Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle your library.
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|Commander / EDH||Legal|
Circuitous Route occurrence in decks from the last year
Latest Decks as Commander
Circuitous Route Discussion
1 week ago
As a general rule, setting a price for the deck is much more helpful than setting a price per card. Becuase if a really strong card which would help your deck out immensly is $15 then you can pair it with a 50c card compared to 2x $7.50 cards which are so-so. Just food for thought.
As for suggestions, you need more ramp and draw card in general. Especialy since you don't currently have much draw card effects, I would be favouring land ramp over mana dorks. Between Rampant Growth , Three Visits , Nature's Lore , Farseek , Sakura-Tribe Elder , Cultivate , Kodama's Reach , Skyshroud Claim , Explosive Vegetation , Circuitous Route , etc. there are a lot of good, relatively cheap options (that are good cards to have in your collection).
3 weeks ago
Hey, good version of Overlord on a budget.
- Cinder Glade --> Rugged Highlands
- Smoldering Marsh --> Bloodfell Caves
- Prairie Stream --> Wind-Scarred Crag
- Sunken Hollow --> Gateway Plaza
By adding the Battle lands then Farseek is two drop land ramp spell that can search for a dual land and it could replace Circuitous Route . Playing Tri lands with Bounce lands can be problematic when having to bounce a Tri land. Consider playing only the Tri lands and cutting the Bounce lands? Some budget Pain lands could replace the Bounce lands.
- Caves of Koilos --> Orzhov Basilica
- Shivan Reef --> Izzet Boilerworks
- Battlefield Forge --> Boros Garrison
These potential land upgrades can speed up game play since increasing the amount of lands that can ETB untapped and cutting ones that always ETB tapped. Crop Rotation is a budget land tutor that get any land and put it onto the battlefield and it's helpful when playing lots of basic lands. Faeburrow Elder is powerful in five color decks with so many possibilities from Slivers of having different colored permanents. Elder could replace Firemind Vessel .
Some other budget upgrades to consider:
- Necrotic Sliver ($0.25) --> Mortify
- Winged Sliver --> Shadow Sliver
- Dormant Sliver ($0.25) or Beast Whisperer --> First Sliver's Chosen
- Realmwalker --> Telekinetic Sliver
- Pact of the Serpent --> Prophetic Prism
- Preordain --> Ponder
- Victimize --> Return from Extinction
Shadow Sliver can be a problem not being able to block with Slivers. Dormant Sliver is repeatable draw, but Slivers can't attack until you remove it. Beast Whisperer can be a alternative to Dormant if not being able to attack is something you don't want to worry about. Preordain with scry 2 before draw is better than Ponder and it's less than $1.
Good luck with your deck.
1 month ago
multimedia Mostly I just chose to do Maze’s End + Gates since I already had them. It does definitely suck as a land base, and I will very likely upgrade it over time, but to start the deck off I wanted to keep the land base super cheap to cut down on costs a little. I probably won’t build into it very much since I’d rather keep the other cards, and I’ll just live with the crappy land base for now (except for Circuitous Route , which I don’t know how I forgot). I will definitely upgrade in the future though.
I really appreciate your suggestions! They are definitely better than some of the weaker cards I have here. Thanks!
1 month ago
Hey, nice budget version, but why Maze's End ?
Without having other cards that can get Gates and put them onto the battlefield it's not realistic that you will be able to assemble 10 Gates + Maze. I don't recommend that you add more cards that have Gate synergy because I don't think you need the Gates + Maze strategy since it's hurting the rest of the manabase and making it more difficult to cast Slivers. However, you could expand on Gates:
- Circuitous Route --> Cultivate
- Into the Wilds --> Might Sliver
- Wargate --> Reflex Sliver
- Hour of Promise --> Cleaving Sliver
- Sylvan Scrying --> Rampant Growth
- Llanowar Scout --> Megantic Sliver
On a budget playing a Guildgate or Thriving land over a Tri land is not recommended. If you're curious to see another budget five color manabase example without Gates then I'll post one in another comment.
The World Tree + Maskwood Nexus can make all Slivers in your library Gods and if you can activate Tree then you can cheat them all onto the battlefield. Tree can also when you have six lands be a Chromatic Lantern effect. Nexus is also a repeatable source of Changeling which are Sliver tokens. Gemhide or Manaweft help to activate Tree.
Amoeboid Changeling is a Silver and it has excellent interaction with Overlord's ability to gain control of a Sliver because you don't lose control at end of turn. With Aoeboid you can change an opponent's creature into a Sliver and then gain permanent control of it with Overlord. Mirror Entity is a Silver and it's ability can make all Slivers you control huge. Pair Entity with Gemhide + Sentinel to attack and then tap all Slivers to make your Slivers huge in combat.
- Maskwood Nexus --> Hive Stirrings
- Amoeboid Changeling --> Talon Sliver
- Mirror Entity --> Thorncaster Sliver
Good luck with your deck.
1 month ago
Love your deck idea, but I feel like you could use more ramp in here. The land count isn't bad, but it might be a tad higher, maybe Blighted Woodland and/or Myriad Landscape for some ramp lands? Ramp spells might also be helpful. With your land count, I feel like Cultivate type spells are good here, as would be Circuitous Route type spells that put out 2 lands for 4, as you have a pretty high average CMC it looks like.
How about Fungal Sprouting or Overwhelming Stampede for some synergy with your commander? Stampede with just your commander having been cast could remove a player, and Sprouting can increase your token count a bit, and adds death triggers when they are relevant if you sac a bunch of Kobolds, cast Sprouting, then attack with a big Prosh maybe? You might even play something like Return of the Wildspeaker for draw, that's 9 mana total, which sounds doable with Green maybe.
1 month ago
Since you are playing Tatyova, Benthic Druid what about Aesi, Tyrant of Gyre Strait . I dont know if you want the landfall ability in your deck but there are a lot more great inclusions to make in a simic deck. While being on this whole Landfall thingy, Pearl Lake Ancient works then very nice.
I think Reality Shift is not bad but Ravenform should be a better fit here, also there is Rapid Hybridization Since you are already playing big bad creatures what about a good ol' Hadana's Climb Flip Since you are short on removal what about big bad Terastodon , yes it will bounce back with your very flavourfull boardwhipe Whelming Wave but afterall, that's something good, so you can replay it ;) Dont underestimate the value of a Krosan Grip , Splitsecond can catch people on the wrong foot, interrupting combos.
Talking about Whelming Wave why not double down and put a Cyclonic Rift in there aswell? Or for flavour this guy: Kederekt Leviathan . Or something rather stupid: Aethersquall Ancient and since you are most likely to be behind on board i'd slam an Evacuation right in there aswell. And maybe even one River's Rebuke and a Coastal Breach even Inundate should be fine here.
Kodama of the East Tree seems like a good fit here, to cheat out some of the expensive stuff when you cast another one already, also works on lands. Something that works similar would be Imoti, Celebrant of Bounty . More on the topic cheating the mana cost, what about an Elvish Piper or a Quicksilver Amulet
Something protective is always good Thryx, the Sudden Storm
Your carddraw seems to be based on playing creatures with Garruk's Uprising and Elemental Bond (which is better in your deck because of it's Synergy with the tokens from Koma, Cosmos Serpent . But you can double down on that with cards like Guardian Project , Beast Whisperer , and The Great Henge . Colossal Majesty works similar to you but since you are ablte to include very high CMC stuff just slam a Zendikar Resurgent in there aswell.
Now to some more flavour which might not be good, but flavour you know? Kiora Bests the Sea God
and last something very special, you are already very high in CMC, why not double down and play a Keruga, the Macrosage , you can double down and play it as your companion, that'd be fun. You wont miss out on too much. A lot of it is also available in 3CMC like Disallow , Saw It Coming , Simic Locket or Search for Tomorrow Some cards have CMC 3 but you can still do stuff on turn 1 and 2 ;) but that's up to you and how much you want to go down that road of memes and shattered dreams.
Lands looks fine, but since you are able to untapp some lands, maybe use a Lotus Field or atleast a Castle Garenbrig . Since your Devotion can be very high at somepoint Nykthos, Shrine to Nyx but be worth it.
5 months ago
My advice is consider cutting a few land ramp spells and adding some repeatable draw sources such as Valakut Exploration, Garruk's Uprising and Tireless Tracker. Exploration uses landfall to play cards from the top of your library including lands. It can also be graveyard fuel for Trove Warden, Sun Titan and Emeria Shepherd. Uprising is an amazing budget card in Commander with creature strategies especially with Omnath, Locus of Rage and Rampaging Baloths since it triggers when a token is created. Tracker, Mystery Booster version, creates clues with landfall and clues can sac to draw.
Crop Rotation can tutor for any land which is nice with Bounce lands, Fetch lands, Kessig Wolf Run and Gavony Township. Emeria Angel and Scute Swarm are build your own army with landfall which is very good with Doubling Season, Felidar Retreat, Township and Beastmaster Ascension.
Cinder Glade and Canopy Vista are some land upgrades for the manabase because they have good interaction with lots of basic lands and they're two different land types. Farseek, Nature's Lore, Grasslands, Mountain Valley can search for one of these dual lands. Krosan Verge and Skyshroud Claim can get both of them. These Battle lands are $2 or less each at TCGPlayer. Exotic Orchard is a budget Rainbow land that's quite good in multiplayer Commander.
Cards to consider cutting:
- Gruul Guildgate
- Selesnya Guildgate
- Boros Guildgate
- 1x Forest
- Awakening of Vitu-Ghazi
- Beanstalk Giant
- Nissa's Renewal
- Far Wanderings
- Circuitous Route
- Rampant Growth
- Retreat to Kazandu
Good luck with your deck.
5 months ago
Hey there Kronhamilton,
First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.
You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.
That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.
I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.
There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta Flip or Deadbridge Chant or Mind Unbound, etc.
Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.
Ramp - 10
Azusa, Lost but Seeking - you don’t have enough land + card draw to really capitalize on Asuza’s ability.
Empowered Autogenerator – this card is vastly too slow to be considered a true Ramp card. At best I would call it a ‘Ramp Support’ card, because it is there to slowly help you in the late game, not propel you in the early game like a true Ramp card (Rampant Growth, Farseek, Fertile Ground, Llanowar Elves, Wild Growth)
Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.
Draw - 2
Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.
Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.
Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.
Void Beckoner – same story as the Rex
Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.
Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.
Removal – 4 (aim for 7)
There are several cards that I would consider cutting first when modifying the deck.
- Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.
Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.
Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.
Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.
Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.
Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.
Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.
Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent
Azor's Gateway Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.
Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.
Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.
Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!