Tuesday Night Takeover

Hammers of Moradin Tokens Pauper EDH

“By Moradins might, I strike you down!”

Art:Hammers of Moradin by Justine Cruz

Hammers of Moradin is an amazing commander for a very fun mono-white token strategy! If you love mono-white tokens, or just simply going to combat, I imagine you are going to enjoy this one. Me and my playgroup have been having a ton of fun with this one; while this deck certainly has some tough matchups like control, it shines at a table full of other creature decks as the combat is quite fun and engaging. I love mono-white and tokens and have featured both of the archetypes a ton on the site and this is another one that I have been loving and recommend you all check it out as well! Without further adieu, let’s get it!

The Deck:

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Hammers of Moradin Tokens!

Commander (1)
Hammers of Moradin

Creatures (30)
Cliffside Lookout
Doomed Traveler
Hunted Witness
Thraben Inspector
Wyrm’s Crossing Patrol
Anointer Priest
Cathar Commando
Dawnbringer Cleric
Gold Myr
Kor Skyfisher
Ornithopter of Paradise
Spirited Companion
Attended Knight
Court Street Denizen
Desperate Sentry
Inspiring Overseer
Master of Diversion
Priest of Ancient Lore
Sergeant-at-Arms
Village Bell-Ringer
Ballynock Trapper
Basri’s Acolyte
Celebrity Fencer
Gallant Cavalry
Palace Sentinels
Stonehorn Dignitary
Supply Runners
Tabaxi Toucaneers
Razor Golem
Soul of Migration

Instants (14)
Astral Confrontation
Charge
Crib Swap
Generous Gift
Guardians’ Pledge
Holy Light
Prismatic Strands
Raise the Alarm
Ramosian Rally
Riot Control
Stave Off
Summary Judgment
Swift Response
Your Temple Is Under Attack

Sorceries (10)
Battle Screech
Call the Cavalry
Gather the Townsfolk
Inspiring Roar
Kytheon’s Tactics
Marshaling Cry
Queen’s Commission
Silverflame Ritual
Spectral Reserves
Triplicate Spirits

Artifacts (4)
Greatsword of Tyr
Marble Diamond
Wedding Invitation
Bonder’s Ornament

Enchantments (7)
Cartouche of Solidarity
Hyena Umbra
Mask of Law and Grace
Cho-Manno’s Blessing
Journey to Nowhere
Oblivion Ring
Omen of the Sun
Lands (34)
Captivating Cave
Desert of the True
Evolving Wilds
Forge of Heroes
Hidden Courtyard
26 Plains
Secluded Steppe
Terramorphic Expanse
The Fair Basilica

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Why Hammers of Moradin?

Hammers of Moradin is a great source of combat damage for the deck. Myriad is also super helpful since we can attack the weakest opponent and take out a blocker or deal damage to our opponents. Being able to attack everyone is quite strong. Sadly, the tokens do not count towards commander damage, so there is no huge commander damage one-shot, but the extra damage combined with the quite aggressive nature of the deck allows us to put a ton of pressure on our opponents. Being able to tap down opponents’ creatures when attacking also makes our combat that much easier and is a great way to assist in getting in damage.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

Anointer Priest is arguably the most important card in our deck since it gives us a ton of passive life gain off of all of the tokens we create. Celebrity Fencer is one of the best attackers/blockers in our deck and after only being out for a few turns can be quite problematic for our opponents. Court Street Denizen and Ballynock Trapper are two very strong ways to tap down opponents creatures and make combat much easier for us. Master of Diversion and Stonehorn Dignitary are two other very strong creatures that hurt our opponents in combat and allow the big myriad damage as well as some strong attacks through. Making blocking difficult is certainly a theme of our creature package and is a great way to guarantee some hits in. We do have some supplemental card draw within our creature package, which helps refill our hand and keep on committing to the board and pressuring our opponents. The two best examples of this are Priest of Ancient Lore and [scyrlink]Inspiring Overseer[/scrylink], which are pretty decent attackers/blockers as well.

Instants:

Our instant package mostly focuses on removal like Generous Gift, Crib Swap, and Summary Judgment, as well as a few others. The biggest downside of this is that much of our removal requires some kind of condition to be met like the creature being tapped which is not impossible to do but makes the removal much less effective depending on the situation. Holy Light is a card that is pretty crazy in this deck and can absolutely hose any other token strategies. If we are against mono-color decks Prismatic Strands is a little expensive to cast but is quite hard to flashback, and the protection from a single color can be very strong within the deck. Riot Control is a fog with a ton of upside and can allow us to gain an absolute ton of life. Astral Confrontation will always get the full discount when we attack with our commander since we are attacking every opponent.

Sorceries:

The two most important cards in our sorcery package are Silverflame Ritual and Inspiring Roar since they allow us to buff up our board and make us even better at attacking. This is, of course, much better if we have a full board. The rest of our sorcery package mostly focuses on token production with some of the best, including Battle Screech, Gather the Townsfolk, and Spectral Reserves which are all decently cheap, pretty easy to cast and help fill up the board. We also have some strong one-turn buffs that allow us to do a ton of damage like Kytheon's Tactics and Marshaling Cry.

Artifacts:

We don’t have that high of a cost throughout the deck, and because of that, we only have two mana rocks in Marble Diamond and Bonder's Ornament, which are great sources of extra mana and the card draw from bonders can be key. Greatsword of Tyr is a buff and a tap-down which can make combat quite easy for us. Wedding Invitation is another auto-include in pretty much any combat deck and allows us to hit hard and get some card draw.

Enchantments:

Omen of the Sun and Cartouche of Solidarity are two strong token-producers with some additional upside like a buff and first strike as well as some extra life; both of these are quite strong and allow us to deal additional damage and build up the board. Oblivion Ring and Journey to Nowhere are both great pieces of removal and are perfect to take out big threats or more importantly some commanders. We also have some additional protection for our commander, whether that be from removal or just in combat Mask of Law and Grace and Cho-Manno's Blessing are both pretty cheap and amazing sources to get that done!

Land Base:

Being in mono-white leads us to a pretty simple landbase without a ton of glitz and glamor or that many non-basics. The non-basics we have in the deck are quite strong and impactful and two of my favorites are Forge of Heroes and Captivating Cave which both typically go on our commander and the buffs can make our attacks with myriad pretty crazy. As I typically do we of course have some supplemental card draw in our landbase like Secluded Steppe and The Fair Basilica since we are in mono-white card draw is extremely important and the more the merrier. Not a ton to say about the rest of the landbase, due to the low overall cost of the deck I feel quite comfortable only running thirty-four lands and find that it works quite well.

Strengths of the Deck:

  • We can be quite aggressive in the early game and chip in some strong early damage.
  • We have quite a bit of removal in the deck and many ways to tap down opponents’ threats, effectively removing them from combat.
  • Our commander can be a huge damage dealer for the deck and is able to attack every opponent thanks to myriad.

Weaknesses of the Deck:

  • Generally weak to creature hate.
  • We do have some but overall we don’t have a ton of sources of supplemental card draw in the deck which can often leave our hand empty.
  • We don’t have a ton of protection for our creatures and permanents and our commander tends to draw removal from every player since they have Myriad.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We are a combat deck through and through. Our commander has myriad which allows us to attack every opponent and can be a very strong source of damage for the deck. We tend to overwhelm the board with small tokens and other creatures that give us payoffs like Supply Runners and Celebrity Fencer and then use cards like Charge and Kytheon's Tactics as strong ways to go over the top and one-shot opponents.

Conclusion:

Hammers of Moradin is a very sweet commander! Me and my playgroup have been having a blast with it and if you have anyone in your playgroup or LGS that loves Mono-White and tokens and just straight up swinging I would recommend checking this one out, they are an absolute blast to pilot. This deck isn’t CPDH, but it can be quite strong against other combat decks. I hope you all enjoyed this one as much as I did. Thanks for reading to the end and for all of your support!