Yargle and MultaniYargle and Multani | Art by Lisa Heidhoff
Greetings and salutations, and welcome to another edition of Branching Out, where I try to find original Commander builds for each color pair.
This time around, I'm taking a look at Golgari decks, notorious for their expansive array of strategies. Fun fact: When I last looked at the top five most played commanders for each of said pairs, Golgari was in the lead.
As usual, let's first take a look at what these are:
- Lathril, Blade of the ElvesLathril, Blade of the Elves – 27,107 decks, with the top themes being Elves (11.3K), Tokens (1.2K) and Aggro (454)
- Chatterfang, Squirrel GeneralChatterfang, Squirrel General – 20,533 decks, with the top themes being Tokens (4.8K), Treasure (1.6K) and Aristocrats (1.3K)
- Meren of Clan Nel TothMeren of Clan Nel Toth – 17,980 decks, with the top themes being Aristocrats (5.8K), Reanimator (1.2K) and Birthing Pod (1K)
- Ygra, Eater of AllYgra, Eater of All –14,341 decks, with the top themes being Sacrifice (3.2K), Aristocrats (1K) and +1/+1 counters (512)
- Shelob, Child of UngoliantShelob, Child of Ungoliant – 12,061 decks, with the top themes being Spiders (4.2K), Tokens (514) and Toughness Matters (496)
There are already a few interesting insights that can be derived from these stats. There's a significant trend of typal brews (Elves, Spiders), as well as a strong streak of sacrificial and aristocratic brews.
The most represented themes seem to confirm this:
- Aristocrats – 15,404 decks
- Elves – 14,863 decks
- Tokens – 14,023 decks
- Sacrifice – 12,493 decks
- +1/+1 Counters – 8,664 decks
Once more, there is indeed a strong correlation between the most played commanders and the most popular themes.
With that in mind, let's try skirting away from any of these, and find some interesting yet unexplored pathways.
Valentin, Dean of the VeinValentin, Dean of the Vein
Let's begin with a somewhat uncanny build I encountered a while back and that left a strong impression on me.
This has all the marking for a great Bracket 2 Voltron deck, yet stands at a lowly 492 decks. Don't be fooled though, this Vampire packs a nasty punch. Forget all about that second ability, it's all about the bite.
It's great strength lies in its low mana cost. This is the only turn-one you'll ever need in the deck, as there is little reason to cast anything else. Moreover, it has built-in evasion, which will make it difficult to deal with in the early stages of the game, and gives you back a boatload of life in the long run.
While the general trend seems to lean towards lifegain and +1/+1 counters, I believe there's another route that is sorely underestimated: cheap Auras and Equipment.
Black and green have the potential to grow a creature to great heights in little time, and you'd be surprised at how quick commander damage can accrue.
Try keeping as low to the ground as you possibly can. The lower your requirements, the more stuff you can pack on your death machine. That low-to-the-ground mana value has also another benefit: It's dead easy to recast, at least a couple times, and get back to beating the mana out of your opponents.
To make this work, you'll need:
- Ways to make Valentin big – Think spells like:
- RancorRancor
- Blanchwood ArmorBlanchwood Armor
- Strong BackStrong Back
- Bear UmbraBear Umbra
- Boar UmbraBoar Umbra
- Ancestral MaskAncestral Mask
- Thran Power SuitThran Power Suit
- Grafted WargearGrafted Wargear
- Gift of DoomGift of Doom
- And don't forget the new Meltstrider's ResolveMeltstrider's Resolve!
- A decent recursion/card draw package – The Enchantress package makes wonders here, but I would also play at least four or five recursion spells, to bring whatever Auras were lost in battle back to play. Moldervine CloakMoldervine Cloak is extremely annoying in this regard.
- Protection outlets – Voltron attracts unwanted attention, and this is no exception. Once your opponents realise how dangerous your commander can become, they will try to remove it by any means. Tyvar's StandTyvar's Stand, SilkguardSilkguard, Heroic InterventionHeroic Intervention or Tamiyo's SafekeepingTamiyo's Safekeeping will be key in keeping Valentin alive long enough to secure victory.
- Additional Evasion – Menace is all well and good, but won't be enough in the long run. And don't forget Silent ArbiterSilent Arbiter!
You will like this deck if:
- You wish to surprise the table with an underplayed commander.
- You think 40 life is too much hassle to bother tackling.
- You like hitting once and making it big.
- You enjoy the challenge of making the entire table afraid of a single creature.
You won't like this deck if:
- You're not into glass cannons.
- You like to have a massive board presence.
- You don't care about commander damage.
- You like to lay low.
Chevill, Bane of MonstersChevill, Bane of Monsters
Ever fancied playing a secret commander in a control deck, but loathe the idea of resorting to blue?
Chevill is a deceptively good candidate on both accounts.
First, it's dirt cheap, costing only . Dropping this on turn two means you can start dishing out bounty counters early on, setting yourself up a nice value engine.
Slap in some pinging Equipment, and you'll be sniping the table in no time.
However, this isn't really what the core strategy is all about. The win, albeit fragile, lies within the secret commander: Fynn, the FangbearerFynn, the Fangbearer.
Since the deck is already running a lot of deathtouchers, you may as well try to sneak in a win with them.
To make this deck work, you'll need:
- A decent army of Deathtouchers – There's a surprising amount of good creatures that fit the bill:
- Hornet QueenHornet Queen
- Ambush ViperAmbush Viper
- Acidic SlimeAcidic Slime
- Vampire NighthawkVampire Nighthawk
- Nighthawk ScavengerNighthawk Scavenger
- Thorn of the Black RoseThorn of the Black Rose
- The world is your oyster. Just make sure to play enough of them to build a consistent board.
- Some tutors for your secret commander – I tend to prefer those that don't require you to reveal what you fetched. Demonic TutorDemonic Tutor, Diabolic TutorDiabolic Tutor, Vampiric TutorVampiric Tutor, and Varragoth, Bloodsky SireVarragoth, Bloodsky Sire (who incidentally has deathtouch!) are all great options. If they get too expensive, think Time of NeedTime of Need or Shared SummonsShared Summons, though they will spoil the surprise.
- Pingers – Creatures need to die, and you must make sure they meet their demise:
- Viridian LongbowViridian Longbow
- Pathway ArrowsPathway Arrows
- Thornbite StaffThornbite Staff
- Wolfhunter's QuiverWolfhunter's Quiver
- Black Mage's RodBlack Mage's Rod
- Heart-Piercer BowHeart-Piercer Bow
- Sorcerer's WandSorcerer's Wand
- Get them death sentences out! And don't forget Arcane LighthouseArcane Lighthouse, Detection TowerDetection Tower and ShadowspearShadowspear to make sure no one can escape your wrath.
- Card advantage and recursion engines – Vraska Joins UpVraska Joins Up, Mari, the Killing QuillMari, the Killing Quill, Deathreap RitualDeathreap Ritual, but also RegrowthRegrowth, Eternal WitnessEternal Witness, and Evolution WitnessEvolution Witness to make sure you can recur your key assets. Unearth is particularly good here to recur either Fynn, the FangbearerFynn, the Fangbearer or your commander.
- A few proliferation engines – Just to make sure you can finish the job. Bloated ContaminatorBloated Contaminator, Evolution SageEvolution Sage, Staff of CompleationStaff of Compleation, and Yawgmoth, Thran PhysicianYawgmoth, Thran Physician are all solid options.
You will like this deck if:
- You enjoy long and grindy games.
- You like pulling a win from out of nowhere.
- You're comfortable with toying with poison.
- You don't mind having the table gang up on you.
You won't like this deck if:
- You're not into weird strategies.
- You like your actual commander to sit in the command zone.
- You're into deterministic approaches.
- You're not a control freak.
Sapling of ColfenorSapling of Colfenor
This is another commander that has been slept on for quite a while now, and has great potential.
First, it's card advantage right in the command zone. Second, its indestructibility makes it annoying to remove. Third, it fits well in Treefolk typal strategies, as these usually sport greater toughness than power.
There are several options to play this, but for this draft I'm leaning towards making an army of Treefolk with a lifegain subtheme. The Lords of the Rings set has conveniently provided several nice additions, so with these and the already decent package from Lorwyn, there should be more than enough to build a nice army.
The core idea is simple: ramp hard, play big trees, swing the trees, win. Black brings a nice twist to this classic stompy strategy by providing a slew of removal spells. This is also a somewhat different build in that the commander is in no way essential to the core strategy. Sure, it'll provide life and cards to hand, but you don't actually have to rely on it too much.
To make this work you'll need:
- Beefy Treefolks –
- Fangorn, Tree ShepherdFangorn, Tree Shepherd
- Timber ProtectorTimber Protector
- Dauntless DourbarkDauntless Dourbark
- Dungrove ElderDungrove Elder
- Ulvenwald ObserverUlvenwald Observer
- Quickbeam, Upstart EntQuickbeam, Upstart Ent
- Kalonian TwingroveKalonian Twingrove
- Make them big, and make them count.
- A big ramp package – Most of these creatures aren't cheap to cast, and will require adequate resources. Aside from the classics, think Accomplished AlchemistAccomplished Alchemist, Ezzaroot ChannelerEzzaroot Channeler, or Seedguide AshSeedguide Ash.
- Toughness matters payoffs – Fecund GreenshellFecund Greenshell, Verdant Sun's AvatarVerdant Sun's Avatar, Assault FormationAssault Formation, Bedrock TortoiseBedrock Tortoise. While not Treefolk, per se, these will still considerably help you out.
- Lifegain payoffs – Sure, you could add a few of the classic combos here, but let's be more creative. Blossoming BogbeastBlossoming Bogbeast is game-ending, Sproutback TrudgeSproutback Trudge is a massive recursive body that will usually cost two or three mana, Mortality SpearMortality Spear removes anything for ...
You will like this deck if:
- You like lifegain.
- You don't mind not playing your commander at all.
- You like to swing big.
- You have a fondness for Lorwyn.
You won't like this deck if:
- You think the format is named Commander for a reason.
- You live for subtlety.
- You hate Timmies.
- You like your colors balanced in your decks.
Hogaak, Arisen NecropolisHogaak, Arisen Necropolis
Let's continue with another weird idea.
Hogaak isn't technically underplayed, as it helms a quite honorable 2,234 decks. There are many ways to build this monstrosity, from heavy milling to continued sacrifice, from Dredge to Reanimator.
However, I'd like to explore another venue here, courtesy of the late Edge of Eternities set: Spacecraft.
There are currently 12 Spacecraft playable in a Golgari deck, and several of those pack a serious punch. Incidentally, almost all of them are stationed with eight counters at most, The Eternity ElevatorThe Eternity Elevator and Dawnsire, Sunstar DreadnoughtDawnsire, Sunstar Dreadnought excepted.
And conveniently enough, Hogaak happens to be an 8/8, and costs virtually no mana.
Slap in some recursion engines, a few small creatures to help cast the commander, and you've got a solid base for a Spacecraft-heavy brew.
To make this (somewhat) work, you'll need:
- Spacecraft – Fairly obvious, but core to the deck nonetheless. You can find the list of compatible cards here.
- Mana dorks – Not only will these help you cast the sometimes quite mana-intensive Spacecraft, they'll also be required to convoke Hogaak. Llanowar ElvesLlanowar Elves, Fyndhorn ElvesFyndhorn Elves, Boreal DruidBoreal Druid... Don't be afraid to be heavy-handed here.
- Value outlets – This is not a heavy sacrifice deck, but given the sheer power of our creatures, it would be criminal not to reap at least some benefit from them. Greater GoodGreater Good, Disciple of BolasDisciple of Bolas, Shadowheart, Dark JusticiarShadowheart, Dark Justiciar, Return of the WildspeakerReturn of the Wildspeaker, and Rishkar's ExpertiseRishkar's Expertise all fit the bill quite nicely.
- Cheap self-mill – Hogaak is primarily cast with a combination of delve and convoke, so you need a somewhat full bin. Mesmeric OrbMesmeric Orb, Stitcher's SupplierStitcher's Supplier, Undead ButlerUndead Butler, Golgari Grave-TrollGolgari Grave-Troll or Nyx WeaverNyx Weaver are but a few examples.
- Recursion outlets – While you can easily recast Hogaak from the graveyard, you'll need some outlets to bring back stuff that died to removal. Artifact reanimation is scarce in these colors, but you can still count on Trading PostTrading Post, Glissa, the TraitorGlissa, the Traitor, Emergency WeldEmergency Weld or Buried RuinBuried Ruin.
You'll like this deck if:
- You like a challenge.
- You really liked Spacecraft from EoE.
- You enjoy convoluted ways to reach your goal.
- You're not too concerned about winning, but like value.
You won't like this deck if:
- You think mana should be used as a primary resource.
- You don't like clunkiness.
- You punch at Bracket 3 and above.
- You fail to see where the Magic lies in Space Opera.
Kagha, Shadow ArchdruidKagha, Shadow Archdruid
Let's finish this overview with a commander I truly believe deserves more love.
Most savvy brewers already know about the Archmaster of graveyard abuse, good old Muldrotha, the GravetideMuldrotha, the Gravetide. And while this is indeed a powerhouse in terms of sheer value, there's something to be said for Kagha as well.
Granted, she costs a tad more than I would be truly comfortable with, but with a decent ramp package, she can be out as soon as turn three and start swinging henceforth.
It's likely the table won't really care for a puny 1/4, all the more since she will have deathtouch. But those two cards milled alongside that second ability means you'll have fantastic card selection throughout the game - all the more if you support that mill with other outlets.
Once every turn, you get to play the most useful permanent out of your graveyard, and keep filling it more and more.
Then it's a simple matter of reanimating big things, or playing them through Kagha's second ability. In a way, this looks like a "fairer" version of the aforementioned Muldrotha or of Meren of Clan Nel TothMeren of Clan Nel Toth.
To make this work you'll need:
- Self-mill outlets – Similar to Hogaak's. You want to fill your graveyard with goodies, and you want to do that consistently.
- Topdeck recursion outlets – If for some reason you mill a big payoff that you can't afford right away, you can put them back on top to be either cast or milled at a later turn, for renewed value. Think:
- Golgari ThugGolgari Thug
- Bone HarvestBone Harvest
- Cavalier of ThornsCavalier of Thorns
- False MourningFalse Mourning
- Mortuary MireMortuary Mire
- ReclaimReclaim
- Volrath's StrongholdVolrath's Stronghold
- Don't forget graveyard tutors, such as Gravebreaker LamiaGravebreaker Lamia, Buried AliveBuried Alive or EntombEntomb.
- Payoffs – This is where you leave your creativity unbridled. If you like a big creature, in it goes. This deck is about making value with the commander, the rest is up to you! Personal favorites include:
- Archon of CrueltyArchon of Cruelty
- Avatar of WoeAvatar of Woe
- Colossal Grave-ReaverColossal Grave-Reaver
- The Gitrog MonsterThe Gitrog Monster
- Removals such as Accursed MarauderAccursed Marauder, Ravenous ChupacabraRavenous Chupacabra
- Value engines such as Springbloom DruidSpringbloom Druid or GenesisGenesis
You'll like this deck if:
- You want a two-color deck that continuously plays with the graveyard.
- You think the graveyard is a second hand.
- You like recursion.
- Frankly, all the best stuff is even better if reanimated.
You won't like this deck if:
- You hate the undead.
- You don't like to remain empty-handed.
- You have trouble playing with one hand, let alone a second one.
- You prefer Muldrotha.
Final Thoughts
This has been more difficult than I anticipated. A lot of Golgari decks revolve either around +1/+1 counters, tokens, or typal strategies, even outside the most played commanders range.
Nevertheless, it's been a fun delve into some uncanny (and, let's be honest, probably a little janky) strategies.
What do you think. Anything strike your fancy?
Let me know in the comments below, and I'll see you in two weeks!
Read More:
Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
Your opinions are welcome. We love hearing what you think about Magic! We ask that you are always respectful when commenting. Please keep in mind how your comments could be interpreted by others. Personal attacks on our writers or other commenters will not be tolerated. Your comments may be removed if your language could be interpreted as aggressive or disrespectful. You may also be banned from writing further comments.