Hammerhand

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Magic 2015 Common

Combos Browse all

Hammerhand

Enchantment — Aura

Enchant creature

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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Hammerhand Discussion

GS10 on Ultra Budget Red Deck Wins

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.

Lord.of.Innistrad on Uril, the Miststalker EDH multiplayer [guspsp]

2 weeks ago

Love this deck!! Looks strong already, but here are some Auras you may wanna consider!

My top 3 suggestions(that I know of) would probably be: Scourge of the Nobilis, Iona's Blessing, and Holy Mantle

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!

ticked-off-squirrel on Red One Dropper (Ultra Budget)

2 weeks ago

cough cough Firebreathing cough cough oh sorry. I meant to- coughs Hammerhand cough

warren667 on Burn it Down

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.

-2 Assembled Alphas -1 Clear a Path +3 Guttersnipe gutter snipe is faster than the alphas in multiple ways and fits the flavor very well.

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

-2Speedway Fanatic -2 Scourge Wolf + 4Hellspark Elemental-2Rummaging Goblin -2 Dragon Hatchling + 4Keldon Marauders-2Ruinous Gremlin -2 Insolent Neonate +4 Spark Elemental

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

Suns_Champion on Aura-merica

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.

brewtzar on Immolating Turn 3 Win.

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?

madmartigan95 on Uril the Miststomper

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

Mammoth Umbra-

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

The Three Vows- Irrelevant as they can still block your guys. Maybe one if you do a lot of multiplayer.

Nyxborn Shieldmate

Entangler- high CMC

Vigilant Martyr- same issues with regeneration, at the very least replace with Dawn Charm

Venom- meh all around

Open the Vaults- replace with Retether/Second Sunrise

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

Murder Investigation

Oath of the Ancient Wood- Faster than the ordeal cards, no other benefits though

Shape of the Wiitigo, Shield of the Oversoul, Hyena Umbra, Glaring Aegis- You have to cut something

Indrik Umbra-Keep if you can find something else to go easily.

Cards you should consider adding:

Retether- Bodiless Auramancer but better

Second Sunrise- Get passed their wrath effects, not a first choice though

Lightning Bolt- Spot removal is nice

Dawn Charm- See above

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