Hammers of Moradin

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hammers of Moradin

Creature — Dwarf Cleric

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or planeswalker they control. Exile the token at the end of combat.)

Whenever Hammers of Moradin attacks, for each opponent, tap up to one target creature that player controls.

Crow_Umbra on Mardu, meat token dispenser

2 weeks ago

I would agree that this list looks solid. I have a few suggestions to consider, but nothing super big:

  • If you want an interesting utility land, I'd recommend checking out Den of the Bugbear as a kind unexpected token producer.

  • I know it's already in your Maybeboard, but it could be worth swapping out Inevitable Defeat for Anguished Unmaking. Yes, you lose the uncounterable aspect, but it's 1 mana cheaper & 1 color less intensive.

  • I'd recommend adding a couple more Myriad creatures like Hammers of Moradin and Elturel Survivors. Battle Angels of Tyr are a solid option, but less budget friendly. Since Myriad tokens exile themselves at end of combat, they will trigger Zurgo without needing the extra Aristocrats investment.

  • I think you can swap out Legion Loyalty for one of the other options you're considering. 8 mana is pretty intensive, and also dependent on you having creatures on field.

I hope these suggestions are helpful. Zurgo looks like a fun commander option.

Crow_Umbra on OberstHati

1 month ago

Thank you for checking out my Isshin deck, and for your kind words, I appreciate it. Let me know if you have any questions if you do start brewing up Isshin.

I'd also recommend checking out Zurgo Stormrender as a Mardu tokens commander option. His draw/group slug triggers work really well with both Mobilize creatures like himself or Myriad creatures like Hammers of Moradin.

Crow_Umbra on Eda, Mother of the Lost

9 months ago

I think you should be okay with the Populate & Offspring on the card as is right now. 4 mana, tapping Eda, & tapping 2 other creatures isn't super steep, but restrictive enough to keep it interesting.

I think your Populate also curves nicely as a play the turn after Eda drops. With how mana intensive Offspring can get, you'll probably be initially limited to either doing Offspring or Populating off Eda, until you drop something like Jaheira, Friend of the Forest.

I could see Eda also have an interesting Lifegain variant with stuff like Myriad (Hammers of Moradin) to get bang for your buck on token production & Lifegain. Offspring your Myriad folks so their Offspring have Myriad, & really roll in life gain.

Crow_Umbra on Isshin Mardu Tap and Win

1 year ago

Overall very solid deck. My only recommendations would be to cut your Dragon Engine and Samurai that aren't Isshin, and to slot in Dolmen Gate to help round out the board protection suite you have with Iroas, Reconnaissance, & Teferi's Protection. The Samurai, although flavorful, are your only cards that care about single attacking Warriors/Samurai, while most of your deck wants to go wide.

Some of the following could be potential creature slot replacements:

I hope these suggestions are helpful. Down to chat through more if you're interested. Best of luck

Crow_Umbra on

1 year ago

I think at face value, Caesar, Legion's Emperor will end up using a lot of the same tech that Isshin, Two Heavens as One does. You could probably use more of the token generators that Isshin would, if you want to check out the Isshin token theme EDHREC page.

In looking at your list, I do have a few suggestions, if you're open to them:

  • I think you could probably drop down to at most 38 lands, or 36 at the least.

  • It seems a little counter-intuitive, but I'd recommend replacing some of those land slots with mana rocks like Sol Ring, Arcane Signet, Orzhov Signet and the others in color in that cycle, or Talisman of Indulgence and the others in this cycle (Talismans of Conviction and Hierarchy). Replacing some land slots can help you ramp out some rocks in your early turns, and reduces your likelihood of mana flooding.

  • Some of these land slots could also be swapped out for more creature token generation. Some of my personal favorites from playing Isshin: Anim Pakal, Thousandth Moon, Hammers of Moradin, Hanweir Garrison  Meld, Krenko, Tin Street Kingpin, and Mardu Ascendancy. I think your deck could benefit from a few more token producers that can get set up before Caesar hits the field, and also takes pressure off him being one of your primary token producers.

  • If you have the budget for it, I'd recommend adding a decent board protection package from stuff like Reconnaissance, Dolmen Gate, Teferi's Protection, Clever Concealment, and Iroas, God of Victory. The more you can protect your board, the more you can maintain momentum down the stretch. In case you're unfamiliar with Reconnaissance, this EDHREC article explains how you can use it as a pseudo-Vigilance anthem to pull your creatures out of combat, after the damage step.

  • Lastly, I'd recommend swapping out some of your creatures that are north of 5 cmc for some of the stuff listed above. Between swapping land slots, and swapping a couple of higher cmc creatures, I think could help the deck be a bit more cohesive.

I hope these suggestions are helpful. Down to discuss more if you're up for it. Best of luck

Crow_Umbra on

1 year ago

Hi there, welcome to Tappedout and Isshin brewing. I saw your deck and thought I'd offer some suggestions. By the looks of your deck, you have an emphasis on utilizing equipment, but your creatures don't really support that too well.

I think it could be helpful to first determine if you want to have more of an emphasis on the equipment aspect, or go more creature heavy and open up more attack trigger shenangians that Isshin is capable of. A few general suggestions off the top:

  • If you do decide to go more of the equipment route, I think it could be helpful to add stuff like Puresteel Paladin, Ardenn, Intrepid Archaeologist, or Sigarda's Aid, depending on your budget. Equipments can be mana intensive to cast, then equip. These types of effects can help you get around those Equip costs.

  • I think you could drop (most) of the equipments, and instead go more creature heavy. Myriad creatures like Hammers of Moradin and Elturel Survivors are great in Isshin, since Myriad gets an additional trigger from him. Myriad creatures are all fairly budget friendly, with the exception of Battle Angels of Tyr

  • The other great thing about Myriad and other effects that create creature tokens that enter tapped and attacking, is that you can combine them with enter the battlefield group slug damage like Impact Tremors and Witty Roastmaster. Additionally, Devilish Valet can be a serious beater that can outright kill opponents depending on how many creature tokens you pump out on your attack swings.

I hope these suggestions are a helpful starting point. I'd be happy to offer some additional feedback if you would like it. Isshin is one of my favorite commanders of the past year, so you're in for a fun time.

Lightningbolter on

1 year ago

Crow_Umbra My only budget constraint really is Under $5 per card $10 if I really like it lol, I know there's some that break those constraints but I either liked those cards or had them already.

Thanks for all this information it's quite helpful to me, I honestly didn't expect anyone to actually respond.

I actually intend Shakedown Heavy to be taken out of combat to draw, and I believe isshin makes me draw twice with Shakedown Heavy so they either waste removal on him or leave him be as some will feel he's not doing anything if he can simply be taken out of combat every turn, in my way of thinking anyways.

I like the other cuts you recommended completely tho, and the input on why those cuts are recommended is extremely helpful, I didn't even think of how much better Hammers of Moradin were than Plasma Jockey

Thanks for the input and yes I'd love to continue this conversation, as I love talking about this kind of stuff.

Crow_Umbra on

1 year ago

Hi there, welcome to Isshin brewing! He can be a blast to play, especially once you get hone in on what you want to focus on. Since you're still trying to cut down to your final 100, I was wondering if you have a general theme you wanted to try out for Isshin, and what your general budget overall/per card is? Isshin is a lot of fun as a go-wide tokens build, but his wording also allows for forced combat control.

In looking at your build, I do have a few suggestions for cuts:

  • First of all, make sure to list Isshin as your Commander in the edit view by labeling with CMDR with an asterisk on either side of ""CMDR". The edit feature also has some formatting guides to help.

  • I think you can cut Alesha, Who Smiles at Death. I love her as a commander, and used to run her before converting her into Isshin about a year ago. Based off how her ability & Isshin's trigger interact, you would have to pay for her ability for each additional time Isshin triggers her.

  • Akroan Hoplite and/or Alpine Houndmaster could both be potential cuts. Their buff is board dependent to pop, and they lack Trample or Menace to really connect with their big damage.

  • I'd recommend swapping Glint-Sleeve Siphoner with Breena, the Demagogue. Glint-Sleeve is kinda slow and unreliable to get the draw. Although Breena can benefit your opponents, they may be less likely to attack you if they can benefit, meanwhile Breena will help grow threats on your board. She's def gotten huge in a few of my games and helped me close them out.

  • Shakedown Heavy is a card I was initially excited for, but soon realized that it can be removed from combat on its initial trigger. Also a kinda awkward means to draw 1 card.

  • I'd recommend swapping Plasma Jockey with Hammers of Moradin. Hammers of Moradin put in work, and the Myriad trigger pops off an additional time with Isshin, meaning you tap down 2 creatures per board, and make an additional Myriad token for opponents not defending your OG Hammers of Moradin.

  • Bane of Bala Ged is on the higher end of the curve and could potentially be cut. From playing Isshin for over a year now, I think ideally his curve should top out at 6cmc. It makes it more ideal to pop off multiple spells per turn in the mid-late game, instead of 1 bomb-y creature that might eat removal.

I hope these handful of suggested cuts are helpful to get you started. Would be happy to chat through some more potential cuts if you're interested. Best of luck with your deck, Isshin is a lot of fun!

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