A requiem...

GOLOS, TIRELESS PILGRIM (banned, September 13th, 2021)

Legendary Artifact Creature - Scout

When Golos, Tireless Pilgrim enters the battlefield, we may search our library for a land card, put that card onto the battlefield tapped, then shuffle your library.

: Exile the top three cards of our library. We may play them this turn without paying their mana costs.

3/5

The goal of this deck is to cast mammoth spells from the top of our library by tapping and activating Golos, Tireless Pilgrim's ability. With the inclusion of numerous flash-enablers and a swath of mana-ramp, we can activate Golos, Tireless Pilgrim's ability various times at any point during a game. By casting multiple powerful spells much earlier than possible throughout the game, this should overwhelm our opponents and ensure imminent victory.

The following spells have converted mana cost seven or greater, are terrific to cast with an activation from Golos, Tireless Pilgrim and represent the bulk of our win conditions:

Aminatou's Augury: Inspired by our favorite eight-year old planeswalker, Aminatou's Augury can do some overpowered things under the right circumstances. When we cast Aminatou's Augury, we exile the top eight cards of our library. We may put a land card from among them onto the battlefield. Bonus! Until end of turn, for each nonland card type, we may cast a spell of that type from among the exiled cards without paying its mana cost. Best case scenario? We'll put a land into play cast five spells (creature, instant, sorcery, artifact, enchantment) without paying their mana costs. Worst case scenario? We put a land into play. Most likely scenario, we'll put a land into play and cast between three to four spells. If Animatou's Augury is exiled from the top of our library from an activation by Golos, Tireless Pilgrim, then the value of this spell is potentially chart-topping.

Army of the Damned: Yes. It's sorcery speed. Yes. The zombie tokens come into play tapped. No. I don't care about either of those restrictions. Why? Because we have multiple flash-enablers in our deck. Let's focus on the 26 total power this spell creates. We create 13 2/2 black zombie creature tokens. The spell's mana cost is . It's much more likely that we cast this through an activation of Golos, Tireless Pilgrim. Additionally, the spell has flashback and we can cast it from our graveyard for . Combined, that's 52 total power across 26 zombie creature tokens by casting Army of the Damned twice. Restrictions be DAMNED! Get it? See what I did there?

Avacyn, Angel of Hope: Avacyn, Angel of Hope is the most powerful angel in Magic: the Gathering's history and one of the most powerful overall creatures of all-time. Don't believe me? Avacyn, Angel of Hope is so powerful that an entire set was named after her: Avacyn Restored. No other creature in the history of Magic: the Gathering has a set named after them. No one. Not ever. In its over 25-year history. Go ahead. Look it up. I'll wait..........................See. I told you so. Avacyn, Angel of Hope is an 8/8 flying, vigilant and indestructible angel that gives all permanents we control indestructible. She can attack and block for days and keeps all of our permanents safe from destruction. We love you, Avacyn, Angel of Hope.

Blightsteel Colossus: FULL DISCLOSURE: I am not a proponent of infect in EDH/Commander. With that disclaimer out of the way, Blightsteel Colossus is in this deck because it has trample and is indestructible...and has infect. This is a mean and nasty card and its placement in our deck is to act as a win condition against any mean and nasty opponents. Ahem, blue mages! FULL DISCLOSURE II: In a deck filled with win conditions, Blightsteel Colossus is just an alternative. Not a focus. Not planning around it. Not counting on its usage to knock-out an opponent. It's just one of the 99.

Brilliant Ultimatum: Brilliant Ultimatum is another value spell that we want to cast through an activation of Golos, Tireless Pilgrim. It's a spell that can lead to the casting of other spells, similar to Aminatou's Augury. We exile the top five cards of our library and an opponent separates those cards into two piles. We may play lands and cast spells from one of those piles. If we cast a spell this way, we cast it without paying its mana cost. Brilliant Ultimatum doesn't limit us to one card type per spell cast, like Aminatou's Augury. An opponent separating the cards into two piles is restrictive, but sometimes it can be a benefit. Those differences can be fleshed-out through politics at the EDH/Commander table.

Captive Audience: Captive Audience enters the battlefield under the control of an opponent of our choice. Once Captive Audience is controlled by one of our opponents, its ability triggers during that player's upkeep and that player makes all choices for it. That player is affected by its first two modes, and that player’s opponents create the tokens for its last mode. At the beginning of that player's upkeep, that player chooses one mode that hasn't been chosen yet, and these modes are back-breaking:

  1. Your life total becomes four.

  2. Discard your hand.

  3. Each opponent creates five 2/2 black zombie creature tokens.

If our opponent lives to choose all three modes, it seems unlikely that they will live for much longer thereafter.

Chromatic Orrery: Chromatic Orrery is sheer bonkers! We may spend mana as though it were mana of any color. This is very helpful in a five-color deck, particularly with a General/Commander that that requires for its activation cost. We tap Chromatic Orrery and add , which, as per its first ability, can be used as though it were mana of any color. Oh, that's not enough? There's more?! OH YEAH. We can tap and tap Chromatic Orrery and draw a card for each color among permanents we control. We can draw up to five cards from this activation. Chromatic Orrery provides mana ramp, color-fixing and card draw. This artifact is ensconced in value and versatility. As stated previously, B O N K E R S!!!

Elesh Norn, Grand Cenobite: Elesh Norn, Grand Cenobite is a 4/7 legendary praetor from New Phyrexia and has vigilance. Other creatures we control get +2/+2. Creatures our opponents control get -2/-2. Elesh Norn, Grand Cenobite bumps our creatures' power and toughness, lowers the power and toughness of our opponents' creatures and sports a very offensively defensive, or defensively offensive, depending on your preference, body as a 4/7 with vigilance. Elesh Norn, Grand Cenobite can control games, wipe out our opponents' armies and lead our army of token creatures to victory.

Emergent Ultimatum: We search our library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. We shuffle that card into our library and we may cast the other cards without paying their mana costs. Another spell that allows us to cast additional spells. By casting Emergent Ultimatum, we seek out any three monocolored cards in our deck and then cast two of them. Smothering Tithe, Rhystic Study, Shark Typhoon. What does our opponent choose? Avacyn, Angel of Hope, Elesh Norn, Grand Cenobite, Sheoldred, Whispering One. What does our opponent choose? Storm Herd, Army of the Damned, Overwhelming Splendor. What does our opponent choose? Time Stretch, Nyxbloom Ancient, Worldspine Wurm. What does our opponent choose? Mind's Dilation, Aminatou's Augury, Seedborn Muse. What does our opponent choose? For us, there's no wrong combination, and that makes Emergent Ultimatum a powerful and versatile spell worthy of its inclusion in this deck.

Emrakul, the Promised End: Oh baby. It just got real. Emrakul, the Promised End costs less to cast for each card type among cards in our graveyard. When we cast Emrakul, the Promised End, we gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn. Emrakul, the Promised End is also 13/13 with flying, trample and protection from instants. That's A LOT of text! She's lights-out if we cast her and if we do, we can try to wreck an opponent's entire hand and/or board state with malicious intent. Emmy 2.0 is awesome!

In Garruk's Wake: In Garruk's Wake is an improvement over Plague Wind. We can destroy all creatures we don't control and all planeswalkers we don't control. This is a selective board wipe, it does not affect our opponents' artifacts and/or enchantments. However, In Garruk's Wake helps to keep the battlefield clear and our life total stable as we prepare our Golos, Tireless Pilgrim engine.

Kozilek, Butcher of Truth: One of three original eldrazi titans, Kozilek, Butcher of Truth sports a 12/12 body with annihilator 4 (whenever he attacks, defending player sacrifices four permanents). Plus when we cast Kozilek, Butcher of Truth we draw four cards. As with all of the spells from this section, Kozilek, Butcher of Truth is great value when cast from the top of our library through an activation by Golos, Tireless Pilgrim. If Kozilek, Butcher of Truth hits our 'yard in any manner, we shuffle him and our graveyard into our library. Bonus!

Mind's Dilation: FULL DISCLOSURE: After the Eldritch Moon pre-release at my local game store a player was traveling from table to table in search of the premium foil double-faced black zombie creature tokens that were included in each Eldritch Moon pre-release kit. Anyone who participated in the pre-release events during this time remember that these zombie tokens were pretty popular. As this event was the second of four pre-release events I attended that weekend, I was suggestible to trade offers. The aforementioned player offered me Mind's Dilation for the foil zombie creature token. The swap was made, and many years later here is Mind's Dilation! Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, we may cast it without paying its mana cost. Continuing our trend of value from activations by Golos, Tireless Pilgrim, we want to squeeze as much value as possible from our free-to-cast spells, and Mind's Dilation checks those boxes by granting us access to additional free spells whenever an opponent casts their first spell each turn. Foil token for a Mythic Rare? DONE!

Nyxbloom Ancient: I've GOT to get more copies of this creature! A 5/5 trampler for is nothing to write home about. HOWEVER, if we tap a permanent for mana, it produces three times as much of that mana instead. We may never stop writing home about this card! Notice the text. It says "IF WE TAP A PERMANENT." It doesn't say "if we tap A LAND." Can you imagine chain-casting Chromatic Orrery and Nyxbloom Ancient through a Golos, Tireless Pilgrim activation? Tap Chromatic Orrery for and then spend this mana as though it were mana of any color. What if Mana Reflection is under our control as well? The TappedOut.Net toolbar doesn't even have a mana symbol for 30!! I suppose we could look at it like this:

This mythic rare elemental from Theros Beyond Death is already big news and, folks, Nyxbloom Ancient is just going to keep getting bigger and bigger. Get your copies now if you haven't already!!

Overwhelming Splendor: The unfortunate opponent who gets cursed by this aura is going to have a tough game sans removal. Imagine the goblin-player with Krenko, Mob Boss becoming cursed by Overwhelming Splendor. Overwhelming Splendor says that creatures enchanted player controls lose all abilities and have base power and toughness 1/1. Additionally, enchanted player can't activate abilities that aren't mana abilities or loyalty abilities. Without removal, creature-based decks are going to struggle against this enchantment, possibly locking-down an opponent for the entire game.

Plague Wind: Before there was Ruinous Ultimatum, there was In Garruk's Wake. Before there was In Garruk's Wake, there was Plague Wind. All of these spells have one thing in common: Utter destruction of our opponents permanents. Notice the upward trend in power. Plague Wind destroys all creatures our opponents control. In Garruk's Wake destroys all creatures and Planeswalkers our opponents control. Ruinous Ultimatum destroys all nonland permanents our opponents control. All of these spells have another thing in common as well: They're all included in this deck!

Progenitus: Three words: PROTECTION. FROM. EVERYTHING. Progenitus has a 10/10 body but costs . Well, for the intents and purposes of this deck, Progenitus will cost through an activation by Golos, Tireless Pilgrim, through an activation by Fist of Suns or cast for free through Brilliant Ultimatum, Aminatou's Augury or possibly cascaded into through Maelstrom Nexus. However Progenitus enters the battlefield, it should cause havoc for our opponents.

Ruinous Ultimatum: This spell is not exquisite. It doesn't remove abilities, take extra turns, draw extra cards or triple mana. It bludgeons our opponents. Ruinous Ultimatum destroys all nonland permanents our opponents control. That's it. Nothing more. Just straight-laced brutality to our opponents' board states.

Sheoldred, Whispering One: DISCLOSURE: The artwork from the non-promo, non-prerelease printing of Sheoldred, Whispering One is mortifying and night-terror inspiring. I also believe it was motivation for Beth Smith's mythologue in the Rick & Morty episode entitled "Big Trouble in Little Sanchez," from season two, episode seven. Horrified visions of crippling fear aside, Sheoldred, Whispering One does a lot. Aside from having a 6/6 swampwalking body, at the beginning of our upkeep, we return target creature card from our graveyard to the battlefield. Value! We're not done yet. At the beginning of each opponent's upkeep, that player sacrifices a creature. More value! With creature recursion and creature removal, as well as a big potentially unblockable beater, Sheoldred, Whispering One does a lot of heavy-lifting in our deck.

Storm Herd: Create X 1/1 white pegasus creature tokens with flying, where X is our life total. Who doesn't want to thwart an opponent's chance at victory by dealing lethal damage by a herd of pegasi?! Our flash enablers make this a premiere end-of-opponent's-turn spell to cast from an activation by Golos, Tireless Pilgrim.

Thought Reflection: Well, I mean, if we're going to triple and/or double our mana, we might as well double the number of cards we draw as well, because with Thought Reflection under our control, if we would draw a card, we draw two cards instead. Who doesn't love drawing cards!?

Time Stretch: DISCLOSURE: There are many warped variants of Golos, Tireless Pilgrim EDH/Commander decks whose sole purpose is to cast as many extra turn spells as possible. THIS IS NOT THAT DECK. I enjoy playing Magic: the Gathering and would not want to sit idly by watching someone take turn after turn after turn. With our disclosure out of the way, Time Stretch grants us two extra turns on one card. No, it's not Expropriate, but again, THIS IS NOT THAT DECK. I came to the conclusion that adding one extra turn spell is acceptable (Emrakul, the Promised End excluded), and since the focus of our deck is casting expensive spells by utilizing Golos, Tirless Pilgrim's ability, I decided Time Stretch checks these boxes. Be respectful with those extra turns. Don't drag them out. #Metagames>extraturns.

Ulamog, the Infinite Gyre: Here's another big ol' eldrazi spell. When we cast Ulamog, the Infinite Gyre, we destroy target permanent. He's got an 11/11 indestructible body with annihilator four (whenever he attacks, defending player sacrifices four permanents). We just keep sending Ulamaog, the Infinite Gyre into combat over and over and over again, wiping out our opponents' permanents and, hopefully, life totals. As a bonus, similar to Kozilek, Butcher of Truth, if Ulamog, the Infinite Gyre hits our 'yard in any manner, we shuffle him and our graveyard into our library.

Zacama, Primal Calamity: Speaking of eye-opening, here's Zacama, Primal Calamity. Imagine the morale of our opponents when Zacama, Primal Calamity is exiled by an activation from Golos, Tireless Pilgrim. We cast Zacama, Primal Calamity without paying its mana cost, and when it enters the battlefield we untap all lands we control. This easily allows us to activate another Golos, Tireless Pilgrim ability! If that wasn't enough, Zacama, Primal Calamity is 9/9 with vigilance, reach and trample. IF THAT WASN'T ENOUGH, it has three built-in abilities:

  1. : Deal three damage to target creature.

  2. : Destroy target artifact or enchantment.

  3. : We gain three life.

We don't even have to tap Zacama, Primal Calamity in order to activate any of those abilities!! Thank you, Rivals of Ixalan!!!

Zendikar Resurgent: More mana, more mana, MORE MANA!! Whenever we tap a land for mana, add one mana of any type that land produced. Okay, so it's not Nyxbloom Ancient, but nothing else is. Additionally, whenever we cast a creature spell, we draw a card. Mana and cards. Cards and mana. That's Magic: the Gathering!

The following tutors are included in order to, well, tutor! Demonic Tutor puts any card from our library into our hand while the other tutors can create selectively powerful top-deck activations by Golos, Tireless Pilgrim.

Demonic Tutor: Best tutor in Magic: the Gathering. For the cost of we search our library for any card and put it directly into our hand. Due to the numerous flash-enabling spells and abilities we have in this deck, at times we can cast Demonic Tutor as an instant!

Enlightened Tutor: At instant speed we search our library for any artifact or enchantment card, reveal it and put it on top of our library. Mana Refelction, Chromatic Orrery and Prismatic Geoscope are prime targets. This is an excellent spell to cast prior to activating Golos, Tireless Pilgrim.

Mystical Tutor: At instant speed we search our library for any instant or sorcery card, reveal it, and put it on top of our library. Removal spells are primary targets for Mystical Tutor if needed. Otherwise, Aminatou's Augury, Brilliant Ultimatum and Emergent Ultimatum are favorable selections. This is an excellent spell to cast prior to activating Golos, Tireless Pilgrim.

Vampiric Tutor: At instant speed, and for the cost of two life, we search our library for any card and put it on top of our library. ANY CARD! This is an excellent spell to cast prior to activating Golos, Tireless Pilgrim.

Worldly Tutor: At instant speed we search our library for any creature card, reveal it, and put it on top of our library. We can tutor for one of our amazing creatures depending on the current game and/or board states. This is an excellent spell to cast prior to activating Golos, Tireless Pilgrim.

The following cards are auxiliary spells that will strengthen and refine the focus of our deck:

Fist of Suns: Invariably, we're going to draw cards and have spells in our hand that would be much more valuable in our deck and awaiting to be exiled by Golos, Tireless Pilgrim. Fist of Suns helps to ease this pain. We may pay rather than pay the mana cost for spells that we cast. Imagine tapping a fully online Prismatic Geoscope or a Chromatic Orrery in order to cast Emrakul, the Promised End or Kozilek, Butcher of Truth. Imagine taking five +1 +1 counters off of Ramos, Dragon Engine and using the to cast any two spells from our hand. The value of this card can't be overstated because, well, this is Magic: the Gathering, and if we always expect all of our mana-intensive spells to remain in our deck and not in our hand, then we will be frustratingly disappointed. Failing to prepare is preparing to fail. Fist of Suns helps prevent that.

Leyline of Anticipation: If Leyline of Anticipation is in our opening hand, we may begin the game with it on the battlefield. Yay! Free spell!! The odds are against us, but you're telling us there's a chance! With Leyline of Anticipation under our control we may cast spells as though they had flash. Let's not overlook the importance of flash in our deck. With a mass flash-enabler, we have the flexibility of holding-up mana during our opponents' turns in order to activate Golos, Tireless Pilgrim's ability and/or flash-in something from our hand. The redundancy of including both Leyline of Anticipation and Vedalken Orrery helps us reach this goal.

Kenrith, the Returned King: If we're running five colors and have included numerous spells that produce additional/extra mana, then it's beneficial to include Kenrith, the Returned King. Kenny's abilities are all valuable. ALL FIVE OF THEM!

  1. : All creatures gain trample and haste until end of turn.

  2. : Put a +1/+1 counter on target creature.

  3. : Target player gains 5 life.

  4. : Target player draws a card.

  5. : Put target creature card from a graveyard onto the battlefield under its owner's control.

Enabling haste and trample to our creatures can be game-ending. Placing +1 +1 counters on our creatures creates combat damage headaches for our opponents. Gaining life and drawing cards keeps us in the game longer. Due to the strength and quality of our creatures, returning them from our graveyard to the battlefield and under our control is extremely valuable. These are the benefits of using Kenrith, the Returned King's abilities for us. We haven't mentioned the potential political shenanigans Kenny could cause, as each of his abilities can benefit our opponents. Kenrith, the Returned King is one of the most powerful and versatile Generals/Commanders ever printed. We should have a Kenny day!

Lightning Greaves: Few feelings are worse than casting our General/Commander only to see it removed before we can do anything with it. Lightning Greaves helps thwart our opponents' opportunities to remove Golos, Tireless Pilgrim. The most-played equipment via EDHREC.com in the our format, Lightning Greaves costs to cast and to equip. Once equipped to a creature, that creature has haste and shroud. Lightning Greaves's inclusion in our deck is justified based on these mechanics, particularly shroud, and its equip cost of .

Maelstrom Nexus: The first spell we cast each turn has cascade. What's cascade?!? Oh baby! When we cast our first spell, we exile cards from the top of our library until we exile a nonland card that costs less. We may cast it without paying its mana cost. Then we put the exiled cards on the bottom of our library in a random order. More value! The theme of our deck is casting big-mana spells. We take advantage of this by sneaking in a free spell through cascade. As previously discussed, a mass flash-enabler makes Maelstrom Nexus really shine. Imagine if we have Maelstrom Nexus under our control alongside Golos, Tireless Pilgrim. We could potentially cast four spells per turn! The number of spells increases if we add cards such as Aminatou's Augury, Emergent Ultimatum and Brilliant Ultimatum. What if we have Ramos, Dragon Engine under our control with a mass flash-enabler, Maelstrom Nexus and Golos, Tireless Pilgrim!!? Ponder those scenarios!

Eternal Witness: This is a great economical way to return a card from our graveyard to our hand as well as put a body onto the battlefield. She synergizes wonderfully with Kenrith, the Returned King and Sheoldred, Whispering One.

Mystic Speculation: This uncommon from Future Sight costs and let's us scry 3 at sorcery-speed. Also, we may pay an additional as we cast this spell. If we do, put this card into your hand as it resolves. Buyback baby! With Mystic Speculation we can manipulate the top three cards of our library in order to ensure that Golos, Tireless Pilgrim maximizes its activation.

Seedborn Muse: We know the power level of Seedborn Muse. With her under our control, we untap all permanents we control during each other player's untap step. Sheer. Unadulterated. POWER. As we've demonstrated thus far, a flash-enabled Golos, Tireless Pilgrim engine is the goal of this deck. Adding Seedborn Muse to this engine makes it our turn EVERY TURN (aside from combat). There are reasons why Prophet of Kruphix is banned in EDH/Commander. It's for the same reasons that a flash-enabled Seedborn Muse and Golos, Tireless Pilgrim is game-ending.

Shark Typhoon: More than 3/4 of this deck's spells are noncreature spells. Let's take advantage of this data and maximize our potential win conditions. Whenever we cast a noncreature spell, we create an X/X blue shark creature token with flying, where X is that spell's converted mana cost. Let's create a shiver of flying sharks!! Who doesn't want to pull out their phone and play the theme of Jaws as Shark Typhoon enters the battlefield?! Additionally, we can cycle Shark Typhoon for and create an X/X blue shark creature token with flying and draw a card. We love Shark Typhoon!

Vedalken Orrery: Hopefully by this point the value of flash is evidently clear, particularly to the benefit of this deck and its General/Commander. Vedalken Orrery enables flash, just like Leyline of Anticipation. We can't start the game with Vedalken Orrery on the battlefield if it's in our opening hand like Leyline Anticipation. However, Vedalken Orrery has a friendly mana cost of versus the of Leyline of Anticipation. The shouldn't be a problem for us, but will be a piece of cake!

Wilderness Reclamation: Wilderness Reclamation isn't as powerful as Seedborn Muse, but it doesn't have to be. At the beginning of our end step, we untap all lands we control. Including Wilderness Reclamation allows us to tap out for Golos, Tireless Pilgrim's ability while not leaving ourselves vulnerable to our opponents. Wilderness Reclamation is valuable enough to warrant its inclusion in this deck.

Inevitably, our opponents are going to attempt to steer themselves toward the path of victory. The following removal spells will hopefully act as obstacles, barriers and/or deterrents to their selfish plans (smile):

Anguished Unmaking: The best flavor text in the game is also an amazing removal spell. We exile any nonland permanent for the cost of and three life. Spells that remove permanents or nonland permanents are powerfully versatile and favorable cards to include in a deck.

Assassin's Trophy: Assassin's Trophy destroys a permanent an opponent controls. The opponent is then gifted a basic land as a side-cost for this spell, but the trade-off is fair for us. Removing a troublesome and/or problematic permanent from the battlefield in exchange for a basic land is not burdensome. It's not optimal, but it's not burdensome either.

Beast Within: A removal spell so good Wizards replicated it in Modern Horizons! We destroy any permanent on the battlefield and the controller of the permanent creates a 3/3 green beast creature token. Worth it!

Chaos Warp: The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. Again, we target ANY PERMANENT on the battlefield. There's the potential drawback that our opponent will put something even more troublesome into play, or, at times (I've seen it happen!) THE EXACT SAME PERMANENT THAT WAS Chaos WarpED!!! What's your most memorableChaos Warp story?

Generous Gift: This is Beast Within: White Edition. The only other difference is that the controller of the destroyed permanent creates a 3/3 elephant creature token instead of a 3/3 beast creature token. This doesn't matter to us. Well, unless you prefer elephants to beasts.

Path to Exile: Wow, aren't we generous with rewarding our opponents?! For just we can exile target creature and its controller can search their library for a basic land and put it onto the battlefield tapped. Granting a land to an opponent is not favorable, but exiling a problematic creature in exchange for the land is justifiable. BONUS: Hilarity ensues if the opponent has no basic lands in their deck. #ItHappensMoreOftenThanYouThink.

Swords to Plowshares: Best creature removal spell in Magic: the Gathering. For just we can exile target creature and its controller gains life equal to that creature's power. This is not a concern or burdensome by any stretch of the imagination in our format.

The following cards are included in order to get ahead of our opponents through mana-ramping and card-drawing:

Sol Ring: Best artifact in the format.

Arcane Signet: Second best artifact in the format. For the purposes of our deck, Arcane Signet taps for one mana of any color.

Mana Crypt: Excellent mana rock to use in big-mana decks. Terrible mana rock to use if you're unlucky with flipping coins. Three points of damage for each failed flip adds up quickly, particularly if you're "fortunate" enough to play this artifact on turn one. Be careful!

Farseek: We search our library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Notice the text. It says "CARD." It doesn't say "BASIC LAND." Farseek's primary target is a triome.

Rhystic Study: Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Drawing cards. Taxing our opponents.

Chromatic Lantern: Chromatic Lantern is one of the best mana-fixers in Magic: the Gathering. Even though we will install a land base that should always fix itself, due to our plan of activating Golos, Tireless Pilgrim as much as possible we want to be able to access the appropriate each time. Chromatic Lantern helps us reach that goal.

Jegantha, the Wellspring: By turning Jegantha, the Wellspring sideways we produce , which means we're just a Sol Ring, Mana Crypt, Ancient Tomb or Temple of the False God (if online) away from activating Golos, Tireless Pilgrim's ability. To be able to generate seven total mana by tapping two permanents in this scenario is extremely valuable and, hence, explains why Jegantha, the Wellspring is in the deck.

Smothering Tithe: Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Creating Treasure tokens. Taxing our opponents.

Skyshroud Claim: Search our library for up to two Forest cards and put them onto the battlefield. Notice the text. It says "Forest CARDS." It doesn't say "BASIC LANDS." With Skyshourd Claim we should target triomes if possible. If needed, we could target two shock lands, pay four life and have the lands become untapped for immediate use.

Hour of Promise: Search our library for up to two land cards and put them onto the battlefield tapped. Two land cards. ANY TWO LAND CARDS. Tiomes, Command Tower, Field of the Dead, Ancient Tomb and Temple of the False God are great targets for Hour of Promise.

Mirari's Wake: What's better than activating Golos, Tireless Pilgrim's ability? Doing it twice! Whenever we tap a land for mana, we add one mana of any type that land produced. As an additional bonus, creatures we control get +1 +1. Storm Herd, Field of the Dead and Army of the Damned approve.

Mana Reflection: If we tap a permanent for mana, it produces twice as much of that mana instead. INSANITY! Sol Ring produces . Mana Vault produces . Prismatic Geoscope produces ten mana in any combination of colors (if we have all basic land types under our control). Chromatic Orrery produces . Imagine Mana Reflection and Nyxbloom Ancient under our control at the same time. Imagine tapping Chromatic Orrery for 30!

Even though we can cast a lot spells that can result in casting free spells, most spells need mana, and lands provide mana:

Five basic lands (Plains, Island, Swamp, Mountain, Forest). Path to Exile, Field of Ruin, Blood Moon and Veteran Explorer exist. I always want to benefit from, or be protected by, including, minimally, one basic land of each type in every EDH/Commander deck I construct.

Ten shock Lands (Hallowed Fountain, Watery Grave, Blood Crypt, Stomping Ground, Temple Garden, Godless Shrine, Sacred Foundry, Steam Vents, Breeding Pool, Overgrown Tomb). So good!

Five triomes (Indatha Triome, Raugrin Triome, Zagoth Triome, Savai Triome, Ketria Triome). When this cycle is completed, is including ten lands that enter the battlefield tapped too much of a detriment?

Ten fetch lands (Flooded Strand, Polluted Delta, Bloodstained Mire, Wooded Foothills, Windswept Heath, Marsh Flats, Arid Mesa, Scalding Tarn, Misty Rainforest, Verdant Catacombs). These lands can target basic lands, shock lands and triomes. They are pricey, but worth it as each can seek out one of 20 different lands in this current deck list.

Command Tower: In our deck it taps for one mana of any color. Best land in the format.

Cascading Cataracts: We can tap Cascading Cataracts for or we can tap and tap it to add five mana in any combination of colors. Cascading Cataracts can help fix our mana in order to activate Golos, Tireless Pilgrim. As an added bonus, Cascading Cataracts is indestructible.

Ancient Tomb: for two life each time we tap it, Ancient Tomb helps us ramp ahead of our opponents in addition to casting and activating Golos, Tireless Pilgrim as quickly as possible. We're playing EDH/Commander. We've got 40 life. Let's use it!

Temple of the False God: This is another land that can ramp us ahead of our opponents, under the right circumstances. We need at least four other lands under our control in order to reap the benefits of Temple of the False God. DISCLOSURE: Temple of the False God is a great land to target with Golos, Tireless Pilgrim's enter the battlefield trigger.

Reliquary Tower: We have the potential to draw a lot of cards in this deck, and keeping these cards in our hand as opposed to discarding down to seven at the end of our turn is optimal. Reliquary Tower does this.

Alchemist's Refuge: Flash is important in our deck. The redundancy of including Leyline of Anticipation and Vedalken Orrery demonstrates this. Adding Alchemist's Refuge strengthens our flash focus even more.

Emergence Zone: This is an underpowered version of Alchemist's Refuge. With the engine of our deck online, it can activate Golos, Tireless Pilgrim's ability every turn, including our opponents. However, timing restrictions still apply, and we are unable to cast most of the spells in this deck during our opponents' turns without some form of flash-enablement. Enter: Emergence Zone. It's a one trick pony, as we must sacrifice this land in order to cast spells as though they had flash for a turn. It's worth it. There is an eye-popping amount of ramp in this deck. Sacrificing one land for a potential game-winning activation by Golos, Tireless Pilgrim is worth it.

Crystal Quarry: This is an underpowered version of Cascading Cataracts. We can tap and tap Crystal Quarry in order to produce . If we ramp-out Golos, Tireless Pilgrim during our first few turns, we can rely on Crystal Quarry to fix our mana in order to activate our General's ability.

Field of the Dead: Whenever Field of the Dead or another land enters the battlefield under our control, if we control seven or more lands with different names, then we create a 2/2 black zombie creature token. Field of the Dead enters the battlefield tapped, but that's okay. The token-creating ability is this card's most prominent feature. Every land in our deck has a different name. This statement is worth repeating. EVERY LAND IN OUR DECK HAS A DIFFERENT NAME. This deck is a true singleton build and each time a land enters the battlefield under our control, we will create a 2/2 black zombie creature token. When Golos, Tireless Pilgrim enters the battlefield, we can search our library for a land and put it onto the battlefield. DISCLOSURE: I target Field of the Dead with Golos, Tireless Pilgrim's first enter the battlefield trigger nearly every time. The incremental value accrued by these zombie creature tokens should not be overlooked. There are ten fetch lands included in this deck. Play a fetch land, pay one life, tap and sacrifice it in order to put another land onto the battlefield and under our control. We net two 2/2 black zombie creature tokens...for nothing. For playing lands! We have numerous spells that put lands into play from our library. Field of the Dead is the most powerful land in our deck and can be considered a win condition.

And that's the way the news goes. Below is an MTG Burgeoning Deck Tech video as Golos, Tireless Pilgrim, although banned, enters into the Burgeoning Commander Catalog:

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93% Casual

Competitive

Revision 3 See all

(3 years ago)

-1 Akroma's Memorial main
+1 Crystal Quarry main
+1 Emergence Zone main
+1 Eternal Witness main
-1 Fellwar Stone main
+1 Hour of Promise main
+1 Jegantha, the Wellspring main
-1 Mana Vault main
+1 Plague Wind main
-1 Prismatic Geoscope main
+1 Progenitus main
-1 Ramos, Dragon Engine main
-1 Solemn Simulacrum main
-1 Worldspine Wurm main
Date added 3 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

58 - 0 Rares

11 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 5.26
Tokens Beast 3/3 G, Elephant 3-3 G, Pegasus 1/1 W, Shark X/X U, Treasure, Zombie 2/2 B
Folders MTG Burgeoning's EDH/Commander Decks, Burgeoning Commander Catalog
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