Guardians of Koilos


Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oathbreaker Legal
Modern Legal
Arena Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Guardians of Koilos

Artifact Creature — Construct

When Guardians of Koilos enters the battlefield, you may return another target historic permanent you control to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)

Guardians of Koilos Discussion

SynergyBuild on Tezzeret combo. war of spark. ...

5 months ago

No it doesn't. Saheeli, Sublime Artificer only triggers on non-creatures, Guardians of Koilos is a creature.

ghgiunco on Tezzeret combo. war of spark. ...

5 months ago


with Tezzeret, Master of the Bridge in field and at least 5 artifacts play Karn, the Great Creator for free (cause tezz give affinity), -2 to get Guardians of Koilos from side, play it for free bounce the karn, repeat it and in the process saheeli makes servos for each noncreature then +2 tezz.

Legendary_penguin_of_death on

5 months ago

You have most of an infinite combo why not play the rest seeing as it only takes up two cards in the sb. Guardians of Koilos play Tez turn six then use the static ability to cast karn. -karn grab koilos bounce karn, play karn -karn again to grab the other koilos and let the koiloses bounce each other infinitely. If you have sai out you get infinite thops. Alternatively run 4 koiloses sideboard and then it becomes a 6 mana 2 card combo.

Jaecen on Animar, Sec

8 months ago

Card Categorization

I've categorized the cards in your deck here:

The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.


There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.

The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:

  • Animar only decreases colorless costs
  • Animar only cares about creatures
  • Animar only cares about casting creatures

Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.

Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.

Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.

To best abuse Animar, we want:

  • Many creatures across a range of mid to high colorless costs
  • As many of those creatures in our hand as possible
  • An many +1/+1 counters on Animar as soon as possible
  • A means to make Animar unblockable

The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.

Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.

Abusable Colorless Creatures:

Repeatable Bounce:


Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

Changes to the Existing Cards

I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.

Cards that seem particularly problematic:

  • Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
  • Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
  • Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
  • Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
  • Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
  • Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).

FrozenHotSauce on Midrange Izzet

11 months ago

Was also going to suggest Blink of an Eye but Perilous Voyage could also be a slight upgrade. River's Rebuke for late game as well. Perhaps a Dream Eater or Guardians of Koilos If you need more creatures.

stensiagamekeeper on Help me break Omnicience

11 months ago

Despite full knowing it isn't gonna be anywhere close to top tier. I really want to build something in standard with Omniscience (O.S.). My criteria is that O.S. has to be either the MVP or at least a viable alternate win condition for the deck. I'd appreciate it if people posted decklists running it, give suggestions or just share their thoughts below.

I'll post some decklists as I finish them but for now here's some of my rough concepts:




I'll still be adding stuff to this list as people suggest things.

SaberTech on Ancestral Animar

1 year ago

Red gets some fun spell names. Being able to say, "I finish you off with a gut shot," or, "Thud. You're dead," is sometimes all the reason you need to build some janky deck to include them in.

It's nice to see Reclamation Sage reprinted in an actual set. I consider that card an EDH staple at this point. Exclusion Mage was almost another Man-o'-War option for Animar, but of course they had to design it so that it couldn't bounce itself. It seems to be a trend with bounce abilities now, like with Guardians of Koilos. It makes we wonder if at some point someone on the design team had to play against an Animar deck.

Overall, I think the new set is looking pretty mediocre right now. There are a handful of interesting new cards and reprints for constructed, but nothing yet that would make me want to go buy a booster box. In draft though, I think I would almost always try to go mono-white weenie. The curve that the white creatures in the set offer is nuts, and that is JUST with common cards that you are pretty much guaranteed to see a lot of in every draft game.

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