So I thought to myself, what are seemingly the more useless tokens you can have in magic? The initial base was treasures, clues, and servos, but with the introduction of food tokens in Throne of Eldraine, I obviously removed those silly fliers.

Admittedly, this is a little bit of false advertising. The purpose of the deck is to actually burn through it as fast as possible to collect and use Bolas's Citadel, Time Sieve,Urza, Lord High Artificer, and Fangren Marauder which will ultimately find out legitimate win cons: Aetherflux Reservoir, Marionette Master, Mechanized Production, Revel in Riches, Tezzeret, Master of Metal, and Tezzeret, Master of the Bridge.

Side mechanics:

Deadeye Plunderers, has infinite triggers with two token doublers. Unless you can make a positive growth at some point, this is really only effective with cards like Fangren Marauder and Marionette Master. the first two of those are essentially game winning, but nothing special seeing as it requires at least 4 cards to pull off.

This is probably already well known, but Master Transmuter is a beautiful card. cheats in any of our staples, can be pulled from the library with both Bolas's Citadel and Mystic Forge, protects itself and all the good stuff from removal, and doubles up on all value with Rings of Brighthearth and Voltaic Key. extra value from Spine of Ish Sah, Meteor Golem, and Duplicant? Yes please.

Fallbacks:

The land base for this deck, to say the least, is kind of a nightmare. The premise is that we place as many fetches into the deck as possible to ensure that our cheat abilities have less of a chance on getting stuck on land plays, while also fulfilling my attempt at making the land base... cheap? Obviously Academy Ruins, Cabal Coffers, and Vesuva are not the cheapest, but it's a little too difficult to build otherwise. This deck is extremely weak to land destruction because of that.

Beyond that, this deck is really good at getting back on it's feet. Even with no classic mana ramp like Rampant Growth or the like, there is no shortage of mana with the amount of treasure this deck produces. Treasures fuel so much of this deck, that producing them should always be high on the priority list. more treasure means more Golos, Tireless Pilgrim triggers, and who doesn't want that?

Golos, Tireless Pilgrim will almost always be used to go fetch Urborg, Tomb of Yawgmoth, cabal coffers, and Cascading Cataracts, in that order. As weird as it may seems, I have found that Vesuva and Thespian's Stage are best used on Cascading Cataracts, as this will help filter the mana from Cabal Coffers, Urza, Lord High Artificer, Krark-Clan Ironworks, and Blinkmoth Urn so that we can keep on digging with Golos, Tireless Pilgrim. His ETB already pays for half his commander tax, so there will be times that it's actually worth it to chump block with him. sacing him to Trading Post would also mean that we can avoid the commander tax and just net profit over the saddest robots death.

Play Style:

The plan for this deck is that we want to start digging with Golos, Tireless Pilgrim as soon a possible, as well as to try and keep all of our value in the library for as long as possible. An opening hand of only lands and mana rocks is a gold mine because of this. Golos can come out as early as turn 2, and our immediate next goal once he's out is to fix our colours.

Most of our mana rocks produce coloured mana, and with so many fetch lands, you can usually start digging the turn after golos comes out, so long as you prioritized fixing over board advantage. This deck can have a very fragile start, but comes off as being weak. Because of this, it can easily be ignored in a multiplayer setting, and we have enough survivability late game that it shouldn't matter too much.

Now for the fun part, digging. It should be noted that Golos, Tireless Pilgrim still looks at spell timing off of his ability. You don't get additional lands, and you can't cast a sorcery at instant speed unless you have Vedalken Orrery or Leyline of Anticipation out. this is were we want to start manipulating the top of our deck as much as possible. Scroll Rack, Treasure Map  , and Academy Ruins will help us directly alter the top of the deck. Once we have Bolas's Citadel, Lens of Clarity, or Mystic Forge, this is where we use our extra fetch lands, and card draw to avoid as many lands as possible so that Golos, Tireless Pilgrim, and more importantly Bolas's Citadel don't end up getting stuck on a card they are unable to work with.

So long as we have enough life, Bolas's Citadel will win us the game. All digging and tutoring will be used once Citadel either hits too may lands, or we have run out of life to continue. It is around this point that you will need to essentially have a storm count going for when you hit Aetherflux Reservoir, as it keeps track of the entire turn, even before it enters the battle field. Aetherflux will start producing a positive feed back, which will either allow us to shoot people for 50, or play out the rest of our deck for what ever win con was want to go with that day.

I hope everyone enjoys this, and I would love to hear if anyone else tries it out.

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90% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

48 - 0 Rares

15 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.97
Tokens City's Blessing, Clue, Construct 0/0 C, Copy Clone, Elk 3/3 G, Food, Goat 0/1 W, Servo 1/1 C, Spirit 2/2 C, Treasure
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