Hammer Time (FNM)
Deck Size: 60
Pioneer
Legal
Est deck cost: $82.20
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Artifact
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Enchantment
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{"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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