Arcane Foundry › Commanders › Bruenor Battlehammer
Bruenor Battlehammer
Legendary Creature — Dwarf Warrior · {2}{R}{W} · Red/White commander
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay {0} rather than pay the equip cost of the first equip ability you activate each turn.
Build a Bruenor Battlehammer deck →
What Bruenor Battlehammer actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- AbilityEach creature you control gets +2/+0 for each Equipment attached to it.
- AbilityYou may pay {0} rather than pay the equip cost of the first equip ability you activate each turn.
What a Bruenor Battlehammer deck needs
Plays as voltron. What the commander asks of the other 99 — read from the card and checked by hand.
- equipment (each attached Equipment gives its creature +2/+0, and the first equip each turn is free)
- bodies to carry the equipment
The Bruenor Battlehammer deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 28× Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- 10× Make the commander connect — a body that never deals combat damage never triggers
- 6× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a whole board at once
- 8× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Bruenor Battlehammer
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- Basilisk Collar1 mana
- Skullclamp1 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Sword of the Animist2 mana
- Shadowspear1 mana
- Mithril Coat3 mana
- Paradise Mantle0 mana
Make the commander connect — a body that never deals combat damage never triggers
- Archetype of Aggression3 mana
- Iroas, God of Victory4 mana
- Elspeth, Sun's Champion6 mana
- Ajani's Anguish1 mana
- Eldrazi Monument5 mana
- Shadowspear1 mana
- Goblin War Drums3 mana
- Jackdaw Savior3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Wild Magic Surge2 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
- Erode1 mana
- Unwanted Remake1 mana
- Angelic Ascension2 mana
Find the exact card the plan needs
- Open the Armory2 mana
- Enlightened Tutor1 mana
- Kellan, the Fae-Blooded // Birthright Boon3 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
- Imperial Recruiter3 mana
- Ranger-Captain of Eos3 mana
- Magda, Brazen Outlaw2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Day of Judgment4 mana
- Street Spasm1 mana
- Shatter the Sky4 mana
- Split Up3 mana
Refill your hand
- Esper Sentinel1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Professional Face-Breaker3 mana
- Archivist of Oghma2 mana
- The One Ring4 mana
- Sticky Fingers1 mana
- Vexing Bauble1 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Hexing Squelcher2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Chaplain of Alms // Chapel Shieldgeist1 mana
Get ahead on mana
- Sol Ring1 mana
- Boros Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana