Despark

Despark

Instant

Exile target permanent with converted mana cost 4 or greater.

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Set Rarity
Commander 2020 (C20) Uncommon
War of the Spark (WAR) Uncommon

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful 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

Despark 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

shadow63 on Lurrus The Viable Companion

1 week ago

Mishra's Bauble could be nice Altar's Reap and its like Despark

Brogan54 on Oloro, Ageless Ascetic

1 week ago

My recommendations :

I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.

LOW IMPACT:

Teferi's Protection

Rhox Faithmender

Debt to the Deathless

Despark

MANA COST TOO HIGH

Merciless Eviction

Anguished Unmaking

Disallow

Thran Dynamo

TOO SLOW

Mox Tantalite

Phyrexian Arena

Twilight Prophet

Crypt Ghast

Winds of Abandon

Vindicate

Search for Azcanta  Flip

I would first add better ramp, better draw, potential Stax, tutors and then other win cons.

RAMP

Dark Ritual

Fellwar Stone

Mox Diamond

Talisman of Hierarchy

Talisman of Progress

Copy Artifact

Mox Opal

Cabal Ritual

Grim Monolith

Lotus Petal

Dramatic Reversal

DRAW

Ad Nauseam

Night's Whisper

Windfall

Timetwister

Whispering Madness

Brainstorm

Ponder

Preordain

Verity Circle (good against dorks)

Plunge into Darkness (a good Impulse)

Mindblade Render

Sygg, River Cutthroat

STAX

Drannith Magistrate

Aven Mindcensor

Cursed Totem

Notion Thief

Humility

Blind Obedience

Rest in Peace

Torpor Orb

BETTER COUNTERSPELLS

Mental Misstep

Dispel

Flusterstorm

Delay

Spell Pierce

Spell Snare

Negate

Tale's End

BETTER REMOVAL

Chain of Vapor

Gilded Drake

Yahenni's Expertise

Into the Roil

Blink of an Eye

TUTORS

Vampiric Tutor

Imperial Seal

Transmute Artifact

Intuition

Whir of Invention

Praetor's Grasp

Spellseeker

Academy Rector

OTHER COMBOS

CONSULT COMBO Demonic Consultation

Tainted Pact

Jace, Wielder of Mysteries

Laboratory Maniac

AD NAUSEAM COMBO Angel's Grace

Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose

Helm of Obedience

Rest in Peace / Leyline of the Void

Heliod Walking Ballista

Approach of the Second Sun

Dramatic Scepter

Isochron Scepter

Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander

Didn't look at landbase

PooChooTrain on The Ur-Companion

2 weeks ago

Posting on here to say TDemers and I have been chatting a lot about this deck as we are both building it. My creature base may look slightly different but probably not too much (I'm gonna try Maelstrom Archangel, for example).

I might find a way to keep in Despark because I can see single target removal being a need in this deck -- whether it's a creature or hate/stax piece that's getting in the way.

Also a little concerned about going too heavy on Legendary spells, so I may skip Urza's Ruinous Blast -- it also may not wipe as effectively as we want; this is EDH so everyone plays a few legendaries.

TDemers on The Ur-Companion

2 weeks ago

NeonEndymion

In: Dragonlord Silumgar - Out: Keiga, the Tide Star Clear upgrade.

In: Primevals' Glorious Rebirth - Out: Spell Rupture Cut a counterspell in favour of Primeval to recover from a board wipe instead of trying to prevent one.

In: Ugin, the Spirit Dragon - Out: Despark Moving the deck balance more towards asymetrical boardwipes instead of single target removals. Ugin and Primeval moved the average CMC to 4.0 which is quite high. I'll decide after some playtesting if Ugin should stay or not, maybe in favour of ramp like Skyshroud Claim

In: Return of the Wildspeaker - Out: Swords to Plowshares I can see Return of the Wildspeaker doing alot of work in this deck, 10 cards for 5 mana or a combat trick to close the game.

In: Urza's Ruinous Blast - Out: Ryusei, the Falling Star More reliable board wipe since I control when it happens and not my opponents.

In: Numot, the Devastator - Out: Steel Hellkite Improvement in color density to help synergize with Jegantha, Ramos and Morophon, white and blue needed the most help.

I left Niv-Mizzet Reborn in the deck for now, in goldfishing he usually draws me 1-3 cards which is not bad for a 5 colored mana dragon that can be cast with a simple Jegantha tap.

Down to 25 dragons, which is the lowest I want to go. I'd like to make room for Skyshroud Claim due to the higher average CMC and also still planning on adding Fire Covenant whenever I get my hands on it.

RiotRunner789 on Vampires

2 weeks ago

Bloodthirsty Aerialist is a great card with all of your life gain.

Your also lite on versatile removal. Orzhov typically has the best removal with cards like Anguished Unmaking, and Despark. They could help you break through pillow fort strategies which can end up being a nightmare with your main win-con being a flood of vampires.

NeonEndymion on The Ur-Companion

3 weeks ago

Glad it's been a help vs annoyance! When starting a new deck the decision paralysis and cuts/swaps can be a real pain as much as it's also fun. I suppose I'm a little antsy to help w/ some refining/tweaking, as my current main lists are all at a place where I'm happy with them (or can't safely acquire new cards and accessories to brew/build with at the moment).

In any case, given your meta, I think the one clear "maybe" add is Xenagos, God of Revels.

The rest all have clear downsides for narrow upsides. Without dorks, walkers can be more of a liability as people will attack them down cleanly and quickly. Sarkhan the Mad is the one card that Vlasiax does not cut from his respective list, but that's mainly b/c he has a lot of board stall/Ghostly Prison decks in his meta and sometimes needs to push through a heap of direct damage.

In terms of cuts, I'm with you in finding Keiga, Ryusei, and Niv Mizzet Reborn underwhelming here.

As previously discussed Earthquake could eventually become Fire Covenant or Toxic Deluge.

Maybe Despark becomes Assassin's Trophy?

I'd also suggest having a hard look during testing at heavy generic mana cards that the companion can't help ramp into at all, esp whether Ramos works with how you sequence your plays, if Steel Hellkite can connect with open mana often enough, and whether Golos has any good land targets/hits reliably enough off the top. Kind of cool that you can use the companion to help activate him, though.

Lastly, I've been underwhelmed with Ojutai, Soul of Winter, as for me at least it had minimal impact whether playing from behind, ahead, or at parity. When ahead, it often was just a win more card for me.

If you cut a small handful of some of those higher CMC dragons, I think you could sneak in a few extra enablers/draw effects to help smooth things out in terms of overall consistency?

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