Godo, Bandit Warlord
Legendary Creature — Human Barbarian
When Godo, Bandit Warlord enters the battlefield, you may search your library for an Equipment card and put it onto the battlefield. If you do, shuffle your library.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
|Have (2)||gildan_bladeborn , metalmagic|
Printings View all
|Double Masters (2XM)||Rare|
|Commander 2016 (C16)||Rare|
|Commander's Arsenal (CMA)||Rare|
|Champions of Kamigawa (CHK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Godo, Bandit Warlord Discussion
3 days ago
To answer your question about Helm of the Host I wouldn't swap it out for Keranos, God of Storms. I also wouldn't run Helm if you don't have a way of winning with it though. You could run Godo, Bandit Warlord to combo with it, but unless you actually have a wincon involving it, I would just swap it out for something else.
1 week ago
Helm of the Host goes infinite with your commander and Godo, Bandit Warlord. I know your goal is a budget deck but $10 isn't too bad for a centerpiece win condition in the grand scheme of things. I'll try to keep further recommendations budgeted though. :^)
I'd also recommend replacing a lot of your lands that come in tapped. Lands like Command Tower, Temple of the False God, Slayers' Stronghold, Rugged Prairie, and Clifftop Retreat can all come in untapped and are pretty budget options (some more than others). If those are still outside of what you're willing to spend I'd recommend just using basics instead. Generally speaking you just really don't want your lands coming in tapped.
I'd also advise you to add in more mana rocks like Sol Ring, Talisman of Conviction, Everflowing Chalice, Prismatic Lens, and Mind Stone. You also don't want your rocks to be coming in untapped, so I'd suggest you replace Guardian Idol and Star Compass with some of the rocks listed, and you could probably do the same with Traveler's Amulet and Wanderer's Twig.
Your deck is fun and fair as it is. I like it. :^) I just thought I'd try and help fix up your mana base all nice. Hope this helps!
1 week ago
Cards I’d cut:
Basilisk Collar - You don’t need deathtouch and your other lifelink equipment are more desirable.
Helm of the Host - Creating extra 3/3 prowess creatures isn’t worth it.
Sword of Sinew and Steel, Sword of War and Peace - not enough payoff to justify these. Light and Shadow is a bit weak because you don’t have much creatures to reanimate, but the pro-white/pro-black is good at stopping removal and evading blockers. Truth and Justice feels also weak, but you’re getting a bigger beater every turn which is improving your damage output. Fire and Ice and Feast and Famine are the best swords to keep and not cut.
Armory Automaton - Cute but doesn’t contribute anything to you smacking your opponent with your commander.
Godo, Bandit Warlord - Clunky. I know he can be used as part of an infinite combo, but infinite combos should be added in when you have your 100 cards set aside and can start replacing them.
Brainstorm - it might be good for removing lands but you should run Druidic Satchel over it as its a repeatable Rampant Growth in this deck, though since you’re trying to cut cards I think you can go without either.
Remember the Fallen, Serum Visions, Sevinne's Reclamation - Remove these as you can go without them. If you’re worried about losing your stuff you should run Academy Ruins as it only takes up a land slot.
Mystic Forge - Your commander is already doing its job for you.
Masterwork of Ingenuity, Mirrormade - These are situational cards that vary on what you have out. They also provide amazing incentives for your opponents to destroy the original equipment effectively 2-for-1’ing you.
1 week ago
@Jackfrost23: Compared to U/R Storm with Gifts Ungiven, this is more of a "draw-go" hard control deck, rather than a combo deck. You're looking to grind your opponent down through raw card advantage and silver bullet answers over casting a big Grapeshot. Compared to Junk Gifts, the red over green means much stronger removal. Not only do you get Lightning Bolt, but also cards like Terminate and Kolaghan's Command. Sometimes, you can just burn people to death like U/W/R Control does by going Lightning Bolt -> Snapcaster Mage -> Lightning Bolt at your opponent's end step, then untap and swing with Snap and Celestial Colonnade.
What makes this specific build powerful is how difficult it is to remove its threats. Not only is Godo, Bandit Warlord strong on his lonesome by getting an equipment, Batterskull is hard to get rid of. But then along comes Trading Post and Academy Ruins to make Batterskull even more difficult to remove. This means you can safely trade your threats against other control decks. Your opponent is forced to counter your Batterskull after they bounce it back to your hand after it came out from Unburial Rites on Godo, only to have to still deal with it when you get it back via Crucible of Worlds -> Academy Ruins. Coupled with Lingering Souls and other threats, you have this massive value engine that means your opponent gets 29,301,246-for-1'd every time they want to deal with something.
Where this deck struggles that other Gifts may not is in the lack of countermagic and answers to aggro. Aggro can have problems dealing with the 12+ removal spells in the main deck and boardwipes out of the sideboard, but sometimes you just run out of removal faster than they run out of gas. No counterspells makes Tron and combo difficult matchups. This build is more about beating a control-heavy meta with red-based aggro, while CoCo variants, Humans, Fish, and so on are harder to deal with.
2 weeks ago
3 weeks ago
Tried to do the same to push Xenagod as far as possible, but instead of going for the infinites (which costs valuable mana and tempo and pieces can be super awkward to draw into), I went for getting all the cheap tutors that can find Godo, Bandit Warlord.
Godo fetches Embercleave and starts one-shotting players through their blockers. Untapping with him (and a player dead) and an extra combat will wipe a table unopposed.
I went for resource disruption instead of mass blue hate (although I have some), hence the Blood Moon and its variants.
I went for removal over extra combo pieces.
1 month ago
I see youre running Caged Sun have you considered Gauntlet of Power as well? Red combos are mana hungry. I like running Fires of Invention because if ops are tapped out you can just drop both pieces at one time and gg. Or drop Godo, he fetches the Helm, then equip it using your untapped mana thanks to Fires. It stops me from interacting on opponents turn, so it might be a little greedy, but the combos dont happen at instant speed anyway and I am a greedy player lol. +1, cool deck
2 months ago
I have been testing competitive Godo a lot recently. Since testing this list out I have been missing my copy spells like Fork. There are few better feelings than that of casting Fork to copy an Ad Nauseam.
Personally, I feel that Dualcaster Mage is a little too versatile to cut. At a minimal impact it's functionally a counterspell that you can tutor for with Imperial Recruiter. The upside is that it incidentally allows you to combo off with Twinflame, even in games where Helm of the Host has been exiled or an opponent has made casting Godo, Bandit Warlord or tutoring impossible.
At least one person was asking about Frenzied Fugue. This card is the truth! The card wins games that feel impossible otherwise. I've gained control of an opponent's Necropotence recently (and won the following turn). It can even bypass potential blockers with indestructible or help you to cast godo through stax pieces such as Aven Mindcensor or Drannith Magistrate.