Maybeboard


The Primer (In progress)

  1. Get mana as fast as possible.
  2. Cast Godo, Bandit Warlord and use the ETB trigger to search for Helm of the Host.
  3. Equip Godo with the Helm, then move to combat.
  4. Get infinite Godo tokens and infinite combat steps.
  5. Win the game.

Easier said then done, yes. How do we do this? Let's go over the cards in the deck:

  • Godo, Bandit Warlord's ETB trigger can get us ANY equipment straight to the battlefield. This is important so there is no fear of a Force of Negation or noncreature counterspell interrupting us. It's also worth noting that it is a may trigger, so if someone flashes in an Opposition Agent we can safely avoid it.
  • Helm of the Host gives us a hasty nonlegendary token of the equipped creature at the beginning of each combat step. Godo's second line of text says that whenever he attacks for the first time each turn, he untaps (the Samurai portion is irrelevant here) and makes an additional combat phase. Therefore, at the beginning of that combat phase, the Helm will trigger again, creating another instance of Godo. When that token attacks, since it is a new instance of Godo, it will create another combat step. This loop repeats, giving you unlimited Godo tokens and infinite combo steps until the table is dead. It is also worth noting that unlike most red tokens, we get to keep them forever. That means that if for some reason we are unable to kill all the players, we still have an army for the next turn.
  • Should the main Helm plan get disrupted, the backup plan is to win via commander damage and Godo's double combat ability. We look for and equip Hammer of Nazahn (more on this below) and Argentum Armor and begin to beat faces. Getting to destroy two permanents each combat will quickly swing the game in our favor, and having an 11/9 commander that attacks twice will also remove a player in one turn.
  • Dualcaster Mage both serves as a mediocre counterspell and a backup win condition with either Twinflame or Heat Shimmer. This is a spot that I can see being flexible in certain metas though, possibly dropped in favor of another redirection spell or creature removal.

  • Dockside Extortionist needs no introduction. An absurdly powerful card (Why oh why did they make it include enchantments???) that is one of the best ways we have to getting an early Godo down.

  • As good as Dockside is, we actually have a better ramp card available to us. Treasonous Ogre is the single best one we have, and is the usual target for our tutor effects. It's also the reason we don't run fetchlands, as we will need a total of 33 life to cast and equip Godo from scratch.
  • Goldhound is a poor substitute for a Llanowar Elves, but it's the best one we have. In a pinch, it can sneak in some damage when suited up, but usually it is just another ramp effect on a stick. Still a very important piece to put on the board.
  • Simian Spirit Guide is a classic, and for good reason. A lotus petal that can't be countered is a card I'll take any day.
  • After this, we have the best mana rocks in the game. Some notable inclusions are Cursed Mirror (more on this and other doubling effects later) and a new inclusion in the form of Glittering Stockpile. While we want to try to keep the mana curve as low as possible, I've found this to be a good card to threaten a recast Godo more often than we otherwise could.
  • Finally, we run all the rituals we can fit in the list, with the obvious best one being Jeska's Will. This is simply another way to race to an early Godo as fast as possible.
  • Brass Squire and Cryptic Trilobite are both ways to cheat the equip cost of the Helm. We want all the effects like this that we can get. Dire Fleet Daredevil is useful in it's ability to snag counterspells in preparation for the combo, or to get removal that we otherwise wouldn't have access to. This effect being on an ETB trigger also means that there is some extra utility with the various doubling effects already in the deck. Goblin Engineer and Goblin Welder are both useful ways to recur artifacts from our graveyard. Since our opponents will know our plan from the outset, we need to be prepared for the possibility that they remove it or another important card. It's also worth noting that Karn, the Great Creator's -2 ability can return artifacts from exile, and is the only way we have to recover a banished Helm. Imperial Recruiter is one of the best tutors we have in our deck, with the primary target being Treasonous Ogre for reasons mentioned above. However, it is able to find any of our creatures, making it an extremely versatile card. In the same vein, Gamble is the best red tutor we have, and as such we play it. The random discard is still an issue, and as such should only be used with a full hand or in emergencies. Conqueror's Flail is extremely useful in games with lots of interaction - and opponents will often hit it with removal that would otherwise hit our Helm. It is worth noting, however, that it DOES NOT stop abilities, and cards such as Boseiju, Who Endures are still a threat. Wheel of Fortune and Wheel of Misfortune are mainly used to refill our hand, but an early WoF can also be a pretty effective way to mess with our opponents (especially on the play).

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    Casual

    100% Competitive

    Revision 21 See all

    (1 year ago)

    Top Ranked
    Date added 3 years
    Last updated 1 year
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    9 - 0 Mythic Rares

    42 - 0 Rares

    22 - 0 Uncommons

    12 - 0 Commons

    Cards 100
    Avg. CMC 2.16
    Tokens Construct 0/0 C, Copy Clone, Spirit 1/1 C, Treasure
    Folders EDH, Interesante EDH decks
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