Trample
Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
I like Hallar because he is a flexible general, one you could go many direction with. While his perk lies in kicker spells/creatures, him being a trampler who can get bigger through typical Gruul arsenal is nothing to ignore.
The hard truth is that, kicker spells are usually more expensive even without kicker. If one takes a full-on kicker route, s/he would not be able to put counters on Hallar till after ramping or mid-game. It’s generally more practical to make him bigger before even casting the first kicker spell.
The focus of this thread is to maximize Hallar’s potential.
Hallar’s Strength
1) Hallar is an elf, he works wonder with staples like Immaculate Magistrate, and even without emphasizing on Hallar an army of Elves is usually headache for opponents to handle.
2) Gruul color pie amplifies damage significantly, such as with Gratuitous Violence.
3) Green gives way to a lot of mana for early kicker, or a more significant multi-kicker later on.
4) Hallar’s damage couples greatly with Lifelink and cards like Nehab, the Eternal
5) Hallar can be an effective attacker/blocker.
Hallar’s Weakness
1) Hallar’s perk requires set up, and could easily be reset via bounce or destroy spells.
Recommended Directions
1) It’s risky to put all eggs in a basket (Hallar), it’s safer to make a deck where other threats exist to diverse attention.
2) Kicker -> Damage should be a mean to victory, not the only road.
3) Enlarge Hallar via ways outside of kicker spells.
The following is a list of brainstorm. I will keep adding as the thread grows:
Hallar + Nehab = Lots of after combat mana
Paradox Engine + Mana Elves = Repeat spells and damage.
Isochron Scepter + cheap instants = Repeat kicker spells, since kicker is an additional cost you can add onto a copied spell.
Currently, the number of Gruul kicker spells is limited, but I expect the number to go up once Dominaria comes out. Fortunately, this deck doesn’t require many kicker spell to be deadly.
To recur kicker creatures, Temur Sabertooth is pretty much the gold standard in green. Shame there aren't more kicker creatures in color - hopefully Dominaria helps out. Even if not, the Sabertooth can recur things like Eternal Witness to grab kicker spells. If all else fails, they help to protect against wraths and double up any ETB triggers. If kicker ends up being an elf-tribe keyword in the commons, or if this does swerve elf-tribal, then Wirewood Symbiote could also be fantastic.
Soul's Might is probably ROFL-win-more, but it's a great way to dump a bunch of +1/+1 counters onto a creature.
Given how important the big-mana elves and Immaculate Magistrate might be, Wirewood Lodge could be a worthwhile addition. I doubt the deck will have much trouble hitting its color requirements, so a few utility lands wouldn't kill it. Also, just general good-stuff elf-tribal notes, Elvish Visionary is bomb and the land-fetch elves (Farhaven Elf, Wood Elves, Yavimaya Granger at 3cc, a whole bunch at 4cc) will likely be better than other ramp options. These things play great with Wirewood Symbiote.
Since Hallar deals damage, adding Grafted Exoskeleton would divide the damage he needs to output by four. Sure won't win you any friends, though.
To recur kicker creatures, Temur Sabertooth is pretty much the gold standard in green. Shame there aren't more kicker creatures in color - hopefully Dominaria helps out. Even if not, the Sabertooth can recur things like Eternal Witness to grab kicker spells. If all else fails, they help to protect against wraths and double up any ETB triggers. If kicker ends up being an elf-tribe keyword in the commons, or if this does swerve elf-tribal, then Wirewood Symbiote could also be fantastic.
Soul's Might is probably ROFL-win-more, but it's a great way to dump a bunch of +1/+1 counters onto a creature.
Given how important the big-mana elves and Immaculate Magistrate might be, Wirewood Lodge could be a worthwhile addition. I doubt the deck will have much trouble hitting its color requirements, so a few utility lands wouldn't kill it. Also, just general good-stuff elf-tribal notes, Elvish Visionary is bomb and the land-fetch elves (Farhaven Elf, Wood Elves, Yavimaya Granger at 3cc, a whole bunch at 4cc) will likely be better than other ramp options. These things play great with Wirewood Symbiote.
Since Hallar deals damage, adding Grafted Exoskeleton would divide the damage he needs to output by four. Sure won't win you any friends, though.
Good luck with the build!
Added, thank you! With infect damage suddenly pinning is a lot less innocent.
Primal Growth could be a useful ramp spell. I mostly play it in token decks where it's often a slightly cheaper Explosive Vegetation. Here, the sac is the point.
Private Mod Note
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Primal Growth could be a useful ramp spell. I mostly play it in token decks where it's often a slightly cheaper Explosive Vegetation. Here, the sac is the point.
Lol oops, I was thinking about another card. My bad.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Mage Slayer can get really good once Hallar's big enough, sometimes ending combat as soon as you attack.
Private Mod Note
():
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Death's Presence seems like a good way to preserve counters, or get lots of them on Hallar at once. There's also those rings from a few core sets back that add a +1/+1 counter each turn plus a keyword ability based on color, forgot their names. Cheap to play, cheap to equip.
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The secret to enjoyable Commander games is not winning first, but losing last.
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1RG
Legendary Creature - Elf Archer
3/3
Trample
Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, the Firefletcher, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
—————————
Of all the legends in Dominaria leaked, I’m most interested in three of them: This one, Valduk, Keeper of the Flame, and Tiana, Ship's Caretaker, whom I might open up threads for.
I like Hallar because he is a flexible general, one you could go many direction with. While his perk lies in kicker spells/creatures, him being a trampler who can get bigger through typical Gruul arsenal is nothing to ignore.
The hard truth is that, kicker spells are usually more expensive even without kicker. If one takes a full-on kicker route, s/he would not be able to put counters on Hallar till after ramping or mid-game. It’s generally more practical to make him bigger before even casting the first kicker spell.
The focus of this thread is to maximize Hallar’s potential.
Hallar’s Strength
1) Hallar is an elf, he works wonder with staples like Immaculate Magistrate, and even without emphasizing on Hallar an army of Elves is usually headache for opponents to handle.
2) Gruul color pie amplifies damage significantly, such as with Gratuitous Violence.
3) Green gives way to a lot of mana for early kicker, or a more significant multi-kicker later on.
4) Hallar’s damage couples greatly with Lifelink and cards like Nehab, the Eternal
5) Hallar can be an effective attacker/blocker.
Hallar’s Weakness
1) Hallar’s perk requires set up, and could easily be reset via bounce or destroy spells.
Recommended Directions
1) It’s risky to put all eggs in a basket (Hallar), it’s safer to make a deck where other threats exist to diverse attention.
2) Kicker -> Damage should be a mean to victory, not the only road.
3) Enlarge Hallar via ways outside of kicker spells.
The following is a list of brainstorm. I will keep adding as the thread grows:
1 Blade of the Bloodchief
1 Curse of Predation
1 Curse of Stalked Prey
1 Durable Handicraft
1 Forgotten Ancient
1 Increasing Savagery
1 Ivy Lane Denizen
1 Llanowar Reborn
1 Mycoloth
1 Retreat to Kazandu
1 Ring of Kalonia
1 Ring of Valkas
1 Soul's Might
1 Spike Rogue
1 Strength of the Tajuru
1 Titania's Boon
1 Verdurous Gearhulk
1 Vigor
More Counters
1 Doubling Season
1 Hardened Scales
1 Primal Vigor
Elves
1 Bloodbraid Elf
1 Elvish Archdruid
1 Gyre Sage
1 Immaculate Magistrate
1 Joraga Warcaller
1 Priest of Titania
1 Wirewood Lodge
Tokens
1 Animation Module
1 Ooze Flux
Tribal
1 Adaptive Automaton
1 Coat of Arms
1 Door of Destinies
1 Heirloom Blade
1 Herald's Horn
1 Konda's Banner
1 Metallic Mimic
1 Obelisk of Urd
1 Path of Ancestry
1 Urza's Incubator
1 Vanquisher's Banner
1 Goblin Bushwhacker
1 Goblin Ruinblaster
1 Kavu Titan
1 Saproling Infestation
1 Thicket Elemental
Combat
1 Beastmaster Ascension
1 Rubblebelt Raiders
1 Xenagos, the Reveler
Damage
1 Comet Storm
1 Mage Slayer
1 Warstorm Surge
Damage Amplifying
1 Gratuitous Violence
1 Insult // Injury
1 Strionic Resonator
Damage Augmentation
1 Basilisk Collar
1 Grafted Exoskeleton
Draw/Fetch
1 Elvish Visionary
1 Gamble
1 Godo, Bandit Warlord
1 Life’s Legacy
1 Momentous Fall
1 Shamanic Revelation
1 Skullclamp
1 Yavimaya Granger
Recur
1 Cloudstone Curio
1 Eternal Witness
1 Horned Kavu
1 Shivan Wurm
1 Temur Sabertooth
1 Wirewood Symbiote
Spell Copy
1 Isochron Scepter
1 Wort, the Raidmother
Mana
1 Ashnod’s Altar
1 Cloud Key
1 Everflowing Chalice
1 Farhaven Elf
1 Fertilid
1 Nehab, the Eternal
1 Elfhame Druid
1 Emerald Medallion
1 Grand Warlord Radha
1 Path of Discovery
1 Ruby Medallion
1 Thornscape Familiar
1 Thunderscape Familiar
1 Wood Elves
1 Apocalypse Hydra
1 Bow of Nylea
1 Chandra, Torch of Defiance
1 Hangarback Walker
1 Nissa, Voice of Zendikar
1 Paradox Engine
1 Rishkar, Peema Renegade
1 Seedborn Muse
1 Spike Weaver
1 Ulasht, the Hate Seed
1 Triskelavus
1 Triskelion
1 Walking Ballista
Notible Combos
Hallar + Nehab = Lots of after combat mana
Paradox Engine + Mana Elves = Repeat spells and damage.
Isochron Scepter + cheap instants = Repeat kicker spells, since kicker is an additional cost you can add onto a copied spell.
Currently, the number of Gruul kicker spells is limited, but I expect the number to go up once Dominaria comes out. Fortunately, this deck doesn’t require many kicker spell to be deadly.
Let’s Brew!
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Hallar would definitely benefit from the enlargement, a shame it's not straight +1/+1 counter that'd help him deal noncombat damage. Will add.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
You have just provided the love. :3
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Soul's Might is probably ROFL-win-more, but it's a great way to dump a bunch of +1/+1 counters onto a creature.
Given how important the big-mana elves and Immaculate Magistrate might be, Wirewood Lodge could be a worthwhile addition. I doubt the deck will have much trouble hitting its color requirements, so a few utility lands wouldn't kill it. Also, just general good-stuff elf-tribal notes, Elvish Visionary is bomb and the land-fetch elves (Farhaven Elf, Wood Elves, Yavimaya Granger at 3cc, a whole bunch at 4cc) will likely be better than other ramp options. These things play great with Wirewood Symbiote.
Since Hallar deals damage, adding Grafted Exoskeleton would divide the damage he needs to output by four. Sure won't win you any friends, though.
Good luck with the build!
Added, thank you! With infect damage suddenly pinning is a lot less innocent.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
Primal Growth could be a useful ramp spell. I mostly play it in token decks where it's often a slightly cheaper Explosive Vegetation. Here, the sac is the point.
On phasing:
Lol oops, I was thinking about another card. My bad.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
On phasing:
I have sort of a logic statement when deckbuilding. If Ivy Lane then Mycoloth.
Good call, since most people won't play as many kicker spells as a Hallar player would.
Will add Mycoloth to the list.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Credit to DolZero for this awesome sig!
Mage Slayer can get really good once Hallar's big enough, sometimes ending combat as soon as you attack.
On phasing:
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
BTW Elfhame Druid is a mana elf for kicker spells
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Ooze Flux lets you use up +1/+1 counters from creatures that are about to die.
Path of Discovery is nice for the filtering or potential counter.
Spike Rogue is counter manipulation.
Llanowar Reborn the land with graft has to go in the deck.
Depending on how wide the deck goes both Xenagos, the Reveler and Rubblebelt Raiders might be worth considering.
-Modern-
WMartyrProcB
BBurnR
-Commander-
Great ideas, all the Spikes are friendly to Hallar, and Path fo Discovery adds +1/+1 or mana, which is much needed also. Will add.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
-Modern-
WMartyrProcB
BBurnR
-Commander-
Added. Looks like there may be a token approach with Hallar as well.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
If my post has no tags, then i posted from my phone.