Destroy target creature. It can't be regenerated.
|Have (4)||metalmagic , gildan_bladeborn , orzhov_is_relatively_okay819 ,|
|Want (2)||wkli6 , Kori|
Combos Browse all
|Commander / EDH||Legal|
Terminate occurrence in decks from the last year
Latest Decks as Commander
1 week ago
Going onto Gatherer, it appears the LD options were 3 - 4 CMC.
It was a budget deck (less than $100) so no Snapcaster Mage or anything that'd really spice it up.
1 month ago
Hey, good budget start and nice Scroll Rack :)
Spectral Sailor, Siren Stormtamer, Changeling Outcast, Warkite Marauder, Kitesail Freebooter are all low CMC budget Pirates who have evasion (flying or unblockable). More low CMC Pirates with evasion especially flying makes doing combat damage with three Pirates to a player easier for Brass as well as making more treasures with Malcolm, Keen-Eyed Navigator. Sailor is also a mana sink to draw cards.
- Spectral Sailor > Dire Fleet Interloper
- Siren Stormtamer > Prosperous Pirates
- Changeling Outcast > Brazen Freebooter
- Warkite Maurader > Dire Fleet Neckbreaker
- Kitesail Freebooter > Goblin Trailblazer
Coercive Recruiter and Fathom Fleet Captain have powerful budget repeatable effects with Pirates. Recruiter can help to clear blockers out of way to do combat damage with three Pirates for Brass. Captain can be a repeatable source of Pirate tokens which triggers Recruiter and Merchant Raiders.
- Coercive Recruiter > Headstrong Brute
- Fathom Fleet Captain > Dire Fleet Captain
Malcolm + Lightning-Rig Crew can make a lot of treasures since Malcolm triggers whenever a Pirate does damage to an opponent and Rig does 1 damage to each opponent which creates an amount of treasures equal to the number of opponents you have. You can chain making treasures with Rig by casting Pirates.
Lightning-Rig Crew > Dire Fleet Hoarder
- Chaos Warp > Walk to the Plank
- Reality Shift > Mutiny
- Terminate > Renegade Tactics
Navigator's Compass and Prophetic Prism are not mana rocks; they could be replaced with actual mana rocks to ramp such as Izzet Signet and Dimir Signet. Crumbling Necropolis, Exotic Orchard, Rogue's Passage, Sunken Hollow, Shivan Reef, Grixis Panorama, Ash Barrens are some budget land upgrades to consider.
These 20 card suggestions could be added for about $15. Good luck with your deck.
1 month ago
I just went through your deck real quickly and tried to pick out some cards I thought didn't quite fit with the theme of the deck. Torbran, Thane of Red Fell, Liliana's Reaver, Hammer of Ruin, Lobe Lobber, Manriki-Gusari, Mirror Shield, Sharpened Pitchfork, Umbral Mantle, Wolfhunter's Quiver, The equip cost is way to high. Terminate, You shouldn't need this card with all your deathtouch. Inferno Titan, Agent of the Fates,
I saw a lot of cards that would give creatures first strike or double strike. I don't think you need so many. Try cutting some of them out. Also it might be a better idea to focus a bit more on getting -1/-1 counters on creature for the card draw from you commander. Murderous Redcap would probably be able to drawing a couple cards for you. And you might want to look at the persist ability.
Here is a link to a deck I made that is a death touch tribal kind of idea. It's not perfect but it might help you with some ideas. And the commander might work in the 99 of your deck. https://tappedout.net/mtg-decks/they-said-it-would-never-work/
1 month ago
Cuts from the Sideboard listed cards:
Prismatic Geoscope: Running 18 basics means you might not always get 3 mana from it, more like 2. Eitherway I feel it's bad as a rock and lackluster as a cage target.
25 cards I'll suggest for <15$ (EDHREC TCGPLAYER listed prices, may be higher or lower):
Cephalid Inkshrouder: Discard which doesn't matter to make shrouded Mairsil? Hell yeah. (Price: 0.29)
Soliton: Another U: untap is solid. (Price: 0.10)
Forbidden Alchemy: Basically a draw 4 most of the time for 3 mana and can be flashed back if you discard it or mill it another way. (Price: 0.11)
Pestilent Souleater: Can be a backup win con with a card or two that can also pump. (Price: 0.10)
Twisted Abomination: Get a land with it then give Mairsil regenerate for a black when his commander tax is too high. Can never have too much protection when the commander is the whole gameplan. (Price: 0.03)
Magus of the Bazaar: Draw 5 for tap on Mairsil. What's not to like? (Price: .46)
Etherium-Horn Sorcerer: 3 To replay Mairsil isn't bad. Also can just be a cascade card if need be. (Price: 0.15)
Cinderhaze Wretch: Untap affect + can be used to disrupt enemies. Also can be used on yourself if you really want for some weird reason? (Price 0.26)
Dreamscape Artist: Discard isn't a downside, and it ramps. Can be put on Mairsil as well if need be. (Price: 0.26)
Vector Asp: B: infect is very strong. Especially with following card. (Price: 0.20)
Spikeshot Elder: This plus infect is a gross combo. Even without R to deal 4 to any target is strong, better than lightning bolt! (Price: 0.21)
Grinning Ignus: A way to bounce Mairsil that's ALSO ramp. Pays for a commander tax! (Price: 0.16)
Frantic Search: Free loot isn't ever bad. Instant speed too. (Price 0.47)
Sinister Sabotage: You don't have much interaction. These next 3 are just interactive pieces to stop your opponents from racing you. Sinister is a good counter that also can basically draw a card with Surveil. (Price: 0.12)
Terminate: No regen for them! Instant speed kill. Nice. (Price: 0.44)
Arcane Denial: Great counterspell that's not mana intensive. (Price: 0.46)
Perplex: Either a counter, makes an opponent lose their hand, or you can transmute to tutor for a 3 drop such as Rings or Commander's Sphere. Very versatile. (Price: 1.24)
AEtherize: Bounce all attackers is a good way to protect yourself, since you already have many ways to protect Mairsil. (Price: 0.23)
Whispering Madness: Wheel that can be repeated. With GY synergies it's amazing. 10/10 (Price 0.57)
Chain Reaction: Boardwhipe most of the time. You need some mass removal. (Price: 0.67)
Pyroclasm: Clears tokens easily. (Price: 0.16)
Total Price: $12.94
Some pump activated abilities may be a good other add.
1 month ago
Terminate simple, shiny, effective.
Also, Sun Titan. So many shenanigans.
2 months ago
The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...
The list is huge, and it grows every year.
This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.
Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.
Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.
Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.
Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.
Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!
Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.
Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.
Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.
Garruk's Uprising alone is reason to run at least Green.
Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.
You get the idea.
As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.
One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.
Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.
I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.
2 months ago
People keep posting that you should run Lightning Bolt in your deck. As far as cheap removal goes there are plenty removal spells I’d rather run before I pick up Lightning Bolt. My picks include Dismember, Lightning Axe, Sinister Concoction, Weight of Spires, Go for the Throat, Terminate, Molten Vortex, and Heartless Act
3 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!