Traditional Historic - Oh Boy, It's Golgari Company

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The Introduction

So... we have Amonkhet Remastered now. That means we have Rhonas the Indomitableimage and Collected Companyimage.

Yeah... you can probably guess what deck I was going to make.

Collected Company is just straight gas, and the addition of Rhonas makes green-based stompy decks a thousand times better than they were before.

So I made a Golgari Company deck, tried it out, liked it a lot, and now we're here.

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Welcome to Golgari Company

The Gameplan

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No doubt you are already aware of the playstyle of Stompy - slam big creatures onto the board quick, throw them at your opponent, and profit. Collected Companyimage helps that playstyle a lot - we can slam our creatures onto the baord at instant speed (read: after a wipe) and we get incredible value for our mana in a deck already centered around powering out overstatted creatures.

So... the cards.

The Stompy

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The core of the deck looks very much like your conventional stompy gameplan - play above-curve creatures every turn, with some early ramp.

Llanowar Elvesimage: We're a stompy deck. What did you expect? This is our mana dork of choice. There's not much else to say about Llanowar Elves apart from the fact that it's very good.

Pelt Colelctor: Hey look, it's the 1 mana 4/4! Basically everything in our deck will consistently trigger Pelt Collector until it starts being incredibly large, so this is an easy 4-of.

Resilient Khenraimage: 2 mana 2/2s aren't that insane. 2 mana 2/2s that can come back and buff anothre creature on ETB? Yeah. I'm happy playing Khenra. It's not the most insane 2-drop in the world, but it sure does get the job done, and that's really all we need.

Garruk's Harbingerimage: 3 mana 4/3 with some relevant protection? Not horrible. Not the best, either. But certainly not horrible. However, a 3 mana 4/3 that basically always draws us a creature when it connects? Now that's value. Rhonas giving the dude trample to get over a chump blocker and letting us draw deeper isn't half bad, either.

Steel Leaf Championimage: 5 power AND evasion for 3 mana? Yes please. Steel Leaf Champion is the reason why we only have 2 lands in our deck that can't produce green. Being able to slam this bad boy turn 3 feels solid. Being able to windmill em down on turn 2? I'm shivering just thinking about it.

Rotting Regisaurimage: 7 power for 3 mana, and most of the time, we're hellbent by the time we throw down Regisaur anyways. If we aren't, we can usually just pitch a useless land or early drop we won't be needing again. Obviously, being chump-blocked is a problem, but Rhonas lets us bypass that, and being able to just get an insane statline on the field for 3 mana makes the splash worth it.

Rhonas the Indomitableimage: An indestructible 5/5 for 3 mana. That's almost always attacking. Rhonas can survive board sweepers, letting us drop a 3-drop right after and swing in for an early 5, with the threat of a pump later on to smash face even harder. The only reason I'm not running the full 4 Rhonas is because he's legendary. But I want to see a Rhonas almost every game I can.

The Not Stompy

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So there are our above-rate creatures. Here's literally all that's left of our deck - the utility cards.

Thoughtseizeimage: We're splashing black, and Thoughtseize is Thoughtseize. Our deck doesn't even necessarily want to play this card on turn 1, we're perfectly happy playing it turn 3 so we can snipe a Wrath of Godimage or some other interaction.

Scavenging Oozeimage: A bear that grows. Scooze can definitely be a stompy tool too - our graveyard fills up pretty quickly, believe it or not - but I've decided to include it as a utility creature because that's usually what it is. We can eat an Uro, a Cat, or a Woe Strider in the yard, as well as gain some life in the matchups where it matters. In the matchups where it doesn't, we can just eat graveyards to start making a big body to beat our opponent down with.

Collected Companyimage: The namesake of the deck, Collected Company is value shavings on top of a value souffle drenched in value sauce. For 4 mana, we get 6 mana worth of stuff at instant speed. What's not to love?

The Manabase:

So here's the tough part. We're trying to play Steel Leaf Championimage - a GGG creature - in a 2-color deck, and we also want to be able to cast Rotting Regisaurimage's 2B on turn 2. As such, we're running all the untapped dual lands, as well as 2 swamps in the hopes that Llanowar Elves lets us power out a Champion even in the face of having lands that can't tap for B. There's probably a better manabase distribution for this deck, but I've yet to figure it out.

I've also decided to run 2 Hashep Oasisimage just because they're utility lands that enter untapped and can tap for green. Every once in a blue moon, that +3/+3 will really help, and the drawbacks of running Oasis isn't painful enough to warrant not having at least a couple.

The deck really hates going above its 5th land, so we're only running 22. This means that sometimes we won't hit CoCo on 3, but it also means that sometimes we just draw straight gas to finish the game. It's a mixed bag, really. Llanowar Elves helps alleviate the pains of the lower land count.

The Sideboard:

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So. Our sideboard hate is pretty self-explanatory. We have creature hate, noncreature hate, counterspell hate, flyer hate, and aggro hate.

Destiny Spinnerimage: Because fuck U Tempo, amirite? This is basically just in here because it clowns on counterspells for the low price of 2 mana, as well as providing a decent body to swing with. Should probably be Allosaurus Shepherdimage since that can't be countered itself and protect CoCo.

Kitesail Freebooterimage: This should be pretty obvious. This is effectively copies 5-8 of Thoughtseize that can also put a flyer on the board.

Kraul Harpoonerimage: Ehh. Not so sure about this card. I was running this because I was seeing a lot of U Tempo, but now that it's died down, I could see swapping them out for some more removal or resiliency.

Lovestruck Beastimage: A 3 mana 5/5 wall for any deck trying to get aggressive. It's pretty hard for red to attack through this thing, and it can usually let us stall the game until we get enough fatties on the board to start swinging in for lethal amounts of damage.

Cast Downimage and Primal Mightimage: Creature removal. I went for this split because I like Cast Down being instant speed and letting us pick off creatures that might be a bit too big. I'm leaning towards Primal Mights because they can buff our creatures and let us stay aggressive.

The Matchups

We generally like playing against a lot of decks, but the ones that run cards like Claim the Firstbornimage can be quite the beating for us.

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Generally, we're not too sad to see a UWx Cotnrol deck on the other side of the table. We just need to try hitting hard and hitting fast, and then using Rhonas and CoCo to get to the finish line.

We side in all four copies of Kitesail Freebooterimage, and side out all of our Scavenging Oozeimages.

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We can usually race red just by virtue of having bigger creatures to wall theirs and the explosiveness of Collected Company. Scavenging Ooze is very good here, as it lets us trade creatures for their burn, and then get a big blocker and some lifegain of said trades.

We side in all three copies of Lovestruck Beastimage, as well as Cast Downimage and the Primal Mightimages. Side out all four copies of Thoughtseizeimage, a Collected Companyimage, and a Rhonas the Indomitableimage.

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Game 1 is a bit wishy-washy for us. If we can fire off an early Thoughtseize, we can disrupt their curve enough to plant some power on the board and win the race. Since our deck relies so much on curving out, though, if they can disrupt us, we can flounder a bit.

We side in all 3 copies of Destiny Spinnerimage and 2 copies of Kitesail Freebooterimage, as well as both copies of Kraul Harpoonerimage. Cut the Rotting Regisaurimages, a Steel Leaf Championimage, and 2 copies of Collected Companyimage.

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The CoCo version of Jund Sac is kind of beatable if we can start swinging hard enough to make their Citadel dead.

The Cat version is substantially harder, since the cat can blank Regisaur, Harbinger, and Rhonas.

We side in the Cast Downimage, a Kitesail Freebooterimage, and both Primal Mightimages. We cut all 4 copies of Rotting Regisaurimage.

Sacrifice decks are easily our worst matchup, and they're currently pretty popular, so watch out.

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Field decks really got turbo-boosted when they got Hour of Promise. Our gameplan's similar to control. Hit hard, and hit quick.

We side in all 4 copies of Kitesail Freebooterimage, dropping either the Scavenging Oozeimages or the Rotting Regisaurimages.

Other Considerations

I've seen some other Golgari CoCo lists floating around, and there are some cards I quite like. Here's a list:

Allosaurus Shepherdimage in the sideboard: Basically just a Destiny Spinner that flips U Tempo off twice instead of once. Plus it can turn small elves into relevant bodies later on. I like this idea and will probably try it in future iterations.

Prowling Serpopardimage in the mainboard or sidebard: Some  counter hate that can also just be an above-curve body, Not a fan of Serpopard personally, since if I want to hate on counters, I can just run Spinner or Shepherd.

Shifting Ceratopsimage in the sideboard: Another above-curve blue-hating creature. My main gripe is that Ceratops doesn't get yoinked from CoCo, and there's a lot of times when we won't have the mana to cast this on curve.

Yorvo, Lord of Garenbrigimage in the mainboard: Just a big creature that grows. Sort of like Regisaur. I'd consider playing this in pure green CoCo, but I don't want to tax the manabase even harder, and Yorvo's lack of evasion sorta hurts for me.

Champion of Lambholtimage in the mainboard: This is actually a spicy one. It prevents your big boys from getting chumped, and Rhonas's pump lets you get through boards you normally wouldn't be able to. Unfortunately, can also just be a 3 mana 1/1 and we're not spamming the board with tokens to pump it too quickly.

Heroic Interventionimage in the sideboard: Just some good old wrath hate. I tried these, and eventually swapped em for Kitesail Freebooterimages. Intervention's good against Sacrifice decks, since Mayhem Devilimage can't ping off your sacrfice fodder and they can't Claim your stuff, but I overall just preferred the proactive gameplan that Freebooter gave me. I'd definitely run this in the sideboard of a pure green CoCo, though.

Lovestruck Beastimage in the mainboard: I dislike having to rely on my 5/5 having a 1/1 to attack. However, I love the card in the sideboard, since impenetrable wall is impenetrable wall.

Gilded Gooseimage or Paradise Druidimage or Skull Prophetimage in the mainboard: I've been considering some extra dorks to land that sweet, sweet turn 3 CoCo. I eventually decided against it, since our deck is more of a Stompy base with CoCo than a CoCo Deck playing as Stompy. We prefer to just draw 3-drops later in the game rather than benefit from the possible explosiveness that extra sorks give us.

The Conclusion

As of now, this is my 12,100th character on this writeup. Chances are you didn't read the whole thing, but hey. It helped me think about the deck some more and I enjoyed typing this up.

Do please try some CoCo build. The card's super strong and even more fun. 10/10 would windmill turn 3 again.

See ya.

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1 comments

boltingbirds
nice article (:
ILike2Lose
Last Updated: 16 Aug 2020
Created: 15 Aug 2020
1520 203 1

Mainboard - 60 cards (15 distinct)

Creature (30)
$0.50€0.650.03
$0.30€0.210.02
$0.40€0.270.02
$0.42€0.320.03
$0.79€0.960.02
$2.10€2.200.15
Instant, Sorcery, Enchantment, Artifact (8)
Land (22)
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$12.00€10.190.15

Sideboard - 15 cards (6 distinct)

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$0.33€0.410.57
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