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Thread: Colossus Hammer

  1. #1
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    Colossus Hammer

    This is an aggro deck that tries to get Colossus Hammer in play fast and reliable.
    A T2 kill is possible.

    https://scryfall.com/card/m20/223/colossus-hammer

    The deck is still in development and currently looks like this :

    CC0

    4 Ornithopter

    CC1

    4 Colossus Hammer
    4 Enlightened Tutor
    4 Kor Duelist
    4 Magnetic Theft
    4 Sigarda's Aid
    4 Steelshaper's Gift
    3 Emerge Unscathed
    2 Swords to plowshares

    CC2

    4 Kor Outfitter
    1 Puresteel Paladin
    1 Umezawa's Jitte

    CC3

    1 Armory Automaton
    1 Oblivion Ring
    1 Sword of Fire and Ice

    Lands:18

    4 Ancient Den
    4 Arid Mesa
    4 Plains
    4 Plateau
    2 Windswept Heath

    SB 15 ( open to change )

    3 Pithing Needle
    3 Oblivion Ring
    3 Rest in Peace
    1 Emerge Unscathed
    1 Relic of Progenitus
    1 Sword of Feast and Famine
    1 Sword of Light and Shadow
    1 Sword of Sinew and steel
    1 Swords to Plowshares


    Possible opening plays :

    T1 Kor Duelist
    T2 Sigarda's Aid + Colossus Hammer for potential 22 damage
    OR Colossus Hammer + Magnetic Theft

    T1 Ornithopter + ( Enlightened Tutor for Sigarda's Aid OR Colossus Hammer ) OR ( Steelshaper's Gift for Colossus Hammer )
    T2 Sigarda's Aid + Colossus Hammer for 10/12 attacking Ornithopter
    OR Colossus Hammer + Magnetic Theft

    T1 Ornithopter + Colossus Hammer
    T2 Kor Outfitter ( or Puresteel Paladin if we get an Artifact land in play ) for 10/12 attacking Ornithopter


    Overall the deck has 4 Hammers and 8 cards that can tutor for it.

    4 Sigarda's Aid and 4 cards that can tutor for it.

    4 Sigarda's Aid can attach for free and at instant speed when an equipment enters the battlefield.
    Thus you can attack with one or more creatures and wait until after blockers are declared to play the Hammer.

    10 Cards can let you attach the Hammer for free if it is in play :
    4 Kor Outfitter + 4 Magnetic theft + 1 Puresteel Paladin + 1 Armory Automaton.

    The Oblivion Ring's presence MD may be debatable but I like to have one available especially because it can be tutored for.

    Other potentials who didn't make the cut :
    Flayer Husk : T1 creature drop - artifact - equipment - tutorable
    Soltari Foot Soldier : T1 creature drop - unblockable due to [/CARDS]

    I think this deck has potential but I lack the opportunity to test this live against multiple opponents.

    Thus : Input and/or suggestions are welcome.
    Last edited by Borg; 02-11-2020 at 05:50 AM.

  2. #2

    Re: Colossus Hammer

    I'd consider Kazuul's Toll Collector. Yes, he's slow, but he does exactly what this deck needs. Also, SFM. Use [ CARDS ] cardname [ / CARDS ], without the spaces to include tooltip images. Use [ IMG ] url_to_picture [ /IMG ] to include a picture directly.

  3. #3
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    Re: Colossus Hammer

    Thanks for the cardname info, bruizar.

    Kazuul's Toll Collector is indeed a card that fits this strategy but it is slow, as you already mentioned.
    At 3CC I play 1 Armory Automaton instead.

    I prefer AA over KTC for 3 reasons :
    1. AA can steal equipment from the enemy when attacking
    2. AA can be tutored for
    3. costing 3 colorless I'll not have any mana type problems

    I had SFM early on but replaced her with Steelshaper's Gift which makes the deck potentially go 1 turn faster.

  4. #4
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    Re: Colossus Hammer

    A one of Blood Moon in the sideboard?

  5. #5
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    Re: Colossus Hammer

    4x Plateau seems odd to me. You could probably cut down to 1-2 and run a basic mountains and then Prismatic Vistas, modeling your manabase off of Miracles. Plus you only have 4 Red cards, so you probably never want to see a second red source.

  6. #6
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    Re: Colossus Hammer

    The weak link of the deck lies on the creatures. It is unusual to have two solo attacks connected against most Legacy decks.

    Using Slippery Bogle + Gladecover Scout makes the deck resilient to removals, while using Inkmoth Nexus + Blighted Agent cuts short the clock and facilitates damage connection. In Legacy, Marit Lage is still on top of the Food Chain.
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    Yep DCI/Wizards never fails... those that cry the loudest wins!

  7. #7
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    Re: Colossus Hammer

    True. All the creatures die to all the removal in the format. Moreover almost all removal are instants. None of the creatures in the primer have haste, so sorcery removal will also do the trick. Hexproof seems important.

    The next problem is to tweak the manabase in order to include green...

  8. #8
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    Re: Colossus Hammer

    I think the weak spot is the red. I would cut Magnetic Theft and just play Sigarda's Aid/Kor Outfitter/Puresteel Paladin as the way to cheat Equips, then switch over to Bogle/Scout, and play something similar to modern Bogles. I think some number of Berserk would be very good here as well, another reason to play green.
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  9. #9

    Re: Colossus Hammer

    Have you thought of just making this an infect deck? You aren't super far from that. They tend to run like 12 infect creatures, if you cut green for a red artifact package you go to 8 but your pump spells don't just disappear after you use them so if you lose your infector on a big swing the game isn't completely over.
    Artifacts
    4x Arcum's Astrolabe
    4x Colossus Hammer
    2x Umezawa's Jitte

    Creatures
    4x Blighted Agent
    4x Kor Outfitter
    2x Puresteel Paladin

    Enchantments
    4x Sigarda's Aid

    Instants
    4x Brainstorm
    2x Daze
    4x Force of Will
    4x Magnetic Theft

    Lands
    4x Flooded Strand
    4x Inkmoth Nexus
    4x Scalding Tarn
    3x Tundra
    3x Volcanic Island

    Sorceries
    4x Steelshaper's Gift

  10. #10
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    Re: Colossus Hammer

    Quote Originally Posted by jonastobias View Post
    Have you thought of just making this an infect deck? You aren't super far from that. They tend to run like 12 infect creatures, if you cut green for a red artifact package you go to 8 but your pump spells don't just disappear after you use them so if you lose your infector on a big swing the game isn't completely over.
    Artifacts
    4x Arcum's Astrolabe
    4x Colossus Hammer
    2x Umezawa's Jitte

    Creatures
    4x Blighted Agent
    4x Kor Outfitter
    2x Puresteel Paladin

    Enchantments
    4x Sigarda's Aid

    Instants
    4x Brainstorm
    2x Daze
    4x Force of Will
    4x Magnetic Theft

    Lands
    4x Flooded Strand
    4x Inkmoth Nexus
    4x Scalding Tarn
    3x Tundra
    3x Volcanic Island

    Sorceries
    4x Steelshaper's Gift
    How are you casting Astrolabe? Doesn't seem like it should be in this deck imo. I'm not a fan of adding blue either. You're only running 14 blue cards, so FoW will likely end up as a dead card. Also Your hammer falls off the Inkmoth at EOT. Just seems like going this route has too many inefficiencies.

  11. #11

    Re: Colossus Hammer

    Quote Originally Posted by Lemon View Post
    How are you casting Astrolabe? Doesn't seem like it should be in this deck imo. I'm not a fan of adding blue either. You're only running 14 blue cards, so FoW will likely end up as a dead card. Also Your hammer falls off the Inkmoth at EOT. Just seems like going this route has too many inefficiencies.
    Oh I'm an idiot you're right, I was trying to get around having 3 white sources but a bunch of double white costs, forgot how tight the base was while trying to get around that

  12. #12
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    Re: Colossus Hammer

    I think it's very important the combo is made to be a 1-shot kill.

    A combo 12/12 is not that exciting in this format where we have
    Marit Lage
    Emrakul, the Aeons Torn
    Griselbrand
    Phyrexian Dreadnought
    That's the bar for cheated-out fatties, and only the first 3 are tier 1-1.5.

    The best creatures to make this a 1-shot kill are either double strike or infect:
    Kor Duelist
    Swiftblade Vindicator
    Adorned Pouncer
    Blighted Agent
    Phyrexian Crusader
    Mirran Crusader

    Some form of evasion or at least trample would be ideal. Getting chumped by a 1/1 elemental token feels bad. Vindicator's trample is very relevant, as is Mirran's protections from fatties (Marit Lage, Goyf, Angler).

    If you go the hexproof route instead, Temur Battle Rage can ensure your guy is a 1-shot.

    Steelshaper's Gift is mana efficient and must help your fast goldfishes, but in interactive games I think you just want Stoneforge Mystic. It's a turn slower but you can make it uncounterable with Cavern of Souls naming Kor and it could find other backup equipment too (Jitte, Batterskull, Argentum Armor). Good cards are good.

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    Re: Colossus Hammer

    Possible examples.

    Naya Hexproof Battlerage Colossus


    //Creatures: 24
    4 Gladecover Scout
    4 Slippery Bogle
    4 Mother of Runes
    4 Stoneforge Mystic
    3 Kor Outfitter
    3 Thalia, Guardian of Thraben
    2 Mirran Crusader

    //Equipment: 6
    4 Colossus Hammer
    1 Batterskull
    1 Umezawa's Jitte

    //Enchantments: 4
    4 Sigarda's Aid

    //Spells: 7
    3 Path to Exile
    3 Temur Battle Rage
    1 Magnetic Theft

    //Lands: 19
    4 Windswept Heath
    3 Prismatic Vista
    2 Arid Mesa
    3 Savannah
    1 Taiga
    1 Plateau
    1 Snow-Covered Mountain
    1 Snow-Covered Forest
    2 Snow-Covered Plains
    1 Karakas


    Between the 8 Bogles and Mothers, you should be able to find a target to equip that can't be removed. Then you try to 1-shot with Temur Battle Rage (double strike + trample) or get attacks through with Mother of Runes or PtE to remove blockers.

    Thalia resists them from playing interaction on your turn.
    Mother protects you from removal and grants evasion
    SFM tutors Colossus.
    Aid, Outfitter and Magnetic Theft give free equips.



    Kor Double Strike Colossus


    //Creatures: 27
    4 Mother of Runes
    4 Kor Duelist
    4 Swiftblade Vindicator
    4 Stoneforge Mystic
    4 Kor Outfitter
    3 Thalia, Guardian of Thraben
    2 Kor Skyfisher
    2 Mirran Crusader

    //Equipment: 6
    4 Colossus Hammer
    1 Batterskull
    1 Umezawa's Jitte

    //Enchantments: 4
    4 Sigarda's Aid

    //Spells: 4
    3 Apostle's Blessing
    1 Magnetic Theft

    //Lands: 19
    4 Cavern of Souls
    4 Arid Mesa
    4 Prismatic Vista
    2 Plateau
    3 Snow-Covered Plains
    1 Snow-Covered Mountain
    1 Karakas


    Duelist, Vindicator and Crusader are 10 double striking targets to 1-shot kill.
    Aid, Outfitter and Theft let you equip for free just before attacking.
    Thalia resists them from playing tricks
    Mother and Apostle's Blessing protect them from removal as you equip and attack.
    Skyfisher lets you recycle some ETBs and is creature type Kor and Soldier (both good for Cavern), maybe too cute

  14. #14
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    Re: Colossus Hammer

    Thanks for all the input. Many good points have been made so far.

    I think Magnetic Theft remains a little underestimated so far :

    - If a Hammer equipped creature is removed and the Hammer ends up on the ground, MT is the most mana efficient way to get it attached again. Outfitter costs double at sorcery speed.
    - It is part of a possible T2 win : T1 Kor Duelist T2 Hammer - MT
    - It allows you to attack with two or more creatures and wait until after blockers are declared to attach the Hammer to an unblocked one.
    - Stealing your opponent's equipment on the fly ( even if it is for just 1 turn ) is a nice niche effect.

    Two good deck suggestions by FTW
    Naya deck :
    Only four cards to equip from play ( 3 Kor Outfitter and 1 Magnetic Theft ) is not enough imo. I'd suggest at least +2 MT.
    SFM is too slow imo. ( thus also remove batterskull )
    Mother of Runes, Thalia and Mirran Crusader are good additions for a slower/more steady version.

    Looking forward to more of your suggestions/critique.

    Creatures : 20
    4 Kor Duelist
    4 Kor Outfitter
    4 Swiftblade Vindicator
    3 Mother of Runes
    3 Thalia, Guardian of Thraben
    2 Mirran Crusader

    Artifacts : 6
    4 Colossus Hammer
    1 Umezawa's Jitte
    1 Sword of Fire and Ice

    Instants : 7
    4 Magnetic theft
    3 Path to Exile

    Enchantments : 4
    4 Sigarda's Aid

    Land : 19
    4 Arid Mesa
    4 Prismatic Vista
    4 Snow-Covered plains
    3 Cavern of Souls
    2 Plateau
    1 Snow-Covered Mountains
    1 Karakas

    Sideboard : 15
    2 Blood Moon
    3 Duergar Hedge-Mage
    1 Path to Exile
    3 Pithing Needle
    1 Relic of Progenitus
    3 Rest in Peace
    1 Sword of Light and Shadow
    1 Sword of Sinew and Steel
    Last edited by Borg; 02-07-2020 at 08:06 AM.

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    Re: Colossus Hammer

    Thalia is doubling the cost of key cards : Aid, Hammer, Magnetic Theft, Path to Exile.
    I don't think she's worth it in this deck.
    Any pro's that outweigh the negatives ?

    I'll go with a fourth Mother of Runes and two Boros Swiftblade instead.

  16. #16
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    Re: Colossus Hammer

    Quote Originally Posted by Borg View Post
    Thalia is doubling the cost of key cards : Aid, Hammer, Magnetic Theft, Path to Exile.
    I don't think she's worth it in this deck.
    Any pro's that outweigh the negatives ?
    Thanks for your feedback!

    Are you just goldfishing or also testing against opponents? What decks did you test against?

    The pros are Thalia doubles the cost of opponent's removal (Bolt, StP, Fatal Push, Terminus) so it's more likely they can't hold open removal to stop you. She also doubles the cost of their Brainstorms & Ponders (harder for them to dig into an answer), makes Oko cost 4 mana (too slow to stop you), makes Abrupt Decay cost 3 mana (slow), and slows down their Forces and Dazes (less disruption). Thalia also helps you not autolose to combo decks in game 1.

    Maybe Thalia doesn't belong here. I included her just to give you some interaction against the opponent.

    Because she also increases your costs, that's why I cut down on Magnetic Thefts and have SFM as an alternate way to find and play equipment. I left 1 Theft just as a trick to keep opponent on their toes. Once they see it, they will always try to play around it even if you don't have it.

    Theft is a cool trick but it's card disadvantage. It leaves you down a card. It also needs red mana open instead of white. If they Bolt/StP the creature or remove the Hammer in response, you're far behind in resources. Theft is better for goldfishing but seems worse against real opponents. Outfitter costs double but at least gives you a body, no card disadvantage. Sigarda's Aid can be played turn 1 before Thalia and is a repeatable effect.

    - If a Hammer equipped creature is removed and the Hammer ends up on the ground, MT is the most mana efficient way to get it attached again. Outfitter costs double at sorcery speed.
    If you go for the 1-shot kill and protect your creature, you won't need to re-equip often. Instead of spending a card to equip a 2nd time, why not spend a card to make sure the first hit kills? Then no re-equip is needed.

    It is part of a possible T2 win : T1 Kor Duelist T2 Hammer - MT
    Sigarda's Aid enables the same kill. T1 Duelist. T2 Aid. After blockers flash in Hammer & free equip.

    It allows you to attack with two or more creatures and wait until after blockers are declared to attach the Hammer to an unblocked one.
    Can't you do the same with Sigarda's Aid though? Do you need more than 5 copies of that effect?

  17. #17
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    Re: Colossus Hammer

    Thank you very much FTW for taking the time to write down your arguments.

    Lately I haven't had much opportunities to play against a live opponent so this deck is really untested.
    I do realize there's a big difference between playing a real opponent and goldfishing.
    Nevertheless, that shouldn't stop us to try to get the deck as ready as possible in the meantime, correct ?

    I agree that the inclusion of Thalia and SFM makes the deck stronger as they are both proven quality cards, but also slower.
    As tsabo_tavoc already pointed out, the creatures are the weak point of the deck.
    Now if the deck is going to slow down, the creatures become even more of a weakness, therefore a switch to green/white might be better.

    Green offers Gladecover Scout, Slippery Bogle as already mentioned by tsabo_tavoc and also Silhana Ledgewalker which also has hexproof and comes very close to being unblockable.

    Since the G/W version wants to start out with a T1 green drop before going all white I think we may need more than 2 Savannah to have a reliable mana base.
    Looking forward to what you have to say about that.

    Anyway, this is the GW version
    Looking forward to hear any constructive criticism.

    I know the knock on Enlightened Tutor is that it is card loss but to its advantage in this deck, it can go get both key cards : Aid and Hammer.
    What do you think about its inclusion ?

    Creatures : 24
    4 Gladecover Scout
    4 Slippery Bogle
    4 Silhana Ledgewalker
    4 Kor Outfitter
    4 Stoneforge Mystic
    3 Thalia, Guardian of Thraben
    1 Gaddock Teeg

    Artifacts : 7
    4 Colossus Hammer
    1 Umezawa's Jitte
    1 Sword of Fire and Ice
    1 Batterskull

    Instants : 5
    3 Path to Exile
    2 Enlightened Tutor

    Enchantments : 5
    4 Sigarda's Aid
    1 Sylvan Library

    Land : 19
    4 Windswept Heath
    4 Prismatic Vista
    4 Snow-Covered plains
    4 Savannah
    1 Snow-Covered Forest
    1 Karakas
    1 Horizon Canopy

    Sideboard : 15
    2 Mirran Crusader
    4 Knight of Autumn
    1 Path to Exile
    3 Pithing Needle
    1 Relic of Progenitus
    4 Rest in Peace

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