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The Hammer of Nazahn is an incredibly powerful equipment, providing protection, a power boost, and allowing us to cheat equip costs. This deck makes use of the hammer's mana-cheating ability, tutoring powerful equipment. Nazahn himself can swing in for a voltron win. The deck can also win through going wide with equipped creatures, tapping down potential blockers with Nazahn's last ability. the deck includes a cat tribal sub-theme for cat/equipment synergies.

Nazahn's hammer allows us to bypass equip costs whenever an equipment first enters the battlefield. This weaponry can make Nazahn's army scary very quickly. The equipment fulfills various functions in the deck: ramp, card draw, protection, evasion, removal, and pumping.

RAMP

Sword of the Animist and Sword of Feast and Famine ramp us through attacking. Dowsing Dagger   transforms into a large mana boost, giving us a land that can tap for 3 mana of any one colour.

CARD DRAW

Mask of Memory and Sword of Fire and Ice both offer card draw when the equipped creature connects while Skullclamp gives us card advantage when our equipped creatures perish.

PROTECTION

The Hammer of Nazahn itself obviously offers indestructible, but there are a few other pieces of equipment that protect. Darksteel Plate grants indestructible while Swiftfoot Boots, and Lightning Greaves grant hexproof or shroud. The Swords of X and Y each grant protection from 2 different colours.

EVASION

Loxodon Warhammer, Behemoth Sledge, and Sword of Vengeance all grant our creatures trample.

Sword of Feast and Famine, Sword of Light and Shadow, Sword of Truth and Justice, Sword of Sinew and Steel and the Sword of Fire and Ice grant evasion in making creatures unblockable by 2 colours each.

REMOVAL

Argentum Armor destroys any permanent that's troubling us, Sword of Fire and Ice lets us Shock any one target, and Sword of Sinew and Steel can take care of artifacts and planeswalkers.

PUMP

Argentum Armor, Blackblade Reforged, Batterskull, and Loxodon Warhammer all increase power by 3 or more.

The Swords of X and Y, Sword of Vengeance, Behemoth Sledge, Bloodforged Battle-Axe and Champion's Helm all give power boosts of 2.

Sword of the Animist and Skullclamp give a small power increase of 1.

Nazahn has a powerful array of blacksmiths and soldiers to forge and wield his weaponry.

The Blacksmiths

The deck functions as a toolbox, fetching whatever equipment is necessary in a given moment. The tutors and recursion spells act as blacksmiths, forging what we need:

Stoneforge Mystic, Stonehewer Giant, and Taj-Nar Swordsmith act as tutors on a stick.

Steelshaper's Gift and Open the Armory are cheap tutoring spells.

Inventors' Fair can be sacrificed to fetch an equipment.

Nahiri, the Lithomancer, Sun Titan, Ironclad Slayer, Buried Ruin, and Eternal Witness bring back destroyed equipment.

The Soliders

Nazahn's highly skilled soldiers specialize in handling weaponry. These soldiers either synergize with equipment or cats (or both!)

Arahbo, Roar of the World, Regal Caracal, and Qasali Slingers: all of these cats function well in the deck even if Nazahn is the only other cat they encounter (though obviously they function even better with more cats on the field). Arahbo gives a massive power boost, Regal Caracal gives a smaller boost and some extra bodies for equipping, and the slingers act as removal.

Mirri, Weatherlight Duelist, Fleecemane Lion, and Qasali Pridemage are all very strong fighters and function well with equipment on them. Mirri makes blocking and attacking incredibly challenging for opponents, Fleecemane Lion is a potent late game threat being nearly impossible to kill, and the Pridemage can give an attacking creature a nice little boost and act as removal in a pinch too.

Balan, Wandering Knight, Heavenly Blademaster, and Armory Automaton are absolute beaters in this deck allowing us to cheat equip costs and acting as magnets for equipment. They are powerful finishers.

Leonin Abunas and Indomitable Archangel help protect our equipment from removal and the angel is a beater in her own right.

Leonin Shikari and Kemba, Kha Regent are more cats that synergize with equipment. Kemba can create an overwhelming army while the shikari grants maximum flexibility when equipping.

Puresteel Paladin and Sram, Senior Edificer are non-cats that synergize with equipment incredibly well by giving us card draw.

Here are some cards that didn't make the cut:

Sol Ring: Banned in my playgroup. You won't see it in any of my decks. Swap out any mana rock for Sol Ring if your playgroup allows it.

Sword of Body and Mind: It's the only sword from the Sword of X and Y cycle I haven't included. In Commander I find milling opponents HELPS them far too often with all of the graveyard interactions in the format. Unless you are a dedicated mill deck, I don't think the sword of body and mind has a place. The 2/2 wolf creature token is fine, but doesn't save this card. Only include this if your OCD demands that you have all 5 in the cycle.

Dispatch: Yes, I'll usually have metalcraft online, but not always. Swords to Plowshares and Path to Exile are unconditional. I would include Dispatch if I felt I needed a third exiling creature spell or if I was on a tight budget (Path to Exile keeps creeping up in price).

Grafted Exoskeleton: Infect wins just aren't really my thing. If you are in a more cutthroat playgroup you may want to throw this in for the possibility of one-shot wins.

Sword of Kaldra, Shield of Kaldra, and Helm of Kaldra: I initially had the Kaldra equipment in here. The deck runs enough tutors that I could make it happen at times. It was mostly just cute though...it's quite a lot of hoops to jump through to get one scary beater. Most of these equipment on their own are just more expensive to cast versions of other equipment. It was kinda fun though...I may return to them.

Brass Squire and Auriok Windwalker: I find these two just operate too slowly, having to wait a turn before being able to cheat just one equip cost. I think I would rather run Auriok Steelshaper. Even though he only reduces equip by 1, he gives you the reduction right away and gets better the more equipment you have out.

Suggestions

Updates Add

I've added in Lion Sash from Kamigawa Neon Dynasty. It synergizes with the cat subtheme while being excellent graveyard removal. I've also addded Kodama of the West Tree as a source of evasion and repeatable ramp whenever our creatures are modified with equipment.

I've added Esper Sentinel from Modern Horizons 2 as a cheap form of card draw. It synergizes with the equipment theme as suiting it up with equipment makes it harder for opponents to pay the tax.

I want to try Ironsoul Enforcer for more recursion but I'm having trouble finding room. I also fear it might be too slow at what it does. Generally when I recur something I want it to be NOW and not have to wait a turn for an attack trigger.

Comments

Revision 54 See all

(2 years ago)

+1 Ancient Tomb main
-1 Argentum Armor maybe
+1 Commander's Plate main
+1 Cultivate main
-1 Darksteel Plate main
+1 Esper Sentinel main
-1 Farseek main
+1 Halvar, God of Battle  Flip main
-1 Heroic Intervention main
-1 Indomitable Archangel main
+1 Ironsoul Enforcer maybe
-1 Kemba, Kha Regent main
+1 King of the Pride main
+1 Kodama of the West Tree main
+1 Kodama's Reach main
+1 Lion Sash main
+1 Mantle of the Ancients main
+1 Maul of the Skyclaves main
-1 Mind Stone main
+1 Mirri, Weatherlight Duelistfoil maybe
and 31 other change(s)
Top Ranked
  • Achieved #31 position overall 6 years ago
Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

39 - 0 Rares

25 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.12
Tokens Beast 3/3 G, Kor Soldier 1/1 W, Phyrexian Germ 0/0 B, Stoneforged Blade
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