Barrage of Boulders
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious &mdash If you control a creature with power 4 or greater, creatures can't block this turn.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Common|
|Mystery Booster: Convention Edition (MYSCON)||Common|
|Khans of Tarkir (KTK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Barrage of Boulders Discussion
2 months ago
love it. have you considered Stolen Identity , or green for acceleration and replicate and Altered Ego ? and i'm still getting used to pioneer but as an edh player i'm cringing at the lack of evasion, so what's your thoughts on Ferocity of the Wilds / Crash Through / Teleportal / Savage Alliance / Glaring Spotlight / Barrage of Boulders / Cosmotronic Wave ? thanks in advance
1 year ago
I like you're idea of the classic trample/sack'er. I'll look to see what I have soon and probably use that idea, too.
1 year ago
This is the bare bones of a Hollow One deck, but it lacks any personal touches, or for that matter any interaction. If you goldfish this deck it's probably fine, par the odd hand where you get 2 swamps, Hollow One is still essentially a red deck and non-red sources suck in your opening hand, to that end I'd recommend you drop 2 swamps. I'd also recommend you drop 2 mountains (you still have 20 land, two more than most), this frees up 4 slots. Add 4x of one of the following cards; Lightning Bolt, Fatal Push, Inquisition of Kozilek, Rakdos Charm, Fiery Temper, Terminate or Dreadbore. Or maybe you would prefer something a little more left field, how about; Tainted Strike, Traitor's Clutch, Key to the City, Hellspark Elemental, Grafted Wargear, Barrage of Boulders and numerous others...
I run a Hollow One deck, but it has my own spin on it Power 4 is Ferocious, sure many of the cards are the same as yours, but it's undeniably my deck. Adding more land doesn't make Hollow One better, well unless you play Magmatic Insight. Hope this helps and inspires you to take a risk (Risk Factor would be another option) with your deck, good luck.
Darth_Savage on RTFC
1 year ago
You might want to consider Barrage of Boulders, what it doesn't kill cant block if you have Combat Celebrant on the field. Dangerous Wager is a massive risk, it isn't even used in Hollow One, you have a low'ish curve maybe Magmatic Insight or go for the classics Faithless Looting and Cathartic Reunion. If you are feeling punishing you could also try Risk Factor, you don't have enough spells to leverage Bedlam Reveler, on that note, the same is probably true for Young Pyromancer. This deck might be better running something like Hell's Thunder, Thunderblust or Archwing Dragon. Anyway that is just some quick thoughts, I like the idea of this deck and somehow I missed Tilonalli's Skinshifter, which stikes me as interesting, so good luck with your brew and I hope this comment was of help.
1 year ago
I like what you're working on! I'm just going to throw these at you although you may have considered them. Thud, Temur Battle Rage, Terminate, Anger of the Gods (for centaurs), Barrage of Boulders, perhaps Sign in Blood or something to find Sarkhan's Unsealing a little faster, or something to cast it a turn earlier like Llanowar Elves. Wild Slash feels like a weak link to me. Keep up the good work!
1 year ago
Xica, cheers for the comment and upvote.
To address your concerns about sacrifice fodder, essentially Bloodghast and Flamewake Phoenix are one (or zero) mana creatures so I don't mind sacrificing them, infact it is preferential compared to the menace that is Flameblade Adept.
Gurmag Angler, is obviously a faster play, but it also lacks the evasion of Tombstalker. I'm already invested in having to pay for other cards, so see that as less of a restriction. I have a playset of Gurmag Angler and it is what appears in most deck lists, but it's lack of evasion does trouble me since most of the deck can be chump blocked easily. Then again that lack of evasion is why I keep looking at Barrage of Boulders...
Anyway thanks for looking and taking the time to comment.
1 year ago
2 years ago
looks pretty good so far but I think some good adds would be Monastery Swiftspear, and Soul-Scar Mage they get big fast and any creature with prowess is good. Other good cards to consider are Ogre Battledriver cause haste and buff is good, Dictate of the Twin Gods Furnace of Rath Gratuitous Violence you probably wouldn't need all of these but being able to double damage outputs could be very helpful in picking up quick kills. Barrage of Boulders this is a great card because if your opponents can't block then living can be a very difficult task. Price of Glory cause play on your own turn gosh dangit
You also have cards like it but others that give good buffs are Reckless Charge, Borrowed Hostility, Rouse the Mob, although I would stick to mostly the one mana ones cause they are just easier to cast and you can cast more.
I also noticed you had some goblin tribal which is good but you could add Goblin Rabblemaster, Goblin King, Coat of Arms, Ib Halfheart, Goblin Tactician, and Goblin Assault, those combo well together to make all of your goblins more powerful.
The last main effect I noticed was some etb effects here are some I noticed weren't in there Genesis Chamber, Panharmonicon, Warstorm Surge, Flameshadow Conjuring, I would recomend either going for this effect all out and adding as many ways to etb hurt people as possible or not runing any except maybe Purphoros, God of the Forge cause it can be a place to dump mana if you don't have anything to cast.
I noticed you had some spells that target a creature and draw a card which I understand cause it is good but some aren't meant to target your own creatures and I think you would benefit from some better draw like Chandra, Flamecaller, Avaricious Dragon, Outpost Siege, Magus of the Wheel, Dragon Mage, Reforge the Soul, Hazoret's Monument, Ghirapur Orrery, these are better than some of the targeting draw spells you have in cause they are more consistent.
Alright so now that you can see some good cards time for what I would cut Goblin Rally for Goblin Rabblemaster even though rally gets more goblins at once rabblemaster is cheaper and buffs himself. Also Kari Zev's Expertise is the only take control spell and while you can cast something for free the only reason I could see to run it is to target your own board and cast lots of cheap instants for free but how often would that work? Also Stun, Panic, these can draw you lots of cards but these aren't meant to target your own things and there are better ways to make it so your opponents can't block and so the only reason I see these for is to draw cards and there are more consistent ways to draw cards. Rile, same thing even though they get trample the deal a damage to all of your creatures which would kill a good amount of them without buffs which you could also do but wouldn't it be nice to draw without having to worry about board wiping yourself.
Alright now talking strictly creatures...wtf are you doing... when you look at the curve to the left it's "Man my curve is so good I'm always going to have a spell to cast each turn." then you look at your creature curve. 1 1drop, 4 2drops, 8 3drops, 6 4 drops, 7 5drops, 1 6drop. With that curve of creatures you probably aren't going to cast a creature spell (I included the sorceries that give creatures in this.) until turn three which means you cast your commander turn 4 and can start attacking turn 5 with 2 creatures (this doesn't account for ramp, or multi-creature spells) so you then have to take another turn or two to keep casting creatures. That is to slow for this deck you need to start picking up damage alot earlier if you want to win. There are also creatures in here (While amazing.) don't work as well in your deck as going more goblin tribal like Neheb, the Eternal He is really good but when are you going to cast things after combat. you should have enough haste to never need his ability for mana. That is the first one I would cut to make room for a cheaper spell other than that you need to lower your curve (or add more ramp and haste) cause even though you would get more value off your spells you would be to slow in attacking so I would stick to four or five that give you the most creatures.
I think it would be great if you made this a mostly goblin tribal deck cause #1 they flood the board with 1/1's for you to target. #2 you can get some great synergy cards and make it so your goblin's are helping each other. #3 Who doesn't love tribal decks especially ones that are outside the box like this one would be. #4 Goblin Bombardment who is going to boardwipe ten to twenty goblins when in response to the wipe you sac all of them and hurt them alot.
Well those are my thoughts on it as you probably see I didn't add every effect or explain the many uses of some cards cause I think you will see their value I merely am pointing out the main changes I would make to the deck, let me know what you think of them and I hope I didn't offend you cause that is not my intention and I would love to comment again if you make changes.