Historic Brawl - Budget (3 Rare) Golos Gates

3 6 10 4 13
12 18 1 28
Control

Golos on a Budget: Gates Edition

It's hard to come up with something exciting to do with the all-mighty Golos, Tireless Pilgrimimage that hasn't been explored to exhaustion already. So today we're trying to figure out what is the best budget-conscious way to build a Golos brawl deck. This deck only has 3 rares if you're playing on Arena, and in paper it costs $37.80, half of which is taken up by Field of the Deadimage and Arcane Signetimage. Either way, it shouldn't cost you too much to build this out of cards you probably already have in your collection.

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The strategy is to make the most out of our gates payoffs while drawing a bunch of cards and using efficient removal to keep our opponent from threatening us too much. Because a lot of our payoffs in the deck draw us cards, we run Improbable Allianceimage as a way to keep pressure up on our opponent as we assemble our field of zombies. With plenty of ramp on top of these delicious goodies, this deck aims to beat all those greedy Mythic-filled decks with good old fashioned value and flexible cards that can eek out an advantage while we beat them with Rams and Colossi.

The Gates Package:

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The gates package has some surprisingly strong cards. Glaive of the Guildpactimage and Garrison Sergeantimage are not those, but they're in the deck anyways as a funny way to threaten a lot of damage with the 11 gates we run in our deck. The real power cards are Guild Summitimage, which lets us draw a card whenever we play a gate, and Gates Ablazeimage, the only board clear we run in this deck. We really want to see that Summit in our opening hand, as it will guarantee the game will run much smoother from then on. With it in play, Open the Gatesimage and District Guideimage go from ok cards, fetching us a land from our deck to our hands, to essentially draw spells. We have a few more creatures that can wield the Glaive and synergize off our gates, with Gatebreaker Ramimage, Gate Colossusimage, and even Gatekeeper Gargoyleimage as possible very threatening beaters. our more value-oriented gate payoff creatures are Gateway Sneakimage drawing us a card whenever it attacks and Archway Angelimage gaining us 2 life for every gate in play, a huge swing against aggro decks.

If looking to upgrade the deck this is where I'd make the first cuts. Glaive of the Guildpactimage, Garrison Sergeantimage, and even Gatekeeper Gargoyleimage are pretty underwhelming payoffs, and I'd replace them with any big bombs you have in your collection. A huge "I win" style planeswalker, a big cavalier, a Fires of Inventionimage... Go nuts with it, choose the big bomb of your choice that you'd like to cast for free with Golos and have fun!

The Ramp:

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Golos encourages us to ramp fast and be proactive, so we're running a ton of ways to get our lands in play and add mana of multiple colors. We run Arboreal Grazerimage to get the ball rolling on our ramp, and Arcane Signetimage because even though its a $10 common, it's worth it. Growth Spiralimage ramps us while drawing cards, and Paradise Druidimage and Leyline Prowlerimage both give us access to mana of any color at uncommon. We run Circuitous Routeimage to get more of those gates in play and Mana Geodeimage to give us access to more multicolor mana.

If you're looking to upgrade the deck, replace the Geode with a Chromatic Lanternimage, it will be a HUGE difference.

Card Draw:

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Because Guild Summitimage can potentially draw us a lot of cards and we are limites as to how many bombs we can run by budget, a draw 2 package doesn't feel too silly to be running in this deck. We run both egg-style cards in Golden Eggimage and Guild Globeimage to keep us drawing consistently and help us fix our mana. We run Improbable Allianceimage as a payoff for all the cards we'll be drawing, and Chemister's Insightimage to help us activate it on our opponent's turn while getting more card advantage. We run one Discovery // Dispersalimage for its flexibility, as this deck doesn't run the most efficient possible cards.

If you're looking to upgrade this deck, I'd cut this package altogether while keeping Chemister's Insightimage and Guild Summitimage. Replace both eggs for a Gilded Gooseimage and an Incubation Druidimage, replace Discovery // Dispersalimage with Drawn from Dreamsimage and Improbable Allianceimage with a Escape to the Wildsimage.

Removal:

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We're doing our best here in terms of removal, and while we do have quite a good amount of it, it's not the most efficient. We run Price of Fameimage as efficient creature removal and Deathsproutimage as a way to keep us ahead on lands while interacting with the opponent. Mortifyimage and Status // Statueimage are two good ways to deal with permanents that are not planeswalkers, while Angrath's Rampageimage lets us deal with planeswalkers, artifacts, or an early creature giving us trouble. We run Vraska, Swarm's Eminenceimage as a budget way to keep pressure on our opponent's planeswalkers and life, and Meteor Golemimage to just nuke any nonland permanent. Together with Gates Ablazeimage, this deck runs plenty of removal to deal with most creature decks.

If upgrading this deck, you'll notive it's quite soft to planeswalkers. This is where a lot of the rares and mythics could help out a lot, as there are a lot of good planeswalkers that can work as removal. I'd recommend replacing Vraska, Swarm's Eminenceimage with a stronger planeswalker like Ugin, the Ineffableimage, Chandra, Awakened Infernoimage, or Liliana, Dreadhorde Generalimage. Status // Statueimage could be replaced by Casualties of Warimage and Meteor Golemimage is replaced by an Agent of Treacheryimage. I'd cut Deathsproutimage for another board clear, just to give the deck more protection versus big stompy strategies that have creatures bigger than our Gates Ablazeimage can kill.

The Lands:

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We run 28 lands in this deck, and two of them are the other rares in our deck that are not our commmander. They are Field of the Deadimage (still fetching a pricy $11, even after bans) and the much cheaper Plaza of Harmonyimage, not essential but extremely helpful for our mana base consistency. The plaza works spectacularly in a deck like ours that runs all 11 gates available to us in standard. Unfortunately, due to the amount of gates, and the lifegain lands pictured above, that means we have a total of 19 lands that come into play tapped in this deck, making it play a bit slower than you'd normally expect in the early turns. However, with our commander fetching Field of the Deadimage and our ramp we are likely to get the zombie army activation quite often, helping us claw back into the game.

This would be the most expensive part of the deck to upgrade if you were to do it. It's not terribly complicated, however, as it would simply be the case of replacing Evolving Wildsimage with Fabled Passageimage and every lifegin land with its corresponding shock land. If you're adding Fires of Inventionimage to the deck while upgrading you could stand to use scry temples as well, or even replace two basic lands with the rare dual land of your choice if you're replacing Deathsproutimage for a board clear as recommended earlier.

And that's it, the Golos Gates Budget Brawl deck! This one goes out for anyone looking for a challenge, or anyone whose collection doesn't include all of the hugest planeswalkers. Feel free to modify it at your discretion, changing it to your playsyle and adding in any rares you'd like to play with.

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Last Updated: 07 Dec 2019
Created: 07 Dec 2019
648 212 0

Commander - 1 cards (1 distinct)

$1.50€1.700.30

Mainboard - 59 cards (57 distinct)

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Planeswalker (1)
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