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Golos Superfriends, Walking through Planes

Commander / EDH Control Five Color Superfriends

KuribohHunter


I came back to magic after I think about 10 years. I have mostly a Ygo mindset when it comes to a lot of deckbuilding and I wanted to make a deck that could abuse my favorite card Bolas's Citadel but also have a fun competitive aspect. I liked walkers and someone handed me a Golos and that's how it began.

This deck is majorly fun in pods of 4, 2v2, kingdom and sometimes 1v1. I enjoy decks that do a lot of stuff and have to work their way into a win. Even though comboing into an infinite off of a couple cards is fun, I generally move away from that and enjoy the interaction. I'm currently making Muldrotha, the Gravetide and once I test some more I should post that as well.

I believe walkers are a fun aspect of the game. Yes some are busted and some are straight garbage but the uniqueness of the card type I think is what would bring people to this deck

On the other hand, by playing Golos everyone is going to want to kill it. A lot of times you never get to spin, but you'll start to see that the ramp he provides and even if you keep casting it over and over, the continuous ramp becomes a real problem.

I have a friend who has a Najeela Walker deck but most of the time it wins solely off a turn 1 or 2 commander cast.

I want my deck to perform as well as possible. Playing basics is fine but with having so many multicolored cards and putting down only 1 color a turn really slows it down. If your play group is fine with you making proxy duals and fetches for a 5 color heavy deck, then I would recommend it. As you can see on the list there is only 8 shocks and 8 fetches. You can replace couple duals with the shocks that are missing and you can choose not to play the expensive fetches.
This deck can ramp pretty well with the amount of rocks and with Golos. It can be a bit slower at times but when it is people aren't paying much attention to you.

In the first few turns you mainly just want to see rocks and lands, maybe a cheap walker or two as you can control how fast you want to become a target.

Once you cast Golos, if you're at or near being able to spin it, then it will most likely get popped some way or another. Usually on your first cast of your commander you'll be wanting to get Path of Ancestry generally because it's essentially a command tower since Golos will bring it in tapped anyway. The reason I'm not playing boots or any sort of protection for Golos is because if it dies it dies. The deck doesn't solely rely on him. Each time you cast Golos, as long as you have another land in hand for next turn then you can cast him again. As long as you didn't use monolith or vault to pay for him, you'll be ramping while your opponents won't be able to play on curve while removing him. Once you get to a point where they no longer have removal or you now have a big walker to drop, everything starts going in your favor.

Once you have control of the board it is very hard to stop you. Normal board wipes don't do much since it won't kill your walkers. And usually on your second Golos cast you'll have gotten Field of the Dead and start producing zombies

  • Genesis Ultimatum: My favorite card to come out of Ikoria. This card is essentially a bigger better golos on a card. It doesn't matter what you hit because it will all have some use. Yes it costs 7, yes it requires lots of color. But most of the time you have that, and stacking if off of Mystical Tutor and hitting it off your Golos spin is insane.

  • Whirlwind of Thought: I was originally playing both Reki, History of Kamigawa, and Jhoira, Weatherlight Captain. But I puled an extended foil of this card and read it and just went wow. You hardly play any creatures and most cards you'll be casting off golos or citadel will just net you a draw. If it was a may trigger I would like it a lot more but it's still really good.

  • Aetherflux Reservoir: I was playing citadel and found out this combo after I put in top. Yes it gives you infinite life with top and citadel but normally its there to keep you in the game. You take a lot of damage with shocks and rocks and people just generally hitting you, and when you cast 3-5 spells a turn gaining that much life is a lot over a couple turns.

  • Why not 10 fetches and 10 shocks? The reasoning behind this is there was simply no room. I understand the difficulty in color combinations in 5 color deck, but with golos grabing a land that fixes your pool I decided that cutting out 2 shocks and 2 fetches was fair. If i had to choose I would be running more fetches than shocksfor two reasons. Fetches trigger Field of the Dead twice and they get your lands out of the deck so that you don't hit as many off your golos spin.

  • Why not more spot removal Throughout tons of testing I found that instant removal is not massively needed. A lot of times players are using their mana to stop you or get rid of the Golos or one of your walkers. If they don't mess up their curve from using removal or leaving mana up for a counter, that means you can just roam free and spin your Golos. At that point you're already winning. The Swords to Plowshares is there since you can grab it off one of your tutors and answer a problem on the board. It also counts as a cheap spell to Citadel and Aetherflux

  • Swan Song over Fierce Guardmanship: A lot of people have told me to add the free counterfrom the new commander decks but I don't feel it's as good in a deck that doesn't have a cheap commander. A lot of times where I would use Fierce Guardmanship I find Swan Song To be much more useful. You're not going to have your Golos out all the time. And a lot of enchantments like Back to Basics and Silence can happen before he's on board. It's a good card nonetheless but with the space in theis deck I don't feel that it would be needed.

  • Inexorable Tide: This was originally Atraxa, Praetor's Grasp but I found that spending the extra blue and having 3 color freedom on this card was a lot better. That Atraxa is not staying on board one bit. And at least Tide can come off of Academy Rector. It was a lot better before Flash got banned, since you can flash a rector in on turn 2 and just drop Omniscience and win from there.

-Faeburrow Elder: This was going to be a Bloom Tender but I found that the extra stats weighed out the extra mana it needed. Elder with any Nicol Bolas is 5 mana and that's pretty worth. Especially when you can untap it with Teferi, Temporal Archmage and just go crazy.

  • Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top You tap the top and draw the top card then pay 1 to cast top and you gain life to your storm count and then shoot everyone. It's my least favorite way to win in this deck but the best moment was when I went to 51 and shot the last person and he stifled me.

  • Doubling Season or Deepglow Skate + a Ulti off a Walker Most of the walkers in the deck do something overpowered and win you the game from there. It's generally the way you win.

  • Teferi, Temporal Archmage + The Chain Veil At first I didn't really like this combo and took it out at one point. But then I added Rings of Brighthearth and realized how busted both the teferi and Chain Veil were.

  • Honestly this deck is made to have fun. Sure I want to win but I like sitting down with my friends and playing the game. I try to make decks that others don't use in my group so we can have a nice variety and that's what this is.

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Casual

93% Competitive

Date added 3 years
Last updated 3 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

25 - 0 Mythic Rares

61 - 0 Rares

11 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.57
Tokens Bird 2/2 U, Elk 3/3 G, Emblem Dack Fayden, Emblem Elspeth, Sun's Champion, Emblem Tamiyo, Field Researcher, Emblem Teferi, Temporal Archmage, Food, Soldier 1/1 W, Treasure, Zombie 2/2 B
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