Into the North

Into the North

Sorcery

Search your library for a snow land card and put it into play tapped. Then shuffle your library.

Browse Alters View at Gatherer

Trade

Have (1) NineNotesKnives
Want (0)

Printings View all

Set Rarity
Coldsnap (CSP) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Into the North Discussion

lewkiz on Golos

2 weeks ago

What really makes Golos, Tireless Pilgrim tick is a solid ramp package. Since Golos, Tireless Pilgrim puts a land into play when it enters, as long as you can add additional mana each turn, he will always be on board (which in itself is a massive threat due to his activated ability). However, a strong mana base is expensive, too get it cheaper, focus on green, and add reliable and cheap ramp cards:

(I would avoid the 3CMC and 4CMC ramp cards if possible, and minimize the number of lands that only produce colorless mana. Especially, if we don't have access to the expensive lands, i.e., fetch and shocks)

Then, depending on creature-based or not, look to add some Talismans/Signets and creature ramp. Of course, Arcane Signet, Fellwar Stone, Birds of Paradise, and Faeburrow Elder are all great additions, but are a bit more expensive. (Still cheaper than adding the ten fetch lands and ten shock lands, which would be better, of course. However, since Golos, Tireless Pilgrim puts a land into play, it is reasonable to get the WUBRG into play without an expensive land-base)

I think the standard recommendation of 10 ramp cards are too few and would look to get at least 15+ ramp cards in a Golos, Tireless Pilgrim deck. Each activation yields tremendous value!

fmastrome2008 on One blinky boi

1 month ago
  1. Woodland Bellower combos with Fierce Empath, fetching 2 fatties and Wood Elves plus 2 lands, netting 6 cards off 1 creature.

  2. Since lands are harder to interact with than mana rocks and most casual groups outlaw mass land destruction, I'd switch a few of the mana rocks for more Cultivate, Rampant Growth, Into the North, Nature's Lore, etc... It also produces more landfall triggers and thins your deck.

  3. I see a real lack of tutors here. Being able to fetch what you need is extremely important. Rune-Scarred Demon, Demonic Tutor, and Finale of Devastation are the great ones for this deck. Creature tutors specifically that do a bunch for the deck are Birthing Pod and Prime Speaker Vannifar.

  4. Lotus Cobra would help accelerate your deck early. Playing a fetchland on T3 would accelerate you to 5 mana with 3 lands out, letting you cast Acidic Slime on 2 opponent's lands / mana rocks. That's a serious tempo boost.

fmastrome2008 on Yarok the Value Machine

1 month ago

Replacing the mana rocks with cards like Rampant Growth, Nature's Lore, Into the North, etc... give you more landfall triggers. Lands are also harder to interact with than artifacts.

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.

Categories

  • 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

Mutate

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.

Lands

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 :)

-Slashdotdash

juanchite86 on Snow Monster

2 months ago

Thanks for your comment WolfishHat

I have not tried Conifer Wurm at all, definitely will have to try it!

II tried using Prismatic Vista and Into the North, but it makes my Glacial Revelation and Scrying Sheets less reliable, I do have them though so I could give them a try again.

As I mentioned, I hate Teferi, Time Raveler, but I added it as a "catch all" card to get rid of artifacts and enchantments too, not only creatures. it has the plus of stopping any removal at instant speed. I could definitely replace them for an Assassin's Trophy, I will try doing that. If I get rid of white all together it will be a completely different deck I think, I usually prefer On Thin Ice over Dead of Winter to increase the snow permanent count on the battlefield.

These are great suggestions, thanks a lot!

WolfishHat on Snow Monster

2 months ago

I run a 5-color snow deck you can see in my profile. My playing has shown me the following:

The Abominable Treefolk are great and you will want 6 of them. The closest substitute is Conifer Wurm, and with your mana ramp you should be good.

Prismatic Vista and Into the North and can help search out the colors you need. Into the North also works as a turn 2 play if you don’t get your Boreal Druid turn 1, and also fetches special snow-covered lands.

Assassin's Trophy and Dead of Winter are great mainboard cards, and can replace Teferi and On Thin Ice if you want to drop white as a color entirely.

WolfishHat on Snowday

2 months ago

Budget may forbid, but Prismatic Vista is a great card for a snow deck. You have a very low mana curve, I think it’s a good idea to have fewer total lands and mana dorks; alternatively add in Diamond Faerie as a sink for all that late-game mana.

With as much gas as this deck has, it may be a good idea to run Growth Spiral instead of Into the North, as you get card draw in addition.

You don’t need 4 of Marit Lage's Slumber; maybe 2x and 2x Lightning Greaves to attack immediately.

You have no non-creature removal; at bare minimum you might want to obtain Remand.

I run a 5-color snow deck, it may be of interest to you.

juanchite86 on Snow Monster

2 months ago

Thanks a lot for your comment Icbrgr! I love the snow archetype although there is not a lot of support and the card pool is very limited, but I love this deck anyway!

Engineered Explosives is definitely an improvement over Ratchet Bomb, and if you want to be more competitive is definitely the way to go. I will try to get my hands on a couple of them. This deck is already 4 colors (kind of, black is just for the sideboard), and you can even go 5 with Arcum's Astrolabe

As for Into the North, I tried it but most of the time I rather draw into a Glacial Revelation instead. I tried to keep the snow permanent count as high as possible so as not to fizzle when casting it, that is the only reason for not having it in the deck.

Load more