|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 , Xunfor6iv3nX , Shiromakuro , Fairseas , scare983 , Sav547 , bradyofportdetroit , Char-You , Nemesis , mentor6 , frederiklw , Mrbiscuit22 , Dredgar , , jstn.mrrtt , Fineontheoutside , Forkbeard , ironax , Vasbear1 , gildan_bladeborn , DruneGrey , PhyrexianScience|
|Want (24)||VampireArm , jeremy3036 , VampSlayer , Minimatte , ryuzaki32667 , 1337_Nerd , wannabepv , Drakeslade12 , macaroniman , DracosDraconian , Swagrajag , metalmufin , Blindoromo , firemind12 , kovellen , zomburs , tristanishappy , insanious , HehaGardenHoe , snowmaster55555atgmaildotcom , Sergal , Sckeetch , psoliver , MindAblaze|
Koth of the Hammer Discussion
3 weeks ago
3 weeks ago
metatronius on Skred
4 weeks ago
Onyx77Thank you, having played a ton of the archetype I've grown very unimpressed with Koth of the Hammer. I think he's generally pretty terrible in most situations, I mean saying "oh he's like a big haste creature" is kind of wrong because he can't block and is easily killed on the swing-back. His board impact is very minimal, and you kind of want your threats to help stabilize the board. I understand he's a fast clock with his ultimate, but honestly in what world are you going to have your threat around for 3 turns and not be heavily favored to win the game? If you want to play him though I guess you can cut out the Pia and Kiran Nalaar? I really don't like doing that though because of how well they work with your mana rocks and Karn, Scion of Urza, and how nicely they stabilize your board. As for Goblin Rabblemaster, He's fine, if you feel you want to shore up your combo matchup (traditionally the hardest matchup) then you can run him in your sideboard but I've always used Trinisphere for that slot and now we have Damping Sphere which is more flexible and cheaper.
1 month ago
1 month ago
1 month ago
I like the deck. It looks aggressive and fun at the same time, with a bit of randomness due to all the "discard your hand and draw seven cards" effects. Just a few things:
Leyline of Punishment is something of a nonbo with your other damage prevention and lifegain, it seems. Same with Skullcrack. I can see why they're in there, but at the same time they hamper your defenses. Stigma Lasher's ability works better in this regard, so long as someone doesn't hit you with it. Platinum Emperion is also good, as it at least locks your life total in place. I'm curious as to your thoughts for including these pieces?
Also, why Possibility Storm?
1 month ago
...but how do you win?
I get that you will have infinite blockers, and if they die you will be able to deal infinite damage...
WHat happens if your opponent simply chooses to not kill them, instead Grapeshot/Lightning Storm you to death or with noble simplicity use creatures like Mantis Rider/Flamewake Phoenix/Celestial Colonnade? or use cards like Koth of the Hammer, Grim Lavamancer ...etc. to kill you?
If your only way to winning is letting your opponent kill himself its not a plan to victory its a loony tune.
(its exactly like when i played against a humans deck that had 2x Dark Confidant on a completely clogged board against my H1 deck, and planned to win expecting that i would play into Kambal, Consul of Allocation's drain trigger with something like Faithless Looting)
1 month ago
crowned: I haven't drawn it yet, so I don't know how it works in an actual game, but I think I can still work around it to a good effect. I know it is going to be quite the adjustment for me when it is it though. The hope would be that I can dig just enough to turn a win over two turns into an alpha strike on that turn instead. The chance of drawing more than one good card a time is very real, and having to put them on the bottom of the library would suck, but with cracking fetchlands, the few tutors I have, and other shuffling effects it doesn't hurt as much. I'm more curious about it than I am confident it will be great though.
I had Wheel of Fortune for a long time, and Reforge the Soul for a little bit, and never ended up being happy with them. The discard was easily the worst part, as I only have like 3 ways of recurring anything in the deck, and all of them have pretty narrow uses. On top of that, I found myself holding onto it for multiple turns, or not casting it at all, either because my hand was good enough to keep, or I knew my opponents hands weren't great, and I didn't want to risk improving their hand. I realize it is just statistics, but I ended up handing my opponents the game with it more often than I was comfortable with. I switched Wheel out for Memory Jar and was much, much happier with the overall effect. I get the benefit of the wheel, I don't discard my initial hand, I get to dig, and my opponents only get to capitalize on instants they draw, and only until the end of my turn.
Koth of the Hammer is something I am going to have to look into again. I think the emblem is actually the most appealing part of it, because probably 75% of the time I sac all or most of my mountains to Ib, I just float the mana and don't do anything with it. Adding a bunch of damage to players or creatures instead sounds much better.