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Golos Storm vs. Kenrith Control [Duel Commander-EDH] - Magic: The Gathering

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Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Golos, Tireless Pilgrim

    Golos, Tireless Pilgrim

    A storm combo deck that uses rituals, graveyard recursion, and tutors to cast many spells in one turn, generating storm count to finish opponents with damage spells like Tendrils of Agony.

  • Kenrith, the Returned King

    Kenrith, the Returned King

    A control and goodstuff deck that leverages powerful planeswalkers, counterspells, and efficient removal to control the board, generate value, and eventually win through incremental advantage and planeswalker ultimates.

Gameplay Insights

  • 1

    The storm player’s missed opportunity to utilize Bring to Light optimally cost them a faster kill, demonstrating the importance of sequencing in storm decks.

  • 2

    Kenrith’s use of planeswalkers provided strong value and control tools, though the deck struggled to fully shut down the storm combo before it could go off.

  • 3

    Golos’s land-fetching ability was crucial to enabling multiple spells in a turn and maximizing storm triggers.

  • 4

    The interaction between counterspells and rituals created tense moments where the control player had to carefully decide when to hold or use counters.

  • 5

    Incremental damage from spells like Rows of Thomas added consistent pressure, forcing Kenrith to respond rather than stabilize.

Notable Cards

  • Tendrils of Agony

    Tendrils of Agony

  • Bring to Light

    Bring to Light

  • Demonic Tutor

    Demonic Tutor

  • Snapcaster Mage

    Snapcaster Mage

  • Counterspell

    Counterspell

  • Timely Reinforcements

    Timely Reinforcements

Gameplay Summary

The game featured a clash between Golos storm and Kenrith control, two very different five-colored decks.

Golos storm aimed to cast numerous spells in a single turn using rituals and graveyard recursion to generate storm count, eventually winning with spells like 'Tendrils of Agony' or 'Rows of Thomas' triggers for incremental damage.

The Kenrith control deck focused on powerful planeswalkers, counterspells, and two-for-one value spells to stabilize the board and outvalue the storm player over time.

Early turns involved setting up mana and digging for key pieces, with Kenrith deploying planeswalkers and countering threats, while Golos assembled rituals and tutors to build storm count.

A crucial turning point occurred when Golos activated its ability to fetch lands and cast multiple spells, but missed an ideal sequence involving 'Bring to Light,' which could have led to a faster kill.

Despite that, the storm player kept applying pressure with incremental damage triggers.

Kenrith attempted to maintain control with removal and counters but struggled to find tempo breaks.

The game highlighted the tension between explosive combo potential and resilient control elements, with Golos pushing to close the game through storm damage and Kenrith aiming to stabilize and win via planeswalker advantage or value.

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