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Enchantment — Aura
When Hammerhand enters the battlefield, target creature can't block this turn.
Enchanted creature gets +1/+1 and has haste. (It can attack and sybmbol:T no matter when it came under your control.)
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1 day ago
Interesting, but hard to be competitive even at most FNM venues still.
I'd probably suggest you try Goblin Bushwhacker and/or Reckless Bushwhacker. That instant buff to your whole board can prove really gamechanging, and these are both cheaper than an overloaded Dynacharge, giving you haste in addition, which will let you commit more to the board and smash face out of nowhere. Rubblebelt Maaka is versatile but nothing special otherwise, almost anytime you have 3 or more creatures you will get more out of one Bushwacker.
I used to play a deck that looked like this in an old standard and I ran Hammerhand as well, because I had a few more Heroic creatures that took advantage from the auras. In your build I am unsure if it is worth it. One other card that you might want to try out as well is Expedite because most times it will let you attack right away with a recently played creature, and replace itself. Worst case scenario, you are empty handed and you draw it for the turn and you cycle it for a new card.
If you feel like upgrading the deck with some more expensive cards, just another 10 to 15$ would probably be enough to give it a relevant boost, with cards like Monastery Swiftspear and Lightning Bolt essentially.
1 week ago
Raging Goblin, Barrage of Expendables, Firebreathing, Akroan Crusader, Kolaghan Stormsinger, Somberwald Vigilante, Bold Impaler, Otherworldly Outburst, Hammerhand, Renegade Tactics, Mugging, Outnumber, Fiery Impulse, Magma Spray, Epiphany Storm.
that all I got for now.
2 weeks ago
Love this deck!! Looks strong already, but here are some Auras you may wanna consider!
Indestructibility and Hammerhand are good as well. Entangler would go well with Indestructibility, but I don't think removing anything for that would really be worth it. I think Iona's Blessing would be more useful.
Celestial Mantle is a little heavy in to white, but it might be worth it. Doubling your life total never hurts! I see you are already heavy in to white however, so you may not want to add this. Could make it unbalanced.
Helm of the Gods Is not an Aura but it goes very very well!
Divine Reckoning is a pretty good board wipe if you only have Uril and maybe a couple other random creatures out.
Again, great looking deck! Feel free to check any of my decks out :D Cheers!
2 weeks ago
1 month ago
In the description you said your main goal is to Burn the opponent down and creatures are just a backup plan. If this is truly the case here are a few suggestions.
Every deck with red has Lightning Bolt because it is the strongest common and you should consider investing in them.
Searing Blaze, Lightning Storm, Magma Jet, Skullcrack, Shard Volleythese are all great cheap burn spells that can replace Weapon Surge, Tormenting Voice, Cathartic Reunion, Hijack Lava Axe, Lightning Talons Seismic Stomp, Talons of Falkenrath, Hammerhand
12 Creatures is plenty for a burn deck so any extras I didn't name can become burn spells.
With all of that said it looks like you are a actually pushing for a more creature dmg based deck with all of the combat tricks and enchants that you added in the original deck. If this is the case I would direct you to this deck for something to gain inspiration from https://www.mtggoldfish.com/deck/474720#online
1 month ago
Maedhross Thanks for the comment!
Generator Servant is in there for haste. I'd rather have mana ramp/haste than something I have to pay another mana for like Hammerhand or even Swiftfoot Boots. As for Sovereigns of Lost Alara, it's handy because it allows me to swing with Narset regardless of the board state. If I don't have a flash enabler out, it means I can safely swing with an unenchanted Narset and throw a Steel of the Godhead or Eldrazi Conscription on her and punch through at my opponent.
1 month ago
TowelGuy I think that paying more life after first strike damage wouldn't be efficient, as you only get one life back for each two life you pay at that point. For example, if you pay 16 life first, then for the first strike step you get back 10 life (putting you at 14 life). If you were to proceed without paying more, you would gain another 10, leaving you at 24 life. If you payed 12 more life after the first strike step (putting you at 2 life), then for the regular damage step it would swing for 16 total, leaving you at 18 life.
The reason this doesn't work is because you're paying two life to give Immolating Souleater +1/+0. If you do this before double strike it evens out as the +1/+0 is effectively doubled, giving you back two life for each two life spent. Doing it after the first damage step, however, only will net you 1 life for each 2 life spent.
Damage-wise, though, that would work out really well, dealing at most a total of 28 damage. Because of this, a trample/pump spell could work as an alternative to Hammerhand by simply overpowering any defenders. Maybe swap Angelic Gift with Built to Smash?
2 months ago
Cards I think could easily be cut:
Web- worst of the reach cards
Auramancer- Better options, see below
Heliod's Emissary- not worth the mana
Nyxborn Rollicker- not useful
Restoration Specialist-have to sacrifice only hits single one
Angelic Gift- flying worse than anything else, draw is unnecessary
Brilliant Halo- nice recursion, but not that great
Eternal Warrior- doesn't do enough to include
Forced Adaptation- too slow
Gift of the Woods- too niche, point is to not be blocked
Instill Energy- haste is eh, untap is basically vigilance, not really necessary
Knightly Valor- CMC too high
Ordeal of Purphoros- slow for what it does
Regeneration, Savage Silhouette, Serpent Skin, Trollhide- Most wraths get around the regeneration anyway, you can afford to lose anyone to spot removal except your commander... which is already hexproof.
Venomous Fangs- your chump blockers don't need it, Uril's gonna be huge already
Vigilance- not enough in this deck
Entangler- high CMC
Venom- meh all around
Cards that are on the verge:
Auratouched Mage-higher CMC, but it does open up more expensive auras
Conviction- Better than Brilliant Halo, still not that great
Fists of Ironwood- Superfluous
Hammerhand- meh card
Lifelink- Nice art, unless you're getting a lot of direct damage, not that helpful
Lightform- Looks okay, too many non-creatures though
Oath of the Ancient Wood- Faster than the ordeal cards, no other benefits though
Indrik Umbra-Keep if you can find something else to go easily.
Cards you should consider adding:
Second Sunrise- Get passed their wrath effects, not a first choice though
Lightning Bolt- Spot removal is nice
Dawn Charm- See above