Colossus Hammer

Colossus Hammer

Artifact — Equipment

Equipped creature gets +10/+10 and loses flying.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Latest Decks as Commander

Colossus Hammer Discussion

plakjekaas on Your Favorite Plays

1 week ago

Turn 1: Rograkh, Son of Rohgahh (commander) + Darksteel Citadel + Mox Amber + Colossus Hammer + Masterwork of Ingenuity copying the Hammer

Turn 2: Plains + Ardenn, Intrepid Archaeologist (other commander), go to combat, equip both hammers for free and swing in for 20 commander damage.

wallisface on Boros equipment

1 month ago

BigTurkey having played a lot with Goblin Gaveleer, I ended up favouring quantity over quality. Other than Colossus Hammer (which imo you need 4-of), i’d suggest:

The deck i used to run had around 20 equipments, and then around 18 lands, 18 creatures. That left it no room for interaction, which was very scary, but did let it consistently win by around turn 3 uninterrupted.

king-saproling on Syr Gwyn, Knights with Swords! Casual EDH

1 month ago

All those great Sunforger options... and no Sunforger?!

You might like these too:

Personally I would cut the following:

  • Elite Headhunter (low impact)

  • Ogre Errant (low impact)

  • Dub (low impact)

  • Oathsworn Knight (low impact)

  • Sunrise Cavalier (low impact)

  • Giant's Skewer (low impact)

  • Shining Armor (low impact)

  • Resolute Rider (low impact)

  • Knight of Malice (low impact)

  • Draugr's Helm (low impact)

  • Cathar's Shield (low impact)

  • Hedgewitch's Mask (low impact)

  • Ingenious Smith (not bad but there are better sources of card advantage)

  • Citywide Bust (if you need to clear out certain creatures you could likely just alpha strike whoever has the problem creatures, forcing them to block)

  • Murder (similar to above)

Balaam__ on Balaam__

1 month ago

zapyourtumor hey I have a general rules question for you if you had a moment. It’s probably a question with an obvious answer but I’m hesitant. When casting a spell like Fling or Thud, is the spell checking only the power of the actual creature itself (as printed on the card) or if it’s equipped with a Colossus Hammer does it factor in that additional bump to the creature’s power? I feel like it’s the latter, but the wording leaves me unsure.

Lanzo493 on SwingForTheWin Deck-Idea

1 month ago

Sublime Archangel, Unnatural Growth, and Sunhome, Fortress of the Legion have good repeated use.

Some good one time instants are Berserk and Hatred. Exponential Growth for kicks and giggles. There’s also Thromok the Insatiable who could fit depending on the deck style.

The best equipment/aura boosters are Colossus Hammer, Eldrazi Conscription, and Colossification.

Pathbreaker Ibex and Craterhoof Behemoth can make a creature bigger, as well as lots of others. Throw God-Eternal Rhonas in with this group. And maybe Nylea's Colossus, too. Let’s also add Kalonian Hydra.

plakjekaas on Should Poison Counters Be Removable?

2 months ago

Infect is terrifying because it's so much easier to count to 10 instead of 20/40. It has been powerful and overly present in Modern, In constructed 1v1 where there's only one player whose interaction you need to stop. I think it stopped being very relevant around the time Fatal Push was printed?

Anyway, in commander you still need to survive the interaction of three other players, and have to count to 10 two more times after you've killed an opponent and established yourself as someone dangerous who needs to be dealt with. Outside of Skittles (Skithiryx, the Blight Dragon) who insinuates his game plan before the game even started and is therefor not that dangerous and easy to anticipate, and maybe Atraxa, Praetors' Voice who can do cute things like proliferate the counters for inevitabe kills, there's barely any valid infect commander strategies, outside of oneshotting people with one-time effects like Triumph of the Hordes or Tainted Strike.

The only infect card I play is Inkmoth Nexus in my equipment deck, because that's a scary land with an easy-equipped Colossus Hammer. Any card that would remove infect counters, would come too late for any opponent that I infected. That's probably why people don't see the need for a Vampire Hexmage for players.

Antidotes do exist in real life, but this is not just any infection we're dealing with. This is Phyresis, a magical infection to remove organical impurities and leave nothing but the perfect life form. It's a lot more potent than penicillin ;-)

hiddengibbons on WEIRD LAND DESTRUCTION

3 months ago

I like the concept. I might run a little more removal, especially early game. Something like Bone Shards maybe. Also, while Chromatic Lantern doesn’t see a lot of play in modern, I have seen a fair amount of decks with Utopia Sprawl and Abundant Growth. Fast colorless artifact heavy decks or decks with mana dorks could be a problem. A turn 1 Birds of Paradise or turn 2 Memnite with Colossus Hammer are very real threats.

Bolbae on Guided by Faith

4 months ago

Colossus Hammer by itself is too slow, but since you're already playing Hammer of Nazahn, Sigarda's Aid and Open the Armory it might be worth considering.

Because of all the enchantments, Sovereigns of Lost Alara are another possible choice.

Apart from that, I wasn't saying Octopus Umbra should be swapped, that's completely up to you of course.

Should you decide on further empathizing on the "Winged Guardians" backup plan, while Anointed Procession doesn't let you keep Saint Trafts' Angels, it still massively boosts their damage output. In addition, those created by Moonsilver Spear do stay. Together with Sundial of the Infinite you can also react to the triggered ability at the end of combat and keep all tokens that would be exiled.

I'm not much of a Voltron player though and I don't know if you really need that backup plan, so that's just an idea.

Have fun!

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