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Magic: The Gathering Card Comments Archive

Hall of the Bandit Lord

Multiverse ID: 77924

Hall of the Bandit Lord

Comments (38)

Altjira
★★☆☆☆ (2.6/5.0) (6 votes)
comes into play tapped, can only have one copy in play and gives haste at the expense of 3 life... what an awesome deal.
MasterOfEtherium
★★☆☆☆ (2.6/5.0) (12 votes)
GARBAGE
Mode
★★☆☆☆ (2.4/5.0) (4 votes)
I completely agree with Altjira:
Provides haste, yet enters the battlefield tapped?
One colorless mana for 3 life each time?
No alternate mana source options?
Despite all that restrictions still legendary?
What were they thinking?!
Shikadi
★★★☆☆ (3.1/5.0) (7 votes)
don't forget its a rare
there are more powerfull common land cards , swamp for example
SATAN-S_PAWN
★★☆☆☆ (2.9/5.0) (7 votes)
It is possible that you could win you the game on turn 2 with Hall of the Bandit Lord
Turn 1
Hall of Bandit Lord
Turn 2
Swamp
2 Dark Ritual
Sol Ring
Phage The Untouchable
Lege
★★☆☆☆ (2.4/5.0) (5 votes)
Now now, don't be so hasty (haha what an awesome pun), this card can give any color the ability to have creatures with haste. It's a combo card, it will suck horribly if you plop it in a deck without any forethought.
Lateralis0ne
★★☆☆☆ (2.8/5.0) (2 votes)
Mr. Pawn has the right idea. Way to think creatively.
ArtBell
★★☆☆☆ (2.7/5.0) (6 votes)
It's possible to win on the second turn, but not at all likely. TRASH RARE ALERT, God I hate you Kamigawa block.
GradiustheFox
★★☆☆☆ (2.0/5.0) (3 votes)
Three life points to do something most lands do for free, and while granting a better kind of mana? Let me get my coat! The Haste is 'nice', but taking a turn to set up kind of numbs the effect. It's like a card that eats your turn in exchange for giving you two the next round (Which I'm sure some combo-sicko could find a great use for, mind you). Maybe it would provide an alright advantage if you got it out early and set up a good life point mill soon after...
Also, is it just me or do the majority of the 'super fast win' strategies seem to include Dark Ritual, usually in the plural?
ChaoticDarkness
★★☆☆☆ (2.8/5.0) (2 votes)
If it also had a tap effect for a regular mana without any extras (so no haste and no life loss), it would actually be a pretty good land with that "haste for 3 life" option. However, since paying 3 life is the one and only way to extract mana from this card without help, it sucks.
ZombieSnail
★★★☆☆ (3.5/5.0) (3 votes)
lol
allmighty_abacus
☆☆☆☆☆ (0.9/5.0) (5 votes)
OH BOY CAN'T WAIT TO DROP A HASTY LEGEND

too bad it only produces a single colorless mana. And that to do so costs three life.

Well at least the hasty legend can win a game- oh wait, all the legends in that block, all ONE HUNDRED AND THIRTY OF THEM, all were terrible. Seriously there are 6 pages of legends from that block. Hell, there are 66 legendary creatures in champions alone. But I digress.

This card is the epitome of the whole set- overcosted, underpowered, pointless mechanics and to top it all off the land itself is legendary
Robface
★★☆☆☆ (2.0/5.0) (3 votes)
.... That's terrible.
BlackDoveProphet
★★☆☆☆ (2.8/5.0) (2 votes)
This card has actually served me pretty well in my Marrow-Gnawer/Intruder Alarm deck, where often times that haste is what makes or breaks the combo, as someone will typically kill/exile/steal the poor guy as soon as it's their turn.
Shoe2
★★☆☆☆ (2.8/5.0) (2 votes)
Great card in EDH where you have tons of life and creatures having haste matters a lot more. Not so great if you are playing red
alblast
★★★★☆ (4.4/5.0) (8 votes)
This can make all the difference in EDH. Don't be so quick to judge timmys.
Demonic_Math_Tutor
★☆☆☆☆ (1.2/5.0) (2 votes)
Terrible land is terribly terrible crappy crap
Kryptnyt
★★★★☆ (4.1/5.0) (5 votes)
Give your eldrazi the keyword they want the most.
divine_exodus
★★★☆☆ (3.5/5.0) (3 votes)
WHAT is MasterOfEtherium doing at the top of the comments list??? Have you all gone mad? I mean, i know he only wrote one word, but that is ridiculous!!
__Silence__
★★★★★ (5.0/5.0) (3 votes)
one of my friends gave me this for free so I was thinking up all the combos I could use with it and how I could use it to kill his decks and such and he took it back and it makes me cry every time he summons a creature with it...
Pillow676
★★★☆☆ (3.5/5.0) (3 votes)
I'd pay 3 life to give Emrakul, haste.
Hayw00d0909
★★☆☆☆ (2.0/5.0) (3 votes)
Terrible.
MaizeRage47
★★★★★ (5.0/5.0) (1 vote)
Only good in EDH because you have 40 life, so 3 isn't much. Plus everyone loves dropping their General and giving them Haste. Otherwise it's pretty useless.
ElMikkino
★★★★★ (5.0/5.0) (1 vote)
Pulled this in a prize draw (two bucks for two random rares, chance of getting a prize). I felt cheated.

EDIT: AAAAAAND, now it's in a casual Mono-Blue Infect Deck I don't really play anymore. Getting in an extra point of infect damage really helps.
DarthParallax
★★★★★ (5.0/5.0) (7 votes)
This card may seem like it is trash. It may seem like it is terrible. It may seem like it's all far too much tempo and life lost to be of any good. It certainly doesn't feel Mythic. (Had Mythic existed in Kamigawa Block, I think this might have been considered for Mythic Rarity...though possibly just rare and Legendary is enough.)


Now go back to your binders, look at your creatures, and pick out all the ones you wish had haste for free (as in no mana. The Necropotence Lesson teaches us that life is generally worth paying because it's not mana and therefore fast. fast = worth. it. If you forgot or weren't around for the Necropotence Lesson, you can also check The Fetch Land Lesson, and the Ravnica Dual Land Lesson)

Now put all your creature cards back into your binder.

It may not look like much, but it's got it where it counts. Haste is as deceptively powerful, as Double Strike is completely obviously powerful. (Speaking of which, Hall of Bandit Lord + Double Strike or Lifelink creatures = particularly good)

I mean, we don't even need to look at Legendary Creatures, though they of course push it over the top and ought to persuade you that Wizards, in fact, knew what they were doing.
GrimjawxRULES
☆☆☆☆☆ (0.0/5.0)
Especially useful in EDH where the three life doesn't matter as much, but where an extra swing with a creature does. This card is overlooked.
3.5/5
metalevolence
★★★★★ (5.0/5.0) (2 votes)
This card is mind-bendingly good in EDH. Not only can it haste up your lethal-in-one-hit mimeoplasm or whatever, it can guarantee you an activation of your Arcum or Sisay or Arcanis or Marrow-Gnawer or Hidetsugu or any number of other potential commanders with {T} abilities.

And it does it for free.

And it's a land.
StinkweedPimp
☆☆☆☆☆ (0.0/5.0)
Honestly, I cannot tell you how many games this card has won for me in EDH. Sure, Lightning Greaves is preferable in the haste( and shroud)-giving business. And obviously, losing three life can be somewhat inconvenient. But remember that this guy's a land, and it's one your friends will often overlook... until you're swinging for (near-)lethal in an empty board. This card should be rated at least a 3/5. I give it a 4/5 because it is actually that good.
Areps
☆☆☆☆☆ (0.5/5.0) (1 vote)
what if u only have two life left??? or what if u have 14 lands out,and Emrakul in ur hand???
Trygon_Predator
☆☆☆☆☆ (0.0/5.0)
As mentioned by a lot of other people, it is good in EDH, and that's about it. There will be times when you wish you could easily cast your commander and use it straight away, and that's when this card will pull its weight. Recommended in decks that aim for commander damage as a win condition.
Ferlord
☆☆☆☆☆ (0.0/5.0)
I never gave Haste a chance initially. It was an ability that I thought wasn't that great, because it's a one-time kind of thing.

But since I've been constructing Mono-Red EDH decks (with Krenko, Mob Boss as my general), I've begun to appreciate Haste more and more.

One time, I asked my friend why Inferno Titan didn't have Haste instead of Firebreathing.
"You don't know why?" he said, "Ok, let me give you a situation: You play Titan with Flames of the Firebrand stitched on. If it had haste, you'd attack, dealing another 3 damage divided plus the possible 6 coming through, all for a possible 12 damage with one card."

I soon figured that many other creatures can be terrible to deal with haste.

wiseguy20
☆☆☆☆☆ (0.0/5.0)
This might sound like a stupid rules question, but since the ruling on this card says that the haste does not wear off at the end of the turn, what does this mean exactly? Will the creature continue to have haste even when it leaves the battlefield and returns later?

I.E A commander given haste with this card will still have haste when it leaves/returns the next time? Or a creature that dies then in reanimated later, etc?

I don't think thats how this works but figured I'd confirm it here if someone wouldn't mind answering
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
I really hate lands that come into play tapped. That can seriously cause a game loss, if one or even more lands are coming into play tapped, and all of a sudden your a turn or two behind.

Haste for "free" is definitely worth 3 life. Nobody likes paying extra mana for haste, and this land can be a serious game changer.
SteveHiguita
☆☆☆☆☆ (0.0/5.0)
Well, in my casual U/G infect deck, I tried finding a way to win even quicker. This was my solution. Paying life for haste is okay with infect in my books. Still, 2 life would have been nicer. 3.5/5.
CogMonocle
☆☆☆☆☆ (0.0/5.0)
Dude. If this were in standard I'd run it in a heartbeat. SOO many cards that I look at and say "this would be competitive playable with haste"

Alas, no good options for this outside of RW right now, and that costs effectively 3 mana instead of being free :/
O0oze
☆☆☆☆☆ (0.0/5.0)
no.
BobbySinclair
☆☆☆☆☆ (0.0/5.0)
I can see the uses, especially for EDH, but still not a land I'd use. Forget the life loss (which is easily dealt with), for me it's the other downsides which ruin the card. If it either came in untapped, produced colourless mana anyway, or was the same, but produced one mana of any colour (you can't exactly spend that one colourless on creatures such as Phyrexian Obliterator or Progenitus now can you…), THEN I'd advocate for this card. As it is though, I'd rather have that mana to actually get a good creature out, than hope to get one out and then pay for it to swing. 2.5/5
mark_secca
☆☆☆☆☆ (0.0/5.0)
EDH powerhouse. cant believe the low rating for this. I cringe every time I cant sisay and need to wait the extra time... wish I knew about this card earlier