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At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way. Whenever a player loses the game, put five +1/+1 counters
Blood Tyrant.

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At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way. Whenever a player loses the game, put five +1/+1 counters on Blood Tyrant. legendofa on Commander without the Legendary Rule. 5 months ago. I'm going to go with, as always, Alara. T y p i c a l T i m m y already mentioned Godsire and Maelstrom Archangel , and I'm going to add Prince of Thralls , Hellkite Overlord , Blood Tyrant , and Magister Sphinx . (For the curious, Empyrial Archangel and Sphinx Sovereign are the other two cards in the MNNO cycle. Either of them would work as well, I just don't find them quite as interesting.) m u l t i m e d i a on The Undying. 11 months ago. Hey, nice casual budget version, but are undying creatures other than Mikaeus and Flayer really worth it? Consider more enablers to get +1/+1 counters on your creatures? Unspeakable Symbol Olivia, Mobilized for War Sword of Hours Fain, the Broker. If you're going for an attacking strategy then consider a few more fliers that have some added value when they die or when they ETB? Baleful Strix Bloodtracker Siren Stormtamer Butcher of Malakir. Bloodtracker + Sword of Hours is a nice interaction. Some sac outlets are helpful to sac creatures who have counters to get their die or ETB triggers. You have several high CMC creatures here, more reanimation and enablers could help. Buried Alive Apprentice Necromancer Victimize Faithless Looting. Olivia, Mobilized for War is a +1/+1 counter enabler and an enabler for reanimation. Some cards to consider cutting: Essence Backlash Redirect Kumena's Awakening Abnormal Endurance Pharika's Libation Butcher Ghoul Invisible Stalker Taurean Mauler Demonlord of Ashmouth Hound of Griselbrand Mer-Ek Nightblade Falkenrath Marauders Thunderblust Silumgar, the Drifting Death Blood Tyrant Sphinx of Magosi. Good luck with your deck. plakjekaas on None. 1 year ago. A few cards exist already that grant bonuses for killing other players: slashdotdash on 5 color no theme deck. 2 years ago. Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander. (I've written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel) Intro. Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics. I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios . By this I mean it is useful to categorize the cards in your deck according to the role they fulfill. We'll begin by looking at some core categories that you'll want to make your deck function effectively. Then I'll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I'll include a detailed (but not totally complete, because I'd be here all day) catalogue of cards within some of those categories. I'll also offer up some suggestions and input about some of your specific card choices. Lastly, since I'm about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos 'Shell' that should be able to support most Golos strategies. Categories. Draw Show. Draw cards are cards that draw you additional cards. There are two subcategories for Draw cards, Draw Spells and Draw Engines. Draw Spells are one-time use cards that immediately get you 2 to 3 cards. Draw Engines are cards that might not get you cards immediately but will gradually draw you cards as you play your deck and the game goes longer. Either variety of Draw card may either be generically powerful or may instead be dependent on synergy (meaning you need to do something specific in order to draw cards). Some cards are hybrids that are generically powerful but get better with additional synergy. Ramp Show. Ramp cards are cards that increase your capacity to produce mana while also accelerating the pace of your mana production. This is generally done by either the card acting as a permanent that creates mana or by finding a land card from your deck and putting it into play. By definition, a Ramp card should be cast within the first 3 turns of the game in order to allow you to cast more/larger spells sooner in the game. For a Golos deck, you should try to ramp once by turn 3 so that you can cast Golos on turn 4 (this won't always happen, but your deck should be able to do it regularly – see Ratios for more). There are 3 main subcategories of Ramp, Ramp Spells, Mana Rocks, and Mana Dorks. Ramp Spells are one-time use cards that find a land from your deck and put it into play (usually tapped). Mana Rocks are artifacts that produce mana. Mana Dorks are creatures that produce mana. Resilience, Speed, and Synergy of Ramp Cards. Ramp Spells are the most Resilient type of Ramp card, as lands are not usually destroyed in EDH. Ramp Spells also trigger Landfall Synergies ( Rampaging Baloths , Avenger of Zendikar , Tatyova, Benthic Druid , Omnath, Locus of the Roil , Field of the Dead ) which can be incredibly powerful over the course of a longer game. Ramp Spells can also "Color Fix" by finding specific basic lands that you might need to cast a spell or complete the Rainbow to activate Golos's Rainbow Wheel of Death. However, it should be noted that Ramp Spells are purely slower than Mana Rocks as they almost always bring lands into play tapped. Mana Rocks are not especially resilient due to the presence of cards that destroy artifacts( Reclamation Sage , Bane of Progress , Acidic Slime , Hellkite Tyrant , Hostage Taker ). They do synergize with Artifact themed decks though, making them extremely useful in Artifact-heavy decks ( Metalwork Colossus , Shimmer Dragon , Padeem, Consul of Innovation , Sai, Master Thopterist , Inventors' Fair ). Mana Rocks also possess a distinct advantage in being the fastest type of Ramp, since most Mana Rocks come into play untapped, allowing you to use them immediately. Mana Dorks are extremely fragile, as they die to Sweepers (Board Wipes like Wrath of God ), Combat, and Combat Triggers ( Drakuseth, Maw of Flames , Balefire Dragon , Silumgar, the Drifting Death ). That being said, Mana Dorks definitely have a place in Green-Creature-heavy decks that enjoy the effects of Creature synergy ( Beast Whisperer , Soul of the Harvest , Pathbreaker Ibex ). Without haste, Mana Dorks cannot activate their mana producing abilities the turn they enter the battlefield, making them slow like Ramp Spells. Think of them like fragile lands – very risky to invest in. Removal Show. Removal spells are Instants that destroy a target (typically a creature). These are essential for survival, as you can defend yourself or dismantle an opponent's plans at a crucial moment and most often during their turn. The Importance of Instants. Non-instant spells that destroy creatures are never considered Removal because you cannot count on them to save you if your opponent has an explosive turn (for example, they resolve Ghalta, Primal Hunger with Lightning Greaves on the board and they immediately equip the boots and attack you. Only an Instant could respond to the equipping of the boots and destroy Ghalta before it acquired Haste and Shroud.) Sweepers Show. These may also be referred to as 'Boardwipes'. Deciding to play Sweepers.

Blood Tyrant hack