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Golos, Tireless Pilgrim

Golos, Tireless Pilgrim

Legendary Artifact Creature — Scout

Golos wants a deck that casts extra spells for free off the top of its deck. It also works in a deck built around Artifact Creatures, Library Manipulation or Scouts.

  • Mana cost5 generic
  • All five colors ()
  • Power / toughness3 / 5
  • RarityRare

When Golos enters, you may search your library for a land card, put that card onto the battlefield tapped, then shuffle.

2 genericwhiteblueblackredgreen: Exile the top three cards of your library. You may play them this turn without paying their mana costs.

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Archetypes

Cards That Fit Golos, Tireless Pilgrim

Picked for what they do in Golos's deck. When two cards do the same job, the one with the lower comes first. All of them fit Golos's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Golos, Tireless Pilgrim

explain how Golos works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 12 Jul 2019

Golos's last ability doesn't change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.

Wizards of the Coast 12 Jul 2019

If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 12 Jul 2019

If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs (such as that of Bone Splinters), you must pay those to cast the card.

Wizards of the Coast 12 Jul 2019

If you don't play some or all of the cards exiled with Golos's last ability, those cards remain in exile.

4 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Golos, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUBRGPlayers write colors as letters: W for white, U for blue, B for black, R for red, G for green. Blue is U because B was already taken by black.Cascade/Free CastCascade decks cast extra spells for free, straight from the top of their deck, every time they cast the right card. Cascade turns over cards from the top of your library until it hits a cheaper spell, which you may cast without paying for it.Open the Cascade/Free Cast pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageFree CastCan be cast without paying its mana cost when a condition is met, often "if you control your commander". Because it costs nothing, you can still answer something after your mana is already spent. Fierce Guardianship, Deflecting SwatOpen the Free Cast pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageTutors / ToolboxCards that search your deck for another card, each one called a tutor, so you can find the exact answer you need.Open the Tutors / Toolbox pageLand FetchSearches your deck for a land. That handles color fixing (making sure you can produce the specific colors of mana your cards ask for), and because it puts a real land onto the battlefield, it also switches on landfall. Cultivate, Farseek, Evolving WildsOpen the Land Fetch pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp page