Hammerheim

Hammerheim

Legendary Land

: Add to your mana pool.

: Target creature loses all landwalk abilities until end of turn.

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Set Rarity
Masters Edition III (ME3) Uncommon
Legends (LEG) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Oldschool 93/94 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Hammerheim Discussion

Azeworai on The Lands Restored

2 months ago

king-saproling - Ah, a well-knowledged player!

When I reworked this deck, my goal was to make it rely less on the commander and thusly removed pieces such as Knight of New Alara and Lovisa Coldeyes, but there are some here I really like. I really only cast him with Evolutionary Leap, Purphoros, God of the Forge, or Gaea's Cradle.

Genesis Wave is a card I always knew somewhat what it did, but never truly read the card. It seems excellent in here, and I've been meaning to remove Ajani Unyielding.

I am not too fond of cards that merely ramp lands with X in the cost, especially if it may get not value. Animist's Awakening, though can be impressive, there is better I can do with my mana.

Lotus Cobra is one I own but isn't in here. It probably should be.

Stone-Seeder Hierophant is one I have never heard of, one of my avocations being perusing older sets for unseen gems. Though it can be powerful and is findable with Imperial Recruiter, it's ramp with summoning sickness on turn four, having but one toughness. Lotus Cobra seems more idoneous.

Avenger of Zendikar is quite literally perfect for this strategy. The only reasons I do not run it is because I do not enjoy having multiple of the same finisher across my decks and it's arguably a strictly better version of my commander. I couldn't do that to Hazezon. xD

Emeria Angel could get out of control quickly and I do love birds (thank you Beholden to Birds), but Field of the Dead is horrendously easy to find and more difficult for some decks to interact with.

Impact Tremors is more difficult to tutor version than Purphoros, whilst being far less impactful on its own.

Nature's Revolt is quite fun as wrath protection. I used to run Jolrael, Empress of Beasts for the same reason. Still, not my style, but thank you.

This deck already has quite a few tutors, and it doesn't actually make that many tokens afore turn five. The value in Enlightened Tutor and Imperial Recruiter is that they can find setup pieces early due to the low cost and have value later. Oracle of Mul Daya early, Ulvenwald Hydra later. I am not too fond of the high cost of Chord of Calling here, also because the deck has a fair amount of tutoring as is.

Green Sun's Zenith, on tother hand, looks lovely. I could easily see this in here, though a Dryad Arbor would be wise.

Tempt with Discovery tends to be a four mana ramp spell that finds one land. I do prefer a Pir's Whim or Hour of Promise.

I've tried Reap and Sow. Strip Mine does the job rather well, and four mana ramp for one land is heftily underperforming.

Creeping Renaissance is an interesting one, though the deck isn't actually that graveyard reliant. I'm rather copacetic with my Genesis and Eternal Witness loops.

I have also tested with Safe Haven, though it was just far too slow.

Divine Visitation can get out of hand very quickly, but I have it as a finisher in tokens. Best not to end the games the same way as other strategies, in my eyes at least.

I used to love Shields of Velis Vel. Oh, the blowouts it bestowed. I cut it when I made the deck less reliant on the commander, but I would love to use it again.

In summation, I like Genesis Wave, Lotus Cobra, and Green Sun's Zenith, with Shields of Velis Vel urging me. I merely must find out what to remove.

Walukut would be fun to include, though the lands slot is rather tight, and I refuse to remove Hammerheim. (It's never done anything. Not yet, anyway.)

Thank you for the comment. You obviously know the game well, and I'll have to look at some of your decks. :)

hkhssweiss on ONE-WORD TRIBAL EDH

1 year ago

Looking pretty good so far austintayshus! Excited to see how this comes out!

Some cards that can be considered:

Just some more ideas lol and maybe for lands you can consider running:

They aren't great but they funny to add in haha, hope that helps!

KittenPetter on Jhoira Stuporfriends

2 years ago

Sweet deck! Academy Ruins, Hammerheim, Oboro, Palace in the Clouds, Shinka, the Bloodsoaked Keep, andTolaria, would be sweet just for being legendary blue or red producers that draw cards, even if an ability sucks.

DrukenReaps on Alesha Recursion WAR

3 years ago

Homeward Path in place of Hammerheim, unless your meta is filled with walk abilities this is what I'd do. Avalanche Riders, Fulminator Mage, and Returned Centaur are the cards I think are most underwhelming. I also don't think land destruction is fun so I'm biased against two of them but without a combo going they don't do anything impactful most the time. Glory can be really nice if you want a bit more protection.

dbub on Vampires!

3 years ago

Mark of the Vampire, Blade of the Bloodchief, Mirri the Cursed, Falkenrath Marauders, Mephidross Vampire (too expensive for the effect, not running non-vampire, already have too many +1/+1 counter dumps) and (especially) Chosen of Markov  Flip. Overall, seems like there are maybe 5-10 too many creatures, with quite a few high curve ones that kinda just do nothing.

Urge to Feed is not strong enough in edh, I think. -3/-3 doesn't kill enough things that I would care about.C0Need Chaos Warp to deal with Enchantments. Remember my red/black deck a couple weeks ago? Chaos Warp is the only thing that can deal with stuff like Humility which halts your deck completely.

Not sure if you need as many +1/+1 counter generating vampires to spread over your team, since many do nothing without a big boardstate (same with Vampiric Fury, which is a dead draw when you only have one or two creatures on board). At least the curve is low (could be lower, still).

This is a deck that is pretty weak to boardwipes but desperately needs one or two. It is somewhat resilient to wipes due to a lower curve, but I don't see any recursion on board. Most of the combo-y and synergistic vampires are magnets for removal, so having a way to give them another chance will be a strong play and is on theme with vampires (Gotta do specific things to kill them, so they keep coming back).

You don't have enough removal or discard to set Bloodchief Ascension off, and you don't run Mindcrank to make it a win-con combo, so I would cut it.

Hammerheim is a really cool land.

I also like the Indulgent Aristocrat. If you do add some recursion, I would only consider adding maybe one more sac engine with him and Kalitas, and that is Ashnod's Altar, simply because it can ramp you extremely fast and let's you get value out of weaker vampires that don't help much in the late game. They can contribute to a big Exsanguinate or some other bombs you need to cast.

I think Voldaren Pariah  Flip is pretty good for a big drop flavor-win that actually impacts the board unlike a couple of the above cards. Since you are in tribal, Urza's Incubator is surprisingly absent.

Quietus Spike is something I see in a lot of lists for vampires. Seems good and on theme.

Maybe Door of Destinies? Gives you room to cut some of the +1/+1 generators.

No Rakdos Signet? Not really much ramp in general, but at least run that, surely?

Dreadbore is too good to not include, especially without the off-theme Hero's Downfall. Ruinous Path looks like there is a Vampire on the art.

Blood Seeker is amazing vampire tech. It prevents opponents from making infinite tokens, recasting creatures infinitely (read, Palinchron and Triskelion), and gradually makes the opponent suffer for playing their cards. It is a two drop, also. Brutal against most decks, including competitive ones.

Bloodghast is pretty good for a do nothing type of creature that is hard to get rid of. I probably would only consider him for Contamination, but some of your sac engines might like him. I doubt you should put him in, but just throwing that name out there.

Asylum Visitor seems great if you do expand to a discard theme. I wonder how often it is a dead draw without the discard, though. Might still be good.

Stromkirk Occultist is the boss. Get that card.

Viscera Seer is also a Vampire. I still need one of those, myself.

Skeletal Vampire is great since you already run big mana like Cabal Coffers. Really silly abilities.

Rakdos Charm prevents infinite token deaths, destroys artifacts, and is anti-gy tech.

Obelisk of Urd is interesting.

Okay, I am done typing.

Guerte on The Great Red Menace ***Retired***

4 years ago

Ender666666: If you're thinking about utilizing Blood Moon, I'd definitely increase your basic count. I'd consider dropping the following to make room for at least 4 more Mountains:

How about trying out Lightning Greaves over Hammer of Purphoros? I've found that more often than not, only one of my creatures needs haste at any given moment. Cheaper and easier to cast as well.

Other than that, everything else looks solid. Although, I'm still not a fan of Kurkesh, Onakke Ancient, but to each their own. Lol.

I may consider trying out Platinum Angel as a way to prevent myself from losing after everyone has ganged up on me. Lol.

MisterCasey on Hammer Time

4 years ago

Although if you have Hammerheim you should have Hammerheim Deadeye.

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