|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch (OGW)||Rare|
|Promo Set (000)||Rare|
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Creature — Goblin
When Goblin Dark-Dwellers enters the battlefield, you may cast target instant or sorcery card with converted mana cost 3 or less from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead.
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Goblin Dark-Dwellers Discussion
1 week ago
JKRice Although I'm certainly not an expert with this deck, and may be playing it wrong in this regard, I would suggest cutting one Simian Spirit Guide or one Snapcaster Mage. I've never really seen the point of Simian Spirit Guide in this deck. It can certainly help when you need just one more mana, but it often times just gets stranded in my hand when I would really like another turn spell or something. Again, I could be playing the whole deck wrong, but it isn't very often that I really get the opportunity to use it. The main time I can see Simian Spirit Guide being used is if you have two white sources by turn two so you can play Gideon of the Trials then and a turn effect on three. It really just doesn't seem to be very good, especially once you're pretty deep into extra turns and don't need the one mana. With my current understanding of the deck, one Simian Spirit Guide seems like the optimal cut for Pact of Negation, maybe cutting the other for a red producing land, since you are getting rid of red mana sources by cutting them. Another card that seems okay to cut is one Snapcaster Mage. This would definitely be sacrificing some amount of consistency, but it definitely seems like one of these would be okay to cut. A lot of times I find myself with no targets for Snapcaster Mage, either because I recently shuffled my graveyard away with Day's Undoing, because I recently played a Goblin Dark-Dwellers, or even because I had two Snapcaster Mages in my hand and just played one. In general it seems like four isn't necessary, especially because you can't even use Glorious End with them. My assessment on Snapcaster Mage may be wrong, though, since I haven't played with the three Day's Undoing version of the deck, and you may end up with a full graveyard often enough for the fourth Snapcaster Mage to be useful.
1 month ago
The deck does not have much game-ending power apart from Chandra, Torch of Defiance.
2 months ago
5 months ago
I like the idea of Goblin Dark-Dwellers, but I also like the idea of running a more low to the ground version of ponza that doesn't durdle around for Inferno Titans and the like. Cutting the Snapcaster Mages makes this deck almost be blue-splash, so you might be able to afford to run cards like Courser of Kruphix, which is somewhat of a pet card of mine. The three-drop slot is already rather crowded though, so maybe something in the two-slot (which regular RG Ponza doesn't usually fill at all since they rely so much on T1 acceleration). Maybe a threat (think Tarmogoyf) would be good as an additional hit for Bloodbraid Elf. Thinking about it, BBE hitting a Snappy is probably rather awkward aswell, since I doubt you usually end up getting more than an Ambush Viper for your troubles..
5 months ago
What would you run instead? I could see running Goblin Dark-Dwellers for the same effect.
5 months ago
TypicalTimmy Haha, honestly, I didn't know Wizards had such a thing! If you do enter the next one, I wish you the best of luck~ :)
Yes! And another interesting feature of my crazy Demonic Serpent is that, if you end up with less permanents due to the randomness of the distribution, he'll have a large toughness to block and survive attacks. Its pseudo-Vigilance also helps. I took inspiration from Worldfire and Aetherling for the nuke abilities. Random chaos is so much fun to try and build around.
As for your Red Saga, the potential that could have in a Mono Red Devotion/Ramp strategy is pretty absurd. I'd run it into Goblin Dark-Dwellers into Kari Zev's Expertise into any two drop burn spell or hasty creature, and proceed to laugh maniacally as I beat face with them.
: Search your library for up to two land cards. Put one onto the battlefield and the other into your hand, then shuffle your library.
: Put a token that's a copy of target creature onto the battlefield and it gains haste until end of turn.
,: Terramorphus Engine deals 2 damage to each creature and each player, then each player sacrifices a land and discards a card.
They birthed the means to reform their waning world. All that resulted was annihilation.
Interesting mechanics, really had to think hard about how to design this card, wanted to go for an artifact that symbolized the regrowth and repopulation of a dying plane, but when its creators sought to use it for more than what it was designed for, the result was mass destruction and pollution, eventually turning the plane into a bitter, scorched husk.
Create a five color charm. (Like how the Alara and Ravnica charms are)
6 months ago
I have some ideas that might help to combo with the Instant and Sorcery synergy you have.
Bloodfire Enforcers can get deadly once it is active and pumped; Trample and First Strike together make the damage hard to block or take to the face.
Charmbreaker Devils helps with recursion, and also gets swull AF.
Galvanoth lets you play an Instant or Sorcery for free, and also doesn't reveal your topdeck to the whole board if you can't cast it.
Many of your Instants and Sorceries are cheap, so Goblin Dark-Dwellers might give you some utility mileage. Essentially gives you another body on the board and a recast, so it's good card efficiency.
Izzet Chemister can let you cast multiple Instants and Sorceries from your grave, giving you the ability to reach critical mass faster.
You don't get triggers from copies, but Guttersnipe might still be useful for racking up passive damage.
Finally, Sphinx-Bone Wand can help you win the game with direct damage if you can't get combat stuff through.
Great deck! +1 from me.