Intro
This week’s Unusual Tribes column will analyse Golems, a
creature type that has always been dear to my heart. 11 years ago now, I (as a
child) cracked open a Magic 2010 booster pack and saw, what I believed
at the time, to be the most powerful Magic: The Gathering card I had
ever laid eyes upon. Darksteel
Colossus . Shovelling together as many ramp spells as I could, I quickly
headed off to Friday Night Magic, one of the first I had ever attended, where I
pitted my ‘Mono-Green Colossus’ deck against anyone who would oppose me. I was
promptly destroyed by some folks in their twenties playing competently crafted
decks. Nevertheless, that copy of Darksteel
Colossus still sits proudly in my binder, even if the deck I initially
built around it has been long since disassembled.
Magic: The Gathering is currently home to 114 Golems,
with a handful of extra cards that generate Golem tokens such as Tuktuk
the Explorer, Golem Foundry and Masterful
Replication. Golems are always artifact creatures, and are typically cast
for colourless mana with the exception of Glassdust
Hulk and Salvage
Titan the first of which is cast using
white and blue mana, and the latter of which is cast using black.
Culturally, Golems are drawn from Hebrew folk lore. They
were protective beings sculpted from clay or mud.
Golem Gameplay
The fact that all Golems are artifact creatures is both a
blessing and a curse. Golems benefit from cards which synergise with artifacts
such as Chief
of the Foundry, Master
of Etherium and Tempered
Steel which make them more powerful and Foundry
Inspector and Etherium
Sculptor which make them cheaper. Tolarian
Academy synergises well with Golem decks if, for some reason, you are
playing a niche tribal deck in a format where one of the game’s most powerful
cards is legal.
Unfortunatley, Golems being artifacts means that they
are vulnerable to both creature and artifact removal spells. Cards like Shatterstorm
and By
Force are a massive threat to you, although such cards are typically too
narrow in their use to be run in the main deck and need to be brought in from
the side board. Cards like Reclamation
Sage and Thrashing
Brontodon are perhaps more of a concern to you. Though they target less of your Golems at once
than a card like Shatterstorm
they are versatile enough that they may appear in a deck’s main body of cards,
especially in Commander where Reclamation
Sage is a staple due to being a useful card which is included in many
preconstructed decks.
Golems themselves also provide a variety of effects which
synergise with other artifacts, and thus with other Golems. Mycosynth
Golem possesses the infamous ‘Affinity for artifacts’ ability and
grants it to every artifact creature in your deck when it is in play. Golem
Artisan can also be used to buff artifact creatures, including itself,
granting them both statistical bonuses and new abilities. Lodestone
Golem makes non-artifact spells cost 1 more, a penalty which won’t effect
you if you are running an artifact heavy deck, but will frustrate your opponent
(or opponents) especially if you have multiple Lodestone
Golems out
at the same time.
One of the strengths of Golem tribal decks is that that they
are quite good at generating mana of many different colours. Solemn
Simulacrum is one of the most popular ways of fetching basic lands outside
of green and happens to be a Golem. The Attendant
Cycle from Invasion are five golems who can be sacrificed to give
you three mana spread across three colours, whilst Composite
Golem from Darksteel can be
sacrificed to provide one mana from each of the five colours. The lands ramped
out by Solemn
Simulacrum or the mana
generated through sacrificing Composite
Golem can then be used to activate the effects of other Golems.
Most notably, by paying one mana of each colour, Etched
Monstrosity gains +5/+5
and lets you draw 3 cards..
Precursor Golem is a high risk, high reward Golem tribal card to consider. The card certainly offers a powerful effect upfront, bringing out three 3/3 Golems for only 5 mana. Precursor Golem then has an effect which is largely a downside. Whenever an instant or sorcery targets only a single Golem you control, it instead targets every Golem you control. Although this does make combat tricks you cast, like Giant Growth, much stronger, as they power up your entire field, this positive is outweighed by the effects negative implications. Whilst Precursor Golem is in play a single removal spell targeted at one of your Golems will kill them all. Ideally you want to get Precursor Golem killed in combat as quickly as possible, so that you don't have its effect hanging over your head.
Another card to consider when building a Golem tribal deck
is Brass
Herald. Brass
Herald is a Golem
who can act as the lord for a specified creature type as it enters play.
Although Brass
Herald is slightly impractical, and a little underpowered
by Modern standards (just compare the Herald to Morophon,
the Boundless) it’s still a novel and fun
card. When played in a Golem deck, Brass
Herald actually
buffs itself which is pretty neat, if not overly useful.
The Splicers
Golems are supported by a series of cards known as Splicers.
These Splicers were printed in New
Phyrexia in 2011. They aren’t really a cycle (see this video for a definition of cycles
and a discussion of their purpose) as they are of varying rarities and aren’t
spread across all 5 colours. Splicers exist only in White, Blue and Green. Each
of them generates a 3/3 Golem token and grants Golems you control an ability. Blade
Splicer grants your Golems First Strike, Sensor
Splicer gives them Vigilance, Wing
Splicer grants them Flying and Vital
Splicer allows them to Regenerate. Master
Splicer, rather than granting any abilities, acts as a lord and grants your
Golems +1/+1 whilst Maul
Splicer generates two 3/3 Golem tokens, along with granting your Golems Trample.
These cards are reasonably powerful. If you’re drafting New
Phyrexia they are acceptable picks even if you control no other Golems or
means of generating them. Blade
Splicer, for instance, generates 4/4 worth of stats spread out over two bodies
for only 3 mana. This would be reasonably powerful now and was even more
powerful in the typically lower powered Limited environments of 2011. Naturally,
however, Golem tribal deck are where these Splicers really shine. In these
decks, they are able to buff a wide selection of your creatures, rather than
merely a handful of tokens, and work synergistically with one another. Each one
of them provides more and more Golems, as well as more and more buffs for those
Golems.
Thematically the Splicers represent Phyrexia’s ultimate
victory over Mirrodin. They demonstrate a group of human artificers, who have
accepted Phyrexia’s ideology of improvement through integration with metal and
have melded themselves with machinery.
The spell Splicer’s
Skill, in Modern Horizons, acts as an homage to the Splicers. It
generates a 3/3 Golem and, borrowing a mechanic from Kamigawa block, can
be spliced onto other spells by paying a small cost. This
is a piece of game design which is simultaneously singularly clever, and a slightly cheesy joke.
Karn Cards
Easily the most famous Golem in Magic: The Gathering is
Karn. Originally crafted from silver by Urza, Karn is one of the longest running
characters in Magic: The Gathering’s story. Karn served aboard the
Weatherlight, constructed the plane of Argentum, which later became Mirrodin,
and now seeks to destroy the Phyrexians who corrupted his creation.
Karn was first printed as Karn,
Silver Golem in Urza’s Saga, back in 1998. This is a very
evocative card, as it demonstrates Karn’s nature as a gentle giant very well.
Karn is a 4/4 for for five mana, however, he gains -4/+4 whenever he blocks or
becomes blocked. This demonstrates Karn refusing to use his power to harm
opponents and instead focusing on non-violence and self-defence. This version
of Karn also allows you to transform a non-creature artifact you control into
an artifact creature with power and toughness equal to its converted mana cost.
Karn would not see print again until 2011, 13 years later.
He came back in the form of Karn
Liberated. Obtaining the spark of the Planeswalker Venser, Karn became
capable of travelling across the multiverse. This printing of Karn is an
integral component of so called ‘Tron decks’ which use the 3 ‘Tron Lands’ (Urza’s
Power Plant, Urza’s
Mine and Urza’s
Tower) to race out powerful colourless threats quickly. Karn
Liberated acts as a universal
removal spell, allowing you to exile any kind of permanent from play, or exile
a card from your opponent’s hand. Karn
Liberated’s Ultimate
ability restarts the game, but allows Karn’s controller to immediately play all
the cards exiled using his abilities. This is one of many Planeswalker
ultimates that effectively says ‘win the game’.
Taking another long absence, Karn saw print again in 2018’s Dominaria.
Karn,
Scion of Urza , though not quite as powerful as Karn
Liberated, is still an effective and powerful card due to it’s colourless
nature letting it easily slot into many decks. This version of Karn’s +1 and -1
Loyalty abilities both essentially allow you to draw cards and it’s ‘ultimate’
costs a mere two loyalty points and enables you to create a Construct artifact
creature token with power and toughness equal to the number of artifact
creatures you control. This means that Karn,
Scion of Urza slots neatly into a Golem tribal deck, as such a deck would be loaded with artifact
creatures to pump the constructs strength up.
Finally, the most recent version of Karn to see print, came
out in War of the Spark in 2019. Karn,
the Great Creator is a Planeswalker built to synergise with artifacts you
control, with a passive ability that prevents opponent from activating
abilities on their own artifacts. The card’s +1 loyalty ability is the same as Karn,
Silver Golem’s ability to turn your artifacts into creatures and its -2
ability allows you to bring artifacts into your hand from the sideboard or
exile.
Arbitrary Grades
Flavour: C+
Golems are a staple of the fantasy genre. The Golems of
Magic tend to have their mechanical nature emphasised. I feel that this causes them
to occupy a somewhat narrow space creatively. Golems in folklore were sculpted
from clay, and they are often depicted being composed of all sorts of materials.
The need to make Golems Artifact creatures has resulted in Magic: The Gathering
featuring almost exclusively metallic or mechanical Golems. As such I feel there is still a bit of untapped
space to explore with the Golems of Magic: The Gathering. With that said
Phyrexian Golems, like all creatures from the nightmarish plane, are an
interesting synthesis of flesh and metal.
In terms of how ‘Golem Identity’ is conveyed, other than the
fact that they are all artifacts, there isn’t really a cohesive thread tying
them all together. Karn,
Silver Golem’s gentle giant nature, as well as the relatively high number of
Golems with Defender, could be an homage to the concept of Golems acting
as guardians and protectors in folklore.
There is
plenty of room to expand what Golems can do in the future. Gingerbrute
represents a step in the right direction, as an edible golem crafted from food.
Eldraine’s little gingerbread Golem demonstrates that they can be more than just generic artifact
creatures.
Viability: B
Golems are a reasonably fun and powerful tribe to build a
deck around. Primarily, this is because they are Artifacts. There is a reason
why Mirrodin and Kaldesh are remembered as two of the most
powerful blocks in the history of the game. The colourless nature of artifacts
allows you to run a far more varied mana base, without hamstringing your
ability to bring out threats. You can include powerful Black and White removal
spells in a Golem deck, whilst also accessing the mana ramp provided by Green
or the card draw provided by Blue. Artifacts also enable the powerful Affinity
mechanic
Beyond merely being Artifacts, however, there are several
reasons why you might want to build a Golem deck. The Splicers are powerful
payoffs which reward decks that run a high number of Golems. You’re also
provided with a thematic reason to bring all the Karn Planeswalkers together.
Overall then Golem decks are fun to build and are reasonably
powerful, at least by the standards of niche tribal decks.
Best and worst cards:
In this category I feel obligated by my child self (and the
story I shared above) to nominate Darksteel
Colossus as one of the best cards of the tribe. Yes it’s impractical, yes
it’s second ability prevents it from being re-animated forcing you to pay it’s
prohibitive mana-cost and yes Blightsteel
Colossus is significantly more viable, but I feel like Darksteel
Colossus has to make it onto my personal list. The card
taught me an important lesson about Magic, bigger doesn’t always mean better
and there is more to the game than slamming down the largest creature possible.
So Darksteel
Colossus made me a
better player, meaning it’s improved every deck I’ve built since the
impractical mono-green one I made featuring it. This earns it a place as the
best Golem card in my personal experience.
For a more genuinely viable ‘best
Golem’, however, we should turn our attention to Platinum
Emperion. Just like Darksteel
Colossus Platinum
Emperion is a tad on
the expensive side, but it more than makes up for its cost due to its powerful
effect. Whilst Platinum
Emperion is in play you
cannot lose, or gain, life. This forces your opponent to remove it if they want to
progress the game, unless their deck is built around milling or another
alternate win condition.
In the right deck, Mycosynth
Golem is also very powerful. Although its cost is significant, it can be
reduced greatly through use of Affinity and Mycosynth
Golem can then heavily decrease the cost
of future artifacts you play. The aforementioned Blightsteel
Colossus can also turn a games around
very quickly, if it has time to make it into play. If Blightsteel
Colossus gets through unblocked it
instantly destroys an opponent through the poison counters it generates.
At the other end of the spectrum, Phyrexian
Hulk is definitely one of the worst Golems in the game,
costing 6 mana and providing a meagre stat line of 5/4. This is especially sad as the Hulk has some of the best flavour text in the game, an Onean
nursery rhyme that is simultaneously innocent and morbid.
‘It doesn't think. It doesn't feel.
It doesn't laugh or cry.
All it does from dusk till dawn
Is make the soldiers die.’
So although Phyrexian
Hulk is definitely aesthetically chilling, it’s artwork
and flavour text can’t save it from its place as one of the game’s weakest
Golems.
Junk
Golem is also pretty bad, costing four mana it enters play as an 0/0 with
three +1/+1 counters. Junk Golem must be sacrificed, unless you remove a +1/+1
counter from it during each of your upkeep phases. You can place more +1/+1
counters on Junk
Golem at the cost of discarding a card and paying one mana. Even when
playing Madness decks, where discarding cards is actively beneficial,
there are far better enablers you can use. In any other kind of deck Junk
Golem lives up to its name and is absolute trash.