|Commander / EDH||Legal|
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|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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|Want (3)||, ryuzaki32667 , chrishuffman95|
Goblin Dark-Dwellers Discussion
6 days ago
hmmm...you are not wrong building around Hazoret is indeed a challenge, possibly consider...
Chandra, Flamecaller: aggressive, wheel, and removal. However she dos cost six which is meh for an aggressive deck.
Daretti, Scrap Savant: draws, ditchs, and recurs. Also works well with the next card.
Solemn Simulacrum: ramp and card draw. also synergies well with both Daretti and Feldon.
Anger: Throwing away a card to give all of your guys haste seems pretty good.
Nykthos, Shrine to Nyx: I highly suggest this card as it allows you to generate crazy amounts of mana very quickly.
These are just a few random thoughts. I hope some of them help!
2 weeks ago
The first thing I looked for was Heartless Hidetsugu. I'm glad he's there. :)
Thanks for the upvote on Purphoros!
3 weeks ago
While I was playing skred I had a blast utilizing Goblin Dark-Dwellers as a 2-3 of. They are wonderful sweepers when paired with anger of the gods, can hit other removal pieces, and in general is a threat to boot.
I'm also partial to the Eternal Scourge route, since it and relic go hand in hand extremely well. I've won games just by chumping and recasting it until I could stabilize.
Other ways you can change up the deck would to have Ensnaring Bridge and Torpor Orb the later being a strict meta call that I find hilarious in the right match up. I'm surprised it doesn't see more play.
That's what I would look at in terms of changing, if you are invested in the deck.
3 weeks ago
RedPlaneswalker hey! thank you for reading my comment and for taking the time to respond.
Yeah Divergent Transformations is an amazing card since you can either use it aggresively exiling 2 of your own creatures to get more tokens creatures or you can use it to exile anoying things your opponents control, but 90% of the time i use it on my own creatures to deal more damage.
Regarding Goblin Dark-Dwellers it may be good but unfortunately i don't have space on my deck at the moment. :(
3 weeks ago
3 weeks ago
You already mentioned you were moving to 4x Blood Moons and 4x Bloodbraid Elf. I also recommend +1 Arbor Elf and -1 Birds of Paradise. I also strongly recommend 21 Lands. Or maybe even 22 ... you'll need to playtest to decide.
To make room, I recommend dropping the Goblin Dark-Dwellers (they may be workable, but nobody has figured out the build for them yet), Fulminator Mage (ok, but not great in Ponza), Primeval Titan (great in other decks, but a waste of 6-drop slots in Ponza), Rhonas the Indomitable (some folks like him, but not me ... he just feels terrible on an empty board), Bonfire of the Damned (can be great, but a very sad Cascade target), and Garruk, Primal Hunter (good, but not great in Ponza).
Good luck (and skill) building a more competitive version!
3 weeks ago
I like the feedback, but I can't say I agree too much. I'll go through everything you mentioned, and explain.When it comes to anything with prowess, the copies of the spells from Zada, Hedron Grinder aren't cast, but simply appear on the stack. Thus, each copy does NOT trigger prowess, rendering the ability nearly useless. As for Ogre Battledriver and other haste effects, I simply don't get enough creatures in a single turn to merit that. The deck doesn't explode creatures onto the board, it explodes the creatures' power and toughness that are already there.
As for enchantments and artifacts in general, such as Dictate of the Twin Gods, Flameshadow Conjuring, and Panharmonicon, the deck benefits more from simply having more bodies on the field than it does from these effects. Even effects like Genesis Chamber, Warstorm Surge, and Flameshadow Conjuring which combo with creatures aren't as effective as simply getting more creatures. In fact, I'll go through these individually. Genesis Chamber doesn't help very much, because I'm trying to get as many tokens as I can. Sounds like a contradiction, yes, but Genesis Chamber only triggers off of nontoken creatures, meaning it gets significantly less value than probably any card I could cut for it. Warstorm Surge is simply way too much mana for an underwhelming effect. Because the deck has a lot of 1/1's, Warstorm Surge is almost exactly equal to it's 2 mana counterpart, Impact Tremors, which makes it not even remotely worth the cost. Flameshadow Conjuring doesn't work because, again, it only works with nontoken creatures. However, it also uses up my precious red mana, and the token disappears. It's just not on the battlefield long enough to do anything useful with it. Kiki-Jiki, Mirror Breaker also already does this, and better than it does. Also, the deck just doesn't have enough ETB to try and build more around it, such as using Panharmonicon, however Purphoros, God of the Forge because he's also a creature, and Impact Tremors because it's very cheap mana, and very efficient. Notice it deals 1 damage to each player, while Warstorm Surge only deals damage to target creature or player. Only one target.
Also, any draw that also discards is more detrimental than helpful. Yes, Chandra, Flamecaller can refill my hand, but if I'm in the situation requiring my hand to be refilled I should have won the previous turn. The same goes for any wheel type effect, as well as exile off the top of the deck effect. The reason Rile works is because I control the stack. I let it deal damage to a creature that survives, then draw a card, one by one until I get a card that buffs toughness, then cast it at instant speed, assuming I can, targeting Zada, Hedron Grinder of course, and then all THOSE go on the stack and trigger before the rest of the Rile's, thus all my previously 1/1 tokens survive and I fill my hand and buff my board to win. The same goes for absolutely any spell that single targets Zada, Hedron Grinder that says "Draw a card" on it. And yes, even the ones meant to target opponents boards, because drawing half my deck for 1-2 mana lets me get the buff spells I need to literally win. Yes, that means Stun is good and staying. Panic and Balduvian Rage are also great because they can set me up for the next turn, meaning I don't have to try and win immediately. This leads me to Kari Zev's Expertise, because of how the stack resolves and how I can manipulate it, I can cast it on Zada, Hedron Grinder and then it will be copied for all of my other creatures. Not only is this a source of haste, but how it will play out is, let the first Kari Zev's Expertise resolve on a creature of mine, then play the free card, targeting Zada, Hedron Grinder, and let that and all of it's copies resolve. I will have tried to cast a card that draws, as long as I draw immediately. With all the new cards in my hand, the second Kari Zev's Expertise resolves, and then I cast another spell for free, targeting Zada, Hedron Grinder, and then that spell resolves, and hopefully also drew cards. At this point, I should have enough combat tricks to win the game, and still have hopefully another 3 or 4 Kari Zev's Expertise's left on the stack. I'll cast free combat tricks from each one of those, and should win that turn. Kari Zev's Expertise is one of the most consistent ways to pop off in the deck.
As for the creature curve, I'd like you to take a look again at how strong each creature in the deck is. I'll go further into detail in a second. First, the artifacts I have cap out at 2 mana, and 4 out of 6 either give mana, reduce mana costs, or draw cards, all effectively helping me reach the creatures and allowing me to play them. Also notice the creatures that literally give me mana for almost free. Treasonous Ogre for example. Pay 3 life for a mana? That's easy, the max life I pay is 18. That's less than half my life total. Normally I'll be paying a cap of 9-12. Also, consider that cards like Emrakul's Hatcher is more than 5 mana for a 3/3. It's 5 mana for 4 bodies, which can all be buffed, and give card draw. That goes for any creature that creates a token in the whole deck. Look at it as mana cost per body, rather than mana cost vs power/toughness value. I also don't want to run tribal, because it would require too many cards to shift over to more tribal base, and slow down the deck in its entirety.
Now for Neheb, the Eternal, and other more expensive creatures, I'll go through one by one. Charmbreaker Devils is interesting, because 6 mana is literally the very top of the curve, and as I've already stated, his second ability won't trigger per copy, only on the initial spell. The real deal with him, is that his second ability gives him +4/+0 instead of +1/+1, which is a much better deal, and stacks up MUCH faster. As well as with his first ability, it allows me to continue to have steam when I really shouldn't. Emrakul's Hatcher, 5 mana, 4 bodies. Not much else to be said, just great value for the mana cost, because have 4 extra targets for my copied spells is great. Pia and Kiran Nalaar are in the same category as Emrakul's Hatcher. Goblin Dark-Dwellers is also a card that gives me fuel when I should be out. It also works very well with Kiki-Jiki, Mirror Breaker to continue casting spells of my choice out of my graveyard. Kiki-Jiki, Mirror Breaker, I don't really have to explain why this is here, do I? Oh, and yes, it combos with combat celebrant for potentially infinite combat steps. Mirrorwing Dragon, this should also be obvious why it's in the deck. Neheb, the Eternal, is great because it helps set up for following turns. If I can get Neheb out early, and deal some damage, I can get enough mana to cast more creatures for my following turn. If I don't get Neheb out fast, then too bad for me, I'm sure I had something else to play. Siege-Gang Commander, 5 mana, 4 bodies, enough said. Goblin Rally 5 mana, 4 bodies, enough said.
The thing with this deck, is it can work with a low amount of tokens. Yeah, higher amounts of tokens are preferred, but 4-5 is the minimum. Which is obtainable through a single card. I don't need 20 goblin tokens, I only need 6 and expedite. I don't need them to attack the turn they hit the board, so I don't require haste. Hopefully this explains why all the cards that are in, are in, and I think I responded to everything in your comment.
3 weeks ago
The other Angrath, Angrath, the Flame-Chained is much better. I wouldn't play the other one or the card that tutors for him. (Angrath's Fury). If you're looking to just sleeve this deck up and play with friends casually those cards are fine, but if you want to go to your local game store and play at FNM level, there are a few changes I'd suggest.
1.) Play as few "enters the battlefield tapped" lands as possible. The fewer you have the faster your deck is going to be. If a land has to enter the battlefield tapped, it is pretty much unplayable in modern unless it has an ability that is worth it, like the manlands for example. (Celestial Colonnade, Shambling Vent, etc.) So, this means I would cut the Mortuary Mire and the Bojuka Bogs.I would add at least one more Ghost Quarter as opposing manlands are dealt with quite nicely by it, and Tron is a thing you need to be prepared for as you will soon discover if you play modern enough.
2.) Pay attention to your mana curve and make the deck as fast and efficient as possible given the deck's strategy/goal you want to acheive with it. Modern is a fast format and certain decks like Burn, Affinity, Zoo, or Death's Shadow will just kill you before you can go anything meaningful if you have too many cards with cmc (converted mana cost) 4 or higher. You want most of your cards to have an average cmc of 3. This means of course, mostly one and two cmc instants, sorceries (and creatures in decks that are more creature heavy and win by attacking) a good handful of 3 cmc cards and maybe a handful of 4 cmc cards with maybe one or two that cost 5 mana at the most. Decks typically run 21-24 lands depending on the archetype, with some exceptions actually having as few lands as 18. Your deck however seems like it needs at least 22. I personally would put 23 in it if I were building it/playing it competitively.
3.) Have a cohesive strategy in mind when building a deck. Ask yourself, "Do all the cards work well together in the deck? Are there powerful synergies to take advantage of?", "Do all the parts feel like they belong together as cogs in one big machine?"
4.) You need to have a good sideboard and not simply relegate it as 15 card slots that need to be filled with random filler. Your deck should be thought of as 75 cards not 60 with 15 cards thrown into a sideboard. Cards in the sideboard should not dillute or have negative synergies with cards in your maindeck/get in the way with your deck's strategy. (an example of that would be having Snapcaster Mage in your deck but having a couple Grafdigger's Cage in your sideboard.)
5.) Lastly, modern has a huge cardpool to choose from. Making a deck unguided can be a daunting task, especially if you don't know a particular card is outclassed by another card you could be playing that has the same exact cmc. This means you need to find the best options for the available removal, creatures, planeswalkers etc. in the color(s) you've chosen to play. Budget can be a concern and can be a limiting factor here, but in a fast, competitive format like modern there are certain concessions you simply have to make. For example, while Despise, or Coercion are modern legal, they are almost never played because of cards like Thoughtseize, Inquisition of Kozilek and Collective Brutality. Lightning Strike while modern legal, cannot compete with Lightning Bolt. Doom Blade isn't as good as Go for the Throat since the latter kills everything that doom blade does and then some.
Now taking another look at your deck I'd advise you take out all copies of the following cards: Angrath's Fury, Shunt, Reverberate, Never//Return, Vraska's Scorn, Angrath-Minotaur Pirate, Vraska-Scheming Gorgon, crook of condemnation and the lands already mentioned. If your budget is a concern you can leave the Languish but if not, I'd take them all out and add two Damnation instead, as well as a couple Anger of the Gods. I would cut down to two Vraska's Contempt and put them in the sideboard, not the main. I would cut down to one or two Bontu's Last Reckoning in the sideboard. Given the other sweepers that should go or already are in the main, you don't need so many of them. In fact, I would cut everything in your sideboard with the exception of one or two of the bontu's reckoning and Collective Brutality. (which you should have one more of by the way, as the card is great, especially in the burn matchups)
I'd recommend you play 3-4 Inquisition of Kozilek, 1-2 Kalitas, Traitor of Ghet, 1-2 Olivia Voldaren, at least 1 Chandra, Pyromaster (great for killing lingering souls tokens and using the -7 to copy a lighting bolt or collective brutality three times)
Kolaghan's Command is expensive as is Thoughtseize but i'd play at least two of each of those. I'd run one copy of Goblin Dark-Dwellers, maybe 1-2 Gurmag Angler. At least 1 Grim Lavamancer either in the main or the side. A card that doesn't see too much modern play, but one that I happen to like is Blightning, so i'd try out 2 of those. I'd add one more Chandra, Torch of Defiance and 1 Liliana, the Last Hope.
Those are my suggestions/recommendations, I can't make you change your deck, but hopefully you'll consider them.