Hammer of Purphoros
Legendary Enchantment Artifact
Creatures you control have haste.
, Sacrifice a land: Put a 3/3 colorless Golem enchantment artifact creature token onto the battlefield.
|Have (2)||CatLord9001 , sepheroth119|
|Want (4)||Secretagentmjl , popesnarkyiii , TurophobicMage , mousehunt1993|
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Hammer of Purphoros Discussion
1 month ago
here are some recommendations Desolation Twin, Giant Adephage, Omnath, Locus of Rage, Quartzwood CrasherShaman of Forgotten Ways, Zhur-Taa Druid, Hammer of Purphoros, Idol of Oblivion, Divination, Predator's Rapport, Evolution Vat, Farseek, Explore, Cultivate, Colossal Majesty,Simic Ascendancy,Sarkhan Vol, Decimate, Relentless Assault, Fellwar Stone, Sol Ring, Arcane Signet, Gift of Paradise, Domri, Chaos Bringer, Song of Freyalise, Gyre Sage, Nimbus Swimmer,Simic Sky Swallower, Kiora, the Crashing Wave, Simic Growth Chamber, Hinterland Harbor, Whelming Wave, The Locust God, Arixmethes, Slumbering Isle
2 months ago
Love seeing another Purphoros, God of the Forge deck.. It is by far my favorite deck to play when we want quick games.. either they die, or they all target me.. Either way fast games. The Fat Red Line - Purphoros EDH is mine
Couple small recommendations
Dwarven Mine - it's a free creature.. and 99% of the time comes into play untapped...
Loyal Apprentice - 2 mana for AT LEAST 2 ETBs. And gives you a handy blocker every turn she lives
Hammer of Purphoros unless you end up attacking alot, its probably not worth the slot
Chandra, Flamecaller - too high a CMC for potentially only 2 ETBs.
Myr Battlesphere - 5 ETBs seems nice, but have found that its a dead card in my hand cause I dont have the mana, for 7 CMC, i am usually dead before i have a chance to cast it.
Good luck with the build, Love it.
4 months ago
I had opened with a Spinerock Knoll exiling Dragon Tempest and a Mox Tantalite. Next turn I played a Vesuva, exiling an Utvara Hellkite. On my 3rd turn I topdecked an Ancient Tomb and was fortunate enough to have opened with a Purphoros, God of the Forge so I immediately dropped him into play.
Then we all got wheeled via Wheel of Fortune. Great. Actually, yes quite splendid because I didn't have much else going on.
It sort of became a slugfest of counterspells and the Rakdos player slinging out damage to try and neutralize some of the Planeswalkers Atraxa was dropping. I was just casting Hammer of Purphoros and had literally nothing else going on.
Rakdos' T6, he drops a freaking Kozilek, Butcher of Truth. WOOOOOW...
I tell her that while she can suspend my poor Lathy, this leaves Kozzy online and a big 6/6 Rakdos, Lord of Riots. I tell her that if she could be so kind as to suspend Rakdos, I can handle Kozzy since that's clearly the biggest threat. I explain to her that while Purphoros, God of the Forge can't deal damage to Kozzy, I can churn out enough 5/5 tokens and pump them with Lathliss, Dragon Queen to kill the Rakdos player - thus removing Kozzy via player removal. All I need is for Rakdos, Lord of Riots offline so my Dragons can get through.
And to my surprise, she bought that lie and agrees. Rakdos fizzles out.
Scourge of Valkas sees itself ETB for 3 Dragons, thus 3 damage. But he ALSO sees a 5/5 token ETB for 3 Dragons, thus 3 MOAR damage.
I direct all 6 of this to the Rakdos, Lord of Riots player who was firmly sitting at around 34 life. Hmm... not quite enough to live up to my end of the deal. EXCEPT...
Purphoros sees Utty and a 5/5 token ETB. 4 more global damage to face.
This time, Scourge of Valkas sees an Utty for 5 and a token for 5. 10 damage as I please. All directly toward Rakdos, Lord of Riots who has now sustained 4 + 3 + 3 + 4 + 5 + 5 = 24 damage of their 34 life total. Ouchies.
Move to combat, since I have Hammer of Purphoros online. Tap everybody sideways.
- Ooh noes~ it appears I have an Utvara Hellkite with a Scourge of Valkas and a Purphoros, God of the Forge all online together. What eeeever shall I dooo~~
Lathliss, Scourge, Utvara and 2x 5/5s each create a 6/6 for FIVE 6/6s.
Purphoros dishes out 10 global damage and Scourge sees FIVE ETB triggers of 10 damage each.
And we haven't even moved to combat damage, much less blockers ;)
Oopsie doodles, looks like my Lathliss, Dragon Queen deck won on Turn 6. Lololol gg frens
And this is precisely why this deck is my number 1 favorite deck of all time. Does literally every stupid thing I love about Magic: The Gathering in a horrifically efficient manner.
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
7 months ago
Repetition is key to success, in all things in life. This is true with financing, learning a new skill like playing a guitar, pulling oneself out of depression, and yes winning in MTG.
The more reliable of a deck you have, the easier you will win. Reliability can often be found in using repetition. If you have multiple copies of similarly-functioning cards, the likelihood of at least drawing into one of them throughout the course of the game greatly increases - and your potency exponentiates as you get more and more online.
For example, in my Lathliss deck I have many, many cards that do ETB damage effects;
- Impact Tremors
- Dragon Tempest
- Scourge of Valkas
- Terror of the Peaks
- Purphoros, God of the Forge
- Warstorm Surge
I also have many, many cards that all enable haste;
- Purphoros, Bronze-Blooded
- Hammer of Purphoros
- Zariel, Archduke of Avernus
- Hanweir Battlements Meld
- Thespian's Stage which can copy Battlements
- Vesuva, which can also copy Battlements
- And Dragon Tempest which has nice overlap between these two
My point is, having repetition in decks is a great way to ensure your deck functions the way it should, at all times. Is Greed strictly worse than Necropotence? Sure. But is having a second drawable engine a good idea? Yes.
I think it's fine. If it's budget and that's what you can afford without proxies, keep it. If you can afford Necropotence, put that in instead. But if you can make room for both, or even a few more, go for it.
Even if you only get 1 card off of Greed per rotation of the table, because you leave a single pip of open at all times just in case, that's still a lot of advantage.
Consider it in this regards: The very first time you activate Greed, it effectively becomes a Cantrip - It replaced itself in your hand. Every moment thereafter is gravy. With just one activation per rotation of the table, you effectively double your draw:
- Draw step
Dragon Tempest is strictly better than Impact Tremors, but being able to hit 1 damage to each opponent over-and-over-and-over-and-over-and-over again, it all adds up. Nobody's laughing when Impact Tremors dishes out 10 damage to three opponents - a total of 30 damage over the table. That is a HUGE, heh well, impact.
I'd say keep it. It does more good than you might think ;)
9 months ago
Might I recommend going for haste instead then? Things like Anger, Purphoros, Bronze-Blooded, Fervor, and Hammer of Purphoros are some options. Swiftfoot Boots and Lightning Greaves for your commander specifically.
These allow you to immediately trigger dethrone over and over again as you aggressively attack into your opponents. Then you can drop your own board wipes and not care because most or all of your things come back.
1 year ago
Yeah you bet kasprl, happy to help. Really like the idea of using Hammer of Purphoros as a haste enabler. Definitely overlooked that one in my own build. Might even swap it for Crashing Drawbridge at some point. Thanks for the idea. Cheers.
1 year ago
thanks for your feedback on my deck. Ur right concerning the landbase. In future updates i realy try to get a hand on ur mentioned lands.
is a very good and pricy alternative to
. Did not have this card in mind.
Concerning the haste-aspect i was thinking about Anger and/or Hammer of Purphoros but i realy like ur suggestion Hanweir Battlements Flip. Thanks for that.