Putting
Colossus Hammer into play is easy; actually
equipping it is what tends to be problematic. To sidestep it’s hefty equip cost we run a playset of
Sigarda's Aid and two copies of
Magnetic Theft (courtesy of a suggestion by user
zapyourtumor). This lets us hold the hammer in reserve and cast it on our opponent’s turn thanks to
flash, which is great at helping our scant few creatures not to draw unwanted attention before we’re ready. More important though is that our hammer now equips for
free, eschewing that weighty equip cost.
Now that we have the Motive and the Means to cast our powerful piece of equipment, let’s create the Opportunity.
We have a three person squad, each creature occupying a particular role.
•Giver of Runes functions as security, carefully watching over our Hammer Brother and ready to throw herself into the line of fire at a moment’s notice.
•Stoneforge Mystic enters the games carrying, not a torch, but a hammer the likes of which would be sure to capture Tim “The Toolman” Taylor’s attention.
•The creatures most suited for equipping this unwieldy hammer are Kor Duelist and Swiftblade Vindicator (thanks to zapyourtumor once again for pointing out the latter!). Boasting trample and/or double strike, one or two tosses means sure death for our opponent. Don’t be afraid to equip one of the other creatures though; a 22+/22+ is ideal, but an 11/11 is a force to be reckoned with too.
In the rare event we either haven’t drawn the hammer or it somehow found its way to our graveyard, we run Steelshaper's Gift as part of our tool box to ensure we have one ready to go.