each color combo (excluding the sans-colors) featuring our pup Charlotte so he could swap her in for any deck he wants to play.

It’s been a secret project so far since it’s a surprise for his birthday but the cards came in and I am just so excited and wanted to share with others who would appreciate it!!!!

The images were all made from ChatGPT (I know, I know…) using existing photos of our girl, and the cards were designed on and printed by MTG print (link here: https://mtg-print.com) and the quotes were sourced from anywhere I could find them on the internet. Only (minor) complaint I have is that it didn’t give us an option to do a separate flavor text section/font… but it is what it is!

u/According-Life-3936 — 12 hours ago

Sarkhan Unbroken commander deck

I want to play a commander deck full of dragons and I want to play Sarkhan Unbroken to place them all on the battlefield at the same time. What deck list do you recommand to use and which commander (Sarkhan Unbroken is a planeswalker that cannot be placed as a commander)?

u/Some-Eye1798 — 10 hours ago
▲ 3 r/CommanderMTG+1 crossposts

Dina, Essence Brewer - Struggling to get this deck to work

I’m having a hard time getting this deck to work. I really like the concept, it’s a cool mechanic, but I am struggling to do anything earlier than turn 6 or 7 that even resembles a threat. 

I’m pretty sure that I don’t have enough creatures that are low cost / high power, sac fodder type creatures. To get the +1/1 counters rolling from Dina. 

I can get Dina out super early, but with nothing to sac there’s no point. I feel like this deck should be using Dina’s active every single turn without a doubt, even multiple times a turn when I get out untap tools like [[Thousand-Year Elixir]].

The +1/+1 manipulation creatures are just so attractive to throw in there, but the problem is I draw them, and don’t want to sac them. 

I feel like the whole time I’m playing this deck I’m saying to myself “wow that card will be sick when I can get going” and I just never get going. 

Also, I might have put too many Finishers in there, but I’m also unsure about that since I can never get it going. I have stuff tagged on the deck list so you can see how I’m categorizing things.

This archetype of deck is completely new to me so I’m hoping you smart deckbuilders can help me out.

Is it as simple as pulling out utility +1/1 creatures and adding more sac creatures like [[Lupine Prototype]]? 

https://moxfield.com/decks/f2rYkfc1WUacDuQSTJe97g

u/E1mstreets — 2 days ago

What's your least favorite color combo to go against?

Are there any particular color combos that you go against that consistently annoy you? Nearly every Rakdos deck I've played against has made the game unfun in some way. Making me discard my hand, randomizing the board, recycling board wipes, general chaos play styles.

I'm not saying that's every single Rakdos player or strategy, just that it's what I've encountered the most with the combo.

reddit.com
u/DJ-Praxis — 2 days ago
▲ 1 r/CommanderMTG+1 crossposts

I'm in the process of optimizing my Hakbal deck from the precon, and in a tabletop sim online game recently I used [[triumph of the hordes]] to seal the deal and get the win.

The other guys were cool about it but were kind of saying something to the effect of they wished Infect was banned from commander, but my use of it wasn't too bad, full infect decks are way worse.

I did bring up that with the board state, had I used my other finisher that I normally use [[overwhelming stampede]] I still would have got the win, but I did apologize and kinda felt bad b/c I don't want to be using cards that are "op" when I'm really just having fun in mid to high bracket 3.

TLDR: So I know a lot of people don't like infect if it's a whole deck, but will I piss people off if I finish with [[triumph of the hordes]]?

reddit.com
u/E1mstreets — 13 days ago

New Commander Format?

Ok so I had an idea. I love Commander but I was thinking that maybe it could be faster and a little more exciting. So I brainstormed this format that simulates an actual action packed duel between 2 wizards/commanders. I call it Commander - Arcane Rift. Here are the rules:

# COMMANDER — ARCANE RIFT
### *A Fast-Paced, Tactical, Lane-Based MTG Format*

---

**Overview:** Commander — Arcane Rift transforms Magic: The Gathering into a high-octane duel, where players command their Avatars (Commanders) across three distinct magical lanes (Rifts). Resource flow, positional strategy, and timely bursts of power are key to victory.

---

## **SECTION 1: DECK & SETUP**

  1. **Deck:** 100-card singleton. **No basic lands** allowed in the deck. Standard color identity rules apply.
  2. **Leylands (Starting Mana):** Each player starts with **10 basic lands** already in play (color-matched to Commander). These are **indestructible, untargetable, and cannot be removed**. They provide a stable mana base for the entire game.
  3. **Starting Life:** 20 life.
  4. **Commander:** Your Commander begins the game **on the battlefield** in a Rift of your choice. It does not count towards Rift capacity.
  5. **Specialty Lands:** You may include non-basic lands in your 100-card deck for utility, but they are not for mana stability.

---

## **SECTION 2: THE BATTLEFIELD — THE 3 RIFTS**

The battlefield is divided into three permanent lanes, each with unique properties.

  1. **Rift Capacity:** Max 5 permanents per Rift per player.
  2. **Rift Activation:** A Rift's passive effects activate only if you control at least **1 permanent** within it.

### **2.1 Rift Specializations:**

* **🔴 Assault Rift (Conversion Zone):**
* Creatures gain **Haste**.
* First attack from this Rift each turn deals **+1 damage**.
* Spells cast into Assault deal **+1 damage** (if applicable).
* *(Restriction: Non-combat spells cast here cost +1 mana.)*
* **🟢 Guardian Rift (Stability Zone):**
* Creatures gain **Ward 1**.
* First instance of damage to you each turn is reduced by **1**.
* Spells cast into Guardian **grant shield or ward effects**.
* **🔵 Nexus Rift (Efficiency Zone):**
* Spells and creatures cast here cost **1 generic mana less**.
* *(Restriction: Creatures here cannot attack directly.)*

### **2.2 Uncontested Rifts:**
If an opponent has **no permanents** in a Rift, you may cast spells into that Rift for **1 less mana**.

### **2.3 Movement:**
* At the **start of your turn**, you may move any permanent between Rifts by paying its **original mana cost**.
* You **cannot** move a permanent that entered the battlefield this turn.

---

## **SECTION 3: ECONOMY & FLOW**

  1. **Mana Carryover:** Unused mana carries over to your next turn.
  2. **Strain System (Anti-Camping):**
    * Casting a **second spell/creature into the same Rift** in one turn makes it **Weakened** (50% effectiveness or +1 mana tax).
    * A Rift used multiple times gains a **Strain Marker**, disabling its passive bonus until your next turn. Strain Markers decay at the start of your turn.
  3. **Arcane Resonance (Rotation Incentive):** If you use a **different Rift** than the one you used on your previous turn, gain **Arcane Resonance** (Draw 1 card OR refund 1 mana). This also removes 1 Strain Marker.
  4. **The 3-State Power System:** Your board state progresses through Fragmented (0-1 Rifts active), Stabilized (2 Rifts active), and Convergence (all 3 active).
  5. **Convergence (The Burst Window):**
    * **Activation:** Occurs when you have **at least 1 permanent in all 3 Rifts** AND have used **at least 2 different Rifts** in the previous turn cycle.
    * **Effect (Lasts 2 Turns):** Cross-Rift synergy activates:
    * Guardian → Assault: First attacker gains +1 Power.
    * Assault → Nexus: First spell cast costs 1 less.
    * Nexus → Guardian: First damage taken is reduced by 1.
    * Each synergy triggers **once per turn**. After 2 turns, Convergence breaks.
  6. **Nexus Dependency (The Anti-Isolation Rule):** Nexus effects only function if you maintain **at least 1 permanent in Assault OR Guardian**. If Nexus is your only occupied Rift, it becomes **Dormant** (cost reductions disabled) until you expand.

---

## **SECTION 4: THE AVATAR (COMMANDER) RULES**

  1. **Stasis Shield:** Whenever your Commander **enters the battlefield**, it enters **untapped** and **cannot be targeted, removed, exiled, or stolen** until the start of your next turn.

  2. **Arcane Collapse (The Trigger):** Occurs if your Commander **leaves the battlefield under your ownership** (destroyed, exiled, bounced, or sacrificed).
    * **Effect:** All **non-land permanents** you control are **exiled**. All spells on the stack are **exiled**. (Leylands/Specialty lands are safe).

  3. **Theft Exception:** If an opponent **gains control** of your Commander, **no Collapse occurs**. Your board remains intact. Collapse triggers only if the Commander dies while stolen.

  4. **Revival Sequence (After Collapse):** At the start of your next turn:
    * **Cost:** Pay the Commander’s **full mana cost**.
    * **Penalty Choice:**
    * **Tempo Hit:** 2 fewer Leylands available this turn (max 8 mana).
    * **Life Tax:** All 10 Leylands available, but **lose 1 life**.
    * **Stasis Shield Applies:** The Commander enters protected (as above).

---

## **SECTION 5: TURN STRUCTURE**

Each turn has **5 strict phases**:

  1. **Start Phase:** Upkeep, draw 1 card, remove Strain, gain Resonance.
  2. **Rift Phase:** Move permanents, cast spells/creatures, play cards, assign to Rifts. (This is the only Main Phase.)
  3. **Combat Preparation:** Declare attackers/Rift targets.
  4. **Combat Phase:** Resolve damage (one step).
  5. **End Phase:** End-of-turn effects, check Convergence, carry over unused mana.

---

## **SECTION 6: INTERACTION & PRIORITY**

  1. **Priority System:** Priority always rests with the **Offending Player** (the one initiating an action). The Defender may respond within defined windows.
  2. **Response Window:** Each phase has **one response window per player**. Each player has **3 seconds** to respond. If no action, priority passes.
  3. **Intervention System:** Each player gets **exactly 1 Intervention per turn**.
    * **Offensive:** Destroy, Exile, or Reduce effect of a card/spell.
    * **Defensive:** Add life, boost defense, or reduce damage.
  4. **Intervention Sequence:**
  5. **Offending Action:** Player acts.
  6. **Defender Intervention:** Opponent may use their 1 Intervention.
  7. **Counter-Action:** Offending player may play **1 card/effect** in response.
  8. **Finality:** No further actions. Effects resolve.
  9. **Spell Resolution:** Spells resolve quickly. One response per spell.

---

## **SECTION 7: WINNING THE GAME**

  1. **Objective:** Reduce your opponent(s) to **0 life**.
  2. **Damage Conversion:** Only creatures in **Assault Rift** deal full combat damage to opponent life totals.
  3. **Territorial Pressure:** If a Rift is Uncontested (opponent has no permanents), you cast spells into it for **1 less mana**.

---

## **SECTION 8: MULTIPLAYER RULES (3+ PLAYERS)**

  1. **Personal Rifts:** Each player maintains their **own set of 3 Rifts**.
  2. **Turn Structure:**
    * **3-4 Players:** Standard rotating turns.
    * **5+ Players:** **Simultaneous Rounds** (all players act together during phases, reactions resolve in turn order).
  3. **Convergence:** Is **personal**. Multiple players in Convergence means their bonuses stack.
  4. **Intervention:** You still get **1 Intervention per turn**, but it can target **any** player’s action.
  5. **Commander Dynamics:** Collapse is **individual**. Stolen Commanders can be re-stolen without triggering Collapse.
  6. **Life/Game Length:** Adjust starting life for shorter games (e.g., 15 for 3 players, 12 for 6 players). Teams are recommended for even player counts.
  7. **Odd Player Counts:** One Rift becomes **neutral** each round (rotates Assault → Guardian → Nexus), granting no passive effects that round.
reddit.com
u/YahMeh4588 — 14 hours ago