205
5/29/2023
Hammer Time (FNM)
Deck Size: 60
Pioneer
Legal
Est deck cost: $82.20
No deck tags
205
5/29/2023
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Artifact

Quantity: 8Price: $15.92
Colossus Hammer

Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Colossus Hammer (afc) 202
4
Maul of the Skyclaves

When Maul of the Skyclaves enters the battlefield, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike. Equip {2}{W}{W}

Artifact
Maul of the Skyclaves (moc) 195
4

Creature

Quantity: 12Price: $4.20
Kor Blademaster

Double strike Equipped Warriors you control have double strike.

Creature
Kor Blademaster (znr) 21
4
Seasoned Hallowblade

Discard a card: Tap Seasoned Hallowblade. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Creature
Seasoned Hallowblade (m21) 34
4
Twinblade Geist

Creature
Twinblade Geist // Twinblade Invocation (vow) 40Twinblade Geist // Twinblade Invocation (vow) 40
4

Enchantment

Quantity: 8Price: $37.52
Gryff's Boon

Enchant creature Enchanted creature gets +1/+0 and has flying. {3}{W}: Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.

Enchantment
Gryff's Boon (afc) 67
4
Sigarda's Aid

You may cast Aura and Equipment spells as though they had flash. Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.

Enchantment
Sigarda's Aid (cmr) 384
4

Instant

Quantity: 8Price: $2.80
Gods Willing

Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.) Scry 1.

Instant
Gods Willing (2x2) 12
4
Resolute Strike

Target creature gets +2/+2 until end of turn. If it's a Warrior, you may attach an Equipment you control to it.

Instant
Resolute Strike (znr) 35
4

Land

Quantity: 20Price: $15.80
Plains

({T}: Add {W}.)

Land
Plains (plst) AKH-256
20

Sorcery

Quantity: 4Price: $5.96
Open the Armory

Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.

Sorcery
Open the Armory (cmr) 34
4

Deck Stats

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Description

{"ops":[{"insert":"Just another \"cheap\" deck I made for competitive pioneer matches at my local game store.\n\nThe gameplan is pretty simple; equip a hammer to a creature and start swinging out. Use doublestrike for easy OKO, with flying and protection options for evasion.\n\nIdeal starting hand:\n\n2-3x lands (you do not need 3 lands for the deck to operate, but it helps for sure especially if the game goes past turn 4)\n1-2x any creature (ideally something with double strike for turn 3 win /or/ hallowblade against removal)\n1x colossus hammer /or/ open the armory (to tutor for colossus hammer /or/ gryff's boon)\n1x sigarda's aid /or/ resolute strike\n1x gryff's boon (for evasion against no fliers) /or/ gods willing (for single turn evasion and protection)\n\nIdeal 3-Turn Play (sigarda's aid /or/ resolute strike + double strike):\nTurn 1 - land drop -> sigarda's /or/ hammer\nTurn 2 - land drop -> blademaster /or/ twinblade\nTurn 3 - land drop -> hammer (if you have sigarda's) /or/ resolute strike (if you have a hammer in play) + gryff's boon /and/or/ god's willing\n(at this point you hit face for 22 damage unblocked, likely winning)\n\nCard Reasonings: (my goal was to keep this deck mono-white, but tbh a boros version would likely outperform this deck)\n\nColossos Hammer - Integral to strategy. Only usable with sigarda's aid or resolute strike.\n\nMaul of the Skyclaves - On theme. Flying is super integral as evasion to hit face but the card is expensive to cast. Equip on cast makes this card amazing if you aren't able to close out on turn 3.\n\nUsher of the Fallen - Helps get a creature on the board turn 1, but will often go 1 for 1 against removal. Okay alternative to turn 1 sigarda's aid if you can't play your hammer turn 1. I never use the boast ability, but it's there if you have the mana for it.\n\nKor Blademaster - Integral to strategy for turn 3 win, but not necessary by turn 5. Removal magnet. Okay turn 3-4 play if you have another creature equipped with the hammer.\n\nSeasoned Hallowblade - BIS against any form of removal. Discard for indestructible makes opponents very wary of using damage/destroy removal, though it's technically a 1-1 for a card in you hand (which is still great, since you can just discard redundant pieces). You'll never convince me this isn't the best 2 cmc warrior in a competitive environment.\n\nTwinblade Geist - Integral to strategy for turn 3 win, but not necessary by turn 5. Removal magnet. If the game goes past turn 4, having an easy source of double strike from the graveyard is also great though can be expensive for this deck to cast.\n\nGryff's Boon - Extremely useful to strategy as a cheap source of persistent evasion, significantly less useful against early fliers. The downside is that you can get 2-1'd if the creature is attached to is dealt with before you do anything useful.\n\nGods Willing - Integral to strategy as both evasion and protection.\n\nOpen the Armory - Integral to strategy to tutor out hammer (or gryff's boon on occasion).\n\n20 plains - Nothing fancy, gets the job done. This deck does fine on just 2-3 lands but I wouldn't go lower than 20 in the deck.\n\n"}]}
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