|Commander / EDH||Legal|
Printings View all
|Duel Decks: Venser vs. Koth (DDI)||Mythic Rare|
|Scars of Mirrodin (SOM)||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.'"
Price & Acquistion Set Price Alerts
|Have (24)||joshw335 , jamesesdad , MyTotoro , Shiromakuro , Fairseas , scare983 , Sav547 , Xunfor6iv3nX , bradyofportdetroit , Char-You , Nemesis , mentor6 , frederiklw , Mrbiscuit22 , Dredgar , jstn.mrrtt , Fineontheoutside , , Forkbeard , ironax , Vasbear1 , gildan_bladeborn , DruneGrey , PhyrexianScience|
|Want (26)||VampSlayer , Minimatte , ryuzaki32667 , 1337_Nerd , wannabepv , Drakeslade12 , macaroniman , DracosDraconian , metalmufin , Blindoromo , diestoremoval , Swagrajag , ColtPale , MoJoMiXuP , kovellen , zomburs , tristanishappy , insanious , HehaGardenHoe , snowmaster55555atgmaildotcom , Sergal , Sckeetch , pphhaazzee , psoliver , firemind12 , MindAblaze|
Koth of the Hammer Discussion
1 week ago
Journeyer's Kite seems pretty slow. you might be better off with something like Chandra, Torch of Defiance, It ramps you and has a lot more versatility. Also, I don't know how much value you get off Homeward Path, and Reliquary Tower. cards like Koth of the Hammer want mountains in specific. on the other hand you might want the other haste lands. Hanweir Battlements and Flamekin Village.
1 month ago
The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.
I run one in Modern. Rakdos () LD.
You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.
The majority of LD spells in red cost 4. This means you aren't doing anything until T4.
Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.
Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.
Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.
Uuuugh... On a phone. Fml
NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.
This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).
Ugh, this was a poor decision to type it all out on my phone...
Okay. So let's ask a question: Why Rakdos?
There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.
In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.
You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.
The more colors you add, the more fixing you need, and the less specialized your deck is.
That's why we don't run green. Stick to res as your main color with black support.
Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.
Overwhelm and go wide. It's cheaper and saves you Mana for LD.
I'm not going to build a deck for you, but I hope I helped a lot.
It's a legit strategy, but needs to be precisely honed and even than may be too slow.
Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.
That's where you attack.
As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.
1 month ago
Koth of the Hammer would be a great mana ramp, however if you're going to go that route (including Simian Spirit Guides) then you're closing in on traditional Skred. There's nothing wrong with traditional Skred, but you said you wanted to specifically stay dragons Julesreddragon. Also, be careful with Simian Spirit Guides. In decks that want to be explosive, it's great. Dragons, however, are not. Simian Spirit Guide operate in three ways, mana ability early (great), a 2/2 vanilla creature for three mana (bad), or be a dead card in your hand (or topdecked) later in the game (bad). For this particular deck it isn't great 2/3 of the time. Decks that want to be more explosive early to control the game like mono-red prison can make use of the "bad" factors better as their control of the board doesn't take them out of the game for one bad topdeck. I would not recommend Simian Spirit Guide in this build. I would argue that another creature removal spell would be better to control the board more until you can get your threats.
furrycombatwombat - In playing traditional Skred as long as I have, I can say that Scrying Sheets has been a factor very often. I also play big spells similar to dragons, so even then I can say that trying to filter further for an answer is helpful. We seem to disagree on this card, which is fine. Julesreddragon you haven't seemed to care for it, so by all means playtest something different. A late game land that has helped me (occasionally) is Mouth of Ronom. It is colorless damage for Etched Champions and pro-red creatures (Kor Firewalker, Burrenton Forge-Tender). You can see if that is something that helps you more.
I would not take the Relic of Progenitus out of your mainboard unless they have done nothing to help. Graveyard hate is very relevant in modern, even in a blind matchup. At worst, it is a two mana cantrip which can be helpful. However, if they're not helpful, then upping your Blood Moon, Mind Stone, and Skred count would be what I would recommend.
1 month ago
Here are some solid options to make the mana base better in the deck: Koth of the Hammer Simian Spirit Guide I recommend that relic be put in the sideboard as its utility varies heavily game 1. also, playing this deck, it should not get to the point that scrying sheets is effective. every turn, all your mana will likely be going into dragons or a planswalker.
1 month ago
So heres my evaluation of the colors:
- has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.
- best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...
- is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.
- is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.
During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?
1 month ago
In the current meta of players sacrificing land and injuring themselves to dig more lands out of their deck, I feel like this kind of deck has tremendous potential. I'll be testing out my own in a competitive environment very soon, using an old land-filtering trick developed during my Ice Age days - Orcish Spy + Millstone. Have a look at my deck to get a few more ideas - I've linked the budget version below, though obviously including Chandra, Torch of Defiance, Koth of the Hammer and Blood Moon are all excellent adds.
3 COMMENTS | 520 VIEWS | IN 1 FOLDER
1 month ago
Not a bad start but I think if you really want to use Akroma then you need more mana. Some of these are a little out of budget but not by more than a few dollars. Gauntlet of Power, Braid of Fire, Caged Sun, Koth of the Hammer, Extraplanar Lens, Mana Flare. All of these allow you to seriously pump Akroma or abuse spells like Fireball, with enough mana either of those will knock out a player. I would consider removing equipment first to make room for these, you don't really need the power boost they give if you have more mana.