Golos, Tireless Pilgrim - 21 ways to win and counting.
Posted: Thu Jul 04, 2019 7:39 pm
Golos, Tireless Pilgrim
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Table of Contents
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Introduction and Deck History
Welcome one and all to my alternate win condition deck, headed up by Golos, Tireless Pilgrim. The basic concept is simple: how many alternate win conditions can you fit into a single deck before it falls apart under its own weight? I first put the deck together in 2017, but I'd probably spent two years on and off working on the decklist while waiting for the right Commander to come along. Then in C17 they printed Ramos, Dragon Engine and we were off to the races! The main problem I ran into with Ramos is that he doesn't do anything the turn you play him without having extra mana ready to cast a followup. On the other hand Golos instantly impacts the board by ramping you, and can often start playing cards off the deck the turn after he's played. I've been very happy with the change, and it'd take a very specific 5c legend coming out to make me change up at this point.
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Why Golos?
Important note: Yes, I know that Golos is banned, but we've rule 0'ed him for this deck within my playgroup.
In the abstract, the commander for this deck could only ever be five colours. Obviously there's a plethora of five colour commanders available, the reasons for not running them basically come down to them being a tribal Commander or not being an artifact creature. As mentioned the Commander was originally Ramos, but he just didn't do enough and also once you've got a few counters on him people start looking askance at the guy with an 8/8 flyer that's doing commander damage and also getting bigger.
So why Golos specifically? Let's break him down a bit:
Cost:
Since his colour identity comes from the ability not the cost, as long as I have any five lands in play I can cast him, which is incredibly useful as it lessens our needs for early colour fixing. He's also not the fastest commander to hit the table, which can be a benefit as it helps you fly under the radar in the early game.
Types: Legendary Artifact Creature - Scout
Scout is utterly irrelevant here, but the fact he's an artifact creature is not. Because every card has to support multiple wincons where possible to get any kind of redundancy, the order of relevance for card selections once I've identified a needed effect goes something like this: Land → nonpermanent → enchantment → artifact → creature → artifact creature. Golos is therefore a top-tier card for the function of the deck.
When Golos, Tireless Pilgrim enters the battlefield, you may search your library for a land card, put that card onto the battlefield tapped, then shuffle your library.
For starters, ramp in the command zone in a 5c deck is golden regardless, but the fact he gets any land? Priceless. If I've got access to when I cast him, I'll grab Maze's End since that starts working towards the threat density the deck requires. If not, it'll be Command Tower. If that's already in play, grab the most relevant Gate, means there's one less to search up when you do get Maze's End
: Exile the top three cards of your library. You may play them this turn without paying their mana costs.
Here's the money shot. Due to the nature of the deck, we've got some weird colour weighting, and also not a lot of obvious threats. This ability lets us keep up with the rest of the board and not really care what gets flipped, as it'll all be castable. Just bear in mind it doesn't change timing restrictions, so don't use it in opponents turns unless you've got Leyline of Anticipation out.
Power/Toughness: 3/5
Good job we're not aiming to win with commander damage eh folks? The toughness of 5 does let him block fairly well though, and will end up stopping opportunistic attacks in your direction.
Given the amount of counter-based wincons, there is an argument to be made for putting Atraxa, Praetor's Voice in the command zone. I elected not to do that because it removes access to three current wincons (Chance Encounter, Maze's End, Hellkite Tyrant) and because she's an active threat while in play which draws attention to you. However, if you wanted to make a more consistent version of the deck, it's probably the right call. Also, if you want to stay 5c and your playgroup doesn't want to Rule 0 Golos, Kenrith, the Returned King is probably not too shabby in the command zone.
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Deck Philosophy
I've always liked the idea of the alternate win conditions, but I'm not much of a fan of playing decks that win by grabbing the same few cards every game like the majority of combo decks, which at the time I came up with this idea is essentially what all the wincons would have been. I'm also doing the 32 Deck Challenge, and I knew for a fact that I didn't want to play 5C goodstuff or any of the 5C tribal decks. Merging these two lines of thought, coupled with the fact I play in a mostly 75% meta made the decision easy: it was time to answer the question "Just how many alternate win conditions can one deck support anyway?". Turns out at time of writing, 18 of them. It was 15 initially.
The basic aim of the deck is to get so many wincons into play at the same time that on your upkeep you will win regardless of what your opponents do short of killing you. However, there's only three tutors, so it's very much a case of going with the flow the deck presents as to how you actually get there. This is fine for me, Commander is much more about the journey than the destination anyway.
An important philosophical note: I'm not running Door to Nothingness et al because cards like that make other people lose the game, not me win the game, and often one at a time. If I Triskaidekaphobia someone out of the game, there's no way I can survive the heat that attracts from the remaining players.
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Deck Suitability
You will enjoy playing this deck if:
- Playing cards that actually say the words 'you win the game' on them appeals to you.
- You don't mind not having a gameplan until cards start hitting the table.
- You enjoy a slower game - typically this deck isn't winning until turn ten at the very earliest, just because so many of the wincons need the time to come online.
- You want to attack with your creatures - we avoid the red zone unless we absolutely have to swing, as many of the creatures have other roles in the deck.
- You want peak efficiency - the various wincons have hoops that need to be jumped through that are not served by the usual staple cards that get played.
- You're looking for a deck with a simple strategy - although yes, playing 18 cards that say 'you win the game' on them is fairly simple, the lines of play to actually get there can be quite complex, especially taking into account the fact that we're about as far away from '5c goodstuff' as you can get.
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Current Decklist
Golos, Tireless Pilgrim
Commander:
Wincons:
Lifegain (Felidar Sovereign)
Ceature Token Generators (Epic Struggle/Halo Fountain)
Clones (Biovisionary)
Artifact Makers (Revel in Riches/Hellkite Tyrant/Mechanised Production)
Guildgates (Maze's End)
1 Sea Gate
Demons (Liliana's Contract)
Everything else:
Non-Gate Lands:
Approximate Total Cost:
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Card Choice Discussion
Wincons
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- Approach of the Second Sun - Wins the game functionally by itself, incidental lifegain helps out Felidar Sovereign.
- Azor's Elocutors - Requires pretty much zero input from me once cast, is a creature for the relevant wincons. Also is a reasonable blocker.
- Barren Glory - Only requires three cards that don't help any other wincon which is a fine threshold at this point, at one point I had fewer wincons so could be a bit more expansive. Also one of those cards is Oblivion Ring which never a bad card to see.
- Biovisionary - Needs a bit of work to win with, but the various clones are also creatures or make more creatures for the most part so they'll still help out several other wincons through sheer resiliency. Also unusually wins at the end of turn, so sometimes you just win on the spot.
- Chance Encounter - Probably the most finicky 'win with X counters' wincon purely because of the 50/50 chance to get one. The fact that most coinflip cards are naff doesn't help. If you were going to cut one wincon along with its attendant package of enablers, this would probably be the one to cut.
- Darksteel Reactor - The grim scent of inevitability. You either win with it, or you die. I recommend a source of proliferate such as Contagion Engine in play alongside it.
- Epic Struggle - Needs some setup, but since that setup is 'have lots of creatures' it's not exactly the most onerous task.
- Felidar Sovereign - When you start the game on 40 life, this becomes a fairly easy way to win, but it will paint a target on your/it's head as soon as it's played.
- Halo Fountain - Love a wincon that supports itself while also helping out with another one.
- Happily Ever After - The conditions are fairly easy to achieve, and once you've cast it beyond looking to gain a bit of life you can just just play the game and it'll do its thing when you get there.
- Helix Pinnacle - Like Darksteel Reactor, this has a sense of inevitability to it. Good to just run out with a spare green mana and chuck counters onto as and when.
- Hellkite Tyrant - There's always artifacts floating around on other peoples boards, and I've backed it up with some token generation. Plus it's a Dragon, and I'm contractually obliged to run one in every deck possible.
- Liliana's Contract - Draws me cards, which is never bad, then just kinda sits there until I can win with it.
- Mechanized Production - The key thing here is that the artifact Mechanized Production is enchanting doesn't have to be the one you have 8 of. I've had it sitting on something providing advantage before while letting Revel in Riches get me the win by pumping out Treasures. It also does really silly things if Mycosynth Lattice is out.
- Mortal Combat - Your creatures are gonna die eventually, may as well win with them while they do right?
- Mayael's Aria - Just kinda sits there, buffs your dudes, gains some life and eventually hopefully wins the game. The life gain is also handy for Felidar Sovereign.
- Maze's End - It's ramp that eventually wins the game, what's not to like? Can also be tutored by Golos to get the chain started.
- Near-Death Experience - Needs a little bit of setup, but most if not all the setup is at instant speed so you can often fire it off at the end of the previous players turn.
- Revel in Riches - Other people's creatures will die with regularity, and this will win the game from it. Also ramps a bit which is obviously helpful on occasion.
- Simic Ascendancy - Needs zero support, buffs your dudes, wins the game at some point. Probably worth waiting for a source of proliferate/Doubling Season.
- Triskaidekaphile - Supports itself, which is incredibly handy. Also gives an extra purpose to all the cards you draw with Zndrsplt, Eye of Wisdom if he's about beyond just them existing in your hand.
Coinflips - Chance Encounter
For reference: Chance Encounter
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- Frenetic Efreet - The all-star card in the Chance Encounter package. Activate it in response to itself 10,000 times, win on following upkeep. Everything else is basically redundancy in case this gets dealt with and you somehow can't activate it.
- Tavern Swindler - Coinflips on command that give you a Treasure as well. Nice cause it has utility outside of the wincon it directly supports.
- Zndrsplt, Eye of Wisdom - Keeps the hand stocked, and bursts counters onto Chance Encounter. Took out Okaun, Eye of Chaos, draws way too much heat.
Lifegain - Felidar Sovereign
For reference: Felidar Sovereign
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- Congregate - Can be a get out clause if lots of combat damage is incoming, also enables surprise wins thanks to being an instant.
Creature Token Generators - Epic Struggle/Halo Fountain
For reference: Epic Struggle, Halo Fountain
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- Army of the Damned - 13 guys all at once, with added bonus of already being tapped for Halo Fountain. One of the best way to make a pile of guys that doesn't have an X in the cost.
- Josu Vess, Lich Knight - Another nice self contained pile of bodies, which also keeps the creature count up for Mortal Combat. Added bonus, can kick it off a Golos flip.
- Shark Typhoon - There's a lot of non-creatures in the deck, and sometimes you just need disposable flying bodies to block with. Also provides some fat for Mayael's Aria to work with once you get rolling.
Board self-nuke - Barren Glory
For reference: Barren Glory
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Ok for this one I'm just gonna type out the combo. Play Barren Glory. Play Oblivion Ring, exile Barren Glory. Play Kaervek's Spite, the Oblivion Ring gets sacced and the only thing left in your hand and board is Barren Glory. Win next upkeep. Added bonus, the Spite is an instant so you can keep it right till the last second and not have to pray you survive a turn cycle.
Clones - Biovisionary
For reference: Biovisionary
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- Followed Footsteps - Makes a new Biovisonary every turn for zero input on my end, which is incredibly handy.
- Mirrorweave - Bit of a risky play if other people have creatures, but does potentially enable winning on someone else's turn which is always good for a laugh. In the event of other people having enough creatures to win, you want to turn everything into a Biovisionary in the second main phase of the player directly after you in the turn order, that way your trigger will resolve first due to APNAP ordering. Can also double as a cheeky wrath if there's a 0/0 around.
- Phantasmal Image - If you're going for the one-turn Biovisionary win, you need the clones to be as cheap as possible, and they don't come cheaper than this.
- Phyrexian Metamorph - Fairly boring, but the Phyrexian mana and ability to copy an artifact offers some additional utility if you draw it early game an theres a decent mana rock somewhere.
- Progenitor Mimic - Clones Biovisionary then chucks out more in subsequent turns. Immensely powerful with Doubling Season out as well.
- Rite of Replication - Just wins on the spot with Biovisionary, and if that's not happening for whatever reason there are very few creatures you don't want 5 of.
Artifact Makers - Hellkite Tyrant
For reference: Hellkite Tyrant
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- Academy Manufactor - While I'm not generally making Food and Clues, the sheer amount of Treasure that get spat out means that doesn't really matter, and it means I can use all the Treasure and keep the others around for the Tyrant. Or indeed gaining a fairly decent amount of life to stay in the game and/or win with Felidar Sovereign.
- Bootleggers' Stash - If you can get this going with an untapper such as Seedborn Muse, this card is absolutely nuts. The bonus side effect is that you can just turn all your lands into Treasures on your turn, and then you just don't have to think about colour requirements, which is nice when you're trying to eke out multiple Golos flips.
- Brudiclad, Telchor Engineer - Turns all my tokens into whatever type of token helps the most this turn, and will definitely make Epic Struggle more viable.
- Fae Offering - Just keeps things ticking over nicely, and is super cool with the Academy Manufactor.
- Mycosynth Lattice - Turning all my stuff into artifacts makes the Tyrant a pretty easy win. Has the side bonus of fixing all my mana.
- Prosper, Tome-Bound - Playing things off Golos gets you more mana, and he's also card advantage in and of himself. Blocks for days too, which is a needed thing.
- Smothering Tithe - Not a lot to say about this that hasn't already been said.
- Tireless Provisioner - Gets you to turn 4 Golos, and can fuel some relatively explosive turns if the ramp lines up nicely.
Life Payment - Near-Death Experience
For reference: Near-Death Experience
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- Blood Celebrant: All you need is to get yourself to 1 life with this out, as the ability can add to the pool which you then use to reactivate it as needed.
- Fire Covenant - Removal in a pinch, plus instant life drop.
- Mischievous Poltergeist: Excellent blocker, life drop basically on command, fills the slot of Ethereal Champion much more efficiently.
Guildgates - Maze's End
For reference: Maze's End
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- Azorius Guildgate et al - Literally in here for Maze's End, in the theoretical Atraxa version I'd probably swap them for the relevant fetches.
- Gateway Plaza - The secret 11th Gate, in case one gets milled/exiled etc.
Demons - Liliana's Contract
For reference: Liliana's Contract
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- Arcane Adaptation - Play it, name Demon, win once any four random different creatures are in play. Is the cheapest version of the effect, plus was the easiest one to get my hands on, Conspiracy and/or Xenograft could be added as well.
Everything Else
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- Circuitous Route: 1/5 of the way to victory for four mana, also practically guarantees having the colours to activate Golos.
- Contagion Engine - Contagion Clasp on crack, can seriously accelerate the counter based wincons.
- Cryptolith Rite - Helps with fixing, but also gives me an easy way to get things tapped for Halo Fountain.
- Diabolic Tutor - Grabs whatever I need to help along whatever wincon I'm currently aiming for.
- Doubling Season - Does so much stuff it's silly. There's obviously all the counter based wincons, but several of the enablers need counters or make tokens. There's a reason it gets to be one of the pictures up top.
- Dynaheir, Invoker Adept - Doubles Golos activations, keeps the creature count up, and also synergises with Helix Pinnacle as long as I pay at least 4 mana to do the Pinnacle ability, which is neat.
- Eerie Ultimatum - Puts every permanent in your graveyard back into play, and your opponents get no boost off it unlike many other versions of the effect such as Open the Vaults. probably wins on the spot if you cast it late, given the amount of random wipes you'll have to work your way through.
- Idyllic Tutor - Eleven of the wincons are enchantments, a fair few supporting cards are enchantments, this does a lot of work getting you what you need when you need it.
- Leyline of Anticipation - Being able to set up the win at the end of the turn before yours is immensely valuable, for obvious reasons. You can definitely come out of nowhere with this deck with a Leyline in play.
- Lim-Dûl's Vault: Two mana to set up the next Golos flip plus two cards from the follow-up, plus lifeloss if I'm stuck for options there? Sign me up!
- Paradox Haze - Most of the wincons win on the upkeep, so having a second one to try and take another run at it every turn is great! Especially helpful for things like Darksteel Reactor, Mechanized Production and a Biovisionary with Followed Footsteps on it.
- Ramos, Dragon Engine - Ramps, flies, is an artifact creature. Is the easiest way of getting Mayael's Aria rolling currently.
- Seedborn Muse - It's a build your own Prophet of Kruphix along with a flash enabler, and does nonsense things with the Bootleggers' Stash as well.
- Sphinx of the Second Sun - This may be the most powerful card in the deck after Golos. If it hits the table and lasts a turn cycle or two, you probably win. Making all the wincons trigger at end of turn, so you can set them up and not have to worry about protecting them is just so good.
- Wood Elves - Grabs one of the four relevant shocklands, helps fix for Golos' ability
Lands
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I'm running all ten shocklands (Hallowed Fountain et al), eight checklands (Rootbound Crag etc), Command Tower and a smattering of basics in addition to the eleven Gates and Maze's End mentioned earlier. It's working fine for me so far, but the next round of tweaks will probably cause me to re-evaluate the non-shocks.
Wincons I'm not playing
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- Jace, Wielder of Mysteries/Laboratory Maniac/Thassa's Oracle - I made the conscious choice not to include Laboratory Maniac as it was too all-or-nothing - at least you can theoretically rebuild from Barren Glory if someone blows it up. When Jace was printed I revisited the concept, especially since he can win with the static and the ult. Unfortunately there's still that risk of him being killed, and I decided it wasn't worth straining the deck in a graveyard direction when there's so little payoff.
- Test of Endurance - Felidar Sovereign wins quicker and contributes to other wincons as well.
- Battle of Wits - The only way to achieve this is by getting cards from outside the game, and Wish-type effects no longer work in Commander. Should this change, I'm unlikely to run it because I really can't be bothered with the faffing about of adding cards to the deck.
- Coalition Victory - Sadly, this card is banned right now. If they ever unban it, I'll give it a whirl, I don't think it'd be too oppressive in here with Golos being colorless.
- Hedron Alignment - Currently utterly unfeasible thanks to the need to have one in exile and in your hand. In the event of a very very odd Clone effect that makes it happen being printed, I'd definitely take it for a spin.
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Deck Strategy
Opening Hand Discussion
As a rule of thumb, if you don't have at least three lands, mulligan. Having a wincon in the opener is usually helpful as it's the first signpost as to what you're gonna try and do this game, but don't sweat it if you don't, one will show up soon. I'm gonna post a few sample hands (generated by just drawing from the physical deck) and go through my thought process on whether I'd keep or not.This is a keep for me. Three mana in the opener, a wincon and some general support. Added bonus, I can't Golos into a premature eerie Ultimatum. With this hand I'd just be looking to play the land out in no particular order, then once I hit five mana play Privileged Position followed up by Golos. I'd keep the Epic Struggle and Paradox Haze back until I'm approaching the creature density required/end up with another wincon that will appreciate the extra upkeeps more such as Azor's Elocutors.
Now this is what I think of as a tempter. A wincon and support for four other wincons, one of which is a way to stay alive as well. However, probably 85% of the time a hand like this is doomed to failure as you just don't draw enough lands fast enough and/or get stuck on four mana.
So this isn't so much a hand as an example of the 'perfect scaffolding' for an opener. The other two cards in this situation kind of wouldn't matter (For reference I drew two more cards and they were Forest and Paradox Haze). Now obviously, this won't happen all that often, and as long as there's one source of green mana the lands are a touch interchangeable, but as a platonic example of an opener you can't get much better than this.
Early Game Strategy
Early game is about getting to five mana so you can cast Golos and start spinning that wheel. As I said earlier, if you've got all your colours, use him to fetch Maze's End. If not, I'll usually go for Command Tower. We don't really have a lot of plays for turns 1-4, just drop lands and start seeding the idea that you aren't a threat, but that player over there definitely is. Some of your Treasure generation shows up here, just chuck it out and see what happens.Mid-Game Strategy
By this point, you should have found at least one card that says 'win the game' on it. If it's a zero input one like say Azor's Elocutors, run it out there. It'll either win the game for you or it won't, but that's not up to you any more. If it needs a little bit of setup feel free to hold off a turn or two to see if you get any of the support package going. If it's Barren Glory, it's up to you whether to run it out there unsupported or wait to draw/tutor up the Oblivion Ring and Kaervek's Spite.This is generally when Golos' ability will be doing a lot of the work, so what do you do when you spin that wheel and it stabs you in the back by chucking out Eerie Interlude at an inopportune moment? Or indeed Kaervek's Spite when you've got none of the setup done? Generally, acknowledge it, swear under your breath, and move on. Just through the natural flow of the game, the actions of your opponents will seal off some of the potential ways to win, so the fact that your actions may also do the same shouldn't be an issue. That said, some general tips for a better experience with the ability:
- Don't play a land until you've spun the wheel, nothing more frustrating than turning off the Maze's End you just searched up then exiling two Gates in one go. We can get away with losing one Gate, we're running 11 of them.
- Do bear in mind you get the whole turn to play the cards from Golos. Sometimes it does become essentially 'Draw some free cards, consider options, then play the free cards' as opposed to just flipping three things straight into play.
- Don't forget you have cards in your hand as well. It's easy to get caught up in the excitement when actually you may have already had a better use for the seven mana.
- It can accelerate you into Approach of the Second Sun, so if you've cast it, pay attention to how many cards you've exiled/drawn because you don't want the second cast to come off of Golos.
Late-Game
By this point at least one person is probably dead and you've got a bunch of wincons in play. Just keep as many of them going and see where the deck takes you. Of course, people will have blown your board up at least once, but a well-timed Eerie Interlude [/card] can often put you back into the game from nowhere. It's all about keeping multiple plates spinning, and also keeping your opponents guessing which ones you're actually aiming for and which ones are just the smokescreen. The politics will generally not keep people away from you at this point, because you'll be in danger of the kind of upkeep that has seven potential win the game triggers at once and that makes people take notice of what you're doing..
Wincon Synergies
So I mentioned in the Philosophy section that the basic plan is to win through just having so many ways of winning in play that your opponents can't answer all of them, and I thought that could do with some elaboration.
Most Magic decks (be they Commander or Vintage) have one way of winning, generally by getting the opponents life to zero. If that one way of winning is stopped, then they can't win. This deck has 21 ways of winning the game, all on a slightly different axis to the previous one, which gives massive resiliency in the face of your opponents' actions. If you wrath an aggro deck, that aggro deck is probably not winning that game. If you wrath this deck, we drop Mortal Combat and switch plans to a more proactive wincon while the Combat chugs away in the background. One of the beauties of the deck is every wincon can win, so you can use some to bluff with or take a punt on while actually having a solid plan for the others.
Additionally, while some of the wincons (such as Barren Glory or Near-Death Experience) are off doing their own thing and don't really interact with the rest of the deck, there are a few that if you're working towards them, then you're working towards the others. Primarily among these is the quartet of Mechanized Production, Hellkite Tyrant, Revel in Riches and Epic Struggle. All of them want you to have multiple of a thing in play, two of them give you the thing you need to win, and the deck has been set up in such a way that if it makes a token creature, that creature is an artifact as well. Additional note: Mechanized Production just needs eight of the same artifact, it doesn't need to be the one it's enchanting. I've won with eight Treasures off Revel in Riches before thanks to that.
Simic Ascendancy + Mayael's Aria is another one that can get a bit out of hand fast, especially if you've got Ramos, Dragon Engine in play.
Anything else either doesn't really have synergies other than what's already been built into the deck e.g Maze's End and Biovisionary, or just sits there waiting for its moment, such as Darksteel Reactor or Azor's Elocutors.
I've been trying to come up with a solid 'Tier List' but it can be so game dependent that it's really hard. Like, Chance Encounter is one that I think of as being quite far down the list, but because Frenetic Efreet is such a potent enabler for it it's won me a disproportionate amount of games just cause nobody had enchantment removal in hand.
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Streamlining/Budget Thoughts
The main way I'd streamline the deck if I were inclined would be to run Atraxa, Praetor's Voice as the general, then pick the best enabler for each remaining wincon and jettison the rest. Fill the gaps with disruption and tutoring, and run whatever your favourite 4c land package is in place of the Gates.
If you're looking to bring the budget down, for starters, Doubling Season isn't *required*, but does make the deck go turbo. Unfortunately there's no real substitute for Mycosynth Lattice, but you could probably swap in your cheap generic tutor of choice for Idyllic Tutor. At the end of the day, most of the expense comes from needing cards that are getting on in age and unlikely to see a reprint.
Personally, I'm operating under slightly off-kilter budgetary conditions. I've been playing since Planeshift so my collection has a lot of random stuff in it anyway, and I have a stack of credit at my LGS which boasts a singles stock of roughly half a million cards (we think), so I can generally access the cards I need. I personally refuse to spend more than about 20 quid on a card if I can avoid it, which is why I'm running shocks and not ABU duals. Ultimately, it's a gimmick deck in a lot of ways, if you can't afford a Helix Pinnacle, don't run it and see if you can make a different wincon have a better support package.
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Testing Zone
16/05/20: Testing Shark Typhoon in place of Diamond Kaleidoscope, since it'll give me the odd 5/5 and the Kaleidoscope is just bad.
20/06/21: Testing Tavern Scoundrel in place of Okaun, Eye of Chaos. Okaun scares people and the logical play is to attack with him, which I don't want to be doing.
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Change Log
Changelog
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29/04/19
Out: Goblin Bomb, Fiery Gambit, Goblin Festival
In: Simic Ascendancy, Liliana's Contract, Arcane Adaptation
13/09/19
Out: Ral Zarek
In: Golos, Tireless Pilgrim
14/09/19
Out: Island
In: Gateway Plaza
26/10/19
Out: Myr Turbine
In: Happily Ever After
12/02/20
Out: Chaotic Goo, Goblin Kaboomist, Debt to the Deathless, Ethereal Champion, Hatred, Phyrexian Processor, Cultivate
In: Okaun, Eye of Chaos, Zndrsplt, Eye of Wisdom, Blood Celebrant, Mischievous Poltergeist, Circuitous Route, Lim-Dûl's Vault, Illusionist's Bracers
16/05/20
Out: Open the Vaults, Diamond Kaleidoscope
In: Eerie Ultimatum, Shark Typhoon
20/09/21
Out: Vorel of the Hull Clade
In: Triskaidekaphile
02/05/22
Out: Contagion Clasp, Sterling Grove, Privileged Position, Viral Drake, Steady Progress , Clone, Sphinx's Revelation, Hangarback Walker, Shrine of Loyal Legions, Nuisance Engine, Crazed Firecat, Krark's Thumb, Molten Birth, Creepy Doll, Karplusan Minotaur
In: Academy Manufactor, Army of the Damned, Bootleggers' Stash, Brudiclad, Telchor Engineer, Cryptolith Rite, Fae Offering, Halo Fountain, Josu Vess, Lich Knight, Leonin Relic-Warder, Prosper, Tome-Bound, Rite of Replication, Seedborn Muse, Smothering Tithe, Tireless Provisioner
05/06/22
Out: Illusionist's Bracers, Gateway Plaza, Forest, Plains, 2x Island, Swamp
In: Dynaheir, Invoker Adept, Gond Gate, Black Dragon Gate, Citadel Gate, Cliffgate, Manor Gate, Sea Gate
Out: Goblin Bomb, Fiery Gambit, Goblin Festival
In: Simic Ascendancy, Liliana's Contract, Arcane Adaptation
13/09/19
Out: Ral Zarek
In: Golos, Tireless Pilgrim
14/09/19
Out: Island
In: Gateway Plaza
26/10/19
Out: Myr Turbine
In: Happily Ever After
12/02/20
Out: Chaotic Goo, Goblin Kaboomist, Debt to the Deathless, Ethereal Champion, Hatred, Phyrexian Processor, Cultivate
In: Okaun, Eye of Chaos, Zndrsplt, Eye of Wisdom, Blood Celebrant, Mischievous Poltergeist, Circuitous Route, Lim-Dûl's Vault, Illusionist's Bracers
16/05/20
Out: Open the Vaults, Diamond Kaleidoscope
In: Eerie Ultimatum, Shark Typhoon
20/09/21
Out: Vorel of the Hull Clade
In: Triskaidekaphile
02/05/22
Out: Contagion Clasp, Sterling Grove, Privileged Position, Viral Drake, Steady Progress , Clone, Sphinx's Revelation, Hangarback Walker, Shrine of Loyal Legions, Nuisance Engine, Crazed Firecat, Krark's Thumb, Molten Birth, Creepy Doll, Karplusan Minotaur
In: Academy Manufactor, Army of the Damned, Bootleggers' Stash, Brudiclad, Telchor Engineer, Cryptolith Rite, Fae Offering, Halo Fountain, Josu Vess, Lich Knight, Leonin Relic-Warder, Prosper, Tome-Bound, Rite of Replication, Seedborn Muse, Smothering Tithe, Tireless Provisioner
05/06/22
Out: Illusionist's Bracers, Gateway Plaza, Forest, Plains, 2x Island, Swamp
In: Dynaheir, Invoker Adept, Gond Gate, Black Dragon Gate, Citadel Gate, Cliffgate, Manor Gate, Sea Gate