Godo has been one of my pet projects since the early days of Commander. My friends didn't want to spend a bunch of money on cards so I wanted to put a big constraint on myself while still having it be somewhat found. The constraint I arrived at was Mono Red. The color with no real counterspells, mediocre individual creatures, Damage based removal without a way to deal with enchantments.
What I eventually realized was that the only way to really pull out wins with Mono Red was to generate massive amounts of mana, usually with artifacts. The core of this commander has always been its huge Ramping Mana base and It's card draw/Filtering mechanism to smooth out its draw. The number of Equipment and alternative win conditions are the last 25-30 cards are the flex slots. My Plan is to post a couple of my decklists from over the years.
This is the decklist that I am messing around with right now. This is by far the most equipment that I have ever included in the deck. Most of the other decklists have only included 7-9 pieces, where this has a massive 17 pieces of equipment. The plan here was to pretty aggressively search out Blade of selves to search out more and more pieces of equipment. This is also the first time I have messed around with the helm of the host or Grafted Exoskeleton combos. I usually only run a couple of swords and utility pieces.
Interesting deck, and similar to a casual godo deck I have been working on. My question is as follows: I see no rings of brighthearth, sensei's divining top, or crucible of worlds. Why are you running fetchlands? Mountains would do the job just as well in a mono colored deck and wouldn't cost you life or be prey to hate in the process.
They do wipe away the tokens, but in a 4 player game you can still do something like:
Swing => Myriad triggers 2x (tokens die, but you still search) => Hammer of Nazahn => Helm of the Host, both equip to Godo => Second combat Helm triggers go infinite, you can also dig up any protections you need to get past blockers.
It's 1 mana cheaper than going straight for helm and you don't get walled by blockers,
Fetchlands because I used to run all those things and they slowly worked their way out of the deck and I didn't notice :P. I'll probably add a few back or cut the fetches.
Haven't gotten in too many games with this version yet, but I cut back on the equipment package a bit, still is probably too high to be optimal, but wanted to keep playing around with some things to test. Probably the biggest thing though is switching over to the Painter Package of removal. My biggest worry about painter is that it becomes a global board wipe with either Ugin or All is dust, which seems frowned upon in most groups.
That seems like a ton of equipment. I could see one or two being all you really need if it's just to win. It seems as if it would be more prudent to run just 4 or 5 really good equipment and then other utility creatures. With the crazy ramp you have, a few higher end dragons seem like a good idea. For example, balefire dragon or drakuseth, maw of flames can keep you alive by wiping out your opponents army. Gets better with the equipment you're running, too.
I mostly suggest a few fliers (not too many, but some) because right now you can't beat a moat effect unless you get really lucky and get one of very few removal spells.
I've tried many of the dragons in the past and they just seem to sit dead in my hand. I just almost always wanted to recast Godo if I had a bunch of mana.
I'm not really worried about moat. I have 7 pieces of removal that can take it out, and a Junk Diver that can fly and pick up swords of various colors, and I don't think I almost never actually seen moat effects. The one moat effect that I do come across has been that blue leviathan that is moat except for island walk and flyers, which doesn't even need painter to be taken out. Although I have run Anarchy in the past to deal with Stony Silence in the past to the point that we kinda have a gentleman's agreement to not play that card, since I admit that I essentially can't beat it even if I warp my deck to insane lengths.
There are a lot of Return to Dust and Aura Shards in my meta. I don't think 4-5 would cut it. I will probably cut back on a couple of the equipment at least, but I don't see it dropping below 9 for sure.
I trimmed down the equipment a bit more down to 14, including actually cutting the Helm of the Host and Grafted Exoskeleton, since they just weren't that much fun to play with. If your going for a cutthroat build they are probably the way to go. Here is the updated list:
A lot of other commander decklists can get away running a lot of 5-7drop monsters that can just take over the game in the right scenario, I've tried a ton of them, and very few of them work at all in my experience.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What I eventually realized was that the only way to really pull out wins with Mono Red was to generate massive amounts of mana, usually with artifacts. The core of this commander has always been its huge Ramping Mana base and It's card draw/Filtering mechanism to smooth out its draw. The number of Equipment and alternative win conditions are the last 25-30 cards are the flex slots. My Plan is to post a couple of my decklists from over the years.
This is the decklist that I am messing around with right now. This is by far the most equipment that I have ever included in the deck. Most of the other decklists have only included 7-9 pieces, where this has a massive 17 pieces of equipment. The plan here was to pretty aggressively search out Blade of selves to search out more and more pieces of equipment. This is also the first time I have messed around with the helm of the host or Grafted Exoskeleton combos. I usually only run a couple of swords and utility pieces.
1 Blade of Selves
1 Hammer of Nazahn
1 Helm of the Host
1 Grafted Exoskeleton
1 Nim Deathmantle
1 Sword of the Anamist
1 Skullclamp
1 Argentum Armor
1 Lightning Greeves
1 Umezawa’s Jitte
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Body and Mind
1 Sword of Sinew and Steel
1 Sword of Truth and Justice
1 Sword of War and Peace
Recovery
1 Goblin Welder
1 Goblin Engineer
1 Scrap Trawler
1 Junk Diver
1 Myr Retriever
1 Scrap Mastery
1 Magnetic Theft
1 Brass Squire
1 Aggravated Assault
1 Gamble
1 Faithless Looting
1 Magmatic Insight
1 Wild Guess
1 Tormenting Voice
1 Cathartic Reunion
1 Wheel of Fortune
1 Dareti, Scrap Savant
1 Memory Jar
1 Reforge the soul
Removal
1 Vandal blast
1 Shattering Spree
1 Chaos Warp
1 All is Dust
1 Scour from Existence
1 Karn Liberated
1 Ugin, the spirit dragon
Mana Ramp
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Voltaic Key
1 Grim Monolith
1 Basalt Monolith
1 Worn Powerstone
1 Paladium myr
1 Metalworker
1 Thran Dynamo
1 Solemn Simulacrum
1 Sisay’s Ring
1 Ur Golem’s Eye
1 Hedron Archive
1 Everflowing Chalice
1 Gauntlet of Might
1 Gilded Lotus
1 Gauntlet of Power
1 Caged Sun
1 Oblivion Sewer
1 Cavern of Souls
1 Mishra’s Workshop
1 Haven of the Spirit Dragon
1 High Market
1 Flamekin Village
1 Wasteland
1 Strip Mine
1 Scavenger Grounds
1 Ancient Tomb
1 Myriad Landscape
1 Wooded Foothills
1 Scalding Tarn
1 Arid Mesa
1 Blodstained mire
1 Prismatic Vista
21 Mountain
Credit to DolZero for this awesome sig!
Also, "Lands" not "Mands"
Swing => Myriad triggers 2x (tokens die, but you still search) => Hammer of Nazahn => Helm of the Host, both equip to Godo => Second combat Helm triggers go infinite, you can also dig up any protections you need to get past blockers.
It's 1 mana cheaper than going straight for helm and you don't get walled by blockers,
Fetchlands because I used to run all those things and they slowly worked their way out of the deck and I didn't notice :P. I'll probably add a few back or cut the fetches.
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Body and Mind
1 Sword of Steel and Sinew
1 Sword of War and Peace
1 Sword of Truth and Justice
1 Sword of the Anamist
1 Skullclamp
1 Helm of the Host
1 Grafted Exoskeleton
1 Blade of Selves
1 Hammer of Nazahn
1 Argentum Armor
1 Lightning Greaves
1 Umezawa’s Jitte
Recovery
1 Goblin Welder
1 Goblin Engineer
1 Scrap Trawler
1 Junk Diver
1 Myr Retriever
1 Scrap Mastery
1 Magnetic Theft
1 Brass Squire
1 Aggravated Assault
1 Merchant of the Vale
1 Faithless Looting
1 Thrill of Possibility
1 Wild Guess
1 Tormenting Voice
1 Cathartic Reunion
1 Wheel of Fortune
1 Daretti, Scrap Savant
1 Memory Jar
Removal
1 Painter’s Servant
1 Imperial Recruiter
1 Pyroblast
1 Red Elemental Blast
1 Active Volcano
1 Chaos Warp
1 All is Dust
1 Karn Liberated
1 Ugin, the spirit dragon
Mana Ramp
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Voltaic Key
1 Manifold Key
1 Grim Monolith
1 Dockside Extortionist
1 Treasure Nabber
1 Basalt Monolith
1 Worn Powerstone
1 Empowered Autogenerator
1 Thran Dynamo
1 Sisay's Ring
1 Ur-Golem's Eye
1 Hedron Archive
1 Everflowing Chalice
1 Gilded Lotus
1 Gauntlet of Might
1 Gauntlet of Power
1 Caged Sun
1 Cavern of Souls
1 Mishra’s Workshop
1 Haven of the Spirit Dragon
1 High Market
1 Flamekin Village
1 Wasteland
1 Strip Mine
1 Scavenger Grounds
1 Ancient Tomb
1 Myriad Landscape
1 Wooded foothills
1 Scalding Tarn
1 Arid Mesa
1 Bloodstained mire
1 Prismatic Vista
21 Mountain
I mostly suggest a few fliers (not too many, but some) because right now you can't beat a moat effect unless you get really lucky and get one of very few removal spells.
Credit to DolZero for this awesome sig!
I'm not really worried about moat. I have 7 pieces of removal that can take it out, and a Junk Diver that can fly and pick up swords of various colors, and I don't think I almost never actually seen moat effects. The one moat effect that I do come across has been that blue leviathan that is moat except for island walk and flyers, which doesn't even need painter to be taken out. Although I have run Anarchy in the past to deal with Stony Silence in the past to the point that we kinda have a gentleman's agreement to not play that card, since I admit that I essentially can't beat it even if I warp my deck to insane lengths.
There are a lot of Return to Dust and Aura Shards in my meta. I don't think 4-5 would cut it. I will probably cut back on a couple of the equipment at least, but I don't see it dropping below 9 for sure.
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Body and Mind
1 Sword of Sinew and Steel
1 Sword of War and Peace
1 Sword of Truth and Justice
1 Sword of the Animist
1 Blade of Selves
1 Hammer of Nazahn
1 Argentum Armor
1 Lightning Greaves
Alt Wins
1 Wurmcoil Engine
1 Hellkite Tyrant
1 Aggravated Assault
Recovery
1 Goblin Welder
1 Goblin Engineer
1 Scrap Trawler
1 Junk Diver
1 Myr Retriever
1 Scrap Mastery
1 Magnetic Theft
1 Brass Squire
1 Crucible of Worlds
Card Draw/Filter
1 Merchant of the Vale
1 Faithless Looting
1 Thrill of Possibility
1 Wild Guess
1 Tormenting Voice
1 Cathartic Reunion
1 Wheel of Fortune
1 Daretti, Scrap Savant
1 Memory Jar
1 Reforge the Soul
1 Painter’s Servant
1 Imperial Recruiter
1 Pyroblast
1 Red Elemental Blast
1 Active Volcano
1 Chaos Warp
1 All is Dust
1 Karn Liberated
1 Ugin, the spirit dragon
Mana Ramp
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Voltaic Key
1 Manifold Key
1 Grim Monolith
1 Dockside Extortionist
1 Treasure Nabber
1 Basalt Monolith
1 Worn Powerstone
1 MetalWorker
1 Palladium Myr
1 Nyx Lotus
1 Empowered Autogenerator
1 Thran Dynamo
1 Everflowing Chalice
1 Gilded Lotus
1 Gauntlet of Might
1 Gauntlet of Power
1 Caged Sun
1 Cavern of Souls
1 Mishra’s Workshop
1 Haven of the Spirit Dragon
1 High Market
1 Flamekin Village
1 Wasteland
1 Strip Mine
1 Scavenger Grounds
1 Ancient Tomb
1 Myriad Landscape
1 Wooded foothills
1 Scalding Tarn
1 Arid Mesa
1 Bloodstained mire
1 Prismatic Vista
21 Mountain
Here are also some of the cards that I pretty much always keep in the back of my mind of what could go back into the deck.
1 Helm of the Host
1 Grafted Exoskeleton
1 Umezawa’s Jitte
1 Skullclamp
1 Nim Deathmantle
Painter’s Package
1 Jaya
1 Fry
1 Combust
1 Anarchy
Card Draw/Search
1 Mind’s Eye
1 Anvil of Bogarden
1 Karn, Scion of Urza
1 Gamble
1 Sensei’s Divining Top
1 Squee, Goblin Naob
1 Relic of Progenitus
Other Stuff
1 Chandra, Awakened Inferno
1 Mycosynth Lattice
1 Nevynrals Disk
1 Darksteel Forge
1 Platinum Empyreon
1 Vandalblast
1 Shattering Spree
1 Abrade
1 Manac Vandal
1 Mycosynth Lattice
1 Liquimetal Coating
Non-Painter Removal
1 Scour from existence
1 Maze of Ith
Mana Denial
1 Boom//Bust
1 Ruination
1 Devastating Dreams
1 Epicenter
1 Impending Disaster
1 Orcish Settlers
1 Dwarven Miner
1 Dwarven Blastminer
1 Blood Moon
1 Magus of the Moon
Fast Mana
1 Lion’s Eye Diamond
1 Lotus Petal
1 Chrome Mox
1 Mox Amber
1 Mox Opal
1 Mox Diamond
1 Vessel of Volatility
1 Generator Servant
1 Seething Song
1 Treasonous Ogre
1 Extraplanar Lens
1 Honor-Worn Shake
1 Solemn Simulacron
1 Dreamstone Hedron
1 Soulbright Flamekin
1 Sisay’s Ring
1 Ur Golem’s Eye
1 Hedron Archive
A lot of other commander decklists can get away running a lot of 5-7drop monsters that can just take over the game in the right scenario, I've tried a ton of them, and very few of them work at all in my experience.