Galecaster Colossus

Galecaster Colossus

Creature — Giant Wizard

Tap an untapped Wizard you control: Return target nonland permanent you don't control to its owner's hand.

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Trade

Have (1) metalmagic
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Printings View all

Set Rarity
Commander 2017 (C17) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Galecaster Colossus occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Blue: 0.17%

Galecaster Colossus Discussion

bossomus on Thassa Extra Turns

2 months ago

If you want to make this deck more competitive, I have a handful of recommendations of cards to remove as well as cards to add.

------------Remove------------------

  • Gadwick, the Wizened. Only draws the cards when you first play him. Tap ability is only OK.

  • Callaphe, Beloved of the Sea. Paying 1 extra mana in competitive can mean a lot, but this is also a very niche tax. Rarely will this cause opponents to end up even paying 3 extra mana (going even).

  • Dream Eater and Exclusion Mage. Both perform a similar task except Dream Eater does it better. Only issue is that Dream Eater is expensive mana wise and Exclusion Mage is a little specific (and also doesn't create that much pressure). There are better options out there (Galecaster Colossus).

  • Master of Waves. When you blink him, all the elementals that he created the first time immediately die since they are 1/0 's. Makes lots of tokens, but what does that do for your gameplan?

  • God-Eternal Kefnet. I counted the number of spells you made sense to cast off of Kefnet's trigger. There are 13 cards which are good for this. This puts you at a roughly 15% chance of hitting something from Kefnet off of your first draw each turn. Would be better to have something more consistent or some way to combo with Kefnet (e.g. Brainstorm looping an extra turn spell to cast the copy each turn with Kefnet and then putting it back on top).

  • Heraldic Banner. How often do you swing to kill? If it's not that often, maybe consider putting a different rock in here? This one is weird.

  • The Magic Mirror. Ends up usually being 6 mana to draw 3 unless you can manage to stall the game out heavily (or someone else can). It's also VERY easy to remove which sets you really far back. Someone Vandalblasting will hit this, and no one won't pay an extra mana to By Force away your card draw.

  • Finale of Revelation. I personally love this card, but it's bad unless you can do it for 10 or more. It's not instant speed which means you can't really hold up counter magic. The instant speed versions of this give you the opportunity to cast something else when you really need to which is more important 9 times out of 10.

  • Shadowspear. You only have a handful of spells that even target. I also don't see anything in your deck that destroys. Most of your spells hit everything. I'd leave this out even though it's a really fun card.

  • Mass Manipulation. Requires a TON of mana to do anything meaningful. You'd be better off with a creature that can steal a creature until end of turn and then blinking that creature to keep it permanently.

------------Additions---------------

  • Ponder, Preordain, Serum Visions. This package is basically just deck thinning and card selection at the same time. Great for finding combos easily.

  • Glen Elendra, Sage of Fables. Combo which allows you to deny people of casting non-creature spells for only 1 blue. Combos really well with other wizards such as...

  • Galecaster Colossus, Azami, Lady of Scrolls, Patron Wizard. Each of these gives a payoff for tapping wizards. Blinking allows you to untap one of them at end of turn if you have nothing better to do.

  • Just more counterspells. There are plenty out there. You can't win if someone else does!

  • Venser, Shaper Savant. This guy can bounce permanents (this includes lands which can matter sometimes) AND spells. Someone cast a high CMC spell? Bounce it!

--

Overall, these suggestions are going to raise your power level a lot, so if you're trying to keep things casual still, maybe don't employ all of these. But, if you want to make this deck a lot more powerful, these are some of the best ways to do it.

Cheshire000 on Braids' Big Blue Bois

3 months ago

It's a-me again. Troll trader prices:

Jin-Gitaxias, Core Augur - n/a (8.20 Liliana Market)

Agent of Treachery - 3.16 (1.70 Liliana Market)

Galecaster Colossus - n/a (0.50 Liliana Market)

Neurok Stealthsuit - 0.43

Brutal_B on Copy That Sir!

4 months ago

Followed Footsteps, Rite of Replication and Mirage Mirror would help you out. Galecaster Colossus would do some work in your list; especially if you were to make copies of it. Looks like you could use a bit more card draw.

robbychama on The Hottest Mixtape in Dominaria

4 months ago

Hey, nice deck. I'd recommend cutting Zombie Infestation cause I think the cost, especially the discard, is too much for the effect it does. I would also cut Nightscape Familiar because there aren't enough blue and red spells in the deck to make it worth it, and a lot of the mana is spent on abilities and not spells. Some cards you can consider adding are:

Chaos Warp can be an answer to almost any troubling permanent.

Galecaster Colossus -- Mairsil can use this ability without haste, and it's a decent card to play on its own which is rare for the deck.

Mirage Mirror can serve as something to let Mairsil activate abilities more than once per turn(when it's caged, you have Mairsil copy himself to use the other abilities again), and it can also be protection for Mairsil, for example, if a boardwipe or targeted spell hits nonland permanents, Mairsil can use Mirrage Mirror's ability to become an island until end of turn, and the spell will miss him.

Training Grounds is also a good card.

Graudo on Derevi 'n' Wizards

6 months ago

Hi Optimator, you are right this is a builded deck, I've played it for some months now and in my regular (and casual) playgroup is very nice. Sometimes feels a little slow, but i think the problem can be solved with some simple addition of fast mana and/or cheap card draw.

I feel the right thing to do with Derevi Wizard Tribal is take advantage of the green, a not common color for wizards, to ramp and get more untap clauses, i think this make the game a lot more fun than simply locking down the opponents with a turn 2 Winter Orb , obviously this is my choice.

I've also played some games with stronger decks, and it's still playable, the only problem i think is the relative lack of consistency, something i'm trying to improve.

The combo is nice to have, but i not always trying to play it, i really do not love always winning the same way. The Galecaster Colossus is a lot of the times enough to destroy creature based decks.

Anyway thanks for the compliments, i will for sure take a look at you list, seems sweet!

KongMing on Naban, Dean of Budgets, Sub35$

9 months ago

Galecaster Colossus can end games if you have a few Wizards out, especially since his ability works around summoning sickness. Getting infinite flickers with your Naru Meha combo means you can bounce all of your opponents' nonland permanents by tapping her when she comes out.

I find Pondering Mage to be a great add to Naban not just for his ability, but also for his 3/4 body, which is pretty big for a Wizard.

Maybe replace Sage's Dousing with Wizard's Retort ? It matches Naban's flavor, and is a guaranteed counterspell. The card advantage of Sage's Dousing is nice, but it doesn't make up for being able to counter a spell, no matter how much mana an opponent has.

Sphinx of Magosi is $ cheap and gives you great mid-to-lategame card advantage and buffable Flying body all on an activated ability that doesn't require tap. Yes please.

Capt_telnet on the Evil Azami that will get me banned from my lgs

10 months ago

Hello my dude, I also have an Azami list that everyone hates and can give you some advice.

If you want to win you are probably going to need one of these three cards: Dream Halls You have more cards than anyone else, so you get the most value out of it. Can also be used to cast Azami from the command zone. (It's like 20$), Mind Over Matter This goes infinite with Azami out for lab man win. Can also be used for mana generation, fun with Nykthos, Shrine to Nyx ( It's about 20$), or Intruder Alarm The value here is completely insane, you draw buttloads of cards. (It's like 18$). None of them are cheap, but its hard to have a fast lab man win unless you get one of those out. If you want to go really nuts, Paradox Engine is also in this category of "cards that win you the game almost immediately" but it costs 50$ and you need to run mana rocks to make it work optimally.

As for your wizards, you might want to switch a few for better options. Timestream Navigator , Sower of Temptation , Galecaster Colossus are all great and under 2$. Inspired Sprite lets you draw 2 every time you cast a wizard. If your a real monster Beguiler of Wills is disgusting, and if you have Intruder Alarm out... well, you just take every creature as it enters the battlefield. Archaeomancer is also just really good. And Temporal Adept and Portal Mage seems right up your alley.

On the more expensive end you have cards like Patron Wizard Which makes grown men cry. Glen Elendra Archmage Which combos quite well with Sage of Fables or Metallic Mimic in play. Fatespinner which helps keep people from attacking you. Baral, Chief of Compliance can also help reduce the cost of your counter-spells.

You might want to upgrade your counter-spell list aswell, Negate , Abjure , Arcane Denial , and Forbid are some that are cheap and good.

Lastly, mana rocks. You definitely need some. Mana rocks are the only way your going to be able cast wizards and still have mana open to counter spells. The faster Azami hits the table the better, and shes costs 5. After playing Azami for years, I can tell you the primary reason I lose is not having mana fast enough (that and everyone ganging up on me for running hard control). I'm only running 8 mana rocks in my list if you count cost reducers, and I'm honestly thinking about pushing that number up to 10 or 11.

Here's a link to my list, maybe you'll see something there you like: Nerds. I can confirm that my playgroup hates it.

Tzefick on Answers to Cyclonic Rift

11 months ago

Hmmm... to think of how each color would deal with this.

White: Would probably do something that deflects or negates either partly or the whole effect from themselves.

Could be

White's counter Show


Green: Would likely shrug the magic off through some creature or enchantment on the board.

Green's counter Show


Red has Red Elemental Blast and Pyroblast so I don't think they need additional counters. Possibly they could get a version that is 2 CMC but has a more generic mode that can be active when not playing against a Blue player. Could just be tacking Cycling on a 1 CMC Pyroblast that cannot destroy blue permanents.


Black is kinda difficult but I figure it is within their nature to be "sharing the love/misery".

So...

Black's counter Show


Blue... you really don't need another answer here than what is already present.

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