Golgari Midrange: Still Winning Without the Badger
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Build Update
Hello readers, long time no see. I am faintmama, a poor old guy who has had little chance to play lately. When the TMT set had just been released, I already shared Golgari Midrange: Won’t Badger You to Win with everyone. Now at the end of the SOS season, nearly two and a half months have passed, so what has this build been modified into?
Of course, reheating leftovers always has its reasons, so let me first introduce the recent fortunes of this build:
- I got a copy of Abhorrent Oculus, so happy happy happy. I will not go into the tournament report in this article.
- It received thematic boosts one after another in both the TMT and SOS sets.
Still, in the excitement, we have to recognize that the boosts the Izzet color pair received are stronger than ours (after all, flexibility and instant speed equal strength). Only by keeping this awareness in mind do we have a chance of finding the road to victory during deck building and games, otherwise it is really easy to get flattened outright by Izzet’s efficient instants yes, I am talking about Prismari Charm.

The detailed decklist is here, and you are welcome to get a feel for how it differs from the past.
Main Deck 60 Cards Breakdown
Let’s start with the new cards from SOS.
Wildgrowth Archaic x4: This card is absolutely the brand-new core of this build. The +1/+1 counters that come with it entering fit our earlier ideas perfectly, and as long as it keeps standing on the battlefield, the creatures that enter afterward also get more or fewer +1/+1 counters. Even without counting the card draw, following it up with a resolved Ouroboroid can dominate the game outright. Beyond that, what the author loves most about it is its mana value of 4, which means we can cast it for two mana, yet it has plenty of room to dodge the range of Day of Black Sun and Vicious Rivalry. Outrageous, and a shame not to play it.
And then… there are no other new cards from the SOS set in the main deck XD, but there are many tweaks made for Wildgrowth Archaic (why? Because it deserves it), which I will continue to introduce.
Llanowar Elves x4: Nothing much to say, a regular at tournaments. If the opponent does not deal with it right away, get ready to jump ahead on mana to apply pressure, and eating a removal spell can indirectly protect later creatures but we usually still want it to live.
Pawpatch Recruit x4: In a build focused on pairing Wildgrowth Archaic with Ouroboroid, Pawpatch Recruit has a bigger chance of delivering finishing miracles, since the number of creatures is also one of our focuses. Long live Offspring.
Mikey & Leo, Chaos & Order x1: The creature version of Hollowmurk Siege, though less flexible, greatly frees up this build in the details. Since the clash tempo of the SOS season is tighter, the traditional midrange card-draw approach sometimes looks too mild, so I cut it to one copy, and the build as a whole pursues more immediate firepower.
Scavenging Ooze x2: It combines graveyard hate, putting +1/+1 counters, and life gain, giving the pilot the possibility of keeping an eye on graveyard decks from game one.
Twitching Doll x1: A foolproof card that can turn green into mana of any color, which raises Wildgrowth Archaic’s ceiling, but its use is not just that: while producing mana it may also trigger card draw (see the first ability’s Put a nest counter on this creature.). It has the same problem as Mikey & Leo, Chaos & Order, and to pursue more immediate firepower it had to be cut to one copy.
Kraven the Hunter x1: A super war god. In this build I think it is even better than Surrak, Elusive Hunter, as the eight removal spells in the main deck and trades in combat all have a chance to trigger the ability. It can draw cards, put +1/+1 counters, and putting +1/+1 counters may let it draw another card or two.
Qarsi Revenant x1: A quality creature that black players often keep in the sideboard to reduce life pressure. The author thinks it deserves a 1-main, 1-side split in this build, which in a way adds 0.5 of a removal spell. Don’t forget that the Renew ability can trigger our theme of putting counters and drawing cards.
Leatherhead, Swamp Stalker x1: Destroy the artifacts and enchantments that need destroying, smash the players or planeswalkers that need smashing. Oh, and when it enters with a hexproof counter, it also has a chance to draw the cards that need drawing.
Ouroboroid x4: One-mana Llanowar Elves, two-mana Wildgrowth Archaic, four-mana Ouroboroid: if none of them eats a removal spell, get ready to borrow more dice from the players nearby.
Requiting Hex x3: Early on it is an instant-speed one-mana removal spell, and in the mid to late game you can use the Blight ability to put -1/-1 counters to gain life and thereby draw cards. The ceiling is super high in this build, but note that control decks have been increasing lately…
Snakeskin Veil x1: Its floor is a poor man’s Opt. It works wonders in both Closed List and Open List events.
Shoot the Sheriff x2: Universal removal. Just be careful not to name a creature type you should not.
Bitter Triumph x1: With the escort of this deck’s Scavenging Ooze, I think it can fit one copy.
Origin of Metalbending x1: Its ceiling can give one creature indestructible and put +1/+1 counters, and then it can also be artifact/enchantment removal. As always, flexibility is strength.
Strategic Betrayal x1: A sorcery-speed main-deck graveyard hate card that also handles a creature. It has become very important in the SOS season.
Hollowmurk Siege x3: Sultai or Abzan are both options, testing the player’s read of the current board, and of course casting two in a row and choosing one mode each is also a very strong decision. When the opponent puts a stun counter on our creature, we can draw a card, which Mikey & Leo, Chaos & Order cannot do.
Nowhere to Run x1: In an environment with plenty of Izzet Prowess and Mono-Green Landfall, I think it is worth bringing one copy in the main deck.
Blooming Marsh x4: The four indispensable fast lands in the build. Listing it at the front of the lands means play it as soon as possible, as the saying goes: gather rosebuds while you may.
Overgrown Tomb x4: Anyway, a super great land unless you are in a sudden-death match where changes in your life total make you lose.
Multiversal Passage x4: After a reminder from cephille, I chose to max it out. In the tightly paced SOS season it supports us in clashing at the right time. When mana is plentiful late in the game, you can name white, or even blue or red (white first, because the build has a Mikey & Leo, Chaos & Order; of course, naming blue at random to scare the opponent is also quite fun), expanding the effect of Wildgrowth Archaic.
Wastewood Verge x4: Its floor is that it can only produce green, but in a build that applies early pressure with green creatures first, that is perfectly acceptable.
Ba Sing Se x2: Besides letting lands join combat, earthbend fits this deck’s theme of putting counters to gain dividends even better, so bringing two is not excessive at all.
Restless Cottage x1: A manland that sometimes helps us break a stalemate. Standard has entered an explosive tempo where you must hate graveyards as fast as possible, so exiling one card from a graveyard is only a bonus, and you cannot expect it to completely solve the problem.
Forest x4: We always need it.
Swamp x1: We always need it.
Sideboard 15 Cards Breakdown
Let’s start with the new cards from SOS.
Vicious Rivalry x1: The author really likes how this card is written. Although it does not sweep as instantly as Day of Black Sun, the flexibility and range it gives are what this deck needs.
And then… there are no new cards from the SOS set in the sideboard XD. Below are the rest of the sideboard cards the author brings for the SOS Standard environment.
Duress x3: If sideboard slots were sufficient, the author would definitely bring four but there will never be enough. It can take away one half of the A+B in combo decks, discard the opponent’s sweeper or removal, and force others to play a game with few cards in hand alongside you.
Intimidation Tactics x1: A card that discards and also exiles an opponent’s creature or artifact, which in a way counts as a means of protecting against ETB (Enter the Battlefield) effects and also lets you gain hidden information. It has a chance to take away one half of the A+B in combo decks, and can also leave decks full of equally powerful creatures short of key spells.
Requiting Hex x1: The low-cost, high-efficiency removal in this build. In suitable matchups, add one more; otherwise, painfully take the three out of the main deck.
Day of Black Sun x1: Bring it in for matchups where you should sweep the opponent away, it will never be wrong.
Deep-Cavern Bat x1: The number one victim of Prismari Charm, forced to stay in the sideboard.
Frenzied Baloth x2: A creature with a very interesting use, especially important against control decks. The author has relied on it many times to finish racing for life and close out games in a nail-biting way.
Origin of Metalbending x1: If there are artifacts or enchantments that need destroying, bring it in.
Strategic Betrayal x2: The payoff against graveyard decks is still far too large, and the author has even considered a 2-main, 1-side ratio.
Qarsi Revenant x1: The other copy is already in the main deck.
Conclusion

Opening two red-faced newspaper editors from a store championship prize pack reminded this homebody that it is time to rein in the mind and get back to work properly.
I originally wanted to analyze for everyone this deck’s winning windows against each build in the environment, but unfortunately I have little leisure time lately, so I will leave this part to readers to interpret on their own. I will only remind you that when facing control decks, you especially need a proper opening hand that applies life pressure, you must discard most of the counter-and-draw components, and rely more on the sideboard’s Frenzied Baloth and various discard effects.
The author did not perform well at the Last Chance Qualifier on 2026-05-23, because I made a last-minute switch to another niche deck, and instead did not win the matchups I should have won, so I lost. When I finally admitted my mistake and switched back to Golgari Midrange for the last round, I ran into Izzet Spellementals and lost again.
I never expected that a week later, after removing one creature and putting Nowhere to Run back in, it became unusually smooth. This made me realize: when your own main plan is not the strongest in the environment, black players should still focus on disrupting the opponent’s plan and use the openings torn open by discard to win.
I really should get going. I am very glad to have found a chance to share with readers again. I wish everyone finds a deck they like and reaps some rewards but how could that be, since this is a zero-sum game.
- Title
- Golgari Midrange: Still Winning Without the Badger
- Author
- faintmama
- Created at
- June 3, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




