Hammer Time: Spicy Brew

Mono-Red Attrition Control

Twenty-six lands, three creature cards, and a plan that only works if the game goes long. Hammer of Bogardan is the reason it does. Three mana for three damage is a fair rate; the clause underneath is the point: during your upkeep you may pay 2RRR to return it from the graveyard to your hand, then cast it again for 1RR. Eight mana buys a Hammer every turn, for the rest of the game, and nothing short of exiling the card turns it off. The mana base is built to get there: twelve Mountains, four Ghitu Encampment, four Mishra's Factory and two Thawing Glaciers, which fetch a basic Mountain, return to hand at the cleanup step and get replayed as the next land drop, so the deck never misses one and keeps thinning itself towards spells. With two Hammers in the sixty, the late game is a three-point shot every upkeep from a card that refuses to stay dead.

Getting there means clearing the board again and again without running out of answers, so every sweeper here is reusable. Powder Keg gains a fuse counter each upkeep and, when sacrificed, destroys every artifact and creature whose mana value matches the counters: at one that is Goblin Lackey, Phyrexian Dreadnought, Carnophage and Mother of Runes, at two Meddling Mage, Wild Mongrel and Withered Wretch. Nevinyrral's Disk destroys every artifact, creature and enchantment on the table, the deck's own Kegs and Furnaces included; the creature-lands survive because they are only creatures while animated, and Shard Phoenix does not mind dying at all. For RRR during your upkeep it comes back from the graveyard, and its sacrifice deals 2 damage to each creature without flying whenever the board fills up again. Slice and Dice deals 4 damage to each creature for six mana, or cycles for 2R and still deals 1, which is enough for Goblin tokens, Elves and Lackeys; Starstorm is the same idea at instant speed with X of your choosing. Lightning Bolt, Incinerate and Firebolt, which flashes back for 4R, trade one for one with whatever slips through, and Rorix Bladewing, a 6/5 flying haste for six, ends the games the Hammers have not.

Pillage, Wasteland and Dust Bowl are the other half of the control plan. Pillage destroys an artifact or a land and stops regeneration, so it answers Phyrexian Dreadnought, a Powder Keg in the mirror, Gaea's Cradle, Rishadan Port or an opposing Factory; Wasteland and Dust Bowl do the same to nonbasics from the land slot, and Dust Bowl does it every turn as long as there are spare lands to feed it, which twenty-six lands and Glaciers provide. Three Phyrexian Furnace exile the bottom card of a graveyard every turn and can be sacrificed to exile one specific card and draw: a turn-one play against Reanimator, Replenish, Cephalid Breakfast and Madness that later cycles itself away for a card. The clock is the land slot too. Ghitu Encampment becomes a 2/1 first striker for 1R, Mishra's Factory a 2/2, and eight of them attack under the deck's own sweepers because they are plain lands the rest of the time.

The sideboard adds what mono-red cannot do in the main. Red Elemental Blast and Pyroblast turn Counterspell, Fact or Fiction and Standstill into dead cards, Pyroclasm is the cheap sweeper against Goblins and Elves, Ensnaring Bridge stops big attackers once the hand is small, which a deck that keeps returning Hammers to hand has to keep in mind. Dwarven Miner makes the mana denial repeatable, Mogg Salvage kills a Dreadnought or a Keg for free against Islands, Black Vise punishes draw-go, and Jeweled Torque naming red gains two life for two mana every time Sligh or Burn casts a spell. Nicholas Bach called the deck Mono Red Control and took this exact 75 to the Top 4 of Mogg Monthly: Phyrexian Colaugust at Delta Beer Lab in Madison, Wisconsin on 8 August 2026, 32 players, with a 5-2 record. The skeleton is older than that: the same 26-land shell with four Kegs, four Disks and four Pillage finished 2nd of 22 at LCOS Premodern in July 2023.

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Anno MMXXVI · Estd. 1995–2003

The Premodern Chronicle

Tournament decklists, card prices and the spiciest brews of Premodern: Magic with old-border cards.

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Anno MMXXVI · Estd. 1995–2003

Premodern Tournament Decklists

Every deck in the archive: winning and Top 8 lists gathered from tournaments around the world, with full mainboards and sideboards.

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The Format

What is Premodern?

Premodern is a Magic: The Gathering format played with cards from Fourth Edition through Scourge (1995–2003), the game's golden era. It captures the feel of early competitive Magic: iconic old-border cards, meaningful decisions and a rich, interactive metagame, free of the power creep of later sets.

1995 — 2003

How it plays

Premodern is an eternal, non-rotating format. Games reward tight play, deckbuilding skill and knowledge of the metagame rather than raw speed. Combo, control, aggro and midrange all have a home, from Goblins and Stiflenought to Landstill, Replenish and The Rock.

AggroControlComboMidrange
Deck construction 60 card main deck (min.) 15 card sideboard (max.) 4 copies per card (basics excepted)

Legal Sets

29 expansions · 1995–2003

A card is legal as long as its name appears in one of these sets. (Reprints in newer sets are legal too, but on Premodern Chronicles we always show the period-correct old-frame printing.)

1995–96
Fourth Edition
Ice Age
Chronicles
Homelands
Alliances
Mirage
Visions
1997–98
Fifth Edition
Weatherlight
Tempest
Stronghold
Exodus
Urza's Saga
1999–00
Urza's Legacy
Sixth Edition
Urza's Destiny
Mercadian Masques
Nemesis
Prophecy
Invasion
2001–02
Planeshift
Seventh Edition
Apocalypse
Odyssey
Torment
Judgment
Onslaught
2003
Legions
Scourge

Current Banlist

33 cards

To keep the format diverse and interactive, these cards are banned, including the classic ante cards.

Banlist is maintained by the Premodern format committee, check premodernmagic.com for official updates.

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Unusual, rarely-seen Premodern decks: the spicy lists you won't find on a Top 8 photo.

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Competitive Premodern without the Reserved List price tag: the cheapest proven archetypes, each with a step-by-step upgrade path from its full deck guide.

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Every card from the tournament decks, spicy brews and archetype guides we track, each with its printing, price and the decks that play it.

Premodern Staples

The most played cards across the tournament decks and archetypes we track. Maindecks and sideboards are counted separately: a card in half the sideboards is a hate card, not a format staple.

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The Metagame

Premodern Tier List

Rankings are our own read of tournament results and league play, refreshed a few times a year. Card art © Wizards of the Coast, shown in the period-correct old-frame printing.

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About

About & Legal

Premodern Chronicles is an independent, non-commercial archive of Magic: The Gathering Premodern tournament results: winning decklists, a metagame tier list with deck guides, card prices and the banlist. Card images and card data come from Scryfall.

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Premodern Chronicles is unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Corrections to a decklist, a tournament result we have missed, or anything else: use the contact form or reach us on Instagram. What you send through the form is stored on our own server (message, optional reply address, the page it was sent from, and a shortened hash of your IP address to limit abuse) for as long as it takes to deal with it, and is forwarded to us as a private notification. Nothing is shared with third parties.