Golos, Tireless Pilgrim

Golos, Tireless Pilgrim

Legendary Artifact Creature — Scout

When Golos, Tireless Pilgrim enters the battlefield, you may search your library for a land card, put that card onto the battlefield tapped, then shuffle your library.

: Exile the top three cards of your library. You may play them this turn without paying their mana costs.

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Set Rarity
Core Set 2020 (M20) Rare

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Legality

Format Legality
Historic Legal
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Arena Legal
Pioneer Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Golos, Tireless Pilgrim Discussion

RNR_Gaming on General Tazri / Mirror Entity Token Shenanigans

19 hours ago

Feels like a mash up of a bunch of decent-good creatures without much of a direction. Not that this is a bad thing, just an observation. Switching your commander to Golos, Tireless Pilgrim could help bring this together a bit more or maybe you could go the foodchain route with Eternal Scourge, Squee, the Immortal and Misthollow Griffin and poop your deck onto the table.

TheOneDemon on Here there be DRAGONS!

3 days ago

Feiryn Thanks for the suggestions! Just FYI, some of the cards in the sideboard I don't have/aren't coming because of stuff arounds etc. The maybeboard is all cards I own and have on hand atm. What would you recommend for field clears/counters? I think exile is good because I needed it multiple times in the games I played (artifact that gives indestructible to all creatures and another player made their commander indestructible (Or it was shrouded maybe) unblockable and huge.. Bonked two of us for commander damage for one hit lol.) Golos, Tireless Pilgrim should be on its way, same with Dromoka, the Eternal and Bladewing the Risen. Do you think Ramos, Dragon Engine would be a good addition?

I don't own Canopy Vista or Rampant Growth, but Sol Ring I can just take out of one of my pre con 18 commander decks I got recently.

Feiryn on Here there be DRAGONS!

3 days ago

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

multimedia on Here there be DRAGONS!

5 days ago

Hey, for your game tomorrow/today from the sideboard add Territory, Vista, Smoldering and the basic lands to the manabase. Later on you can upgrade the manabase, but for now add a complete manabase to the deck list.

If you own Cascading Cataracts I would add it as it's a nice way to make all five colors of mana. Tri lands are much better than Thriving lands if you're going to play other lands beside the Triomes that always ETB tapped. If you have some of the Tri lands my advice is add them replacing the Thriving lands for more color fixing. If you're going to play lands that always ETB tapped then those lands should provide more color fixing.

For the numbers of basic lands I would play more Forest and Mountains than Plains, Islands, Swamps. The order to consider is first Mountains, second Forests, third Swamps, fourth Islands and last is Plains. Forests should be second because they give you access to other colors with green ramp spells.

  • 6x Mountain
  • 5x Forest
  • 2x Swamp
  • 2x Island
  • 2x Plains

Other cards from the sideboard to consider adding main deck:

Sol because it's one of the best sources of ramp in Commander. Golos is ramp with any land and a repeatable mana sink that mimics Ur-Dragon's ability to put a permanent onto the battlefield by instead casting it for free. Bladewing combos with Scion + Teneb. Cards main deck that could be cut for these:

Dragons don't need single card that are anthem effects that pump their power/toughness because Dragons already have high p/t with flying. Dragons who are anthems are fine as a bonus, but I wouldn't play a card that was just a p/t anthem. Rampant is subpar ramp, but if it's all you have then that's fine for now. Boots is a good card, but it's less needed here because you have Greaves.

Consider cutting Utter End for a counterspell, Dovin's Veto or Negate? Not having one counterspell is worst than a second higher mana cost exile spell. If you have Jodah, Archmage Eternal I would add him since he reduces Ur-Dragon's mana cost to five mana.

Good luck with your deck and at your game tomorrow/today.

ZendikariWol on Lithoform Enginge: Not Broken, Definitely …

3 weeks ago

I hate that Lithoform Engine goes into 80% of EDH decks below power level 8. It's so stupidly universal, why not put it in? Does your commander have an activated ability or care about instants, sorceries, tokens, or generating value by doubling your spells? Congratulations, you account for roughly 90% of the commander format.

This card would slot very comfortably into five of my seven paper decks (Roon of the Hidden Realm, Sisay, Weatherlight Captain, Ezuri, Claw of Progress, Jeleva, Nephalia's Scourge, with Chainer, Nightmare Adept, and Korvold, Fae-Cursed King being the exceptions). It slots comfortably into four out of my best friend's four decks (Golos, Tireless Pilgrim, Meren of Clan Nel Toth, The Ur-Dragon, and Olivia Voldaren).

This card is not nutso bonkers silly powerful. It is, however, so versatile that as long as your deck can spend 4 mana on an artifact that does nothing immediately (which most EDH decks can at some point in the game), you should probably be running this card. I don't like cards like this at all. The strokes it paints in are just too broad, which is a shame because this card would be a massively cool proof of concept for a new deck I want to make, Double Masters: helmed by Riku of Two Reflections and sporting only cards which have a 2 on them or interact somehow with 2. It's a shame that this card isn't cool and is instead just very, very good.

Sorry if this is a rant but I am annoyed; I love this card as a johnny, because I want to maximize it, but the floor is so broadly applicable that it's useless to do so, and it'll probably be prohibitively expensive anyway- we love being a Magic-playing college student- because of its broad strength.

multimedia on Eldrazi Deck Thing

4 weeks ago

Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.

Some staple cards within the budget for five colors to consider adding:

Some cards that would go well with your version:


31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.

The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.


The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.

You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.

I offer more help for the manabase. Would you like more help? Good luck with your deck.

Daveslab2022 on Maro teases about upcoming Zendikar …

1 month ago

That’s a good question DeinoStinkus, apparently wizards weren’t being mindful when they printed the wedges.

Golos, Tireless Pilgrim, Niv-Mizzet Reborn Reaper King The First Sliver General Tazri Scion of the Ur-Dragon

Even cards older than those like Sliver Overlord follow the “color wheel” that’s found on the back of every MTG card. Idk why the wekdge cards are different.

However I just seen Jodah, Archmage Eternal and his activated ability followed WUBRG color wheel but his personal CMC does not.

WIZARDS WHY

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