This was my first EDH deck and over the past couple years, it's been fine-tuned for my playgroup. Red is my color, so even though it's considered the weakest EDH color, I've found that this deck has done pretty well. There's a bit of blue hate and some land hate, but I think it's warranted. I've taken out some equipments that I have found to be subpar so only the best equipments imo have been included.
In multiplayer, the deck sits back and plays a bit of control until there's a good opportunity to expand. In 1v1 I try to get Godo out as fast as possible and beat face. Many times, Godo never even hits the field because things are already going my way. There's a small dragon sub-theme too with utility dragons and Dragonstorm.
UPDATE 8/27/2012: Yay, an official update with almost a year of tweaking. Main thing, all the blue hate was taken out as was Dragonstorm and Hoard-smelter; too many dead cards against non-blue decks. I shed a tear for the loss of Sundering Titan which was replaced by CA engine Staff of Nin. In general, I tried lowering the mana curve while adding more ramp, and I put in things that I thought would allow for more explosive plays (Mana Geyser). There's been a lot of help from Wizards in making red even better for EDH!
Some cards I've been thinking of adding/removing:
snow Mountains instead of regular ones Darksteel Forge to protect all my artifacts (I have roughly 30ish artifacts) Spine of Ish Sah but there's no reliable way to sac it (Phyrexia's Core would require a land tutor) Memory Jar for instant CA War's Toll for more control in multiplayer
IN:
basalt monolith
voltaic key
fortaleza kher
reforge the soul
mana geyser
staff of nin
faithless looting
expedition map
decree of annihilation
hall of bandit lord
trading post
palladium myr
mox opal
wild guess
wheel of fortune
coalition relic
Spine of Ish Sah is still a colorless Vindicate, a rare ability in your color. Every time someone uses a Disk or a Planar Cleansing, you'll still get it back. I think Expedition Map is a viable land tutor for you regardless, since it also gets you your Valakut. I would stick both the Map and the Spine in your list, and cut a Mountain for Phyrexia's Core.
One card I've always thought of as a little risky was Hoarding Dragon, because there are many ways to get rid of it without triggering its ability, and anytime you RFG something in a Highlander format, you are asking for trouble. So, I might cut that one from your list.
Caged Sun is obviously a must-play for any mono-colored deck.
Tutoring in red is a rare ability, but yeah I have to play Hoarding Dragon pretty carefully. If I know I'm playing some color that can exile, blink, or bounce, then I'll grab a good but not gamebreaking artifact. That forces them to waste one of their removal spells or so. If I am going for the Spine + Expedition Map route, I could also put in High Market as a sac outlet for him or when my creatures get stolen.
In regards to Spine of Ish Sah, most of my playgroup aren't really running artifact boardwipes (only Fracturing Gust and Austere Command), but I still really like the idea of potential recurring vindicate.
I think I might try:
-1 Jokulhaups, -2 Mountains, -1 Taurean Mauler, -1 Extraplanar Lens
+1 Caged Sun, +1 High Market, +1 Phyrexia's Core, +1 Spine of Ish Sah, +1 Expedition Map
Another thing I noticed is that you only have 6 pieces of equipment for Godo to go get. That seems a little light, unless you don't plan on casting him more than two or three times in a game. I'd probably up that to at least 10 or 12.
Yeah, I actually don't cast Godo every chance I get; I like letting the rest of the deck do the dirty work and wait for the coast to clear so I can cast Godo safely. I'll only play him early when I think they have no answers or are tapped out. I've felt that I've only needed a few good equips out for Godo anyway.
I can't wait to try out the new Chaos Warp and Stranglehold from the commander precons though
I would probably lose the Jitte for Argentum Armor. Despite the steep mana cost, Godo abuses it like no other, blowing up 2 permanents and hitting for 18 makes Godo a boss. This even allows you to not play Spine of Ish Sah and play Trash for Treasure instead!
EDIT: I suddenly feel the urge to rebuild my feared Axe-Murderer.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Odd, the 2nd Godo build I've seen that's not Karn/Stax deck with a $1000 land base. Lol. How's your working eh? It seems like all red decks lack draw, how do you deal with that?
Your deck is screaming for a Stuffy Doll! Nice with Grafted Exoskeleton, your many many burn spells, and if you do add goblin welder, you can retarget a different player.
Also, don't forget Stuffy doesn't have defender, so you can sword him up if you so desire.
goblin welder compliments spine of ish sah really nicely you don't need it to be sac'ed to recur it you just use the welders ability to return the map to play and put the spine in your hand.
Honestly, I haven't been able to play much with this deck cause my playgroup are college friends, and they're all out of state.
I am trying Argentum Armor over Spine of Ish Sah because replaying Spine seems to me as more of a mana investment than Argentum. Valakut doesn't seem to be integral to my game, but is nice when it does go online, but that means that I'm taking out the whole nonbasic land package and Expedition Map (except Valakut)
@Bacon: In 1v1, I aim for explosive starts, ramping til I hit 8 mana, which is enough to Godo + equip sword to protect him. In multiplayer, since there's plenty of counter and kill in my meta, I slow it down and cast fattie utility dragons and almost never cast Godo til the coast is clear. I get my card advantage by trying to have every spell be a 2 for 1 or better or impact the board in a big way (Moon effects). It's also great having CA on a stick as a general.
so wait if you are going to use goblin welder why not put spine of ish sah in i mean if you get them both out and solemn you could use it as an expensive draw and ramp engine. I'd say at least try it out and see how you like it i mean who knows that could end up being your favorite thing to do in the deck. Also it will help as it is a way to constantly recur artifacts that get destroyed as long as your welder survives.
How about you load your deck into MWS and play with your playgroup online?
As far as the deck goes, I'm a little skeptical that it actually can ever win.. how about you go with:
-1 Godo, Bandit Warlord
+1 Joven
That would be an improvement!
P.S. send me a text I got a new phone and lost everyones numbers
I noticed you talked about wanting to run Darksteel Forge to protect your artifacts... what about Slobad, Goblin Tinkerer? I test him in all of my Voltron decks that include red.
Private Mod Note
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Rollback Post to RevisionRollBack
Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
I know Godo isn't some fancy new general, but I've updated my list after almost a year of tweaking and playing. 15 different cards in the list (that's more than 15%!), and while most of them are old, there are plenty of new tech that Wizards has graciously bestowed upon red! Namely: Reforge the Soul, Staff of Nin, Faithless Looting, Wild Guess, and Trading Post. I don't know how well Trading Post will work in this deck, but I figure it to be a mini Swiss army knife. I'm excited about new stuff that red will get in the future.
As for protecting my artifacts, Trading Post should alleviate that somewhat, and I'll probably just try to play around the board wipes better. Still debating on whether I should add Skullclamp, as I've added Kher Keep, but I find it hard to see myself playing Godo just for Skullclamp. In my group, and rightly so, having Skullclamp out puts a target on me.
I was looking through the decklist database for other Godo decks, since I have been tuning mine for the last year or so as well, and it looks like we have come to some pretty similar conclusions.
I was wondering if you had ever tried out Ur-Golem's eye or Sissay's Ring over some of the mana sources that only produce 1 mana like Mox Opal or Mind Stone? We have pretty similar mana bases I think the only differences are:
- Mind Stone
- Mox Opal
- Dreamstone Hedron
- Coalition Relic
- Expedition Map
+ Wayfayers Bauble
+ Gauntlet of Might
+ Mana Crypt
+ Sissays Ring
+ Ur-Golems Eye
And then I have a few more non basic lands than you do.
I'm taking a second look at the coalition relic though, since every other turn it can tap for RR.
How has Trading post worked out for you? I have been using goblin welder, but trading post seems like it could work in my build as well.
Have you ever found that Oblivion Stone and Nevs Disk are too destructive to your own mana? I have never really liked them, especially considering All is Dust leaves your mana alone, while taking care of most other non artifacts.
As for the 4 CMC ramp artifacts, I've never been a fan of them because I find that particular cmc awkward, and the benefits aren't great. They're somewhat dead early game if you don't get good land drops. The reason I run the other 2->1 mana conversion rate artifacts are because they have additional benefits, mainly card draw (Mind stone and Hedron). Everflowing chalice has the benefit of being of scalable to the game so it can be a Sisay's Ring or a Mind stone, etc. Most people might not play Dreamstone Hedron, but it's somewhat a pet card of mine. It can ramp and draw 3 cards if you're desperate or mana flooded, which happens more often than not.
I like the smaller cmc artifacts because I feel that it smooths out the earlier game much better than the 4 cmc ever could, and makes recovery from a large board wipe easier. If I had it, I might even put Mox Diamond, although metalcraft is situationally a bit easier to get than pitching a land in this deck.
Expedition Map vs Bauble is a toss up, and I like Bauble too. It ramps you, but Map finds me the haste outlet Hall of the Bandit Lord or Valakut. Also, the better your lands are, the better Map is. For you, it gets Tec Edge/Wasteland/Strip Mine or Maze of Ith, all of which are great targets. Sure, it's not ramp (unless you get Workshop), but it's a tutor for red.
I've considered All is Dust, and it sounds pretty good on paper. The only deterrent for me is the high mana cost, but saving our artifacts is nice. While they all are board sweepers, the low mana cost for O-stone and Disk means I can play them early and use them as rattlesnake cards to slow everybody's play down. I simply drop lands afterwards, slow play it til I can craft a hand I can explode with, and pop it the turn before mine. You can't do the same with the Sorcery speed of All is Dust and its mana cost. Maybe I can fit it in the deck and it'll save me sometimes, but my opponents usually have better answers so I don't have to do it.
Coalition Relic is a must have. At worst, it's a Manalith, which is meh but is still ramp, but tapping for 2 colored mana for 3 CMC is great. Much better than Sisay's Ring or Ur-Golem's Eye. Bonus: Voltaic key lets it tap for one more, but that's more due to how awesome Voltaic Key is.
About, Trading Post, I'm not really sure yet as I haven't been able to play much since I put it in a while ago. Theory-wise, it sounds pretty great. It's an artifact, so metalcraft, red artifact tutors, and voltaic key, check! For the modes: 1) discard outlet for Anger and maybe other shenanigans, who knows, the life gain may save you one day. 2) chump blocker, skullclamp fodder, or a body to attach the Swords to for some combat damage triggers (FaF and FaI are the best). 3) sac outlet, you can sac that goat for recursion. 4) turns all your artifacts into mind stones, and in desperation can sac itself. It's a good role-player, and since it looks so unassuming, no one will waste targeted removal at it unless you have shenanigans going on. I haven't played with it much yet, but I expect great value out of it.
I haven't gotten many chances to test out the bunch of changes I've made, but the goals of the new changes are to lower CMC to get more plays out earlier and make things more explosive off Wheel of Fortune/Reforge the soul.
I dislike the mana rocks that tap for less than 2 because in the late game they are often worse than lands.
Those are good points on Coalition relic, but i'm not sure i'm sold on it. To me, Manalith is unplayable, so that worst case scenario seems pretty bad to me.
I love All is Dust. All is Dust and Chaos Warp are probably the 2 removal spells that will never leave the deck. There are so many enchantments and things like Iona that can't be answered by red otherwise, they are uncuttable. The fact that I keep my mana base is huge too since I usually try to jam godo as often as possible.
1 Godo, Bandit Warlord
Creatures
1 Anger
1 Bogardan Hellkite
1 Dragon Mage
1 Duplicant
1 Dwarven Blastminer
1 Hoarding Dragon
1 Inferno Titan
1 Ingot Chewer
1 Magus of the Moon
1 Solemn Simulacrum
1 Steel Hellkite
1 Ulamog, the Infinite Gyre
Instants/Sorceries
1 Boom/Bust
1 Chain Reaction
1 Chaos Warp
1 Decree of Annihilation
1 Dead/Gone
1 Faithless Looting
1 Gamble
1 Mana Geyser
1 Molten Disaster
1 Reforge the Soul
1 Ruination
1 Shattering Spree
1 Shivan Meteor
1 Wheel of Fortune
1 Wild Guess
1 Blood Moon
1 Rage Reflection
Planeswalkers
1 Chandra Ablaze
1 Koth of the Hammer
Equipment
1 Argentum Armor
1 Grafted Exoskeleton
1 Lightning Greaves
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Umezawa's Jitte
Artifact Ramp
1 Basalt Monolith
1 Caged Sun
1 Coalition Relic
1 Dreamstone Hedron
1 Everflowing Chalice
1 Gauntlet of Power
1 Gilded Lotus
1 Grim Monolith
1 Mana Vault
1 Mind Stone
1 Mox Opal
1 Palladium Myr
1 Sol Ring
1 Thran Dynamo
1 Worn Powerstone
1 Crucible of Worlds
1 Expedition Map
1 Mind's Eye
1 Nevinyrral's Disk
1 Oblivion Stone
1 Sensei's Divining Top
1 Staff of Nin
1 Trading Post
1 Voltaic Key
Lands
1 Arid Mesa
1 Hall of the Bandit Lord
1 Kher Keep
1 Scalding Tarn
1 Spinerock Knoll
1 Strip Mine
1 Valakut, the Molten Pinnacle
30 Mountain
This was my first EDH deck and over the past couple years, it's been fine-tuned for my playgroup. Red is my color, so even though it's considered the weakest EDH color, I've found that this deck has done pretty well. There's a bit of blue hate and some land hate, but I think it's warranted. I've taken out some equipments that I have found to be subpar so only the best equipments imo have been included.
In multiplayer, the deck sits back and plays a bit of control until there's a good opportunity to expand. In 1v1 I try to get Godo out as fast as possible and beat face. Many times, Godo never even hits the field because things are already going my way. There's a small dragon sub-theme too with utility dragons and Dragonstorm.
UPDATE 8/27/2012: Yay, an official update with almost a year of tweaking. Main thing, all the blue hate was taken out as was Dragonstorm and Hoard-smelter; too many dead cards against non-blue decks. I shed a tear for the loss of Sundering Titan which was replaced by CA engine Staff of Nin. In general, I tried lowering the mana curve while adding more ramp, and I put in things that I thought would allow for more explosive plays (Mana Geyser). There's been a lot of help from Wizards in making red even better for EDH!
Some cards I've been thinking of adding/removing:
snow Mountains instead of regular ones
Darksteel Forge to protect all my artifacts (I have roughly 30ish artifacts)
Spine of Ish Sah but there's no reliable way to sac it (Phyrexia's Core would require a land tutor)
Memory Jar for instant CA
War's Toll for more control in multiplayer
Suggestions would be appreciated! Thanks!
Changelist:
OUT:
flametongue kavu
jaya ballard
orcish settlers
ryusei
sundering titan
molten disaster
wildfire
hoard-smelter dragon
dragonstorm
pyroblast
red elemental blast
pyrohemia
sword of vengeance
extraplanar lens
mimic vat
2 mountains
IN:
basalt monolith
voltaic key
fortaleza kher
reforge the soul
mana geyser
staff of nin
faithless looting
expedition map
decree of annihilation
hall of bandit lord
trading post
palladium myr
mox opal
wild guess
wheel of fortune
coalition relic
RGodo, Bandit WarlordR
GSeton, Krosan ProtectorG
BGJarad, Golgari Lich LordGB
One card I've always thought of as a little risky was Hoarding Dragon, because there are many ways to get rid of it without triggering its ability, and anytime you RFG something in a Highlander format, you are asking for trouble. So, I might cut that one from your list.
Caged Sun is obviously a must-play for any mono-colored deck.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Tutoring in red is a rare ability, but yeah I have to play Hoarding Dragon pretty carefully. If I know I'm playing some color that can exile, blink, or bounce, then I'll grab a good but not gamebreaking artifact. That forces them to waste one of their removal spells or so. If I am going for the Spine + Expedition Map route, I could also put in High Market as a sac outlet for him or when my creatures get stolen.
In regards to Spine of Ish Sah, most of my playgroup aren't really running artifact boardwipes (only Fracturing Gust and Austere Command), but I still really like the idea of potential recurring vindicate.
I think I might try:
-1 Jokulhaups, -2 Mountains, -1 Taurean Mauler, -1 Extraplanar Lens
+1 Caged Sun, +1 High Market, +1 Phyrexia's Core, +1 Spine of Ish Sah, +1 Expedition Map
RGodo, Bandit WarlordR
GSeton, Krosan ProtectorG
BGJarad, Golgari Lich LordGB
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I can't wait to try out the new Chaos Warp and Stranglehold from the commander precons though
RGodo, Bandit WarlordR
GSeton, Krosan ProtectorG
BGJarad, Golgari Lich LordGB
Giest Voltron Enchantments
Standerp:
URDelver Aggro
Legacy:
UR Delver burn
EDIT: I suddenly feel the urge to rebuild my feared Axe-Murderer.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
Also, don't forget Stuffy doesn't have defender, so you can sword him up if you so desire.
I am trying Argentum Armor over Spine of Ish Sah because replaying Spine seems to me as more of a mana investment than Argentum. Valakut doesn't seem to be integral to my game, but is nice when it does go online, but that means that I'm taking out the whole nonbasic land package and Expedition Map (except Valakut)
Also, trying out Goblin Welder to try to get some value out of Solemn Simulacrum, Duplicant, etc.
Also, Chaos Warp has gone in for Taurean Mauler; Mauler takes too long to get big imo.
@Bacon: In 1v1, I aim for explosive starts, ramping til I hit 8 mana, which is enough to Godo + equip sword to protect him. In multiplayer, since there's plenty of counter and kill in my meta, I slow it down and cast fattie utility dragons and almost never cast Godo til the coast is clear. I get my card advantage by trying to have every spell be a 2 for 1 or better or impact the board in a big way (Moon effects). It's also great having CA on a stick as a general.
RGodo, Bandit WarlordR
GSeton, Krosan ProtectorG
BGJarad, Golgari Lich LordGB
As far as the deck goes, I'm a little skeptical that it actually can ever win.. how about you go with:
-1 Godo, Bandit Warlord
+1 Joven
That would be an improvement!
P.S. send me a text I got a new phone and lost everyones numbers
Ezuri, Renegade Leader
Geth, Lord of the Vault
Akroma, Angel of Wrath
Retired EDH (You're welcome)
:symw::symu::symb: Zur the Enchanter :symw::symu::symb:
Casual
:symw::symg::symr::symu: Multi-Colored Allies :symw::symg::symr::symu:
White Allies
Vamps
:symg::symr: Tap Damage :symg::symr:
As for protecting my artifacts, Trading Post should alleviate that somewhat, and I'll probably just try to play around the board wipes better. Still debating on whether I should add Skullclamp, as I've added Kher Keep, but I find it hard to see myself playing Godo just for Skullclamp. In my group, and rightly so, having Skullclamp out puts a target on me.
Any advice or suggestions are welcome!
RGodo, Bandit WarlordR
GSeton, Krosan ProtectorG
BGJarad, Golgari Lich LordGB
I was wondering if you had ever tried out Ur-Golem's eye or Sissay's Ring over some of the mana sources that only produce 1 mana like Mox Opal or Mind Stone? We have pretty similar mana bases I think the only differences are:
- Mind Stone
- Mox Opal
- Dreamstone Hedron
- Coalition Relic
- Expedition Map
+ Wayfayers Bauble
+ Gauntlet of Might
+ Mana Crypt
+ Sissays Ring
+ Ur-Golems Eye
And then I have a few more non basic lands than you do.
I'm taking a second look at the coalition relic though, since every other turn it can tap for RR.
How has Trading post worked out for you? I have been using goblin welder, but trading post seems like it could work in my build as well.
Have you ever found that Oblivion Stone and Nevs Disk are too destructive to your own mana? I have never really liked them, especially considering All is Dust leaves your mana alone, while taking care of most other non artifacts.
As for the 4 CMC ramp artifacts, I've never been a fan of them because I find that particular cmc awkward, and the benefits aren't great. They're somewhat dead early game if you don't get good land drops. The reason I run the other 2->1 mana conversion rate artifacts are because they have additional benefits, mainly card draw (Mind stone and Hedron). Everflowing chalice has the benefit of being of scalable to the game so it can be a Sisay's Ring or a Mind stone, etc. Most people might not play Dreamstone Hedron, but it's somewhat a pet card of mine. It can ramp and draw 3 cards if you're desperate or mana flooded, which happens more often than not.
I like the smaller cmc artifacts because I feel that it smooths out the earlier game much better than the 4 cmc ever could, and makes recovery from a large board wipe easier. If I had it, I might even put Mox Diamond, although metalcraft is situationally a bit easier to get than pitching a land in this deck.
Expedition Map vs Bauble is a toss up, and I like Bauble too. It ramps you, but Map finds me the haste outlet Hall of the Bandit Lord or Valakut. Also, the better your lands are, the better Map is. For you, it gets Tec Edge/Wasteland/Strip Mine or Maze of Ith, all of which are great targets. Sure, it's not ramp (unless you get Workshop), but it's a tutor for red.
I've considered All is Dust, and it sounds pretty good on paper. The only deterrent for me is the high mana cost, but saving our artifacts is nice. While they all are board sweepers, the low mana cost for O-stone and Disk means I can play them early and use them as rattlesnake cards to slow everybody's play down. I simply drop lands afterwards, slow play it til I can craft a hand I can explode with, and pop it the turn before mine. You can't do the same with the Sorcery speed of All is Dust and its mana cost. Maybe I can fit it in the deck and it'll save me sometimes, but my opponents usually have better answers so I don't have to do it.
Coalition Relic is a must have. At worst, it's a Manalith, which is meh but is still ramp, but tapping for 2 colored mana for 3 CMC is great. Much better than Sisay's Ring or Ur-Golem's Eye. Bonus: Voltaic key lets it tap for one more, but that's more due to how awesome Voltaic Key is.
About, Trading Post, I'm not really sure yet as I haven't been able to play much since I put it in a while ago. Theory-wise, it sounds pretty great. It's an artifact, so metalcraft, red artifact tutors, and voltaic key, check! For the modes: 1) discard outlet for Anger and maybe other shenanigans, who knows, the life gain may save you one day. 2) chump blocker, skullclamp fodder, or a body to attach the Swords to for some combat damage triggers (FaF and FaI are the best). 3) sac outlet, you can sac that goat for recursion. 4) turns all your artifacts into mind stones, and in desperation can sac itself. It's a good role-player, and since it looks so unassuming, no one will waste targeted removal at it unless you have shenanigans going on. I haven't played with it much yet, but I expect great value out of it.
I haven't gotten many chances to test out the bunch of changes I've made, but the goals of the new changes are to lower CMC to get more plays out earlier and make things more explosive off Wheel of Fortune/Reforge the soul.
RGodo, Bandit WarlordR
GSeton, Krosan ProtectorG
BGJarad, Golgari Lich LordGB
Those are good points on Coalition relic, but i'm not sure i'm sold on it. To me, Manalith is unplayable, so that worst case scenario seems pretty bad to me.
I love All is Dust. All is Dust and Chaos Warp are probably the 2 removal spells that will never leave the deck. There are so many enchantments and things like Iona that can't be answered by red otherwise, they are uncuttable. The fact that I keep my mana base is huge too since I usually try to jam godo as often as possible.
um... Goblin welder? You can run mogg catcher and goblin matron to tutor it up. (plus imperial recruiter if you're made of money)