Hammer Time is an aggressive Magic: The Gathering Modern deck that revolves around using powerful artifacts to overwhelm opponents with massive damage early on. It's a unique archetype that relies on a few key cards to tutor a wide array of tools for different situations. The deck is a low-to-the-ground aggro deck that takes cheap bodies and suits them up with brutally efficient equipment.
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Essentially a mono-white deck, Hammer Time is built to end the game before opponents can effectively respond. It's quick, lethal, and exceptionally fun to play. Here's everything you need to start your Modern Hammer Time journey.
Hammer Time plays cheap artifact creatures and a suite of white creatures that synergize with equipment very well. These cheap threats are meant to tutor up or wear powerful equipment that helps you end the game rapidly.
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.
Equipments 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. The deck revolves around one central equipment and runs several others to use when it needs new types of answers.
Finally, Hammer Time rounds out its deck with a crucial enchantment that helps the deck run, and a few lands that have utility to its play style.
Hammer Time has a very simple core strategy, with a deep strategy pool and toolbox nature that allows plenty of skill expression. In short, Hammer Time wants to play cheap artifacts and utility creatures, then use Puresteel
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