Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all


Legendary Land

: Add to your mana pool.

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

Hammerheim Discussion

hkhssweiss on ONE-WORD TRIBAL EDH

7 months 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

1 year 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

2 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***

3 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

3 years ago

Although if you have Hammerheim you should have Hammerheim Deadeye.

Rayenous on Complete Expedition list (#26-45)

3 years ago

Filter land cycle - (Mystic Gate, Sunken Ruins, Graven Cairns, Fire-Lit Thicket, Wooded Bastion
Fetid Heath, Cascade Bluffs, Twilight Mire, Rugged Prairie, Flooded Grove)
Tectonic Edge
Dust Bowl
Horizon Canopy
Strip Mine
Eye of Ugin
Mana Confluence
Forbidden Orchard
Ancient Tomb
Kor Haven

I was hoping/expecting for all Modern Legal land, but barring that, some of these still don't make sense to me.

Forbidden Orchard - It was already reprinted as a foil collectible in in 'From the Vault: Realms'. They could have chosen something better.

Kor Haven...? - Sees exactly 0 play, that I'm aware of, and has little if any 'nostalgia' or collectibility reason to be printed... Even the Legendary Land cycle would have been better (Hammerheim, Urborg, etc.)

Strip Mine! - It's only playable in Vintage and Commander... and is restricted in Vintage. - I guess it's okay for an Expedition, but it wouldn't have been my selection. (Since these are primarily for collectors, it kind of makes sense)

Eye of Ugin - Makes sense for the theme of the Block, but it's so limited in it's use that I feel it's an awkward choice for the list.

Mana Confluence - I guess they had to choose between this and City of Brass. - Not sure which would be the better option, but I would have went with the 'older'/'classic' version. (Since these are primarily for collectors)

And really... No Pendelhaven, or Dryad Arbor? - Sure it was in From the Vault Realms

So 5 that I think are bad options... and there are a number of better options they could have made. (5 Scars lands, for example)

Your opinions on the list?

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