Golos, Tireless Pilgrim - 21 ways to win and counting.

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motleyslayer
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Post by motleyslayer » 4 years ago

what I like about your list is that it does something different than what my decks normally do (I have a habit of building combo in commander, which is weird for me since I don't really play much combo in 60 card formats, except for legacy)

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Dragonlover
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Post by Dragonlover » 4 years ago

Yeah I have no idea where this deck falls on the aggro-control-combo-midrange axis, other than definitely not aggro.

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Post by Dragonlover » 4 years ago

Heads up, the correct and up to date decklist is now in the OP.

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Kajaxis
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Post by Kajaxis » 4 years ago

What's the replay value like on this deck? I've been interested in building this, but my group is small.

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Post by Dragonlover » 4 years ago

I mean there's 19 ways to win and very little in the way of tutoring, so no game goes the same way as a rule. You do occasionally got the same line a couple of games in a row, but it's nowhere near "and then I cast Tooth and Nail for Hoof and Avenger" every game. I've played it three or four games a session for a few weeks at times (especially while writing the primer) and nobodies had any issues.

My advice is if your group is cool with it assemble what you've got, proxy the rest and take it for a spin. You'll know within a couple of games if it's right for you.

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Cyberium
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Post by Cyberium » 4 years ago

This deck is crazily awesome, I'm gonna test it out myself. Love all those randomness, spices of life!

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Post by Dragonlover » 4 years ago

So I'm looking through the precon spoilers, and (predictably) not a lot's jumping out at me for inclusion. Given that the next package I'm looking at tuning is the token generators, Curious Herd immediately jumped out at me but it's gonna be a bit variable, which I'm not sure I want.

Manascape Reactor is an artifact that's also a second copy of Maze's End, which tbh I have no idea if I want or not but is probably worth exploring. Speaking of lands, I need to go through and see what level of counter overlap there is in case Nesting Grounds is relevant. I suspect the problem there will actually be that it's one at a time and sorcery speed, but the first thing that springs to mind is shifting charge counters onto Darksteel Reactor.

Finally Tidal Barracuda in for Leyline of Anticipation is a swap I'm considering. Ups the creature count, stops my stuff being countered, will likely do more for me than the Leyline overall.

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Post by Dragonlover » 4 years ago

Didn't expect the full spoilers so soon, else I'd have waited.

Just working my way through the spoilers, obviously the vast majority is utterly irrelevant for what we're trying to achieve here and thankfully they didn't print a fresh wincon this time around. Let's see what looks like it might slot in somewhere:

Shark Typhoon: Gets me tokens for playing non-creature spells, and most of the deck is non-creatures. Given I'm looking at low-input ways to get tokens, this seems reasonable. Also a potential source of 5-power creatures to kickstart Mayael's Aria with, which I've realised I'm sorely lacking in now I don't have Ramos in the command zone.

Colossification: Well, that's one way to get the Aria win. Works best if I can flash it in obviously, but I'm not sure if I want a thing to get +20/+20 outside of having the Aria ready to go. Will need further consideration I think.

Eerie Ultimatum: Hoo boy, that's a card. I feel like this is just a straight swap for Open the Vaults. Sure, it's harder to hardcast, but puts everything into play and doesn't help out my opponents. Cast it with a stocked enough graveyard and I might just win the following turn.

Emergent Ultimatum: So I can't just grab three cards that will inevitably win on the spot without any on-board setup, but the way I see it I get two thirds of a Golos flip for the same amount of invested mana and I get to pick the cards, so that has to be worth investigating right?

Genesis Ultimatum: The deck is 87% permanents, so this is likely going to be 5 cards straight into play. I have no idea what comes out for it, but I definitely want to take it for a spin because it just seems utterly gross.

Jegantha, the Wellspring: It's a 5/5 for Aria, and most of a Golos flip by itself. Sadly can't be used as a companion due to most of the wincons having double or in one case triple pips. Another one I have to find room for I think.

Zirda, the Dawnwaker: It's a little bit magical Christmas land, but this drops the cost of a Golos activation to WUBRG, meaning that I can get more flips in per turn. The trouble is, I have basically no other activated abilities, although I did just realise it'll make Maze's End cost 1 to activate. If I'm reading the card correctly, it'll also basically get me two extra counters on Helix Pinnacle every activation? I think I have just enough activated abilities to mean that this will always do something relevant, but I'm definitely on the fence.

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Post by Dragonlover » 3 years ago

So I picked up a box (and the precons) today and got all of the cards I'm considering. I've swapped in the Eerie Ultimatum and Shark Typhoon so far, gonna probably look at a bit more of an overhaul at some point and keep the rest of the cards in mind when I do so.

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Post by Dragonlover » 2 years ago

So, Covid meant I basically skipped the last year beyond keeping a vague eye on spoilers. If anyone has any suggestions for cards from the last year, I'll gladly take them.

However, I did grab a prerelease pack for MH2 and have swapped in Tavern Scoundrel for Okaun, Eye of Chaos. The problem with Okaun is he got really really big, or at least had the potential to do so, and that both attracted unwanted attention and occasionally meant the best play was to head into the red zone, neither of which I want from this deck. The Scoundrel is much lower key, and feeds several wincons at the same time.

Still trying to work out the best way to do tokens. Tempted to put a Food/Clue/Treasure package in using the stuff from MH2, add a wholly separate creature token package to help out Epic Struggle, and then slap in Brudiclad, Telchor Engineer to cross them over if need be.

I have played a few games, and the Shark Typhoon showed up once and did some work for me, so that's staying in testing wise. Haven't seen the Eerie Ultimatum yet.

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Post by Dragonlover » 2 years ago

In light of the recent banlist update, we have decided to use Rule 0 and I'm keeping Golos as the commander for this deck.

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Post by Dragonlover » 2 years ago

The only change for the deck as of Midnight Hunt is swapping Vorel of the Hull Clade for Triskaidekaphile. Vorel didn't interact with anywhere near as much stuff as I'd hoped, and is just feel bad with Helix Pinnacle, whereas Triskaidekaphile is another wincon that supports itself, helps out other wincons and ups the count to 20 wincons, a full fifth of the deck.

I've also added a Rule 0 note to the intro to the deck.

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Post by Dragonlover » 1 year ago

I have not had the brainspace to give this primer the love it deserved over the last year, and my play-time has also not been as high as I'd like. However, I finally got the time to do the big token update and sort out a few other swaps, as follows:

Out: Contagion Clasp, Sterling Grove, Privileged Position, Viral Drake, Steady Progress , Clone, Sphinx's Revelation, Hangarback Walker, Shrine of Loyal Legions, Nuisance Engine, Crazed Firecat, Krark's Thumb, Molten Birth, Creepy Doll, Karplusan Minotaur

In: Academy Manufactor, Army of the Damned, Bootleggers' Stash, Brudiclad, Telchor Engineer, Cryptolith Rite, Fae Offering, Halo Fountain, Josu Vess, Lich Knight, Leonin Relic-Warder, Prosper, Tome-Bound, Rite of Replication, Seedborn Muse, Smothering Tithe, Tireless Provisioner

Carved out the chaff from the coinflip support, added in a Treasure package, got us up to 21(!) wincons and went in on the 'build your own Prophet of Kruphix' idea a bit. I still want to add Worldfire, Esix, Fractal Bloom and Tidal Barracuda to beef up Barren Glory, just generally aid with token stuff and give me more flash respectively.

I think Sphinx of the Second Sun might be one of my favourite cards in this deck now. It just enables so much utter nonsense whenever it comes down.

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Post by Dragonlover » 1 year ago

Another month, another set. The obvious swaps are Black Dragon Gate et al for the five remaining basic lands in the deck, as well as swapping Gond Gate in for Gateway Plaza. I decided Baldur's Gate wasn't worth it, but if you're running a Kenrith, the Returned King variant of the deck then that is definitely something I'd find room for. This takes us to 16 Gates, meaning we should probably never Golos flip ourselves out of the Mazes End win.

The only other thing I think I want from the set is to swap Illusionist's Bracers for Dynaheir, Invoker Adept. Changes a non-creature to a creature, still copies Golos, but also doubles Helix Pinnacle as long as X=4 or more, and that's frankly hilarious, especially since we now have the mana generation to actually take advantage of it.

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Post by Dragonlover » 1 year ago

Every time I think I've got away with not tweaking the deck for a bit, they print another bloody wincon, and this time it needs me to head into the red zone. So, how do we make Ramses, Assassin Lord actually work in the deck?

For starters, he gives another angle to the Arcane Adaptation. I could just wait for someone to end up low enough, turn all my stuff into Assassins then play him and swing for lethal.

There is, however, another route: lose the game cards. I've traditionally not run them in the deck partially due to space, and partially due to the fact that if I knock one person out with a Door to Nothingness but then I get disrupted and the game drags out, that's not great for my first target. Also also, it's a wincon deck, not a losecon deck, and style is important. That said, if I swing at you with Ramses, the Door to Nothingness or Nicol Bolas, Dragon-God you to win, that's a whole different ballgame. It's also telegraphed as hell, but what in this deck isn't? I'm gonna cut the Fae Offering for Ramses, then play some games and evaluate from there.

I'd like to find room for Tiller Engine. I've considered Amulet of Vigor many times, and the extra mode on this plus it being a creature for Mortal Combat definitely make it even more interesting potentially. The cut for that? No clue, that'll be a thought for another time.

Nothing else from the set jumped out at me. Briefly considered a commander swap to Jared Carthalion to depower the deck a touch and take the banned guy out of the zone, but decided it was a step too far. Did get my hands on a Kenrith however, so will be testing that out and seeing what happens.

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