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Golos No-Loss?! Omnath, LoC Lands [EDH]

Commander / EDH Casual Dark Depths Lands Multiplayer RGWU Scapeshift

oeliberti


Sideboard


Maybeboard


Original brew here: Golos Lands - thank you SwoollyLoxodon for an awesome deck idea :)

Update due to Golos-ban: Sideboard = the cards that needed to go

Golos, Tireless Pilgrim without topdecking - you better win by lands!

Check out my other EDH-Decks: Show

As mentioned above, this is no topdeck-build which tries to abuse Golos' activated ability to play some huge bombs/heavy hitters.

This deck tries to win with maximum land synergies.

At first with Golos comes a -Commander. That is always nice of course, for this deck it means we can run land-matters cards and land-synergies from all colors, which, of course, come in handy in a deck that wins with lands.

At second glance, Golos provides a very nice ETB-effect that can fetch any land-card from our deck. This may just be a "mana"-land when in need or some really hot stuff like combo-piece lands; i will come to this in the card-breakdown section.

Also, as a land-matters deck we want to ramp really hard - just because we can!

There are 2 janky wincons in this list as a back-up plan:

  1. Door to Nothingness isn't an actual wincon but it at least makes people lose the game. This of course may cause you to win but it probably always will help out against the most problematic player at the table.

  2. Maze's End isn't that hard to trigger for the win in this deck. We have lots of land-fetch and are able to play multiple lands per turn, so it can absolutely work as a nicely back-up plan, although 10 gates alone of course are at least 10 lands that will always come into play tapped, thats a big drawback but i don't want this deck to be too overpowered.

We can divide our lands into two categories, 1. the manabase and 2. utility lands. This may seem obvious and in fact, every edh-deck runs lands for this two categories but we are absolutely specialized on lands and this list tries to get all the value out of lands, so we absolut need to talk about it.

1. Manabase: Out of the current 44 lands i count 35 as "mana-lands", which also includes Cascading Cataracts for manafixing/filtering and Lotus Field for manafixing/filtering too, but also for saccing lands for value (yes, that may be a thing...)

Furthermore, the 10 Guildgates are included aswell and are of course extremely bad dual-lands, which all together may fix the manabase but more important and as mentioned before, they count mainly as a back-up-plan with Maze's End. Yes, they slow the deck and yes i could put more 5c-lands or shocklands in but i really want to keep this deck casual.

2. Utility Lands: We run "classic" utility-lands that are staples in many edh-decks that are allowed to play them like Bojuka Bog for graveyard-hate, Strip Mine for dangerous utility-lands on opponents and Reliquary Tower just for comfort (actually, i don't like the tower that much and it may be swapped for another card sometimes).

Maze's End has now been mentioned enough i guess.

Glacial Chasm is a "goodstuff-land" which always brings nice protection; it is nice to have this card in mind when you're be able to fetch an "any"-land out the library and you're under big pressure.

Field of the Dead provides big synergies in this deck and can be able to create a huge mass of 2/2 zombies!

Dark Depths is of course a star in this list, typical paired with Thespian's Stage for the instant Marit Lage token.

Valakut, the Molten Pinnacle is another star here and will hopefully bring pretty much damage to your opponents' faces (or critical creatures).

Always keep in mind: we run several cards that can fetch any land from our library and we also run cards like Dryad of the Ilysian Grove (and soon Prismatic Omen too!) to enable the engine around Valakut, the Molten Pinnacle!

1. Basics (& Gates): Sylvan Reclamation, Rampant Growth, Cultivate, Circuitous Route and Sakura-Tribe Elder fetch basics (respectively gates with the Circuitous Route)

2. Forests: Forests (remember not only basic forests!) can be fetched with Skyshroud Claim, Nature's Lore and Wood Elves.

3. Any Land: Golos, Tireless Pilgrim is our most obvious any-land-fetcher and even replayable because he's sitting in the command zone!

The we have Crop Rotation, Ulvenwald Hydra, Elvish Reclaimer and Knight of the Reliquary.

Hour of Promise can fetch us even two lands; we ignore the second effect on it, it really doesn't matter!

The Wargate will most likely fetch us any land too, but is also flexible as a tutor for any permanent - nice!

Scapeshift is another big star here and can end the game really fast - in our deck, this can be a really mean finisher due multiple (landfall-)synergies.

Another very important strategy are the granting of multiple land-drops per turn; Azusa, Lost but Seeking, Dryad of the Ilysian Grove, Mina and Denn, Wildborn, The Gitrog Monster and Wayward Swordtooth will do the job.

Courser of Kruphix brings sort of advantage to us because we can play the top card of our library if it's a land.

Oracle of Mul Daya seems like an auto include but i find it is still to expensive for this more casually list!

Besides the land cards Valakut, the Molten Pinnacle & Dark Depths plus the sorcery Scapeshift here are more stars, escpecially wincons, in this deck.

Avenger of Zendikar is almost always a haymaker. In a land-matters deck, this is a game-ender.

Dread Presence will either draw us a ton of cards or will work similar to Valakut, the Molten Pinnacle. To start the engine, we will need the Dryad of the Ilysian Grove (or, again as soon as possible too, Prismatic Omen) too.

Multani, Yavimaya's Avatar can be a big haymaker too, with trample it will bring always at elast some damage to an opponent - the activated ability is even better as it grands more landfall triggers for our synergies.

Ob Nixilis, the Fallen can take a player out on its own.

Omnath, Locus of Rage works a little like Avenger of Zendikar; at least it brings a few 5/5 to the board which of course i great.

Retreat to Hagra may be a little slow, but it surely will drain our opponents pertinant. A little liefgain is always welcome too.

Not only our library and hand are the sources of our land-synergies and triggers, we want to be able to play lands from our graveyard for even more land-drops too!

First, how do lands get into the yard (without playing fetch-lands)?

As mentioned in the "Lands"-category, Lotus Field brings lands to the yard. Another enabler are Elvish Reclaimer, Knight of the Reliquary, The Gitrog Monster, Lord Windgrace and Constant Mists.

And recursion?

The main actor here is clearly Life from the Loam, which is always a nice engine and can fill up our hand constantly with lands, especially in the mid- to late-game. (In a more competetive deck this card is one of the best cards overall in the list, due to many fetch-lands; in this case, it's very powerful in the early-game too and brings a lot of more speed to our gameplay.)

Very important are Crucible of Worlds and Ramunap Excavator - eventually paired with cards that grand multiple land drops these cards are even stronger.

Lord Windgrace does not only fill our yard with lands with his +2, he can also bring 2 lands back with his -3.

Splendid Reclamation as a mass reanimation can eventually surprisingly end the game with the right card combos and it even synergyses more with a pre-played Scapeshift.

Creeping Renaissance is a little worse, though this big recursion may be important too.

First up there is Yarok, the Desecrated. We totally rely on so much ETB-triggers, which will all be doubled by Yarok, that is insane value! An absolut master-card here.

Lotus Cobra brings some good additional mana.

Tatyova, Benthic Druid will draw us a lot of cards, insane value too. Similar to Tatyova, Horn of Greed brings us many many more handcards, even though it's effect helps all players out.

Speaking of ETB-value, Temur Sabertooth does not only bring protection, it brings key-creatures like Avenger of Zendikar back to our hands for recasting it.

Tireless Tracker works like a nice draw-engine in any land-matters deck.

Mirage Mirror is a really good card in general, imagine all the possibilities alone from copying our stuff... and it even can copy a strong card of an opponent.

Last but not least, -staple Eternal Witness willbring any one card from our graveyard back to our hand.

For a little bit of extra draw we play Brainstorm and Oakhame Adversary. I think with the bunch of other draw synergies coming from the land-synergies, this will be totally enough. Both cards are cheap and provide good advantage.

For instant interaction we run Abrupt Decay as a cheap and versatile hate card, Sylvan Reclamation is wonderful artifact/enchantment removal if we don't need its cycling ability and Constant Mists even synergyses with our land-matters theme - we will most likely always be able to sac a land for the fog when needed, and that over and over again.

In matters of boardwipes i run the 3 sorceries Cleansing Nova, Supreme Verdict and the asymmetric Winds of Abandon. For some people 3 wipes may seem greedy and too little but i have to say in this particular deck i may also be good with 1 to 2 boardwipes and i run 3 because of the creature-heavy (because casual) meta in my group. People say the advantage casual edh-decks play 5 to 6 wipes but i find this deck is pretty straight forward and proactive and i want to overrun the opponents with the huge advantage out of lands - for a more competetive version i would run even less wipes!

(i will leave this section even after the changes so you can retrace my thoughts and have a little insight in the building)

There are 3 cards i want to talk about, especially i didn't mention them in the categories above. The actual list runs those cards but i feel they are more a filler and i want to let you know why i want to cut them and which cards i want to add (which should be accessible in matters of budget and casuality).

Lightning Greaves: Let's be honest, most decks should run the greaves in edh; even if you absolutely do not rely on your commander with your deck they will protect certain key-creatures or give big bombs haste! Great card. I feel that in my list here, there is no one single key creature that needs this protection and as long as our commander resolves, Golos, Tireless Pilgrim has done its job and can go back to the command zone. I think there are better cards to add that will bring so much more value to our strategy so that the greaves seem to me like a card thats pretty easy to cut and that are therefore pretty wasy out-valued.

Regrowth: for graveyard recursion is very good and for me personally Regrowth is a staple in green aswell; but i think the already mentioned cards for recursion are better/enough, and this particular effect is better on its walking version Eternal Witness, which is included and can even be more valuable with Yarok, the Desecrated. Easy cut too.

Seedborn Muse: And again, a pretty good (goodstuff-)card in almost every deck that runs . Same thoughts here too, although the Muse is awesome and the effect overall is so much worth and brings so much value in nearly every magic format, this list here doesn't run much instant-speed interaction or is in need of much activated abilites. In a more "classic" topdeck/abuse-golos-activated-ability-as-much-as-possible the Muse would be one one of the best cards in the deck, for me she is nothing more here like a filler and an easy cut too - i need more value in matters of land-synergies.

So what to add soon?

As an "easy fetchable" and "landy" solution against certain dangers i have to include Maze of Ith as soon as possible. Period.

Prismatic Omen is insane and the other of only two ways for certain engines in this deck as mentioned above.

Bolas's Citadel is yet another card that fits in many deck with - the card advantage value alone can win games. Here i feel it is even better because i have another possibility to assure more fuel when additional land-drops are provided and they don't even cost life. That is so good!

Let me know what you think of this list! Do you (dis-)agree in certain points, are there more cards you find unnecessary or that have to be included? I'm looking forward to your thoughts, ideas and suggestions!

... SIMIC BEST!!!

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Revision 21 See all

(2 years ago)

+1 Expedition Map main
+6 Forest main
+1 Growth Spiral main
-1 Merciless Eviction maybe
+1 Realm Seekers maybe
+1 Reap and Sow main
+1 Return to Nature main
-1 Rites of Spring maybe
+1 Scute Swarm main
-1 Search for Tomorrow maybe
+1 Tempt with Discovery maybe
-1 Villainous Wealth maybe
-1 Witch's Cottage maybe
Top Ranked
Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 5 Mythic Rares

48 - 5 Rares

15 - 1 Uncommons

11 - 11 Commons

Cards 100
Avg. CMC 3.34
Tokens Cat Warrior 2/2 G, City's Blessing, Clue, Copy Clone, Elemental 5/3 G, Elemental 5/5 RG, Insect 1/1 G, Marit Lage, Plant 0/1 G, Spirit 1/1 C, Zombie 2/2 B
Folders EDH Ideas, Commander Decks for Playtesting/Inspiration
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