Golgari Midrange (Budget)

by HotPoloPlayer on 30 September 2013

Main Deck (61 cards)

Sideboard (15 cards)

Creatures (4)


Instants (3)


Enchantments (3)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck is an updated and customized version of Dukanater's Golgari Nation deck which can be found here: http://tappedout.net/mtg-decks/golgari-nation/

This deck is made on a budget.

His description is as follows:

One of the most important factors that makes a Golgari Deck deadly is your creature synergy.

Lotleth Troll - with his ability to Discard a creature card from your hand and then gain +1/+1 counters this ability has direct synergy with Slitherhead

Slitherhead - right off the back this card is gold with its 0 scavenge cost you can discard it to the grave yard feeding your troll and then scavenge it for a addition +1/+1 for a grand total of +2/+2 making your troll a 4/3 with trample and you could do all that on turn 2! setting you up for a very solid field presence

Varolz, the Scar-Striped - At a 3 drop this badass gives each creature in your graveyard scavenge for there mana cost making any creature in this deck valuable in the grave yard. do not be mistaken this does not mean you want your creatures in the grave yard but if for what ever reason they end up there your not losing there attack or defense cause you can just bolster it onto another card still in play.

Deadbridge Goliath - this large hitter is a MVP alive and dead. Turn four dropping a 5/5 that has a pretty reasonable scavenge cost is never a bad move! Even though he has his own scavenge costs, Varolz makes him a lot cheaper to use, and Corpsejack Menace is just brutal. 10 +1/+1 counters? How could that possibly be bad?

Dreg Mangler - good old Dreggy is 3 drop 3/3 with haste making him a good early game card both offensively and defensively with a bonus scavenge for 5 mana which i admit is a little high for +3/+3 but with his utility early game and haste you cant complain cause end game 5 mana is nothing if you have nothing else to spend it on there he is.

Corpsejack Menace - remember back to the beginning when i said synergy ill say it again with this card a solid 4/4 for 4 mana with the outstanding ability to literately double the strength of are horde this creatures presence just makes everything more fun you remember all those counters we talked about for Lotleth Troll DOUBLED! so lets look back at Slitherhead +4/+4 but wait there is more! Using Varolz and the afore mentioned Deadbridge Goliath as a +10/+10 for 4 mana or were have Dreg Mangler now a +6/+6 for 3 mana need i really say more?

Deadly Recluse - Deathtouch and reach for two mana. Need i say more?

Jarad's Orders - with all the creature combos iv share above you can see why pulling out a creature of choice and putting another in the grave yard lets say i have a Corpsejack Menace on the field and a Deadbridge Goliath in the grave yard now i search my deck for a Varolz, the Scar-Striped and a Slitherhead placing the Slitherhead in the grave yard for a free +2/+2 and then once i have Varolz, the Scar-Striped on the field i scavenge my Deadbridge Goliath for a addition +10/+10 to any creature i have effectively i just used Jarad's Orders to gain +14/+14 if i throw that on Reaper of the wilds or a Lotleth Troll the either the hexproof or the trample could almost assure a win

Putrefy - pretty basic removal spell with a twist to hate on artifacts and regeneration if needed.

Doom Blade - again pretty basic removal with a slight restriction.

Side Board:

Alpha Authority - much like Rancor Alpha Authority can change the game very quick protecting a powerful gaming winning creature from kill spells and other threats and making it so that they can only block you will one creature maximizing your trample effects. i use this mostly against control decks and or heavy removal decks.

Gaze of Granite - A gift from the MTG gods A end all solution to those pesky tokens for 3 mana! you can clear a field of all tokens! or if you really need to you could nuke a whole field of low cost creatures unless its end game you might have mana for more but killing your own creatures isn't really beneficial i just use it to eat tokens

Golgari Charm - 3 different ability all just as helpful as the next. starting with All creatures get -1/-1 until end of turn useful against aggro decks with small creatures and tokens. Second destroy target enchantment if ever up against a deck with alot of enchantments. Finally the biggest reason i use this card Regenerate each creature you control allowing you to survive field wipes and or preform a reckless attack knowing your enemy will be forced to do defend and lose creatures only for you to regenerate all yours escaping the battle unharmed.

Skylasher - good against those pesky mono blue or even blue/white control decks also provide addition anti air when needed.

Deck Tags

  • Golgari
  • Standard
  • Midrange
  • Budget

Deck at a Glance

Social Stats

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This deck has been viewed 1,285 times.

Mana Curve

Mana Symbol Occurrence

0027037

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Golgari Midrange (Budget)

I would add golgari charms instead of Jarad's orders alongside some better removal. Big plus on Golgari Charm is that it takes care of tokens and aggressive aggro decks very well on turn 2~3 (lots of 2/1's in the format now and young pyromancer's there too). Also I'd consider dropping the Corpsejacks altogether and here's why: First off, in a world with mizz mortars, a 4/4 on turn 4 is not intimidating (see also: Warleader's helix). Second, the more obvious your synergy is, the more you're asking to be 2 for 1'd (e.g. in response to you enchanting with alpha authority, I magma jet varolz and you lose both). Think about what cards others are playing as well and look close at your deck in those terms. I would think about investing in a whip of erebos (not too costly about $3) and also some Dark Betrayals, Pithing Needles and ratchet bombs in your sideboard. They're all dollar rares and frankly since pithing needles have so many uses, I personally mainboard 2 of them at FNM. Pithing needle is great since its an artifact and can shut down any planeswalker, maze's end, Aetherlings, etc. Plus, since desecration demons are big now, dark betrayal is kind of a must here.. Good Luck though :)

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Posted 02 October 2013 at 14:29

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Golgari Charm is in the sideboard already. I don't feel like i need it in the main, but we'll see after i try it out. I won't be taking out Jarad's Orders as it is a very useful card for this deck. If you read about it in the description you may understand why. Mind if i ask what "better removal" your talking about? I have Putrefy and the quite popular Doom Blade with an Ultimate Price in the sideboard already.

Drop Corspjack Menace? FjwgoaigoiawhgijwapgiuwajsaJfpiwjprjapjtq-9wuak;l??????????? Why would you even suggest something like that, good sir! It isn't about the 4/4 on turn four. It's about the nightmare that is it's ability. The good thing about the synergy in this deck is that dying isn't much of a problem. Also, why is someone killing Varolz when i try to play Alpha Authority on him a reason to remove Corpsejack Menace?

Why exactly do you think i should use Whip of Erebos? I don't see the connection. Ratchet bomb isn't really needed, but Pithing Needle is definitely something I should look into. I think that Putrefy and Ultimate price make up for most of what Dark Betrayal could do for me. Desecration demon isn't much of a threat here because of that.

Thank you very much for your input.

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Posted 03 October 2013 at 08:44

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I would never drop corpsejack from any deck that involves scavenge or evolve in a golgari color scheme, but that's just me.

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Posted 03 October 2013 at 09:10

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Ah! I didn't even realize he worked with evolve! God damn it, I am keeping Experiment One!

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Posted 03 October 2013 at 09:11

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I ran Corpsejack in my standard "BUG Evolve Midrange" with Master Biomancer... And it was broken goodness.

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Posted 03 October 2013 at 09:16

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Well, the point is to reduce dependency in the deck. Synergy is great but you don't want cards directly and obviously depending on others. e.g. Varolz and Jarad's orders. Lets say you cast varolz on turn 3. Looking at the big decks people have been running, theres putrefy, detention sphere and any number of burn spells that they can destroy him with right? Instead, lets say you run witchstalker and use regular old scavenge with him. He cant be targeted by shit that just leaves boardwipes. He can't be 2 for 1'd in response to buffing him up either. It doesnt cost you another creature to keep him on the board and the big plus is you can have multiples out. Hell, I've seen trollhide dropped on a stalker and that usually does the trick

Now on to Jarad's orders and Corpsejacks. The problem here is that while they're ok cards, they do nothing for you the turn they come out and turn 4 is well into midgame territory when that sort of thing is easily responded to. Consider reaper of the wilds and upping your creatures from sets of 3 to 4 in place of those two. Reaper might look a lot similar but the crucial difference is that 5 toughness gets it well out of range of removal that people are running in red (mizz mortars & warleaders being the big one).

As for better removal, given what's being run in standard now, think about fade to antiquity and Hero's Downfall as well as abrupt decay. Decay's dropped a bit lately but it can work well for you.

Hope that helps explain some of it.

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Posted 04 October 2013 at 14:36

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And I forgot about the whip. The whip is to replace the Gift of Orzhova to help you stabilize and regain some life. I'd say its better for three reasons: 1) Whip doesn't need a creature to enchant 2) Gift affects only one creature. 3) Whip gives you something to do late game when you're constantly drawing lands and down to <10 life. Then again, evasion is not to be scoffed at so I'd say if you want to go right ahead.

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Posted 04 October 2013 at 14:40

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The whip might not be a bad idea. I'll try to get some for testing, but i think it'll be a better fit. The good thing about this deck though, is that it doesn't rely heavily on others. They all fit amazingly well with each other, but they don't rely on them. A great thing about this deck is if they kill a card of yours, you can probably do something with it even when it's in the grave. While Corpsejack and Jarad's Orders are indeed midgame, that's what their supposed to be. This is a midranged deck, after all. Nothing in this deck really helps you the turn it comes out, and that's fine. Even though it gives them time to respond, i'll have another thing coming next turn regardless. This deck places enough creatures on the table that i don't really need to worry about keeping each one alive. Just enough of them to keep my synergy up. And burn spells like Mizzium Mortars isn't a huge threat to this deck. If i do so much as scavenge a slitherhead onto Corpsejack, they wont do anything. Keep in mind that the scavenge mechanic is used on every creature you have out when playing this deck. Reaper was actually in here before, but i took him out because he didn't really do anything besides his hexproof. I'm not using Hero's Downfall and Abrupt Decay because this deck is made on a budget, but i may need to add more artifact and enchantment removal.

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Posted 09 October 2013 at 07:52

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Also, how do the creature numbers look after the removal of Deadly Recluse? (I may add Deadly Recluse back in and remove something else depending on how it plays.)

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Posted 09 October 2013 at 07:54

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Hm.. Fair enough. I can see downfall and decay being pricey. Well, taking into consideration that looks fine without recluses. Also I'd throw some fade to antiquity in the side for gods and bestow critters but it looks good :)

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Posted 09 October 2013 at 14:18

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The point of Varolz is that you don't really need to have a TON of scavenge creatures in your deck for it to roll right...
I would like to say that I would like to see at least three Varolz in the deck...
I would take out goliath for something else. Not sure what, though, but something else... Maybe desecration demon? +6/+6 for 4 seems really good... And he's an amazing beat stick while down and alive.
And Recluse seems like a good card against flying, but I'm not sure I would mainboard it... I guess it is still good as a deathtouch removal, and an evolve card on Exp One, but it just seems dirty looking... idk, like there's something else that could be there as a better spot.
Your lack of Deathrite Shaman disturbs me... At least drop them in the sideboard? They do SOO MUCH WORK.

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Posted 03 October 2013 at 08:48

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You know who else does so much work? Me. And i get money for it. Deathrite Shaman and Desecration Demon are in the original deck, i just had to take them out because i'm poor. Experiment One is something that i haven't decided on yet. I guess you could say i'm..... Experimenting with him! I need another one drop is all. Deadly recluse is my only source of mainboard flying defense, and serves as a very useful deathtouch removal. I personally haven't had any problem with drawing Varolz, or tutoring into him with Jarad's Orders. He is who i usually grab using that card. Thanks for the input, though!

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Posted 03 October 2013 at 09:01

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Valid points. ; )
Price always keeps me from so much fun things. : /

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Posted 03 October 2013 at 09:07

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