Hall of Storm Giants MTG Card


Card setsReleased in 5 setsSee all
RarityRare
TypeLand

Key Takeaways

  1. Offers card advantage by serving as both land and a late-game threat, maximizing deck efficiency.
  2. Instant speed transformation into a creature disrupts opponents’ strategies, adding a surprise element.
  3. Compares favorably with similar cards, offering flexibility without color restrictions in animation.

Text of card

If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped. : Add . : Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)


Card Pros

Card Advantage: Hall of Storm Giants offers strategic depth in terms of card utility. Occupying just one card slot, it functions both as a land early on and as a potent threat later in the game. This dual role ensures you have resources when you need them without compromising your ability to apply pressure on the opponent.

Resource Acceleration: As a land, Hall of Storm Giants plays a pivotal role in resource acceleration. It taps for blue mana, seamlessly integrating into your strategy while setting the stage for its transformation into a massive creature. Its capability to become a game-ending creature without the need to spend an additional card is a form of indirect resource acceleration, as it preserves cards in hand for other uses.

Instant Speed: The ability to become a creature at instant speed not only provides surprise blocking but also allows you to turn the tables on your opponent when they least expect it. This instant speed transformation can disrupt your opponent’s calculations during combat, potentially leading to favorable trades or even closing out the game if left unblocked.


Card Cons

Discard Requirement: Even though Hall of Storm Giants does not have a discard requirement, it is important to balance your deck, ensuring that you don’t face resource depletion when activating the land’s abilities.

Specific Mana Cost: To activate Hall of Storm Giants, you need a fair amount of blue mana. While it fits well in mono-blue or two-color decks where blue is prominent, it might be less efficient in multicolored decks that can’t consistently provide the required mana.

Comparatively High Mana Cost: To turn Hall of Storm Giants into a creature, you must invest seven mana—two of which must be blue. This is a significantly high investment, especially considering that other creature lands or mana sinks might provide additional value or require less mana to activate.


Reasons to Include in Your Collection

Versatility: Hall of Storm Giants brings flexibility to your deck as it serves both as a land early on and a powerful creature later in the game. Its ability to transform into a 7/7 Giant with ward provides a significant threat that can adapt to various game situations.

Combo Potential: This card can synergize with strategies that benefit from lands becoming creatures. Additionally, its presence can enhance strategies relying on Giants or fitting seamlessly within blue-based control decks looking to make the most out of every card slot.

Meta-Relevance: As the game evolves, Hall of Storm Giants continues to hold its ground in the meta by offering a reliable mana source that can turn into a formidable attacker or blocker at a critical moment, making it a solid choice in many blue-centric decks.


How to beat

Hall of Storm Giants is a formidable land card in Magic: The Gathering that can easily turn the tides in a battle. This giant-infused card transforms from a mana provider to a massive threat that can crush an unprepared opponent. To overcome this land’s mighty transformation, players should consider keeping removal spells or cards that can deal with lands directly, such as Field of Ruin or Ghost Quarter. These cards can dismantle the giant’s lair before it awakens and paves a path of destruction.

Another strategy involves countering the giant’s might through enchantments like Frogify or Kasmina’s Transmutation, which neutralize the land’s ability to become a creature. Moreover, having instant-speed removal like Path to Exile or Rapid Hybridization ensures that you can respond to the transformation even during your opponent’s turn. Lastly, it’s critical to assess the board state and keep mana open for these responses; timing is crucial when facing a card like Hall of Storm Giants, and a well-timed spell can help maintain control over the game.

Utilizing these strategies can help negate the colossal impact of Hall of Storm Giants and keep the playing field level. In the dynamic world of Magic: The Gathering, adapting to powerful cards like this can be the key to victory.


Cards like Hall of Storm Giants

Hall of Storm Giants stands tall among land cards in Magic The Gathering with its game-altering abilities. This card draws a comparison to other creature-landing cards like Celestial Colonnade. Both transform into imposing creatures that can swing the tide of battle. However, Hall of Storm Giants doesn’t require any color-specific mana to animate, providing flexibility regardless of the deck’s color alignment. Celestial Colonnade, on the contrary, requires a combination of white and blue mana which could limit its use to only certain deck archetypes.

Moving forward, the similarities with Crawling Barrens are noteworthy as well. This card also grows in power, providing a scaling threat as the game progresses. What sets Hall of Storm Giants apart is its Ward ability, presenting an extra layer of protection that Crawling Barrens lacks, deterring opponents from targeting it. Additionally, there’s Gargoyle Castle, a land with the capability of producing a creature token. While Gargoyle Castle provides an immediate creature to block or attack, the once-off token pales in comparison to the recurring creature ability of Hall of Storm Giants.

Overall, in the realm of versatile lands that can turn the tide with creature transformation, Hall of Storm Giants exhibits a unique combination of offensive and defensive prowess. Its adaptability and built-in protection make it a formidable choice for players seeking resilient late-game threats.

Celestial Colonnade - MTG Card versions
Crawling Barrens - MTG Card versions
Gargoyle Castle - MTG Card versions
Celestial Colonnade - Worldwake (WWK)
Crawling Barrens - Zendikar Rising Promos (PZNR)
Gargoyle Castle - Magic 2010 (M10)

Cards similar to Hall of Storm Giants by color, type and mana cost

Island - MTG Card versions
Cephalid Coliseum - MTG Card versions
Magosi, the Waterveil - MTG Card versions
Faerie Conclave - MTG Card versions
Halimar Depths - MTG Card versions
Lonely Sandbar - MTG Card versions
Tolaria West - MTG Card versions
Jasconian Isle - MTG Card versions
Thriving Isle - MTG Card versions
Glasspool Mimic // Glasspool Shore - MTG Card versions
Sea Gate Restoration // Sea Gate, Reborn - MTG Card versions
Beyeen Veil // Beyeen Coast - MTG Card versions
Memorial to Genius - MTG Card versions
Otawara, Soaring City - MTG Card versions
Rivendell - MTG Card versions
Island - Murders at Karlov Manor (MKM)
Cephalid Coliseum - Odyssey (ODY)
Magosi, the Waterveil - Zendikar (ZEN)
Faerie Conclave - Commander 2013 (C13)
Halimar Depths - Duel Decks: Jace vs. Vraska (DDM)
Lonely Sandbar - Commander 2021 (C21)
Tolaria West - From the Vault: Lore (V16)
Jasconian Isle - Mystery Booster Playtest Cards 2019 (CMB1)
Thriving Isle - Jumpstart 2022 (J22)
Glasspool Mimic // Glasspool Shore - Zendikar Rising (ZNR)
Sea Gate Restoration // Sea Gate, Reborn - Zendikar Rising Promos (PZNR)
Beyeen Veil // Beyeen Coast - Zendikar Rising (ZNR)
Memorial to Genius - Commander 2021 (C21)
Otawara, Soaring City - Kamigawa: Neon Dynasty Promos (PNEO)
Rivendell - The Lord of the Rings: Tales of Middle-earth (LTR)

Where to buy

If you're looking to purchase Hall of Storm Giants MTG card by a specific set like Adventures in the Forgotten Realms and Adventures in the Forgotten Realms, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Hall of Storm Giants and other MTG cards:

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Printings

The Hall of Storm Giants Magic the Gathering card was released in 2 different sets between 2021-07-23 and 2021-07-23. Illustrated by 2 different artists.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12021-07-23Adventures in the Forgotten RealmsAFR 2572015normalblackJohannes Voss
22021-07-23Adventures in the Forgotten RealmsAFR 3542015normalblackAlex Stone
32021-07-23Adventures in the Forgotten Realms PromosPAFR 257p2015normalblackJohannes Voss
42021-07-23Adventures in the Forgotten Realms PromosPAFR 257a2015normalblackJohannes Voss
52021-07-23Adventures in the Forgotten Realms PromosPAFR 257s2015normalblackJohannes Voss

Legalities

Magic the Gathering formats where Hall of Storm Giants has restrictions

FormatLegality
HistoricbrawlLegal
CommanderLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
ExplorerLegal
GladiatorLegal
PioneerLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Hall of Storm Giants card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2021-07-23 If Hall of Storm Giants enters the battlefield at the same time as one or more other lands, it doesn't take those lands into consideration when determining how many other lands you control.
2021-07-23 If an opponent casts a spell or ability that targets Hall of Storm Giants, and you activate the last ability in response, the ward ability Hall of Storm Giants gains won't trigger. (However, if it already had ward at the moment it became the target of the spell or ability, that instance of ward would trigger.)
2021-07-23 If you activate Hall of Storm Giants's last ability multiple times, it gains multiple instances of ward . Each of those instances will trigger separately and ask the opponent who controls the spell or ability to pay . If they don't for any of those instances, the spell or ability will be countered.
2021-07-23 If you turn Hall of Storm Giants into a creature but haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it.

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