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Creature — Goblin Assassin
Whenever Goblin Assassin or another Goblin enters the battlefield, each player flips a coin. Each player whose coin comes up tails sacrifices a creature.
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Goblin Assassin Discussion
1 month ago
Chancellor of the Forge out for Goblin Goliath. Chancellor has higher burst potential, but only if you already have a good boardstate. The 1/1 at the beginning of the game is negligible, and you always have to hardcast it. Goliath can be freecast off of a Goblin Lackey, Warren Instigator, or Moggcatcher. It is also a huge, un-boltable body, with a nicely costed, repeatable damage doubler tied to it. Just all around a great card for EDH.
Anvil of Bogardan out for Legion Warboss. While I liked the draw of the Anvil, always pitching a card was rough without recursion, but moreso than that skipping the discard phase means everyone has no max hand size. This ended up being a huge liability. Warboss isn't great, but it's a steady token generator that is pretty cheap. The choice was pretty much between him or Goblin Assassin, and I'm not ready to put Assassin back in yet, as the coin flipping draws 10x more hate than the removal actually does.
5 months ago
Goblin Assassin and other coin flip cards that don’t say “lose the flip” but specifically say heads or tails don’t trigger your general’s abilities.
6 months ago
Goblin Bushwhacker - for goblins gain haste and +1/+0 until end of turn. You have a lot of haste and aggro cards already, this one seems like the weakest. Only ever as good as your board state
Goblin Wardriver - Only ever as good as your board, and only a middling improvement to it
Goblin Wizard - Goblins don't cost enough to justify a 4 drop to cheat them out. The other ability is cute but I have to figure this deck is more concerned with sweepers than it is spot removal
Kiki-Jiki, Mirror Breaker - The deck doesn't have many high value individual targets to copy, not likely to get much value out of this 5 drop
Reverberate - Dependent on cards in hand, and mono-red doesn't often have the mana to pull this off with any worthwhile targets
Kindred Charge - In Krenko what goblins are isn't as important as that they are. Or, in other terms, you don't have many creatures that are significantly better as copies of what they are than just a 1/1 goblin, and the odds of having many of them out at once vs just having a bunch of 1/1s is pretty low. Ultimately this 6 drop doesn't do much more than give you another commander activation.
And I strongly recommend Goblin Assassin. There's a Krenko deck I play with quite a bit and it's far and away the most effective card in the deck.
7 months ago
10 months ago
The big changes recently...
Wheel of Fortune out for Memory Jar: I've been going back and forth on this for a long time, and I finally decided to do it after a string of bad luck with Wheel. Wheel is amazing normally, and I don't know if it is just the deck or my meta, but 9 out of 10 times I play it it ends up going worse for me. Worse yet, I found myself holding onto it and not casting it. Memory Jar allows me to get the effect, I don't have to pitch my hand if I have one, and any benefit to opponents is short lived. Being able to recur it is a huge plus also.
Kindred Charge out for Chancellor of the Forge**: This change may not stick, or I may just bring Charge back in in addition to the Chancellor, but I tend to have better luck with this effect as a creature than I do with a sorcery. Not losing the new tokens at the end of turn is great too.
Aggravated Assault out: I originally added this because the deck felt one turn away from winning very often at the end of a game someone else won. I figured getting more combats in, or the...14 card infinite with Krenko, Mob Boss and Skirk Prospector was fun if I ever managed to get it off. Ultimately, drawing deeper into my deck more results in a lot more consistent wins.
Basilisk Collar out: I think this was just me trying to be too cute. Fun, but not consistent or impactful enough.
Great Furnace in: Added to up the artifact count for the new manarock.
Mox Opal in: Now that I've raised the artifact count a bit, including this is easier than before. Also helps a bit to offload mana generation away from the lands a bit, in cases where I want to sac them all but not be stranded after.
Imperial Recruiter in: Hell yeah! This finally got reprinted, which dropped the price from $150+ to probably around $50. Can grab so, so many good creatures.
Font of Mythos in: In an effort to drastically increasing my draw, I'm trying symmetrical draw effects for the first time. The hope is to take advantage of it faster than my opponents. We'll see how that goes!
Horn of Greed in: As the deck gets better, getting multiple land drops in a turn becomes more consistent, and I rarely miss a land drop anymore. I would only be worried about this against one green deck in my meta, but even then it is always a race anyway, at least this time it will be more fun.
That's the biggest number of changes I made since the deck's first revision more than a year ago! I'm confident I will be happy with most of the changes, but as always, this deck will constantly change to be the most powerful and most fun I can make it.
10 months ago
I know you're looking for cuts, but I've got an addition:
With Krenko and Thornbite Staff, it will destroy every creature your opponents control.
I'd cut the Charbelcher first up.