Hammer of Nazahn
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment enters the battlefield under your control, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
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Hammer of Nazahn Discussion
1 day ago
I too have enjoyed this list, though there are a few things I would like to possibly suggest, what with C17, HOU ect ect
Hammer of Nazahn - First and foremost: Additional indestructibility for a creature. Second: Equipment that gives a boost. Third, and probably most importantly: another Sigarda's Aid type effect. Hammer can auto equip to a creature, and whenever more equipment enters, it can pop onto them as well (as long as you can target them!)
Crested Sunmare - You had described getting life on other people's turn; what better way to "weaponize" it or "get out of control" than to get an indestructible 5/5 at the end of each of the turns? Even if they board wipe, you STILL have an army of 5/5's (the way the game sees it, if you board wipe, everything has a "destroy" effect on it, and the horses still have indestructible during resolution, meaning you love everything BUT the tokens you made). This gives you the ability to block (lets say you swing a creature with life link or have a creature enter with a Soul Sister out) after swinging a creature or just to begin getting a huge army!
Kokusho, the Evening Star - I like Noxious Gearhulk, but part of my "concern" is flyers. With your list specifically, you have about 4 flyers and no Ghostly Prison like effects. Sure, its a life gain deck, but that still doesn't help if its all flying or an army of Craterhoof Behemoth buffed creature's are attacking all of us. Kokusho, the Evening Star also synergizes with Ayli, Eternal Pilgrim, being able to sac him to not only gain life/exile something, it will also be able to drain opponent's for life, EVEN if we can't gain life. People won't necessarily want to attack with him out either, cause based on what I've seen there are quite a few ways to recur creature's here.
Ajani Steadfast - Maybe its just me, but I like the idea of Ajani Steadfast. Not only does it give +1/+1, Vigilance, First Strike AND Lifelink (again, assuming we can target our creatures), but it can also be used to put counters on ALL of our creatures (even IF we can't target our Karlov or other creatures). The Ult is pretty game winning, but I dunno how often you'll get there tbh.
Cast Out - You had mentioned using Return to Dust to be able to exile what you need or if something like Erebos, God of the Dead is copied or stolen from you, Cast Out is an instant speed use to be able to get rid of said object. In a pinch, you can also Cycle it. Can also have GREAT synergy with Treasury Thrull, since you can cycle, attack, and bring it back to your hand and STILL have the ability to cast it later on. Return to Dust IS a great card. But the problem is it only target's artifacts and enchantments. Sure, if you cast it on your turn you can get two things...but you are likely wanting to do it at EOT before you untap anyway. And, if they steal your Erebos or anything and blow up the Cast Out, all of the abilities "return it to its owner's control" (since cards never really remember who "owned" them. Sort of like Marchesa, the Black Rose.)
I think a new card that can REALLY shut down the deck, without even stopping the "life gain" part of the deck itself is Solemnity. This card just HOSES Karlov's "control" strategy and "Voltron" (in the sense of him getting out of hand) strategy. Stops your Archangel of Thune, Sunscorch Regent and, as mentioned, Karlov himself. Might not seem like much, but basically your commander is now a vanilla 2/2 that is likely going to be dealing smaller amounts of damage to try and kill that player that played Solemnity, or you will be getting rid of it ASAP.
An interesting couple of cards in the deck that I'm curious about, starts off with Leonin Shikari. I can understand the idea and synergy with Lightning Greaves, since you can just "counter" any "targeted removal" cards, but beyond that, is it really needed for other things like Sword of X and Y, Boots/Cloak and Warhammer? I am just curious how it has performed and if it really is worth an inclusion.
Umezawa's Jitte - I can get behind it, but I'm wondering if it's really worth the price tag. As mentioned, Solemnity turns it off quickly, and the creature has to deal damage (yes, I understand it is easy to do, but not if they sac it in response to damage or anything). I can also get behind picking off utility creatures, and the ability to tutor it up with the equipment tutors in the deck, but wouldn't Whip of Erebos be more..."explosive"? Karlov likes having multiple triggers of lifegain right? So Karlov with Jitte, getting two counters each time you remove counters, or blocking or even attacking with, lets say 2-3 creatures, you immediately just add 4-6 counters. Additionally, the recursion effect could be something you REALLY need to do. You recur Ayli so you can Vindicate something so you can gain life or can go off more easily. You can't get that same effect with Jitte.
Tragic Arrogance/Cataclysmic Gearhulk - These ones really through me for a loop. You really want to try and keep your board presence, so why would you get rid of the most of it? Fumigate gives you something else in addition to board wiping, but these two cards don't stop Karlov from being sacrificed. As well, if you got your Greaves and Swords and stuff out, I wouldn't want to lose them, unless its a "I need to wipe the board or die" sort of thing (like you are going up against a Daretti deck and you just gotta get rid of all of the artifacts or you die, or Breya player is tapped out without a way to counter your spells). I can get behind cards that help with the "voltron" strategy, but I just feel like it would be better to make Karlov and a Soul Sister or something else important indestructible, then board wipe and still have a bunch of things and can swing in. Sort of like an In Garruk's Wake, but you lose some things too.
I'm curious what your thoughts on the matter are and to hear a good discussion!
1 week ago
2 weeks ago
Some things I like:
I also like the fact that this deck seems like it can function very well without the commander.
Some suggestions to put in:
Dowsing Dagger - just a good equipment that, ya'know, turns into a black lotus later.
Sram, Senior Edificer - you desperately need card draw my friend.
Puresteel Paladin - I see him in the maybe board. Put him in.
Stonehewer Giant - never underestimate tutors.
Leonin Shikari - two words: combat tricks.
Dispatch - good removal.
Swiftfoot Boots - protection, haste.
Sword of the Animist - you'll be attacking a lot, this will ramp you a lot.
Open the Armory - yayyy more tutors.
Hammer of Nazahn - auto equip.
Sun Titan - omg dude. 60% can be recurred by this guy. SO worth it.
Foundry Inspector - discounted artifacts.
Sculpting Steel - copy all your best stuff.
O-Naginata - double strike is useless without trample.
Inspiring Statuary - all of your equipment are now mana rocks for your creatures.
Some things to take out:
Grappling Hook - too expensive.
Hammer of Ruin - to limited in what it does, to conditional.
Empyrial Plate - you'll never have enough cards in hand to make this worth it. Better options out there.
Bonesplitter - just a weak equipment.
Cranial Plating - Illegal in a Balan ddeck because of the activated ability
White Knight - lackluster.
Paladin en-Vec - focus on equipment creatures. Stick to the plan!
Hope some of this helps friend!
2 weeks ago
Hey sagramore, great looking deck! I'm building a Kitty Equipment deck too. It's a Mirri, Weatherlight Duelist Voltron deck so it plays a bit differently, but a lot of concepts transfer. I'll come back and post a link once I spruce it up if you like.
I have to say, Puresteel Paladin is amazing, and for me worth the price. He's a draw engine, and when you pair him with Leonin Shikari things get nuts - free, instant-speed equipping turns your equipment into answers, especially ones like Swiftfoot Boots and Darksteel Plate.
Those two are great fetch targets for Uncage the Menagerie, which is inexpensive both to buy and cast. (I don't rely on Cat Tribal as much, so I usually fetch a Puresteel Paladin and Stoneforge Mystic with Uncage). Also, if you haven't thought about it, Dispatch is one of the lesser-known spot exile spells. A budget card compared to something like Path to Exile, but it works in artifact-heavy decks.
Could I recommend swapping your Hunter's Prowess for Soul's Majesty? Same casting cost, so it doesn't affect your curve. HP is only better draw if your opponent blocks for less than three damage, and is easily interrupted by tapping, bouncing, destroying, or just plain blocking the creature. I ran both in my deck for a time, but I like SM better.
I saw some discussion about Bloodforged Battle-Axe in the other comments - I have to say I like it. As one guy said, it can eat your mana and turns if you focus on equipping all the copies. However, three or four cards mean you don't have to. With Sigarda's Aid or Hammer of Nazahn in play, all of the copies auto-equip when they hit the battlefield! This is especially gratifying when you have a double-striker, because copies of the Axe are made during the first damage step, and auto-equip before second damage is dealt. That quadruples your Axes instead of doubling them. Balan, Wandering Knight can attach copies to himself, so you can do the same trick with him at instant speed for two mana without either of the other support cards. And if you spring for that Puresteel Paladin... then Paladin.
As far as Trailblazer's Boots in your Maybeboard, I currently run it, but I'm thinking of replacing it with Whispersilk Cloak, which you already included. The boots just don't do a whole lot for the card slot they take up when you could have better equipment in its place. On the other hand, I'm running Mirri as my commander, so I don't usually pump with Arahbo, Roar of the World, and Whispersilk prevents you from doing that. Maybe trample is all we really need? Playtesting will tell!
Oh! One last thing: Descendants' Path is a card I ran when I was sticking closer to the Tribal theme. I since removed it, but it means free Kitties!
2 weeks ago
For creature protection I would recommend Swiftfoot Boots, and Lightning Greaves. This is especially good if you include Leonin Shikari, which in a equipment based deck will just straight bamboozle opponents trying to do combat math when you have creatures on the board. Likewise Inventors' Fair should help find equipment or just plain artifacts. You may also want to consider Sculpting Steel as a second copy of Masterwork of Ingenuity.
I think that the lack of recursion might be holding this back, love Hammer of Nazahn and Nazahn, Revered Bladesmith, but you want to get things back it seems like you would need to destiny draw Remember the Fallen. Because Nazahn, Revered Bladesmith will be finding you a bunch of equipment Mistveil Plains can help if anything gets destroyed get it back from the graveyard. Golden Wish is alright if you really want to get things back from exile. Frantic Salvage is fantastic if you face artifact wrath, and gets the cards back in your deck. Or maybe Creeping Renaissance because it is so effective for broad uses.
3 weeks ago
A good Sunforger package can be really great to have access to as well since you can tutor for Temur Battle Rage, Return to Dust, Ride Down, Crackling Doom, Wear, Utter End etc... Other good instants and sorceries could include cards that give you extra combat steps with Zurgo like Seize the Day, Savage Beating, Relentless Assault
Some other good equipments for Zurgo-
3 weeks ago
My friend uses a Nazahn voltron deck. When I looked up how to beat it, your site says Nazahn, Revered Bladesmith and Hammer of Nazahn are illegal in Commander. MTG has a specific list that disagrees. Which is it, and why is it listed here as illegal?
3 weeks ago
This deck looks pretty sweet, and I like the idea of buffing two commanders at once with all of your equipments, but in my opinion there are a bunch of cards that are simply out of place in this particular list.
First, all the 0-cost equipments are great in something like Sram, where they all cycle with your commander on the field. However, giving something +0/+3 and vigilance isn't really impactful enough to run, even with it giving Akiri +1/+0.
Second, all of the equipments that slowly give the creature +1/+1 counters over time are too slow in my opinion. Voltron decks are effective because they pressure opponents very quickly, giving them only a small window to deal with your commander before they die. In addition, Ring of Kalonia and Ring of Thune don't really fit with your commanders, as both of the commanders that they give counters to already have the abilities they provide.
Finally, you have several artifact-support cards that in my opinion are fairly low impact. Golem's Heart and Lifesmith take up a slot in your deck simply to gain you a few points of life here and there.
I'm sorry if this analysis has been fairly destructive so far, but here's something more constructive with some great cards that should definitely be found in equipment-focused decks.
First, some equipments. For some great ramp that initially doubles as an equipment to buff Tana, Dowsing Dagger buffs up something and then flips into a gilded lotus on a land. Hammer of Nazahn protects one of your commanders from removal and also makes your first equips of all your equipments essentially free. Loxodon Warhammer is a source of trample and lifegain for equipment decks. This last one is more of a fun inclusion than anything, but Bloodforged Battle-Axe promises some hilarious shenanigans as you attempt to make as many axes as possible.
Next, there are some insanely powerful equipment support cards that would be great in this deck. You already are running Sram, but Puresteel Paladin is another copy of this effect with further upside by making your equip costs free. Nazahn, Revered Bladesmith is a great equipment tutor, and if you add his hammer, he should definitely join the party as well. Sun Titan is an incredibly strong piece of recursion, bringing back a lot of your equipments or support permanents.
Finally, with your intense focus on equipments, the deck is a bit lacking in removal. While most of this should be standard, you definitely want to include some sort of land destruction, since Maze of Ith or the new Spires of Orazca can really stop voltron decks in their tracks.
Hope this wasn't overly critical, and helps you improve the list!