“By Moradins might, I strike you down!”
Art:Hammers of Moradin by Justine Cruz
Table of Contents
Today’s Featured Commander Is:
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!
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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
Instants:
Our instant package mostly focuses on removal like Generous Gift
Sorceries:
The two most important cards in our sorcery package are Silverflame Ritual
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
Enchantments:
Omen of the Sun
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
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
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!