Creature — Goblin Berserker
Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.
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Ankle Shanker Discussion
10 hours ago
at 19 lands, don't play cards that cost 4 or more mana. You run too much of a risk of them simply cluttering your hand, while you wait for lands. Keep goblins cheap. Cards to remove:
Raid Bombardment. when will you play this? turn 3, and attack with the 2 goblins you at best have in play by then? It's a card that doesn't do anything on its own, but eats up all the mana of the early turns, where I assume you want to win (midrange goblins doesn't sound really right).
Guttersnipe again a 3 cmc card that doesn't do anything on its own.
Mardu Scout Yes, it combos well with Quest for the Goblin Lord, but then, so does playing dragonfodder. But dash is not a very great ability in a deck, that plays early game aggro, due to mana limitations.
Ankle Shanker, Elspeth, Sun's Champion, and Descent of the Dragons. These are not belonging in a 19 land deck. Loosely calculated, you'll have to dig 18 cards into your library to come by 6 lands, and since you don't draw extra cards, or ramp lands, that means average turn 11 to play a 6 cmc spell (and turn 8 or 9 for a 5 cmc spell). Goblin Dark-Dwellers I don't really know about, perhaps a 4/4 creature followed by a dragon fodder is an ok turn 8 play (but I doubt it).
Trumpet Blast doesn't do enough on its own to be a 4-of. A 1-of is more like the correct number i think - enough that occasionally you play it, and it ends the game, but you won't have to sit and wait for more creatures with two of these in hand.
lands that enter the battlefield tapped. They are not worth the trouble, mostly. Get the check-lands, and the shadowlands, and otherwise stick with basics. Currently just about half your lands are tapped, essentially meaning that you are timewalked behind your opponent.
Cards to consider
Foundry Street Denizen. It's a goblin, and it grows by more goblins. It's also a 1-drop, which your deck has very little of.
Goblin Guide. Suggested since you didn't apply the "budget" tag. Best turn 1 goblin in modern.
Goblin Bushwhacker. By kicking it, you get haste and boost your whole team. that's not bad at all, for a deck with 11 token-generating sorceries. I would also sugges Reckless Bushwhacker but your cards are too many intensive to allow you to play a surge-card early on.
And finally Goblin Chieftain. It does cost 3, so... a bit expensive. But haste is relevant for all you tokens, and so is a solid lord-bonus.
and Lightning Bolt. You play red in modern, you bring 4 lightning bolts.
2 weeks ago
Hey PartyJ I am trying to make a competitive Kaalia deck that will still be fun to play with against more casual edh players and I was wondering if you could help edit the shell I have right now. My play group has started to cycle out casual deck and I have wanted to build Kaalia for a while, I put in one joke card because I am known for it in my play group, I put Ankle Shanker into the deck and plan on leaving it in even though it is a goblin and not any of the 3 other types that can be brought out for free. Here it is. Thank you very much
3 weeks ago
Here's some suggestions
Worth it in alesha
Like swarm of bloodflies but better
Small mana buffer that comes back
possible win con
4 creatures 5 mana.
Potential card draw engine
If things die, why not make your opponents mad about it?
See the above
Bring back and make everything indestructible.
Do you like land drops?
You can bring it back anytime!
Enchantments like Propaganda could be destroyed any turn!
Gives everyone 7 cards and feeds your graveyard
Destroys the most gods and indestructable.
3 weeks ago
smelly318 Ankle Shanker is a card that I love and have had in and and in and out. The CMC is the only reason it doesn't stay. I never want to hard cast it. I read that in the story lines ankle shanker was a named, important character that could have been a legendary creature....it would have been an awesome commamnder
4 weeks ago
1 month ago
1 month ago
Playing anthem effects like Angel of Invention with Sidar is a REALLY bad idea. If you have an Angel of Invention or other Anthem effects, all your 2-power creatures like Ankle Shanker, Vexing Shusher, and Sidar himself lose their unblockablity. Just something to think about, even though he looks like he's more there for the colors.
1 month ago
Its not a bad build for a beginner, however there are some cards I personally don't like, in my many times of testing
Ankle Shanker - Its not a BAD card, but if you reanimate, it doesn't trigger his ability, cause he was never declared as an attacker. Otherwise, its an ok card, but a card like Master of Cruelties would be better and provide a game winning play.
Burnished Hart - With a low curve, Sad Robot is better in the long run. Sure this guy gets you lands, but you are better off running more Signets or mana ramp
Ponyback Brigade - I'm not saying its a bad card, but for the mana you are paying, you aren't getting much value. I'd run something with more utility, like Knight-Captain of Eos, which synergizes with the deck but ALSO creates tokens for blocking or helps to fog the field if someone goes wide. Mogg War Marshal, Noosegraf Mob are other inexpensive (money wise) cards that make tokens as well
Rakka Mar - Other than being recurable, this doesn't really provide you much advantage. a 2/2 that makes a 3/1 isn't overly fantastic.
Behind the Scenes - While it is good, there are much better things you can run. The only creature you don't really want dying is Alesha, so focus more on cards that keep her alive or swing in without issues.
Impact Tremors - Less effective than Purphoros, God of the Forge (though a better "budget" card), I don't see alot of "abuse" you get from it. In my version of the deck, I have at least 9 token producers, two of which are on attack only so I get more value from them. I recommend either going more tokens, or focus more on things of yours dying, like Blood Artist, Zulaport Cutthroat and Falkenrath Noble to start draining life from the opponents.
Mana base is what it comes to for a budget deck. Can't really comment on it too much
One thing that shuts down an Alesha/any ETB focused deck, is cards like Torpor Orb and Hushwing Gryff. While these may or may not be in your meta, having the answers to them is key. Wear / Tear, Disenchant are two artifact AND enchantment removal, and inexpensive (money wise), helping you turn off other strategies or things that are hindering your plan or can slow down people.
Personally I'd remove Mardu Banner, and instead include Fellwar Stone, if nothing else. This gives you another signet like effect, and is low enough CMC to help you get to where you need to go. Non-budget I'd get a Chromatic Lantern as an upgrade
Cards I'd consider adding:
Sadistic Hypnotist/Mind Slash - Both of these cards, while can only be used at sorcery speed, can help to disrupt players hands and can help to take them off of cards, without overly affecting your board, depending on whats going on.
Mindless Automaton - Personally I like card draw guys you can use more than once. Mindless Automaton can fuel discard effects, while also adding to the card draw. Even if you reanimate him, he gets blocked, you get to draw a card. Other card draw effects I'd consider are Phyrexian Arena, Greed, Smuggler's Copter ect.
Open the Armory/Steelshaper's Gift - Both help you to get much needed equipment out. Non budget version would be Enlightened Tutor, Stoneforge Mystic ect. Tutors are very much needed to get cards you need, but with enough card draw you can easily offset the loss of "I need X Card" to "I can draw multiple cards and dig into it", or use Viscera Seer to begin scrying to it.
As noted, the deck seems fine as a whole, but there are some cards I'd change for more consistency. I will link my deck below for reference. I personally really like my current build, and just need to work on tweaking it as I try new things and see what works and what doesn't. Hope this helps!