|Commander / EDH||Legal|
Printings View all
|Duel Decks: Speed vs Cunning||Uncommon|
|Planechase 2012 Edition||Uncommon|
Combos Browse all
Creature — Goblin Warrior
When Beetleback Chief enters the battlefield, put two 1/1 red Goblin creature tokens onto the battlefield.
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Beetleback Chief Discussion
1 week ago
That I know of? Let's see:
Mikaeus, the Unhallowed and Triskelion you've probably heard of, but what about instead of the artifact you use Murderous Redcap and a sac outlet? It would need to be a mana less one mind you to go infinite, but they still do kill the table right then and there. Goblin Bombardment maybe?
Another combo set that I know of wouldn't really be a B/R one per say but Ashnod's Altar and Nim Deathmantle can go infinite when fed the right creatures (of which Rakdos colors easily provides). I wouldn't really recommend using this one though as it would require a very different creature base then what you've got here. Things like Grave Titan or Beetleback Chief.
2 weeks ago
Please link all your cards, so we don't have to look them up.
Your confusion comes from mixing triggered abilities and replacement effects.
Triggered abilities start with the words "When/Whenever/At" and then specify a trigger event and an effect. Beetleback Chief has a triggered ability that triggers when he enters and creates two tokens.
Clone's ability doesn't start with "When/Whenever/At". Instead, it creates a replacement effect that changes how it enters the battlefield. The same thing happens with cards like Ghave, Guru of Spores. The counters aren't put on the creature with a triggered ability (the creature would be dead by the time the ability resolved), but as a part of entering the battlefield.
Panharmonicon only copies triggerd abilities triggered by a creature or artifact entering the battlefield. That means there will be two instances of the ability "put two 1/1 red Goblin creature tokens onto the battlefield" on the stack. So yes, you will get 4 tokens.
2 weeks ago
A mad max feel eh? Alright! let me see what I can work with... Also leaning towards the vehicles subtheme with that context.
Let me start with a suggestion that will change the deck greatly, but that will - in my opinion - create a better framework for a "smart goblins handle the appocalypse" kind of feel: meet the Shattergang Brothers! If you choose them as your commander, not only do you have a goblin bomb-squad in the command zone, you get access to green ramp and interactions with enchantments, plus a sac outlet always available to make the removal targeted at your permanents go haywire!
If not, there are other additions I would include. You said you'd be going for a semi competitive environment (store tourneys but mostly fun) so I would include some alternate paths to victory. Examples of these would be Spikeshot Elder + Grafted Exoskeleton, and/or, Murderous Redcap + Nim Deathmantle + Ashnod's Altar.
The tribal lords are almost a must. Especially the ones that pump the team and give keywords such as mountainwalk or haste.
I would certainly include Attrition.
Mogg Assassin is a nice political card in the hands of a skilled diplomat.
I find that suggesting cards to cut, often meets the problem of favourite cards (myself for example, LOVE Muck Drubb and will actively go out of my way to include it in a deck). If you want, tell me about the things that MUST stay in the deck no matter what and I'll see about making cuts from the rest.
2 weeks ago
Flagellum, my new best friend, heh :), your comments have already shed some light on my #1 most burning question (pun intended) on building this deck: Strategy thru spells (i.e., Young Pyromancer, Guttersnipe, and a host of burns, Note: PURP not heavily required); or thru token generation and dashers like Lightning Berserker.
Feel free to weigh in here on any of these with your experience:
Some outliers I'm also considering are Vessel of Volatility/Generator Servant to ramp (I don't have a lot of the "staple" lands and rocks otherwise), Bloodfire Colossus & Balefire Dragon because of how well they feel in the theme of fire and destruction, Red Elemental Blast because there's NEVER a lack of blue players wanting to counterspell my deck, Circle of Flame for light defense, Stuffy Doll for my targeted opponent, and Volcanic Fallout.
I look forward to some further discussion!
2 weeks ago
I main Purphoros so I can offer a little sage advice.
TBH you can safely cut most of the pain enchantments like Burning Earth, Spellshock et al. This is because Purph himself IS a house of pain which is why the Narset player most likely targeted you. Instead focus on creatures that produce tokens (i.e. Beetleback Chief, Krenko, Mob Boss, Siege-Gang Commander, Pia and Kiran Nalaar ect.) and/or Instants/Sorceries that likewise focus on tokens (i.e. Hordeling Outburst, Krenko's Command, Dragon Fodder, Kuldotha Rebirth ect.). The great thing with Purph is that he doesn't care about what kinds or tokens you make but I think you'd get the most mileage with goblins simply due to their relative ease of production and synergy with others like Skirk Prospector, Goblin Recruiter, Moggcatcher, ect.
You can also go combo if you'd like utilizing Dualcaster Mage and either Heat Shimmer/Twinflame to create infinite Dualcaster Mages and damage via Purph. Norin the Wary is just brutal with Genesis Chamber. Grinning Ignus is an all star here too.
3 weeks ago
First up. A horde is a group of people. A hploard is what a dragon sleeps on.
Thirdly for a horde you are kinda creature and creature support light. Is this for casual or actual modern?
1 month ago
The first thing I see when looking at this deck is Sundial of the Infinite this card doesn't work with the end of turn trigger from unearth.
Third is Panharmonicon, this card is absolutely disgusting with it's ability to abuse the crap out of things like Sepulchral Primordial and other effects. Another really funny card to go along with the ETB abuse is Flayer of the Hatebound, nobody will notice until their life total is about 6.
MY PERSONAL ADDITIONS
Another good card to consider is Teferi's Veil, the card is old, and Vanishing is a confusing mechanic, but when you understand how fundementally broken the ability is you start to understand why WotC stopped putting it on cards.
Something I've noticed is the low amount of creatures, you might want to add more creatures to the deck, specifically lower mana cost early blocker style creatures like Fog Bank and Beetleback Chief, they provide good blockers for the token matchup as well as fodder for edict effects.
Taking note on seperate meta 1. There is a glaring lack of control in both of our meta. (control deck in my meta is a Sidar Konda of Jamuraa//Ludevic, Necro-Alchemist hatebear style deck 2. My meta is predominately combo driven middle schoolers who hate interacting with the people at the table. This does not appear to be a problem in your meta. 3. On more of a personal note, I would highly advise investing in a full set of both Shocks and Fetches, as they are only going to go up in price as there are less and less openings of MM3 and Kahns of Tarkir boxes and packs. (I am currently working on completing my set of Alpha lands, it's not easy, but it's worth it)
All in all your deck has a lot of potential and I would love to hear how it comes together.
1 month ago
There are a few cards I included that I don't see in your list though.
Random suggestions: Tempt with Vengeance synergizes with doublers and is a good late game token sorcery, Fecundity synergizes with devour, Gruul Signet allows one of your many incolor lands to produce colored mana, Green Sun's Zenith sounds like the kind of tutor you'd want, Mosswort Bridge synergizes with Thromok or just a decent board.
I had other things like Wolfbriar Elemental and Skullmulcher in my first version but I can see the drawbacks with these. Anyway have you tested with these cards ? I'm curious to see what you think of them.