![]() This can also be run alongside Paradise Mantle for more mana utility and cheap Metalcraft.Īs a living weapon equipment, Nettlecyst can become a combat threat without any assistance, growing as you build out your board with artifacts and enchantments. It's not a flashy addition but it can do vital work in low land-count hands even if you need to tutor it up on occasion. ![]() Springleaf Drum is simply an artifact that can be used to produce extra mana if necessary. Combine this with the option to remove both hexproof and indestructible and Shadowspear's value is clear to see. Trample can help ensure your Colossus Hammer wielder gets combat damage through, and Lifelink makes you harder to kill the more combats you can engage in. This massive buff can end games in a single turn, and the entire deck is tuned to get it into play fast before attacking with cheap threats. Thanks to Sigarda's Aid and Puresteel Paladin, you'll likely never have to pay for the card fair and square. A one-cost equipment with an equip cost of eight mana, +10/+10 is fantastic when you don't plan on paying that cost. This is the card that earned Hammer Time its name. The deck revolves around one central equipment and runs several others to use when it needs new types of answers. ![]() More tutors mean more flexibility, but it's not worth running too many copies.Įquipments are a central focus of Hammer Time, as they're the damage enablers that turn its low-to-the-ground threats into massive, game-ending stat blocks that put opponents on a quick clock. It's pretty clear to see why many Hammer Time decks opt for a copy or two, helping to fish out key cards at the right time. Steelshaper's Gift is an equipment tutor at sorcery speed that costs one mana. It's hard to say no to hexproof and indestructible for one mana, and three copies are the norm. Teferi is often found with two copies split between the mainboard and sideboard in differentiating arrangements, based on personal taste.īlacksmith's Skill is a great way to protect your many artifact creatures, and can even be used as a combat trick when needed to save an equipped creature. Stopping instant-speed interaction is an incredibly powerful effect, and can prevent your opponent from disrupting your combo on a key turn. Teferi, Time Raveler is a Modern staple at this point. Mostly focused on creatures and equipment, Hammer Time has a few noncreature, nonartifact spells that can smooth over its rough spots and help it close the game out. This is an optional pick that some decks eschew for more consistency, while others value the added flexibility. Since the Reality Chip is both a creature and an equipment, it allows Hammer Time to tutor it up to gain a consistent card advantage when Reconfigured as an equipment. ![]() Stoneforge Mystic can also go tutor expensive equipment like Kaldra Compleat, to take your game plan in another direction. Stoneforge Mystic is one of the deck's equipment tutors - more copies of Stoneforge Mystic are effectively more copies of Colossus Hammer, so you'll be running a full playset. It's another cheap creature with additional utility in helping other bodies connect with your opponent's life total. Giver of Runes is a good way to protect your key creatures from removal or slip a Colossus Hammer-wielding creature past blockers. Unable to be blocked except by creatures with Haste, Gingerbrute is a great way to make sure your Colossus Hammer is on a body that can use it. Gingerbrute continues the pattern of cheap artifact creatures that can wear equipment decently and enable Metalcraft. Equipping a +10/+10 buff to an Esper Sentinel or Ginger Brute for free can end the game there and then. Puresteel Paladin is how you ignore Colossus Hammer's massive equip cost, and that's the key synergy for the deck. It draws cards whenever your equipment enters the battlefield and makes them free to equip so long as you have three artifacts on the battlefield, known as Metalcraft. Puresteel Paladin is one of the deck's key engine pieces. It is not only a one-drop artifact creature that can help enable Metalcraft, but it also helps to draw cards early on before becoming an unpayable tax with the right equipment. Hammer Time, like any primarily white deck, can struggle with drawing enough cards to continually trade resources with more midrange or control-oriented opponents. While it may seem harmless, Ornithopter can be a genuine combat threat once Hammer Time gets going. It wears equipment well and can help activate Metalcraft incredibly quickly. Ornithopter is a free flying body that is also an artifact, which is exactly what Hammer Time is looking for.
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