Calix, Destiny's Hand

Calix, Destiny's Hand

Legendary Planeswalker — Calix

+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.

-3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.

-7: Return all enchantment cards from your graveyard to the battlefield.

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Trade

Have (3) PostContact , gildan_bladeborn , GeminiSpartanX
Want (1) Hotchkiss

Printings View all

Set Rarity
Theros Beyond Death (THB) Mythic Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Calix, Destiny's Hand Discussion

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

MRDOOM3 on Uril, The Miststalker

1 month ago

Given that this is a very enchantment-heavy deck, maybe you can consider Calix, Destiny's Hand and/or Nomad Mythmaker?

Daybreak Coronet, Indrik Umbra, and Madcap Skills are some more nice, budget Aura cards you can run.

Ninokun on Selesnya Sagas Standard w/ Primer

1 month ago

It is really fun. Calix, Destiny's Hand makes a great tool for filtering and removal. I'm a big fan of Selesnya and centaurs. Maybe Rampage of the Clans if you add a couple extra enchanments to your main deck, as a surprise factor.

ThePlant on Kestia, the Cultivator

2 months ago

Haven't touched the deck in quite a while outside of throwing Hall of Heliod's Generosity in when MH came out.

There are some seemingly obvious includes from TBD: Calix, Destiny's Hand and Setessan Champion

There are some fun ones I'm considering too: Wellspring seems unobtrusive and interesting, especially outside of blue.

There's a lot from TBD that seem niche but might be good: Callaphe, Beloved of the Sea might do enough.
Dawn Evangel I feel lacks targets.
Destiny Spinner looks fun.
Flicker of Fate is cute.
Transcendent Envoy over Danitha Capashen, Paragon?

I much prefer input from friends over staring at EDHREC, so I'm looking forward to what you have to suggest in general.

Heliogabale on Uril, budget but strong!!!

2 months ago

Very nice budget deck! Uril was also my first commander, now replaced by Mayael because I have decided one Voltron is enough and my Sigarda is just my favourite.

I am concerned with many lands coming into play tapped slowing down the deck, especially the Karoos bouncing back lands to your hand without access to additional land drops. I would replace them with Myriad Landscape and Krosan Verge, for starters; they are also a bit slow, but seem to add more value. Not sure what dollar amount you have in mind for the deck but I think it is worth using Sunpetal Grove, Clifftop Retreat and Rootbound Crag just to ensure the deck is able to keep up at the table. I would rather spend on a few lands than having Swords to Plowshares and Beast Within but not being able to cast my Commander.

Recent sets have brought a few cards that would fit nicely in here, like Calix, Destiny's Hand and Setessan Champion, but I see you updated already so maybe they also don't fit the budget.

From your Maybe, I like Felidar Umbra and Divine Reckoning.

Cheers!

rockgobbler on Snowy Constellation Pseudo-Control

2 months ago

FateController17,

Damned good card that I haven't seen before! Thanks for the suggestion!

I'm not willing to dump green, because I really like Setessan Champion and Ice-Fang Coatl; however, I'll definitely swap Calix, Destiny's Hand out to the Sideboard with Teferi, Hero of Dominaria to replace him.

As far as removal or flicker, what would you suggest?

Again, thanks for the suggestion and for your help!

Meachman on Tuvasa Enchantments

3 months ago

Calix, Destiny's Hand has some potential in here, as does Hall of Heliod's Generosity for recursion.

Karametra, God of Harvests is a bit pricey, but good ramp. As is Smothering Tithe (which has become enough of a Commander staple that I wonder if it might see a reprint in some upcoming product?).

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