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The Hallar Art (AKA a Lara Bar in Alara) *PRIMER*

Commander / EDH Burn Counters Kicker RG (Gruul)

Omniscience_is_life


When Dominaria first came out, in the ancient year of 2018, I was immediately enamored at the idea of a legendary creature being in every pack. Imagine! I didn't distinguish between the rarities, I just loved getting more legends to play around with.

The following year, I took a crack at building Hallar--but I was still relatively new to/bad at Magic, so that initial attempt didn't work out so well.

Then, several months ago (which was, of writing, circa July 2021), I was freshly inspired by this Gruul conglomeration of burn, +1/+1 counters, and the kicker mechanic. Hallar is truly the commander equivalent of a smorgasbord!

(Quick addendum here: Hallar's pronouns are they/them. Just for reference :3)

Hallar requires many moving parts to function; let's take a look at all the gears that make this machine work...
All the damage comes from +1/1 counters; manipulating Hallar's counters is the simplest way to get high amounts of damage racking up. They, of course, come pre-equipped with a counter-adding engine of their own, however; spamming kicker spells is a fairly effective way of getting decent quantities of counters on Hallar. But adding one little +1 nugget at a time is not enough! Augmenters of this addition is necessary, although not in high saturation. A Hardened Scales here and Invigorating Surge there do wonders.
As mentioned prior, kicker spells do the triggering of our general and slowly amp up their counters--but that same trigger also burns our opponents' FACES, so we want it to happen as frequently as possible!

In this deck, I've opted to have all the cheapest kicker spells possible; I couldn't care less what they do, so long as they don't make me spend too much to trigger the pain I seek to inflict upon my enemies. Sac a land? sure! Dome myself for 4? sure! Whatever it takes ;)

There aren't many of these in the deck, but resolving a Fiery Emancipation hits hard. Kediss, Emberclaw Familiar+Keen Sense/Snake Umbra/Dragonborn Champion is also a sweet piece of tech.
We're in green! This should be easy!

All the one-drop dorks are in here, because a T2 Hallar is a force to be reckoned with. A Sol Ring will also get the job done though.

The two kicker spells that ramp Grow from the Ashes and Primal Growth are veeeery powerful in this deck (nothing say combo-off turn like netting -1 mana to dome the table for a total of 66 damage!), but given their cost I don't view them as proper ramp pieces.

This deck can burn through a full grip very quickly, but drawing cards in green is very reliant on spamming creatures; we only run 18, and most aren't big enough to trigger Garruk's Uprising-type cards.

So we lean heavily to red's impulsive draw, with a few green effects such as Ancestral Recall and Yes this works with kicker spells "kicker" isn't an alternative cost, stop asking, Thomas.

I'll be the first to admit it: this deck's interaction package is ass. But we don't have room for much non-ass removal, so we have what we have. 4 mana for 4 damage, anyone? DX

Chandra's Incinerator is a must-remove in this deck, as Hallar is regularly triggering for 11~ every turn. That's three rounds of 11 damage from the Incinerator! Nuts!

Speaking of must-remove... yeah. Our commander themself is a must-remove. Some people just don't like taking 23 damage every turn -_('-')_/-

Because of this, I had to go out of my way to spend a bajillion dollars on a Deflecting Swat. Life isn't fair.

Besides Def. Swat, I tried to cover all the bases for protection--Targeted Removal? out of here. Boardwipe? try again in a million years. Mass exile? you are simply not strong enough to defeat me.

Kicker spells require a lot of colored mana, so we're running every non-LEA dual under the sun. Ok, that's a blatant lie, but so is the height on your driver's license so whatever.

ETB-tapped lands are awful. Don't play them unless your commander is Archelos, Lagoon Mystic or Hikori, Dust Drinker. That said, the ZNR MDFCs are insanely good and you should run a handful in most decks.

Phew! That was a lot of stuff. It's a wonder it all fits in these 100 cards. I wonder if I did my math wrong...
The type of hand we keep should look roughly like this: a ramp spell (not a fake one like Mark of Sakiko or even Grow from the Ashes, I mean aggressive ramp like Llanowar Elves), 3 lands that together give access to Gruul mana, a handful of kicker spells, and some sort of value card--usually a draw or counter enhancing effect, but occasionally keeping a hand with a Bear Umbra or Goblin Anarchomancer is worth it.

Once we have a hand, the play pattern goes as follows: T1--play a land into a ramp spell. T2--Hallar. T3--generate some advantage with a draw spell or +1/+1 counter spell. T4--continue pinging our opponents with kick spells and +1/+1 counter effects. T5--start really drawing heavy amounts of cards. T6--spam kicker spells into a win!

DON'T FORGET TO UPVOTE THIS DECK MY SANITY HINGES ON THIS ONE CLICK

Love you all ;3

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Updates Add

Just realized everything was set to the T/O default printing--that won't do! I fixed everything up, and now all the beautiful promos can show their lovely faces ;)

Comments

99% Casual

Competitive

Top Ranked
Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

35 - 0 Rares

21 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.34
Tokens Energy Reserve, Fractal 0/0 GU
Folders EDH, EDH decks i wanna build lol
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