Loxodon Warhammer


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

Printings View all

Set Rarity
Commander (2016 Edition) Uncommon
Commander 2015 Rare
Commander 2014 Rare
Duel Decks: Knights vs. Dragons Rare
Duels of the Planeswalkers Rare
Planechase Rare
Tenth Edition Rare
Ninth Edition Rare
Mirrodin Uncommon

Combos Browse all

Loxodon Warhammer

Artifact — Equipment

Equipped creature gets +3/+0 and has trample and lifelink.


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Cardhoarder (MTGO)

0.03 TIX $1.5 Foil


Loxodon Warhammer Discussion

cplvela0811 on Sultai Midrange (Competitive)

9 hours ago


First and foremost--thank you.

Eternal Witness is a card that my brother keeps on encouraging, however, I have just felt that Snapcaster Mage at a grand total of 3 mana can do something like Fatal Push on the same turn it entered. Witness is a good card in general. I think it would be too slow here, but better off in a "combo-y" deck, with "pieces."

Tasigur, the Golden Fang is a really good card. On my description for the deck--you will notice there is a tab with "Deck Before Banning." It had 2-3 Tasigurs, with a couple of Hooting Mandrills, and Gurmag Angler. I have used it before and as you and many, many others pointed out--it is a "non-bo" with Grim Flayer, Snapcaster Mage, and Tarmogoyf. I was using the idea of these creatures all together, I had already noticed it, but players asked about how that was fairing with Delirium, and I was also running Murderous Cut. Normally I would consider the "Tas, Monkey, Fish" package, but I do not want to Relic of Progenitus my own strategy. It hurts badly; especially when they board in graveyard hate.

In regards to Enchantments/Artifacts--I have tested with a few things, Courser of Kruphix, Bitterblossom, Executioner's Capsule, Scrapheap Scrounger, Loxodon Warhammer, and even Batterskull. Unfortunately, if I were to use a different card type removal spell, it would have to be Executioner's Capsule, for the sake of at least a Turn 1 move. Unbridled Growth is strictly in this 75 to:

  1. Replace a card in hand and cycles through the deck.
  2. Caters to Delirium and Tarmogoyf without repercussion--at anytime, for free.
  3. Mana fixes and combats against Blood Moon.

Thank you for your suggestions. Hopefully I was able to clear up why there are no super extra value 1 drop 4/5 Delve creatures (with abilities) in this list. I would totally love to, if Grim Flayer was a base 4/4 (could you even imagine!) I will take you up on the Eternal Witness, however. Everyone keeps saying "witness", "witness."

Quarrell on Karlov Life gain Competitive (Tiny)

1 day ago

@AiryNeon I have been looking to take out my Tangle Wire card. It is great, and love playing it (most people seem to hate it) I could also replace Loxodon Warhammer

greatdevourer on Muzzios field day

1 day ago

Here's some suggestions after looking over your deck. Obviously, these suggestion need to be adjusted based on your budget and/or collection.

Depending on the metagame for your play group or local store, I would recommend getting rid of the one shots which only help you in the early game. During the later portions of a long or group game, those cards are much less helpful.
Lotus Petal, Index, Ponder, Gitaxian Probe, and Serum Visions all fall into this category.

Another problem I see is you have Heartstone and Show and Tell which help your opponents as much or more than they help you.

Future Sight and Magus of the Future are cute, but provide too much information to your opponents.

Spellbook is just a bad card. I know a lot of people like it because they want to hold onto more than 7 cards. But it's just bad.
Consider the following:
Are you playing Spellbook or Reliquary Tower because you are drawing a lot of cards each turn?
Or are you playing Spellbook to get avoid discarding cards at the end of turn?
If you are drawing that many cards per turn, why aren't you playing those cards?
If you're holding onto those cards from one turn to the next, is it because you don't have enough mana to cast them? Add more land.
If your waiting for specific cards, why hold onto cards you don't want to play? Why keep cards that might be useful?

I also think you are running too few lands. Artifact mana ramp is nice but doesn't replace basic lands. You should have about 34 to 38 lands in a Commander/EDH deck.

Stuffy Doll is cute, but it can only damage a single opponent. You have to bounce it and recast it or flicker it to choose another opponent.
The Pariah's Shield is cute but there is better equipment for Stuffy. I've always liked Nemesis Mask with Stuffy Doll. People always forget that Stuffy does NOT have defender.
Loxodon Warhammer is another good equipment that would fit into this deck and would work with any creature on the field.
To sum up:
-1 Lotus Petal, too many other mana ramp cards
-1 Vedalken Engineer, too many other mana ramp cards
-1 Index, weak late game
-1 Ponder, weak late game
-1 Gitaxian Probe, weak late game
-1 Serum Visions, weak late game
-1 Heartstone, helps opponents too much
-1 Future Sight, helps opponents too much
-1 Magus of the Future, helps opponents too much
-1 Spellbook, just a bad card that keeps people from playing better.
+5 Island+1 Urza's Tower, to complete the set.
+1 Nemesis Mask, because Lure on a Stuffy Doll is awesome.
+1 Loxodon Warhammer, life gan and trample
+1 Myr Enforcer, could be free to cast but still allow you to scry 7 with Muzzio.
+1 Steel Hellkite, a great way to swing the game

Here are some other ideas that might also work, in no particular order: Sharding Sphinx for the tokens, Spire Golem cast for free with CMC 6, or Kuldotha Forgemaster for the tutoring and CMC 5.

Let me know what you think.

0ffensiveWombat on Skullbriar Makes Blue Mages Jealous

3 days ago

Ouch. That pun hurt like a Loxodon Warhammer to the face.

Garg0yle on Gisela, Blade of Goldenight

5 days ago

You have two Sword of Vengeance, switch one against for example Loxodon Warhammer (I like that equipment) or Godsend?

PookandPie on Tribal Vamps

1 week ago

So, I just have a few suggestions real quick, but they are going to require 10+ cards in the deck to be changed.

First, this deck has a fairly high average mana cost, but only 31 lands. Less than 1/3rd of your deck is mana producing land. You'll want 36 land, at least, plus mana accelerators like Rakdos Signet. Even my more casual decks, like Ghave: Baby Makin' and Alimony, uses 35 lands plus 15 cards that ramp or can function as ramp- for a total of 50 cards that care about mana. This results in a deck that always has the mana to make its strong plays and develop early.

Now, I know what you're thinking. "Pook, don't you flood a lot having half of your deck devoted to mana production?"

No, I don't. Not with a Commander that has an activated ability, not with lots of mana hungry cards that, once they hit the table, I win. Your Commander also has an activated ability. A very powerful one. You're going to want the capacity to activate her throughout the game in order to change the flow of it-- someone not paying attention and swinging a Blightsteel Colossus at you isn't a big deal if you have 7 mana and Olivia on board (stealing creatures during combat is the best). Notwithstanding, you want Olivia to get big because it only takes 21 damage from her to win you the game.

You don't have to go that far into it, though. Simply having 36 lands + some number of mana rocks to smooth your draws so you are forced to mulligan less would be ideal. For this reason, I suggest these cuts:

Your worst creatures, like Twins of Mauer Estate, Falkenrath Reaver, Furyblade Vampire (he's not good. Spending a card for a minor damage boost isn't great in a multiplayer-centric format where life totals are 40), etc.. Put lands in their places, dropping at least 5 cards.

Other cards that can be cut because they're not great in Commander- Eliminate the Competition (Hex exists for 1 mana more, and doesn't make you sacrifice 6 creatures to play it. Also, it's not very good and no one runs it, so EtC is even worse in comparison). Fiery Temper is meh, 3 for 3 damage isn't exactly great in 40 life formats. Sure Strike (Loxodon Warhammer is better because it sticks around for longer than 1 turn and gives evasion, for example). Voldaren Duelist. Ravenous Bloodseeker. Markov Crusader.... honestly, there's a lot of creatures that could probably be dropped for more efficient ones, but dropping about 6-10 cards for the following will help:

Sol Ring, Rakdos Signet, Talisman of Indulgence, Worn Powerstone, Darksteel Ingot, Commander's Sphere, etc., would be a good start. Ones like Coldsteel Heart, Charcoal Diamond, Fire Diamond, could be useful if you needed even more mana rocks.

Once you get your mana base settled, the deck should start rolling more smoothly and you can see what you're able to do with it. Adding more draw (Phyrexian Arena, Skullclamp) would be important, more tutors are always helpful, and fun stuff like Contamination and Bloodghast could keep your opponents from interacting with you while you beat them down, etc., but I'll save that for another time once your mana situation is sorted, as that's a far larger issue right now (not having mana = you can't do anything, after all).

GoldenDiggle on Glissa the Traitor

1 week ago

Krark-Clan Ironworks and/or Phyrexian Altar can be pretty beast.

Loxodon Warhammer kicks a lotta ass with first strike and deathtouch.

I would cut rocks that don't do much in favor of artifact-based land grab. Recurring that land grab allows for more mana that your basic artifact would, and thins the deck. Expedition Map, Renegade Map, and Burnished Hart are good examples.

Deck looks good though!

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