Golos Infinite Turns
That's right people, it is time! Time to make the most disgusting, infuriating, absolutely insane make-them-quit-the-game combo that forces our opponents to just sit there as we take game actions and keep taking extra turns. It's the most busted commander in Brawl, with the most disgusting cards available in Arena!
Today is all about running laps around our opponents by going way over everything that anyone could be doing in Arena. The deck is a huge ramp machine trying to generate huge amounts of mana every turn and drawing all the right cards at all the right times. We are going to ramp as fast as possible to get planeswalkers on the board and start taking infinite turns until either our opponent concedes or we kill them with our zombie army from Field of the Dead. The deck is pretty darn strong which is to be expected with our commander. He is mostly here for ramp purposes with the occasional activation in case we don't have the right cards, but he just provides the deck so much consistency to do what it has to do. So let's get started!
The Ramp:
So to start we need tons of mana, with lands being the most important. We run a few mana dorks with Gilded Goose, Paradise Druid, and Incubation Druid because fixing our colors is always helpful. For that very same reason we also run Arcane Signet and Chromatic Lantern for the early stages. What are we going to do with all this early mana? Ramp up even harder, by getting lands on the board with Growth Spiral, Grow from the Ashes, Elvish Rejuvenator, Circuitous Route, Cavalier of Thorns, and Escape to the Wilds! Getting all our color early and ramping up fast sets up for activating Golos as fast as possible, leading to a fast zombie army on the board and early ramp and planeswalkers on the board. The deck really pops off once we have either Fires of Invention or Wilderness Reclamation in play (or both). Fires of Invention limits how many spells we can play each turn, but it works amazingly with planeswalkers and our commander and taking infinite turns, as we don't really need to worry about not casting many spells a turn if we are taking every single turn. Wilderness Reclamation allows us to do the Nexus of Fate thing by casting it at instant speed, and also untaps our utility lands to be reused later.
Finding the Right Cards:
This deck makes use of only the best card selection possible. Wishclaw Talisman is simply tremendous, as once you have mana you can tutor for Nexus of Fate, and if you have a way to return the talisman to your hand say with a small Teferi, you can continually find the your infinite turns over and over again. Shimmer of Possibility adds just the small amount of early consistency necessary to the deck with cheap card filtering, andSearch for Azcanta // Azcanta, the Sunken Ruin is a spectacular way to find the spells you need, consistently getting to take extra turns. Narset, Parter of Veils is another unbelievably powerful planeswalker in this deck, who along with Tamiyo, Collector of Tales can help lock it up by making it mathematically deterministic that you will be taking extra turns every turn. Drawn from Dreams is still incredibly powerful even in Historic, being one of the best card selection spells available, falling short only the Mastermind's Acquisition, which serves as our way of either popping off with consistent Nexus of Fates by tutoring for it, or look for a board-wipe to save our butts.
Board Clears:
These are the board clears and we have them. They are powerful unconditional board clears for a reasonable mana cost. Planar Cleansing felt like too much, and Casualties of War, while powerful didn't feel like it was necessary in the deck. This deck only seems to lose against unstoppable aggression or intense disruption/permission. The aggression scares us more, because we have enough value generation in the deck to outlast a very annoying Dimir or Grixis deck. So we run these board clears, take your pick for whichever one makes the most sense and blow your opponents' stuff up!
Infinite Turns and Winning:
We run two ways of taking infinite turns here with Nexus of Fate being the classis reusable spell, but Karn's Temporal Sundering gives us just a little bit extra spiciness to have as many turns as possible. Originally this list contained Niambi, Faithful Healer and Teferi, Timebender and while they were cute, the cards were just a bit too redundant for what the deck was already doing fairly well, so I added a bit more bite to the win conditions. We run double Teferi, with Teferi, Time Raveler protecting us from counterspells and giving us flash speed sorceries while also working amazingly with our tutoring spells, and Teferi, Hero of Dominaria as just an excellent value card that can force an opponent's concession and even serve as removal in a pinch. Nicol Bolas, Dragon-God and Expansion // Explosion are powerful cards on their own that can do real work to answer what our opponents are doing, while also being fast ways to end the game once we have our infinite turns going. In order to really accelerate all of these strategies we also run Oath of Teferi. With it on the board, we have access to our planeswalker's loyalty abilities twice a turn, makign for fast ultimates and lots of card draw. Eventually you'll find yourself with almost no cards in deck, taking infinite turns, and being able to just take your pick when it comes to figuring out how to completely annihilate your opponent.
Lands:
The manabase for the deck is something I'm still a bit unsure of, and it's undergone many revisions. We run 29 lands because we want many lands on the field, and allows us to activate [{Field of the Dead]] faster. We run three scry temples to help adjust our draws, since we have quite a few ways of not caring about our lands coming in tapped. For extra value and card fixing we have Arch of Orazca and Castle Vantress in order to tide us over before our Search for Azcanta // Azcanta, the Sunken Ruin is on the board. Blast Zone is an excellent way to make use of all our mana as removal in a pinch, with the bonus of it not being a spell that can be countered. In most games we will want to get Castle Garenbrig as our first land when we play our commander, as odds are high that he will be removed and having a way to accelerate our mana to cast him again for even more ramp is of utmost importance in our deck that wants to always keep the mana advantage on our opponents.
The deck is pretty streamlined for two things: ramping and drawing cards. We want to thin our deck out as much as possible while generating a ton of mana to be able to take infinite turns and win with either our zombies, our planeswalkers, or a huge Expansion // Explosion to our opponent's face. Have fun, and let me know what you think of this monstrosity!
Creature (5) | |||
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$1.08€1.140.13 | |||
$0.25€0.190.03 | |||
$1.99€1.390.02 | |||
$0.20€0.090.03 | |||
$1.93€1.701.04 | |||
Instant, Sorcery, Enchantment, Artifact (20) | |||
$3.30€1.770.02 | |||
$0.50€0.450.02 | |||
$0.30€0.270.03 | |||
$0.65€0.410.02 | |||
$0.30€0.210.02 | |||
$0.83€0.450.03 | |||
$0.700.44 | |||
$13.25€7.120.29 | |||
$1.72€1.470.02 | |||
$0.59€0.410.02 | |||
$0.28€0.150.02 | |||
$1.00€0.740.03 | |||
$1.49€0.800.02 | |||
$3.00€2.860.02 | |||
$0.26€0.150.03 | |||
$0.34€0.140.02 | |||
$0.49€0.370.02 | |||
$0.19€0.070.03 | |||
$2.93€2.670.02 | |||
$0.59€0.430.02 | |||
Land (29) | |||
$11.02€10.370.88 | |||
1
Plains
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$0.490.04 | ||
$2.68€2.030.02 | |||
$10.02€9.660.07 | |||
$0.42€0.240.02 | |||
$5.38€3.880.03 | |||
$0.39€0.230.02 | |||
$16.37€15.090.17 | |||
$13.50€13.600.29 | |||
$2.67€1.800.02 | |||
$0.51€0.600.02 | |||
2
Forest
|
$0.470.04 | ||
2
Island
|
$1.490.17 | ||
$30.32€23.520.12 | |||
$5.53€4.180.15 | |||
$0.47€0.210.02 | |||
$10.12€9.740.24 | |||
2
Swamp
|
$0.540.04 | ||
$0.49€0.380.10 | |||
$17.00€14.830.76 | |||
1
Mountain
|
$0.500.04 | ||
$0.40€0.230.02 | |||
$11.95€10.240.15 | |||
$8.24€9.460.17 | |||
$0.590.01 | |||
$12.34€11.970.96 | |||
Planeswalker (5) | |||
$0.83€0.740.04 | |||
$0.50€0.290.02 | |||
$3.95€5.305.39 | |||
$65.35€68.1410.06 | |||
$4.25€2.840.02 |
$1.89€1.210.07 |
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