Hammer of Nazahn

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hammer of Nazahn

Legendary Artifact — Equipment

Whenever Hammer of Nazahn or another Equipment enters the battlefield under your control, you may attach that Equipment to target creature you control.

Equipped creature gets +2/+0 and has indestructible.

Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

Alearin on Magda of the Maskwood [[Guide]] Updated for MKC

17 hours ago

Saljen, your deck Treasure, Dwarves, and Dragon's; OH MY! definitely takes Magda, Brazen Outlaw in a different direction, with it focus on damage doublers/triplers and ping damage but not using infinite combos to do it. Biggest downside I could see is none of the doublers/triplers are directly searchable by Magda.

As for your suggestions:

  1. Hammer of Nazahn - Good card in equipment focused decks and giving Magda indestructible is always good, but to me it is a build up card. It does not impact the game greatly when it hits the field by itself. You either need to have the mana open to cast an impactful equipment, 5 more treasure to search for one, or wait until you have either of the above. That being said Hammer of Nazahn not being in my maybeboard was an oversite that has been rectified.
  2. Magmatic Galleon - I feel the cost is too high so I would not want to see it in my hand to hard cast. That means I would be using a precious Magda activation to bring this out and I am not sure it is worth it, in most cases vs getting a combo piece.
  3. Mycosynth Lattice - Does this work like Maskwood Nexus? Maskwood says "The same is true for creature spells you control and creature cards you own that aren't on the battlefield.". Where as Mycosyth says "All cards that aren't on the battlefield, spells, and permanents are colourless.' I take that to mean in the deck cards are colorless, but do not become artifacts until the enter the battlefield. Which would mean you do not get to search for an extra cards since they are not artifacts yet.
  4. Sculpting Steel - This is a card I like and have tried in my desk, but have moved it the maybeboard as a card to keep in mind for alternative builds. It is not in the main deck because to me it feels like a 'win-more' card. Is doubling the triggers you mentioned powerful? Yes it is. However, if I am getting even one of those to trigger I am probably winning the game. I don't need to double the triggers to win.
  5. Spiteful Banditry - This is a card that I am not sure how to evaluate. My current thoughts are it is not worth adding, despite the lack in interaction in the deck. My thoughts shortly after it came out, "I debated putting this in the main deck, there is 1 thing that kept it out. The worst sentence to see on a card in Magic, in my opinion, "This ability triggers only once each turn". If that wasn't on this card it is an auto include variable boardwipe that gives me treasures for killing my opponents creatures. As it stands the best case scenario is to play it when you have no creatures out or the creatures with the highest toughness and wipe your opponents board and get 1 treasure. There might be metas this is more useful in, which is why it was included in the maybe section. I doubt I will ever slot it into the main deck; unless, I am completely misunderstanding the card, since at most 1 treasure per opponent's turn seems unlikely and slow."
  6. Crime Novelist - Another card that I am not sure on my evaluation of. It is currently in the maybeboard of this deck since I can't convince myself of what to swap it with. I have played games with it in my deck and had it be great, allowing me to search for Helm of the Host and then equip it, or search for one combo piece and cast the other from my hand or even just drop a big dragon on the field on turn 3 or 4. However, I have had just as many games where it doesn't seem to do much. That said I think I should try to find a way to get it in my deck without cutting lands or interaction, so if you have a suggestion for what to swap with it I am open to ideas.
  7. Steel Hellkite - I just replaced this card for Cavern-Hoard Dragon. While I had it my deck for removal as you suggest I replaced it for something that is more likely to get get the treasure I need to combo out. Given that the deck aims to win on 2-4 activations of Magda, I felt getting treasures off Cavern-Hoard Dragon was the better play then paying for Steel Hellkite's effect and hoping it does damage to remove a problem piece.
  8. Saljen on Magda of the Maskwood [[Guide]] Updated for MKC

    4 days ago

    I went a different direction with my Magda deck, you're welcome to check it out if you like: Treasure, Dwarves, and Dragon's; OH MY! . I hadn't thought about Helm of the Host, I'm definitely going to find room for that in my version.

    Here's some suggestions that I've found very helpful in my Magda deck:

    Hammer of Nazahn - can save any creature at instant speed if you've got 5 treasures up, will also let you attach Helm of the Host for free

    Magmatic Galleon - provides removal, a tapper effect for your dwarves, and the occasional extra treasure. Great first tapper to search out

    Mycosynth Lattice - functions similarly to Maskwood Nexus, in that it'll let you search out any card in your deck, works well with Darksteel Forge to make board wipes one sided

    Sculpting Steel - lets you copy Roaming Throne or Illusionist's Bracers to get extra treasures, or any of your other artifacts

    Spiteful Banditry - board wipe that gives you random treasures throughout the game

    Crime Novelist - Sac your 5 treasures, search for your thing, get 5 +1/+1 counters, and RRRRR mana. Insanely easy to combo out with this guy, insanely powerful with Magda

    Steel Hellkite gives you the option to remove anything, even things you wouldn't normally be able to like enchantments

    Azoth2099 on Repanse De Lyonesse (Knight Tribal and Recursion)

    11 months ago

    Rizikar

    Oi! Nice Commander pick, Mardu Knights are my jam.

    If you're trying to give the decks some legs via recursion, Reanimator is the only way to go imho. Fortunately & are the perfect colors for that! Here's the Reanimator package that I typically start with if I'm building a deck in that style:

    Animate Dead, Dance of the Dead, Necromancy, Reanimate, Entomb, Buried Alive, Final Parting, Phyrexian Reclamation & Sevinne's Reclamation are sick. There are also some pretty spicy loops that can be accomplished with things like Corpse Dance & Dread Return, but we can get into all of that if you decide to run Reanimator as a strategy for this build.

    There's also some pretty great card draw options in this color combination that I think will do the deck some good. Necropotence, Black Market Connections, Esper Sentinel, Archivist of Oghma, Dark Confidant & Dark Tutelage all come to mind. Tectonic Reformation could provide some value here too.

    I'd also also maybe cut down on some of those lands in favor of some more Mana Rocks. Talisman of Conviction, Talisman of Hierarchy, Springleaf Drum, Fellwar Stone & Chromatic Lantern would be good includes.

    Tutors are expensive af, but there are a few nice choices that are very affordable right like Open the Armory, Wishclaw Talisman, Diabolic Intent, Diabolic Tutor, Gamble & Reckless Handling. Vampiric Tutor & Enlightened Tutor were just reprinted a little ago, so they're as cheap as they're going to get right now. I'm pretty sure Vampiric Tutor was like $90 a little bit ago, food for thought. Oh man, Stoneforge Mystic also exist, and is wonderful.

    Some non-specific Tribal support like Shared Animosity, Mana Echoes & Coat of Arms, Cryptic Gateway & Vanquisher's Banner could also do stuff!

    Lastly, a short list of neat Equipments you could consider are Conqueror's Flail, Hammer of Nazahn, Bloodforged Battle-Axe, Heartseeker, Masterwork of Ingenuity & Mask of Memory. I guess Halvar, God of Battle  Flip is technically an Equipment card too?

    Good luck in refining your list!

    eliakimras on Menacing Aura

    1 year ago

    Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

    Part 1: Ramp

    In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

    Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

    Part 2: Card draw

    Just as important as ramp is card draw: Galea won't always be available to you.

    In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

    Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

    Part 3: Removal

    Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

    The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

    In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

    Out: Reclamation Sage, Swords to Plowshares.

    Part 4: Boardwipes

    In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

    Out: Time Wipe (not one-sided), Plains.

    Part 5: Protection and Evasion

    In Voltron, tempo is crucial.

    Now to the Auras:

    Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

    Part 6: Tutors

    Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

    In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

    Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

    Part 7: Win Conditions

    In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

    Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

    Part 8: Lands

    In:

    Out:

    • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
    • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
    • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
    • Azorius Chancery, because you don't run the other two bouncelands.
    • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
    • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
    • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

    If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

    ImNora on Shirei's Army of Weaklings

    1 year ago

    I forgot about Nykthos, Shrine to Nyx. It's a little too high-end for me but I'm adding it in case I decide to finally invest in one. It's the reason Hammer of Nazahn is also currently sideboard.

    The Midnight Assassin is because of how common dragon tribal is at my LGS. I just needed the lowest mana, 1 power flying deathtouch I could find in black to make them think twice about swinging anything too good at me.

    I added Cabal Stronghold in place of a basic.

    Gilver on Tetsuo Rageblade

    1 year ago

    haydensmith423 Looks nice!

    I would cut Bloodthirster. It doesn't untap Tetsuo and is a wasted slot for 6 mana imo. You already have enough extra combat cards. Jin-Gitaxias, Progress Tyrant is also too expensive, yes the payoff is great but you would be better off to run something like Propaganda for more protection from go-wide decks, after all, you are not running lots of creatures and are going to be open for attackers. I am also not sure about Kaldra Compleat, sounds good on paper but has an high equipment cost and 7 CMC. You could slot in Blackblade Reforged, which can make him real strong.

    Chandra's Ignition is a must-have card, can finish off opponnents when tetsuo has infect or you can end up gaining lots of life if he has lifelink.

    Also have a look at Kediss, Emberclaw Familiar. Why not hurt the whole table if you are at it?

    Another crucial card you are missing in this deck is Hammer of Nazahn. Not only does tetsuo gain indestructibe, but you ignore equipment costs. It is a huuuge advantage.

    You can also go infinite with Sword of Hearth and Home if you have Akki Battle Squad out, it is a great equipment and one of the cheaper "Sword of X and Y" cards.

    Inevitable Betrayal is also one of those suspend casts which you can cast for "free". It is a fun card so definitely include it if you find the space. Imagine stealing a Blightsteel Colossus from someone or an Eldrazi.

    I am also not sure if Sword of Truth and Justice is a good idea to run in this deck. The card gives you protection from red, which makes it unable to be equiped with cards like Embercleave. The payoff is decent, can make tetsuo pretty beefy in the long run.

    Finally, Jhoira, Ageless Innovator and Pact Weapon are nice to haves in this deck. Cheat out equipment and cheat death. Also maybe cut Solemn Simulacrum and slot in Sword of the Animist. You are playing an equipment deck so why not go for an equipment for ramp instead.

    You can check out my list if you feel like it, would appreciate your opinion! I went for cheap equipments and try to win through commander damage and/or infect. Not really that much different from your list. If you have questions, feel free to hit me up :D.

    https://tappedout.net/mtg-decks/tatami-gaeshi/

    Load more