Cavalier of Gales

Cavalier of Gales

Creature — Elemental Knight


When Cavalier of Gales enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.

When Cavalier of Gales is put into your graveyard from the battlefield, shuffle it into its owner's library, then scry 2.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Core Set 2020 (M20) Mythic Rare

Combos Browse all


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

Cavalier of Gales Discussion

TriusMalarky on 5c elementals toolbox

1 week ago

Eldritch Evolution isn't like Neoform -- it can get anything. You can even sac a 7 drop to go get Ornithopter if that was somehow a good play.

Although it is probably worth your time to run 1 or maybe 2 5-drops as endgame enablers. The Cavaliers from M20 are the best, and Yarok, the Desecrated isn't a bad option either.

I think it's worth going 1x Cavalier of Gales and/or 1x Cavalier of Night. Gales is a 5/5 flier, which is incredibly good at winning the game, and it also sculpts your hand a bit. Night is a respectable 4/5 lifelinker that can become a removal spell and then also a reanimation spell.

You could also run Cavalier of Flame, as it sculpts your hand really well and can buff your board.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


VampiricJace on My Bae, Thassa (IKORIA UPDATE!)

2 months ago

SlitherySnek: The reason why I've chosen Unsummon over Stern Dismissal is that I've gotten great gains by bouncing my own creatures, such as Cavalier of Gales, when someone is desperately trying to exile/kill him. I then can abuse his ETB ability again, usually combined with Kiora, Behemoth Beckoner. Same is true with Gadwick, the Wizened.

austintayshus: I'm so tired of people playing the same 3 decks on rotate; I don't play a card just cause it's meta. Boring. I like back and forth, and not just slam Thassa and the Agent down and watch them concede :)

dnthymamai on Azorius Ichor Cavaliers

3 months ago

This is a very nice deck! Nice idea too. Cavalier of Gales is op in my casual izzet Conundrum Sphinx deck and I play a full playset, but I realise here he is not needed as much.

Maybe I would put a couple of The Birth of Meletis to ensure hitting your land drops and after Saga II blow it up for a 3/3 golem!

I like it that you can deal with any permanent! Your deck is great!

multimedia on Animar Elemental Tribal

3 months ago

Hey, consider Primal Surge? I suggest it because there's very few instant/sorceries here and Surge can dump a ton of your deck onto the battlefield in one turn. Surge can put lands onto the battlefield. You can get ramp from more permanent sources: mana dorks, mana rocks and land auras. Rift and Chord are worth playing even with Surge.

Other cards within the budget to consider adding:

Cards to consider cutting:

  • Temple of Abandon
  • Temple of Epiphany
  • Oran-Rief, the Vastwood
  • Farseek
  • Rampant Growth
  • Cultivate
  • Kodama's Reach
  • Decimate
  • Harrow
  • Rubblehulk
  • Grave Sifter
  • Draining Whelk
  • Creeping Trailblazer
  • Embodiment of Spring

Good luck with your deck.

OdinPlaysGames on Thassa Extra Turns

4 months ago

bossomus Thanks so much for your input! Venser is already an addition to my deck on paper, just one of those things I havent updated here yet - along with the removal of Magic Mirror, it was too slow for the amount of instants/sorceries. Callaphe is kind of just a meme in this deck because Thassa, God of the Sea cant just make it unlockable for lethal late game and everyone underestimates it. But I definitely see what you mean there, it could be dumped for a counter, along with Gadwick. Heraldic Banner is nice because the amount of creatures in this deck does mean I swing in sometimes. It makes this deck more Midrange or Tempo than control, but it could be easily swapped. Dream Eater has to stay for me because Gosh I love this card. Surveil 4 every turn + bounce is too fun to pass up. It's also good for ditching cards I dont want from Cavalier of Gales, Sensei's Divining Top and other top-deck abilities. However, I mostly play casual, so the need to replace a good card with a great card isnt super high up on my list for the money.

I see you're also leaning towards more of a wizards theme, which is fun but not something I really built around with my creatures.

Gidgetimer on Does a reduction in cost ...

4 months ago

Please link all cards in your question using double brackets.

Nylea, Keen-Eyed

Enigmatic Incarnation

Leyline of Abundance

Cavalier of Gales

CMC is the total of the mana symbols in the upper right hand corner of the card (or along the left side of future sight frames). Additional costs, cost reductions, and alternate costs do not change a card's CMC. For the purpose of calculating CMC is counted as 0 in all zones except the stack. On the stack is the value that was declared as the spell was cast.

Cavalier of Gales has a CMC of 5 at all times.

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