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Goliath PaladinHow it works & interactions with other cards

By the ManaCount desk· 8 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Goliath Paladin

Goliath Paladin is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Vigilance When this creature enters, you take the initiative.

Complete guide

Goliath Paladin is a formidable Giant Knight that brings the mechanics of the dungeon directly to the battlefield. By entering the fray, it grants you the initiative, allowing you to traverse the dangerous depths of Undercity for powerful rewards.

What It Does

Goliath Paladin is a 3/6 creature with Vigilance, meaning it can attack without tapping. Its primary impact, however, is its enters-the-battlefield ability: 'When this creature enters, you take the initiative.' This designation allows you to venture into the Undercity dungeon immediately and provides ongoing benefits at the start of your future upkeeps.

Resolving the Initiative

When Goliath Paladin enters, its ability triggers. Upon resolution, you 'take the initiative.' If no one had the initiative, you gain it; if another player had it, they lose it and you take it. Taking the initiative causes you to 'venture into Undercity.' If you aren't currently in a dungeon, you enter the Undercity dungeon at the Secret Entrance. If you are already in a dungeon (even one other than Undercity), you move to the next room of that dungeon instead.

Common Mistakes

A common point of confusion is how the initiative interacts with standard venturing. You cannot start the Undercity dungeon using a normal 'venture into the dungeon' effect; you must specifically be told to 'take the initiative' or 'venture into Undercity.' However, once you are inside the Undercity, any effect that says 'venture into the dungeon' will move you to the next room of the Undercity. Remember, only one player can hold the initiative at a time!

When to Play It

Goliath Paladin is excellent for stabilizing the board and generating value. With 6 toughness and Vigilance, it serves as a great blocker to protect your initiative designation. Play it when you want to start a dungeon clock or when you need to steal the initiative back from an opponent who dealt combat damage to you.

Interaction examples

Starting the Descent

When you cast Goliath Paladin and it enters an empty board, you take the initiative. Since you are not in a dungeon, you place the Undercity dungeon in the command zone and move your marker to the Secret Entrance room. You search your library for a basic land card, reveal it, and put it into your hand.

Doubling the Expedition

If you control Roaming Throne with 'Giant' or 'Knight' chosen, Goliath Paladin's ability triggers twice. The first trigger resolves: you take the initiative and enter the Secret Entrance of Undercity to find a land. The second trigger resolves: you take the initiative again. Even though you already have it, 'taking' it again forces you to venture further. You move to the next room, choosing either Forge to put counters on a creature or Lost Well to Scry 2.

Standard Value vs. Initiative

You play Solemn Simulacrum to put a land onto the battlefield. Next turn, you play Goliath Paladin. By taking the initiative and entering the Secret Entrance, you put another land into your hand. This sequence allows you to thin your deck quickly while building a board of high-toughness creatures that make it difficult for opponents to steal the initiative back through combat damage.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Goliath Paladin

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The initiative is a designation a player can have. A player with the initiative designation is said to "have the initiative." The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren't in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can't start Undercity.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If you aren't in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If you're already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you're already in Undercity or any other dungeon.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Radiant Solar
+Sefris of the Hidden Ways
+Hostage Taker
+Goliath Paladin
#1

Radiant Solar + Sefris of the Hidden Ways + Hostage Taker + Goliath Paladin

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Hostage Taker by paying its mana cost.
  2. 2When Hostage Taker enters, it and Radiant Solar trigger.
  3. 3Resolve the Hostage Taker trigger, exiling Goliath Paladin until Hostage Taker leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Hostage Taker.
  5. 5Hostage Taker leaves the battlefield, causing Goliath Paladin to be returned to the battlefield from exile.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Phantom Steed
+Goliath Paladin
#2

Radiant Solar + Sefris of the Hidden Ways + Phantom Steed + Goliath Paladin

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Phantom Steed by paying its mana cost.
  2. 2When Phantom Steed enters, it and Radiant Solar trigger.
  3. 3Resolve the Phantom Steed trigger, exiling Goliath Paladin until Phantom Steed leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Phantom Steed.
  5. 5Phantom Steed leaves the battlefield, causing Goliath Paladin to be returned to the battlefield from exile.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Werefox Bodyguard
+Goliath Paladin
#3

Radiant Solar + Sefris of the Hidden Ways + Werefox Bodyguard + Goliath Paladin

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Werefox Bodyguard by paying its mana cost.
  2. 2When Werefox Bodyguard enters, it and Radiant Solar trigger.
  3. 3Resolve the Werefox Bodyguard trigger, exiling Goliath Paladin until Werefox Bodyguard leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Werefox Bodyguard.
  5. 5Werefox Bodyguard leaves the battlefield, causing Goliath Paladin to be returned to the battlefield from exile.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Goliath Paladin
+All-Fates Stalker
#4

Radiant Solar + Sefris of the Hidden Ways + Goliath Paladin + All-Fates Stalker

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast All-Fates Stalker by paying its mana cost.
  2. 2When All-Fates Stalker enters, it and Radiant Solar trigger.
  3. 3Resolve the All-Fates Stalker trigger, exiling Goliath Paladin until All-Fates Stalker leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice All-Fates Stalker.
  5. 5All-Fates Stalker leaves the battlefield, causing Goliath Paladin to be returned to the battlefield from exile.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Fiend Hunter
+Goliath Paladin
#5

Radiant Solar + Sefris of the Hidden Ways + Fiend Hunter + Goliath Paladin

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Fiend Hunter by paying its mana cost.
  2. 2When Fiend Hunter enters, it and Radiant Solar trigger.
  3. 3Resolve the Fiend Hunter trigger, exiling Goliath Paladin.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Fiend Hunter.
  5. 5When Fiend Hunter dies, it triggers, returning Goliath Paladin from exile to the battlefield.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Goliath Paladin
+Mardu Siegebreaker
#6

Radiant Solar + Sefris of the Hidden Ways + Goliath Paladin + Mardu Siegebreaker

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Mardu Siegebreaker by paying its mana cost.
  2. 2When Mardu Siegebreaker enters, it and Radiant Solar trigger.
  3. 3Resolve the Mardu Siegebreaker trigger, exiling Goliath Paladin until Mardu Siegebreaker leaves the battlefield.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Mardu Siegebreaker.
  5. 5Mardu Siegebreaker leaves the battlefield, causing Goliath Paladin to be returned to the battlefield from exile.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Radiant Solar
+Sefris of the Hidden Ways
+Faceless Butcher
+Goliath Paladin
#7

Radiant Solar + Sefris of the Hidden Ways + Faceless Butcher + Goliath Paladin

Near-infinite creature ETBNear-infinite creature LTBNear-infinite death triggersNear-infinite lifeloss for all players
  1. 1Cast Faceless Butcher by paying its mana cost.
  2. 2When Faceless Butcher enters, it and Radiant Solar trigger.
  3. 3Resolve the Faceless Butcher trigger, exiling Goliath Paladin.
  4. 4Resolve the Radiant Solar trigger, venturing into the Oubliette room, causing you to discard a card and then sacrifice Faceless Butcher.
  5. 5When Faceless Butcher dies, it triggers, returning Goliath Paladin from exile to the battlefield.
  6. 6When Goliath Paladin enters, it and Radiant Solar trigger.
  7. 7Resolve the Goliath Paladin trigger, venturing into the Cradle of the Death God room, creating a 4/4 legendary The Atropal creature token and completing Tomb of Annihilation.
  8. 8If you control two or more The Atropal tokens, put all but one into your graveyard due to the legend rule.
Preston, the Vanisher
+Delney, Streetwise Lookout
+Sefris of the Hidden Ways
+Yahenni, Undying Partisan
#8

Preston, the Vanisher + Delney, Streetwise Lookout + Sefris of the Hidden Ways + Yahenni, Undying Partisan

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite artifact tokens
  1. 1Complete a dungeon.
  2. 2Sefris' second ability triggers twice due to Delney.
  3. 3Resolve the first trigger, returning up to one other creature from your graveyard to the battlefield.
  4. 4Resolve the second trigger, returning Goliath Paladin from your graveyard onto the battlefield.
  5. 5When Goliath Paladin enters, it triggers once and Preston triggers twice due to Delney.
  6. 6Holding priority, activate Yahenni by sacrificing Goliath Paladin.
  7. 7Resolve a Preston trigger, creating a token copy of Goliath Paladin that is a 0/1 Illusion.
  8. 8When the Goliath Paladin token enters, it triggers twice due to Delney.

Related cards and tokens

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Legal formats

legacypaupervintagecommanderoathbreakerpaupercommanderduel
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