Godo, Bandit Warlord

Godo, Bandit Warlord

Legendary Creature — Human Barbarian

When Godo, Bandit Warlord enters the battlefield, you may search your library for an Equipment card and put it onto the battlefield. If you do, shuffle your library.

Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.

Godo, Bandit Warlord Discussion

dingusdingo on Commander Legends card is going …

6 hours ago

I find it no coincidence that the majority of posters freaking out in this thread are primarily casual brewers. I have been thinking and discussing this card with friends since it was spoiled, and I think it is far from the death of competitive, and I urge anyone claiming that to think about the actual decks of competitive edh. I think this card will cause the most damage to casual and high powered jank decks, and its impact on cedh will be limited to a small handful of decks that will run it.

It is obviously a powerful card, but the cedh meta is already full of powerful cards. We should begin by evaluating how the card works and is used

  • 3 of the same color mana, only to be used on commanders. Outside of some niche cases like using the mana for Glissa Sunseeker, the mana will be used to accelerate into commanders.
  • Commanders with WUBRG costs will benefit the least. Commanders with 1 or 2 colors will benefit the most. This is due to how the colored mana goes into casting costs. For example, Kess, Dissident Mage will only be able to get 2 ramp from it, as the cost only allows 2 of the same colored mana to be used. However, the lotus will work well with commander tax and be fully usable anytime after the first time a commander is cast
  • If your commander is already in play, drawing a lotus will not advance your game plan in the slightest (this is a very important caveat)

Competitive decks already tend to run commanders low to the ground. Competitive decks also splash harder in 3-5 colors, with 1-2 color decks being less common. You also see quite a few 3 and 4 color partner piles in competitive. Jeweled Lotus has bonus value with double the amount of targets, but once again you are getting lots of waste because the desirable partners are already low CMC to cast. Many will choose to ignore the lotus for their partner piles, most notably Tymna + Thrasios

I firmly believe the biggest splash this will make in competitive is with all-in combo decks and strategies. Having the possibility of a dead draw later in the game if it isn't in your opening 7 is a big turn off for many decks, especially when layering is so heavy and slots are already at a premium. Decks that are all-in don't mind mulliganing to find Jeweled Lotus, and it will do its best work when in the opening 7.

Here is my list of what decks I think will possibly run Jeweled Lotus and why

  • Urza, Lord High Artificer: Hit turn 1 Urza's easily. It is a Mox Sapphire if drawn after Urza is already in, negating the dead draw possibility.
  • Sidisi, Undead Vizier: This deck is all-in to play Sidisi and find Ad Nauseam. The 3 mana burst can hit a lot of fast Sidisi's, but it can also be useful if Sidisi gets countered and you need to get to 7 mana to try again. Sidisi can mulligan aggressively to find Lotus if it wants to
  • Godo, Bandit Warlord: 3 mana towards your 11 mana to win. It is colored, so can be used to play Godo, allowing you to keep hands with exclusively colorless mana. Godo is another deck that can mulligan aggressively for Lotus
  • The Gitrog Monster: This deck is very commander dependent, and totally willing to sacrifice cards to ram the commander turn 1 or 2. Once again, this deck will be aggressively mulliganing anyways
  • Prime Speaker Vannifar: Get commander in, tap it to win. Hitting turn 1 Vannifars will help the game plan immensely. Helps to recover when you need to play commander a 2nd time for a win attempt
  • Elsha of the Infinite: Can use all 3 mana produced, avoids dead draw scenario by playing it off the top. This deck is 100% commander dependent, so having 3 towards playing Elsha a second time is good insurance for the deck.
  • Tasigur, the Golden Fang: Able to play Tasigur faster without delving your entire graveyard or having any graveyard at all. Not a huge power swing like other commanders, but a very likely include. In fact, you can use the lotus, then delve it, effectively making it 4 ramp for Tasigur's first cast.
  • Muldrotha, the Gravetide: Can't be used as combo back up for LED, but it can come back from the GY for free in case Muldrotha gets removed to make subsequent casts easier. Once again, not a huge power swing but noticeable and likely inclusion, especially since the Muldrotha combos require Muldrotha on the field
  • Kraum, Ludevic's Opus: The main partner commander I think that will really want the lotus. Landing this turn 1 or 2 will let the Kraum player quickly and easily bury others in card advantage.
  • Tana, the Bloodsower: The only other partner commander I think will really want to auto include the lotus. Getting this out turn 1 can build up saprolings very fast, and it makes the Tymna coming in after extremely live. Will probably only be seen with Tana + Tymna, but that is the primary Tana partner for cedh anyways

Jeweled Lotus may see play in other decks as it is the flavor of the month, but I bet that ultimately many competitive builds will abandon the card. Some decks are uniquely positioned to capitalize on the speed of a commander landing sooner, and those decks will really love the card.

The printing of Opposition Agent will likely cause significantly more problems for the format, especially since Maralen of the Mornsong became a deck overnight. Coincidentally, Opposition Agent shuts down about half of my list of decks positioned to abuse the new lotus, and the half it leaves won't combo out to win as soon as the commander resolves from the fast mana.

Jeweled Lotus is a powerful card, and Wizards should never have printed it. That being said, I firmly disagree that it will kill competitive edh, and I firmly believe it will do far more damage to casual and high powered decks.

Gakros on Commanders by Power Level [EDH Tier List]

1 day ago

ABaggins,
there way too many viable win conditions on cEDH.
Isochron Scepter + Dramatic Reversal and in general infinite mana with commanders like Kenrith, the Returned King and Thrasios, Triton Hero.
There are like 8 different Protean Hulk piles.
There are like 2 different Razaketh, the Foulblooded piles.
Food Chain has more than 5-6 viable commanders that can consistently win turn 3-4.
Underworld Breach is the new kid on the block with 2-4 piles himself.
Worldgorger Dragon in rakdos.
and then there are really cool and weird commander specific wins.
examples: Selvala, Heart of the Wilds,Elsha of the Infinite,Najeela, the Blade-Blossom,Animar, Soul of Elements,Godo, Bandit Warlord,Niv-Mizzet, Parun and many many many more.

Sure Consultation Oracle needs 3 mana to win and currently is the fastest but there are a lot of tier 1 decks winning turn 3-4 without it.

plakjekaas on Non-Dimir cEDH Combos

2 weeks ago

Rest in Peace + Helm of Obedience is a classic one that mills out a player (cards cannot go to the graveyard, so Helm will never mill either X cards or a creature to take)

Twinflame or Heat Shimmer + Dualcaster Mage can make infinite hasty 2/2 human wizards if you keep copying the original spell with the token copies that enter the battlefield. Similar combo's can be achieved with Kiki-Jiki, Mirror Breaker and a nonlegendary creature that can untap it, like Zealous Conscripts.

Aggravated Assault + Sword of Feast and Famine is an easy recipe for as many combat steps as you like, Godo, Bandit Warlord or Combat Celebrant+ Helm of the Host does something similar.

Profet93 on Xenagos - Extra Combats

1 month ago

turtledad

This deck is pretty low to the ground for Xenagos, good job.

How is your land situation? Given your dorks and lower CMC, you might be fine, but I'm curious how it plays out. It seems unless you get a dork early game and lands, you will have trouble casting Xenagos consistently. How has it been playing out for your in your meta?

Yavimaya Hollow - Protection

Ancient Tomb > Temple of False

Bonders' Enclave > Sanctum of Eternity - Is the reason it's in your deck to prevent opponents from removing Xenagos during your turn prior to combat? I don't see the use of it in this deck. Perhaps I'm missing something.

Cragcrown Pathway  Flip > Mountain/Forest

Turntimber, Serpentine Wood > Forest - The additional utility it provides late game is key for when you're topdecking/out of gas

Raging Ravine - Manland that can be used as a creature to place a draw effect under late game

Dread Statuary - See above - Or not given your dorks and you want to limit colorless mana?

Myriad Landscape - Ramp - Same issue as above?

The Great Henge - Draw

Skullclamp - Not 100% sold on it, but I think it could work here given your dorks which can be used as draw for late game, or helps you draw cards when your beaters die.

Berserk - Malignus says hi! Also, works on opposing creatures too. If opponent A attacks opponent B, you can kill their creature and deal extra damage to opponent B. Although I like using it on my beaters or Selvala heart of the wilds for extra ramp.

Deflecting Swat - Counter counterspells, redirect targeted removal(biggest issue in Xenagos so you don't get 2 for 1ed), targeted draw/extra turns, abilities, etc... Too much utility and for free.

Heroic Intervention - Protection for beaters

Rishkar's Expertise - Crazy value that's worth risking the 2 for 1, also helps keep up with tempo which is great

Life's Legacy - Draw

Harmonize - Draw

Green Sun's Zenith - Tutor for the beater you need to the battlefield

I count 5 sources of draw in this deck, 2 of which are unimpactful, 1 of which is unreliable, the other 2 are good. Do you often find yourself running out of gas quickly especially given your lower CMC?

You run embercleave but no Godo, Bandit Warlord???

Peoni on Dalakos War of Machines

1 month ago

To answer your question about Helm of the Host I wouldn't swap it out for Keranos, God of Storms. I also wouldn't run Helm if you don't have a way of winning with it though. You could run Godo, Bandit Warlord to combo with it, but unless you actually have a wincon involving it, I would just swap it out for something else.

Peoni on Aurelia's Budget Battalion

1 month ago

Helm of the Host goes infinite with your commander and Godo, Bandit Warlord. I know your goal is a budget deck but $10 isn't too bad for a centerpiece win condition in the grand scheme of things. I'll try to keep further recommendations budgeted though. :^)

I'd also recommend replacing a lot of your lands that come in tapped. Lands like Command Tower, Temple of the False God, Slayers' Stronghold, Rugged Prairie, and Clifftop Retreat can all come in untapped and are pretty budget options (some more than others). If those are still outside of what you're willing to spend I'd recommend just using basics instead. Generally speaking you just really don't want your lands coming in tapped.

I'd also advise you to add in more mana rocks like Sol Ring, Talisman of Conviction, Everflowing Chalice, Prismatic Lens, and Mind Stone. You also don't want your rocks to be coming in untapped, so I'd suggest you replace Guardian Idol and Star Compass with some of the rocks listed, and you could probably do the same with Traveler's Amulet and Wanderer's Twig.

Your deck is fun and fair as it is. I like it. :^) I just thought I'd try and help fix up your mana base all nice. Hope this helps!

StopShot on Elsha's Infinite Voltron

1 month ago

Cards I’d cut:

Basilisk Collar - You don’t need deathtouch and your other lifelink equipment are more desirable.

Helm of the Host - Creating extra 3/3 prowess creatures isn’t worth it.

Sigiled Sword of Valeron, Sword of Body and Mind - the slight power boost and token production aren’t worth it.

Sword of Sinew and Steel, Sword of War and Peace - not enough payoff to justify these. Light and Shadow is a bit weak because you don’t have much creatures to reanimate, but the pro-white/pro-black is good at stopping removal and evading blockers. Truth and Justice feels also weak, but you’re getting a bigger beater every turn which is improving your damage output. Fire and Ice and Feast and Famine are the best swords to keep and not cut.

Sword of Vengeance - First Strike won’t matter when you get enough equipment and 3 to equip is a lot when you want haste. Run Haunted Cloak instead.

Armory Automaton - Cute but doesn’t contribute anything to you smacking your opponent with your commander.

Godo, Bandit Warlord - Clunky. I know he can be used as part of an infinite combo, but infinite combos should be added in when you have your 100 cards set aside and can start replacing them.

Leonin Shikari - It can make a bunch of cute interactions, but I think you can go without it. Run Sram, Senior Edificer instead.

Brainstorm - it might be good for removing lands but you should run Druidic Satchel over it as its a repeatable Rampant Growth in this deck, though since you’re trying to cut cards I think you can go without either.

Remember the Fallen, Serum Visions, Sevinne's Reclamation - Remove these as you can go without them. If you’re worried about losing your stuff you should run Academy Ruins as it only takes up a land slot.

Mystic Forge - Your commander is already doing its job for you.

Masterwork of Ingenuity, Mirrormade - These are situational cards that vary on what you have out. They also provide amazing incentives for your opponents to destroy the original equipment effectively 2-for-1’ing you.

sylvannos on Goato: Gifting Skulls all the way to Value Town

1 month ago

@Jackfrost23: Compared to U/R Storm with Gifts Ungiven, this is more of a "draw-go" hard control deck, rather than a combo deck. You're looking to grind your opponent down through raw card advantage and silver bullet answers over casting a big Grapeshot. Compared to Junk Gifts, the red over green means much stronger removal. Not only do you get Lightning Bolt, but also cards like Terminate and Kolaghan's Command. Sometimes, you can just burn people to death like U/W/R Control does by going Lightning Bolt -> Snapcaster Mage -> Lightning Bolt at your opponent's end step, then untap and swing with Snap and Celestial Colonnade.

What makes this specific build powerful is how difficult it is to remove its threats. Not only is Godo, Bandit Warlord strong on his lonesome by getting an equipment, Batterskull is hard to get rid of. But then along comes Trading Post and Academy Ruins to make Batterskull even more difficult to remove. This means you can safely trade your threats against other control decks. Your opponent is forced to counter your Batterskull after they bounce it back to your hand after it came out from Unburial Rites on Godo, only to have to still deal with it when you get it back via Crucible of Worlds -> Academy Ruins. Coupled with Lingering Souls and other threats, you have this massive value engine that means your opponent gets 29,301,246-for-1'd every time they want to deal with something.

Where this deck struggles that other Gifts may not is in the lack of countermagic and answers to aggro. Aggro can have problems dealing with the 12+ removal spells in the main deck and boardwipes out of the sideboard, but sometimes you just run out of removal faster than they run out of gas. No counterspells makes Tron and combo difficult matchups. This build is more about beating a control-heavy meta with red-based aggro, while CoCo variants, Humans, Fish, and so on are harder to deal with.

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