Koth of the Hammer

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Duel Decks: Venser vs. Koth Mythic Rare
Scars of Mirrodin Mythic Rare

Combos Browse all

Koth of the Hammer

Planeswalker — Koth

+1: Untap target Mountain. It becomes a 4/4 red Elemelntal creature until end of turn. It's still a land.

-2: Add to your mana pool for each Mountain you control.

-5: You get an emblem with "Mountains you control have 'Tap: This land deals 1 damage to target creature or player.'"

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Koth of the Hammer Discussion

Bengernaut on Raging Inferno

3 weeks ago

After taking a look at your deck and some others I changed mine around to mono-red.

The win-con with mine is simple: blow up opponent's land early with a Simian Spirit Guide, Darksteel Citadel, Boom/Bust combo and continue the land oppression going forward by using the plethora of copy spells I have through Dualcaster Mage and Pyromancer's Goggles while simultaneously building a strong board presence with Flame-Wreathed Phoenix and Shivan Wumpus.

I may remove Thermo-Alchemist for Ember Swallower or possible 2x Chandra, the Firebrand for more copy and 1x Koth of the Hammer.

philktoken8998 on

1 month ago

Responding to the advertising your modern deck thread.

Very aggressive deck. Have you thought about maybe trying out some Blood Moon in the main or sideboard for this? It could be pretty cool and allow you to continue to be very aggro while they fall behind. Also maybe having a top curve planeswalker could be good like Chandra, Torch of Defiance or Koth of the Hammer for versatility and such whether it be in the main or sideboard. If you do though, having something like Lavaclaw Reaches to pump with the extra mana could be cool or Inferno Titan. Obviously it's up the curve but could be good for more grindy matchups. You might be able to put in a Terminate or two if you do find your meta has creatures that are difficult to deal with for your deck.

Good luck!

APPLE01DOJ on Purgatory (B/R Control)

1 month ago

I used to run a deck like this. The games would drag on for soooooo long.

I doubt you need 4x Damnation. I would cut it down to 2 MB at most.

I think you should add more fetches into your mana base or cut Blood Moon down to 3 MB.

Anyway you're clearly missing Koth of the Hammer, which will make your Blood Moon game plan far more effective and give you bodies to close out games much quicker.

Your sideboard could use a some work. I would personally cut the Faithless Looting all together and move some of that SB stuff into the MB.

Catalog9000 on Red burn

1 month ago

You should also consider Koth of the Hammer to get extra mana :)

Okay I think three posts is enough. Lol.

wolfging on Norin Deck Wins

1 month ago

Thought of Koth of the Hammer at all?

Other than that, I like a weird take on a pretty neat deck.

ay.lobo on Purphoros and Krenko (Multiplayer EDH Primer)

2 months ago

Hey ticked-off-squirrel. Interesting recommendations. Firstly, I already have Impact Tremors in the deck. Very awesome card, btw, ramps up winning quickly. Secondly... The cards are awesome in a Krenko spawn win-by-combat-damage deck theme. However, my deck here is all about working on Purphoros' ability to damage everyone by spawning tokens. Definitely no need to attack or beef up the creatures at all.You asked what I would do with the tokens? Use them as blockers or sacrifice them for better things like Ashnod's Altar or Goblin Bombardment.

Koth of the Hammer... I've hear great things about him. But I don't need his ability to make beat sticks out of my lands. For now, the Chandra I have is enough. Mana, draw fix, and emblem that deals damage. Besides, I usually prefer to have one good planeswalker per deck.

ticked-off-squirrel on Purphoros and Krenko (Multiplayer EDH Primer)

2 months ago

as an expert with goblins and burns I suggest the following cards and why:

Impact Tremors: it is basically a replica of Purphoros but does a tiny bit less damage. the plus side? has no devotion so has no risk of becoming a creature on accident.

Barrage of Expendables: what are you gonna do with all those goblins/dragons/whatever once you have them? swing with them and hope opponent does not block? I think not. throw them instead. is a great pair up with Goblin Arsonist

Outpost Siege: a great card no matter which option you pick for it. either exile top card and play it almost instantly or (my personal favorite) have the goblins/dragons/whatever give a parting shot as they leave.

Goblin War Drums (optional): if you insist on swinging with your goblins/dragons/whatever make them harder to block by giving them all Menace.

Foundry Street Denizen: a cheap guy at first but with enough red tokens popping out he will get big fast (if only for a turn).

Bearer of the Heavens (optional): to be used for emergency only. I am slightly hesitant to suggest him but you have a good board wipe card already so why stop at Artifacts, Creatures, and Enchantments? if you really need a field cleared just bring this guy out. sometimes he is enough to just intimidate the opponent from attacking you but if they insist on attacking you you can block with him and if he dies the entire field is gone. (except Purphoros of course) which is really helpful since the opponent cannot recover from the massive board wipe. (yes I know you wont be able to recover either but if you only got 5 lands and the opponent has like 10 the board wipe will be helpful.)

Koth of the Hammer: he is good for three reasons. 1: he can turn your Mountains into creatures for a turn so you can get cheap damage or an untapped land for later. 2: he will generate allot more red mana than Chandra can. 3: if you can get his emblem he turns your mountains into volcanos and can shoot the opponent (or a creature you don't like) for 1 per volcano.

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