Artifact Creature — Golem
Whenever Geode Golem deals combat damage to a player, you may cast your commander from the command zone without paying its mana cost. (You still pay any additional costs.)
Printings View all
|Commander 2018 (C18)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Geode Golem occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Geode Golem Discussion
2 weeks ago
Hey, consider more cards for the early game to slow down the game for your opponents and buy you more turns to setup for Avacyn?
- Deafening Silence
- Rule of Law
- Aven Mindcensor: for a level playing field against your opponents tutors.
- Linvala, Keeper of Silence: can shut down many opponent strategies including mana dorks.
Once you get Avacyn out then consider more cards that can make her better?
- Hour of Revelation
- Puresteel Paladin: with 30 artifacts, 9 equipment including Worldslayer, metalcraft 0 equip is powerful with Avacyn.
Geode Golem is a creature who can hold equipment well and is a way to cheat cast Avacyn onto the battlefield.
Cards to consider cutting:
- Day of Judgment
- Leyline of Sanctity
- Otherworldly Journey
- Overwhelming Splendor
- Whispersilk Cloak
- Staff of Nin
- Angelic Arbiter
Good luck with your deck.
1 month ago
2 months ago
Nice. I'm building a Gerrard artifact combo deck, too, but recurring the 7 versions of Spitemare with mass burn. I think you could make good use of a few of the tricks I've discovered.
What really drew me to Gerrard was his potential to completely flip the narrative on Boros' issues with ramp and draw. Memory Jar is basically a repeatable draw 7. If it's too pricey, be on the lookout for it in Commander Legends. Mishra's Bauble and Urza's Bauble are repeatable cantrips.
As for mana, Lotus Bloom is a repeatable Black Lotus, since once it's out, Gerrard brings it back with no time counters.
Some added spice: Scourglass is a repeatable Wrath. Scroll of Fate lets you return whatever you manifest face-up. Razia's Purification is just the most absurd Plague Wind, especially with artifact lands out. Same for Cataclysm. Follow it all up with a Geode Golem to keep wiping the board and replaying Gerrard every turn, and get Ichor Wellspring in there for some more card draw!
3 months ago
Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.
For the basics of a deck, I have some recommendations as for what may be excluded.
Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.
Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.
Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.
I'm not quite sure why Clear the Mind is in here.
Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.
Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.
You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.
As for the theme of the deck, I have some potential implementations.
Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)
Stonybrook Banneret spells itself out.
Cytoplast Manipulator is a splendid option for your counters theme.
As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.
At last, Vigean Graftmage seems perfect.
Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D
I do have my own list if you wish to peer upon it: The River Anew
3 months ago
Lord0fHam Regarding your 1st question, there are two more combo finishers besides Mikaeus, the Unhallowed + Triskelion . They are listed in the Maybeboard ( Repay in Kind + Lich or Sanguine Bond + Exquisite Blood + Soul Spike ). Although these combos are not graveyard based per se, they are very mana intensive and Skirge Familiar is pretty much mandatory to execute them. The Main combo line requires Skirge Familiar to be revived with Dread Return so it's hard to avoid being graveyard dependent. I think Mikaeus, the Unhallowed + Triskelion is the most resilient of the combos since multiple cards can execute the combo in case you get countered ( Ever After , Living Death , or even Twilight's Call ).
Regarding you second question the deck doesn't have a good way to protect itself from being interrupted (due to being mono black and having the 4cmc+ condition). That being said, there are two scenarios
-Interruption before Belz's ETB: simply ramp until 8 and try again...
-Interruption after Belz's ETB: Discarding Dread provides you multiple chances to revive the duo in the following turns. Basically you can attempt a win one per turn for the following 2 turns (sometimes even more because Ever After goes to the top of your library if it resolves..) More details are given at the end of the "combo" section of the primer.
4 months ago
Comes out of nowhere if you time it right with a
4 months ago
This looks like a good start. Here are some cards that came to mind when looking at your list. I am not sure what your budget is so I'll try to provide suggestions on both ends:
$$$$$: I second the suggestion of the other eldrazi titans, Sanctum of Ugin , and All Is Dust . Ugin, the Spirit Dragon is a fantastic boardwipe. Urza's Incubator can reduce the cost of all of your eldrazi. Eldrazi Temple and Ancient Tomb can also ramp you pretty quickly. Mesmeric Orb is a sneaky option to fill your graveyard quickly to power out Emrakul earlier. Command Beacon can get Emrakul into your hand from the command zone.
Budget: Perpetual Timepiece is a budget Mesmeric Orb that can also protect your graveyard. Geode Golem can cheat Emrakul into play from the command zone. Solemn Simulacrum is always fantastic. Endless Sands is great protection that can bring back creatures when needed. Not of This World is a free counterspell. Inspiring Statuary can turn all of your non-ramp artifacts into mana rocks.
I hope some of these suggestions help! Happy deck building and +1 from me!
6 months ago
Oh yep yep, I'm quite familiar with British slang so I get it. I.. still think it's both extraordinarily dumb and fun in equal parts, but I get it.
Right so, anywho, I've had a look at the deck. There are three main points I'd like to address.
The first and overarching point is consistency in the deck. There are a number of good effects that are useful, but only on a couple of cards. For example, Brought Back is a good card on its own (and I appreciate that it is the best of the three), but I think if you specifically want this effect then it would probably be worth running Faith's Reward and Second Sunrise too. If not, then it might be worth cutting in favour of some consistency in other areas, or perhaps more interaction. COntinuing along with this, for another Arcane Lighthouse effect, there's Detection Tower . For the Geode Golem effect, there's Command Beacon . For Ghostly Prison , there's Windborn Muse and perhaps Sphere of Safety ; either I think you should be running both there Sphere & Hall of Heliod's Generosity or neither. Considering the main goal of the deck seems to be wiping the board and gaining life, even though these are the most consistent elements of the deck, I think that probably it could still do with a few more of each.
Another thing is just a bit of consistency in your mana rocks to make a ladder. I'm not sure what the common lingo for that is, but the idea is to have multiple mana rocks at 2CMC, and multiple at 4. The idea being you play a 2CMC mana rock on turn 2 (or turn 1 if you have a Mana Crypt or Sol Ring , because those are amazing and defy any other plans and go in every deck if you have them), then follow up with a 4CMC rock on turn 3. Though there are plenty of good mana rocks at 3CMC for their cost, usually it's better to get a 4CMC rock down if you can consistently ramp into it.
Finally, your commander connecting for lethal commander damage seems to be you main win condition, so I think you might need a few more ways of making this happen. There aren't many other voltron thingies in your deck, so because you aren't that worried about having to target your commander with things, Whispersilk Cloak seems pretty much perfect for this. Trailblazer's Boots are also pretty good. Haunted Cloak is in there, so maybe consider Chariot of Victory as well.
Anyway yeah I'll leave it at that and stop rambling now, but can go into it a bit more if you like. I hope this helps, have fun with the deck!