Creature — Sphinx
Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn.
Whenever Dream Trawler attacks, draw a card.
Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
Combos Browse all
|Commander / EDH||Legal|
Dream Trawler occurrence in decks from the last year
Latest Decks as Commander
Dream Trawler Discussion
3 weeks ago
You want four of anything that you're never unhappy to draw. In the cards I listed, Ajani's Pridemate , Speaker of the Heavens , and Soul Warden should all be four-ofs, Heliod probably three just because you can't have more than one of him on the battlefield (legendary rule). Dream Trawler is one I forgot to mention, but he's a really good finishing creature, probably only 2-3 copies though.
Yeah, I can help you out with other decks if you need.
3 weeks ago
Why not transmogrify into something a little better than Terror of the Peaks? koma the world serpent is one of the best options, but not in your colors for hardcasting. Dream Trawler is maybe your best bet. It finishes games about as quickly as Terror, is harder to remove, draws you cards, and helps counter aggro decks. And ofc cut out the Leyline Tyrants.
Fiery Emancipation is just too little effect for too much mana. If you're at that much mana, use it to cast Dream Trawler, or Ugin, or make a bunch of tokens. I'd also recommend having more blue card selection/draw, or just more Mazemind Tomes. You'll be wanting to find that Transmogrify as quickly as possible.
5 months ago
Thanks again! All of the explanations here make a lot of sense. I guess I was thinking of Mirrodin Besieged as a semi win con if you have a sizable graveyard, but there’s probably enough effects in your build to keep you from discarding and so the graveyard would only be the counterspells and maybe permanents that get destroyed.
You’ve covered some of my other questions in your previous comments like replacing mana crypt, etc. for budgetary reasons, but I did want to get your opinion on a couple creatures. I was considering running Dream Trawler and Shabraz, the Skyshark with the thought of having a backup plan to beat face if necessary - I’m curious if you think this is unnecessary or may be perceived as too threatening when opponents see how they can grow each turn?
Last thing, I was thinking Approach of the Second Sun could be a good alternate way to win with all the cards we’re drawing here. Would you say that, again, this is too obvious if someone were to look through the deck?
5 months ago
A Dream Trawler swinging on Turn 5, maybe Even for 7 with Vigilance can be quite mean...
5 months ago
Alhammarret's Archive: Works like Teferi's Ageless Insight, and doubles lifegain as well.
Rielle, the Everwise: You may not run a bunch of instants and sorceries in your deck to get much for buffing her, but her passive card draw is really nice (especially with draw doublers).
Hollow One: It's a free creature (sometimes). Also cycles so you're not stuck with it if you don't need it.
Dream Trawler: I absolutely hate this thing, yet I believe it deserves a spot in a deck like this.
6 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!
6 months ago
Would Dream Trawler be a stronger finisher than Ojutai?
6 months ago
Ah. I see what you're trying to do here.
Here's my suggestion. Drop Channeler. I love the card, it just doesn't do what you're wanting it to here. Add 1x Dream Trawler and 1x Inspired Ultimatum go up to 4x Shatters if you can. Drop Brazen B. Go up to 3x Essence Scatter 4 may be the right number, just currently unsure. This gives you answers to both early drops with Rogues and Landfall decks as its a creature heavy meta. Basically you're stalling every turn to go, Trawler Ultimatum on turn 7. It's a 14 point swing, on both sides giving you enough life to survive for the win.
I do not know if sweeper into walker or Whirlwind is going to be a thing. But you have fairly consistent turn for turn responses. Without a full set of Shatter a faster aggro deck will just go straight under you as you're only reacting in a 1 for 1 manner.