Creature — Human Scout
When this enters the battlefield, You gain 2 life and draw two cards.
|Have (2)||orzhov_is_relatively_okay819 , abritt|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
3 days ago
may be worth playing Professor of Symbology and a few lesson card in sb. its a pretty budget package and effective.
Restoration Angel is currently around $1.
Watcher for Tomorrow and another solid wall of omens effect.
Yorion, Sky Nomad as a companion is probably also a good call.
some other good budget options.
Lavinia of the Tenth makes a lock with soulherder
1 month ago
Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.
When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.
- 36-38 lands (Exotic Orchard, Path of Ancestry)
- 20-25 creatures (Soulherder, Brago, King Eternal)
- 10 ramp sources (Arcane Signet, Knight of the White Orchid)
- 10 draw sources (Brainstorm, Palace Jailer)
- 10 removal/board wipes/counterspells (Swords to Plowshares, Cleansing Nova, Counterspell)
This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.
Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.
I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?
- Arcane Signet
- Knight of the White Orchid
- Solemn Simulacrum
- Fellwar Stone
- Azorius Signet
- Orzhov Signet
- Mind Stone
- Commander's Sphere
Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder
Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?
- Palace Jailer
- Sea Gate Oracle
- Thorn of the Black Rose
- Arguel's Blood Fast Flip
- Notion Rain
Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.
For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.
The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.
If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?
Good luck with your deck.
1 month ago
Hey, consider more budget card interactions with Serfis that let you repeatedly venture on your opponents turns? Phyrexian Reclamation combos with Radiant Solar for repeatable venture twice for three mana and the life gained from Solar negates the life loss of Reclamation. Compulsion is repeatable venture for two mana, discard a creature to reanimate as well as repeatable draw.
Reassembling Skeleton combos with Viscera Seer for repeatable venture/scry 1 for two mana. Apprentice Necromancer combos with Sun Titan for repeatable reanimation of 3 CMC or less permanents. I'm suggesting one 1 drop and three 2 drops therefore you could cut some higher CMC cards for these to help lower the mana curve which is high at 3.4.
Some changes to consider:
- Cut Grave Endeavor - Add Phyrexian Reclamation.
- Cut Fates' Reversal - Add Apprentice Necromancer.
- Cut Cloudblazer - Add Compulsion.
- Cut Cataclysmic Gearhulk - Add Reassembling Skeleton.
Good luck with your deck.
2 months ago
I love the go wide and planeswalkers idea here. I just rebuilt my Brago deck last night actually (I should probably publish it but I keep most of my stuff private) and I would suggest a couple changes/additions.
Make sure you add Strionic Resonator, makes Brago go infinite with mana rocks. I know Mulldrifter is a staple in Brago decks but Cloudblazer is better to me with the gain 2 life. I think the evoke isn't really how you want to be using it in a Brago deck but that's just my opinion. If you can afford it, Sword of Hearth and Home is a great addition here. Altar of the Brood also seems like a great addition with the go wide strategy that you have going on, if you want to mill people to death that is. I also put in the Archaeomancer+Time Warp combo to take infinite turns (on the off chance that my playgroup doesn't have a response, I at least like having the option available).
5 months ago
1x Whirler Rogue 1x Thran Dynamo 1x Stonehorn Dignitary 1x Sphinx of Uthuun 1x Phyrexian Metamorph 1x Mycosynth Wellspring 1x Meteor Golem 1x Knight-Captain of Eos 1x Clever Impersonator 1x Captain of the Watch 1x Basalt Monolith 1x Blasting Station 1x Kor Cartographer 1x Mind Stone 1x Nevermaker 1x Omen of the Sea
1x Blind Obedience 1x Cloud of Faeries 1x Cloudblazer 1x Sphinx's Revelation 1x Sun Titan 1x Thought Vessel 1x Authority of the consuls 1x Cloudshift 1x Ghostly flicker 1x Soulherder 1x Rishadan cutpurse 1x Rishadan footpad 1x Prismatic lens 1x Hierophant’s chalice 1x Azor’s elocutors 1x Access tunnel
Rishadan Cutpurse and Rishadan Footpad are two I’ve been wanting to try for a while but haven’t had in my collection. Was able to pick them up and curious to see the look on my playgroup’s faces when these guys get going with Brago...haha good times..amIright??..well for me at least.
Sun Titan for recursion.
Very eager to be able to try out Access Tunnel if this cards going to shine, Brago’s the perfect target to show its true potential.
8 months ago
Very nice article, berryjon! This was a fun look at one of my favorite mechanics, and was a pleasure to read. I will dispute the article's conclusion though, as whether or not flickering wins games depends entirely on what's being flickered.
Everybody knows card draw can win games, by ensuring you have the cards you need to win, so one of the most powerful effects flickering can abuse is card draw.
Watcher for Tomorrow and Sea Gate Oracle are great blink targets because they not only put a card in your hand, they also filter through your deck quickly, digging 3 or 4 cards deep with each ETB. Mulldrifter and Cloudblazer don't dig as deep, but make up for it by giving you 2 cards with every blink.
Another powerful, potentially game-winning ETB effect is token creation. Thragtusk is well-known for being a great flicker target, as it's 3/3 Beast token comes with a side helping of 3 life, and Armada Wurm starts as a great deal, with 10 trampling power for 6 mana, and just gets better with every flicker.
My personal favorite blink targets are the Splicers, e.g. Blade Splicer who not only produce 3/3 Golems, they boost their abilities as well. Nothing says inevitable victory quite like a couple of Soulherder flickering a Blade Splicer and a Master Splicer every turn, before you finally drop that Wing Splicer and have your Golem army fly in for the win!
Thanks again for covering one of my favorite subjects, I had a fun time both reading and replying to this one! As always, I look forward to your next article!
1 year 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!