Hammer Time is a deck that became popular in Modern when Modern Horizons 2 expanded the strategy, adding Esper Sentinel and Urza's Saga to the archetype, which, along with the already established core of Stoneforge Mystic and Puresteel Paladin, combined with Colossus Hammer and Inkmoth Nexus. The archetype has recently disappeared due to the new wave of power creep brought about by Modern Horizons 3, which placed more efficient Aggro decks at the top.
Over the years, Pioneer has received one tool after another to replicate this strategy in the format: from Resolute Strike in Zendikar Rising to Kemba, Kha Regent in Phyrexia and Kellan, The Fae-Blooded in Wilds of Eldraine, but Final Fantasy is the set that may have catapulted the archetype to competitive levels—Cloud, Midgar Mercenary and Raubahn, Bull of Ala Mhigo both provide more consistency in executing the combo by complementing both of the archetype's necessary lines as tutors and enablers.
In this article, we delve deeper into Boros Hammer Time and how it adapts to the current Pioneer Metagame.
The Decklist
This list is essentially the same one used by player wordy333 on July 6th to place fourth in a Pioneer Challenge. Of all the versions I've seen and tested so far, this one seems the most consistent in executing its game plan without relying exclusively on it—a key trait for any Aggro-Combo in competitive Magic—thanks to Cori-Steel Cutter, which allows us to search for multiple copies with our cards and run an alternative line where two spells per turn create more pressure on the board.
Another highlight in this list is the redundancy of the game plan that Final Fantasy brought with Cloud, Midgar Mercenary and Raubahn, Bull of Ala Mhigo, which makes it much more consistent in executing both lines and resembles what we see from Hammer Time in Modern, where the combination of Colossus Hammer is commonly complemented by Urza's Saga and Kaldra Compleat thanks to how these cards interact with the main strategy while, on their own, providing complementary threats.
Maindeck

The win condition.
Our goal is to use Colossus Hammer to deal lethal damage to the opponent in one or two combats. Since the cost of equipping the artifact is absurdly high, we use some cards to attach it to our creatures.
Sigarda's Aid is the main tool to circumvent this cost because it allows you to attach Colossus Hammer to any creature, but only when the card is cast. Once in play, if the equipped creature is destroyed, Hammer becomes a dead card.
This is where Raubahn, Bull of Ala Mhigo comes in. The Ul'dah general in Final Fantasy XIV attaches Hammer to any creature when he attacks, including himself—if equipped with the card, Raubahn becomes virtually impossible to destroy with traditional removal, as the Ward cost is too expensive to pay.
Kemba, Kha Enduring also works with Colossus Hammer, but it's the most limited card among the enablers on this list, as it only works for itself and only when it comes into play.

To add consistency, we have eight cards that can search for artifacts in the deck.
Kellan, the Fae-Blooded guarantees a two-for-one: first, he finds an equipment, and then his 2/2 body with Double Strike offers a near-combo-kill with the appropriate sequence of equipment attached to him.
Cloud, Midgar Mercenary is the closest thing we have to Stoneforge Mystic in Pioneer, but it trades the ability to bypass mana costs by doubling triggers from attached cards—in this list, only Chainsaw has a relevant ability with Cloud.
Cardside (1 Cori-Steel Cutter || 1 Shadowspear || 1 Lavaspur Boots || 1 Chainsaw)
We have a large equipment package in addition to Colossus Hammer to target with our cards.
Cori-Steel Cutter is the main target when combo-killing isn't possible. With it, casting two cards every turn always puts a body on the board with Trample. These tokens threaten the opponent whenever Sigarda's Aid is in play, as there's always the possibility of searching for or drawing Colossus Hammer and attacking for 13 with Trample.
Shadowspear offers Trample for a low cost, and Lifelink is extremely relevant in Red Aggro matchups.
Lavaspur Boots lets any creature we own enter with an immediate impact. Essential with Raubahn, Bull of Ala Mhigo and Kemba, Kha Enduring, but also relevant if we cast Kellan, the Fae-Blooded.
Chainsaw is a flexible slot that functions as cheap removal. Its trigger is relevant in some matchups and can turn creatures into threats as the game extends.

Although it isn't equipment, Portable Hole is the cheapest answer against Aggro decks we have in the format. This slot can be any other removal depending on your metagame, or even extra protection if you prefer to go more all-in. Most recent lists are running Seam Rip instead.
Zack Fair is a protective tool that also allows you to bypass mana costs, as it attaches one of his equipment to the protected creature.

As we're an Aggro-Combo deck, our focus is on winning the game, preferably before a Sunspine Lynx hits the board and deals enough damage to severely punish us for using too many nonbasic lands. So, we maximize the number of duals available to facilitate access to colors, especially to be able to pay for Cloud without giving up the possibility of having to pay
for Raubahn with the same lands.

Mutavault provides an extra threat that we can use to pressure the opponent, attach a Colossus Hammer stuck in hand with Sigarda's Aid, or even with Raubahn, Bull of Ala Mhigo if they already have a Hammer equipped and we want a second threat attacking for 12 or more this turn.
Eiganjo, Seat of the Empire rounds out the list as a removal that can also be used as a land drop in the early turns. With so many legends, it's common to just pay to use its Channel ability.
Sideboard

Unexpected Request isn't the kind of card you'd expect in Pioneer (no pun intended), but it's a sideboard choice that has won me more games than I expected. Black midranges often focus on killing creatures and then playing threat after threat to end the game—stealing a token from Unholy Annex or any strong creature with evasion and attaching a Colossus Hammer to it essentially wins the game if your opponent doesn't have a resource to deal with their own threat.
Get Lost is our spot removal against Planeswalkers, enchantments, and larger creatures that permeate the metagame. Common targets include Temporary Lockdown, Unholy Annex, Kaito, Bane of Nightmares, and others.
Knockout Blow is our main side-in against Red Aggro decks, whether they're Prowess decks or more go-wide versions.

Magebane Lizard is a complementary threat and tool against Izzet Phoenix, Prowess, and the Lotus Combo, and it also occasionally works against players who have been trying to use the Omniscience combo in Pioneer after the Standard ban.
Rest in Peace handles Izzet Phoenix, Greasefang, Okiba Boss and also Cauldron Familiar decks, whether in the more traditional Jund or Golgari versions.
Surge of Salvation protects us from Thoughtseize and the like, deals with Burn spells and also provides spot removal against our creatures, making it a versatile answer against both Mono Black Midrange and Red Aggro.
Sideboard Guide
Mono Red Aggro
IN

OUT

Mono Black Midrange
IN

OUT

Izzet Phoenix
IN

OUT

Lotus Combo
IN

OUT

Orzhov Greasefang
IN

OUT

Azorius Control
IN

OUT

Wrapping Up
That's all for today!
If you have any questions, feel free to leave a comment!
Thanks for reading!













— Comments 0
, Reactions 1
Be the first to comment