|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Rare|
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Creature — Goblin Scout
Whenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.
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Goblin Guide Discussion
4 days ago
Recently opened a few packs of MM17 and pulled a Goblin Guide. Couldn't believe my luck, then it went immediately into the decklist.
5 days ago
With your curve as low as it is i'd go down to 18-19 lands and add in Goblin Guides to replace them
5 days ago
I made a competitive, budget list for you:
Total cost is $85.00! I started back around Unlimited/Revised playing Red Deck Wins, and when I came back to MTG after a long hiatus, I built a budget Legacy RDW deck and upgraded it over time, also picking up the Modern pieces. I have an affinity for RDW/Burn and like to see players succeed with it.
This is something you can slowly upgrade over time, but definitely get the core Burn spells first. You want to maximize damage for the least amount of mana possible, which is why you see so many spells at that deal 3 damage. Goblin Guide and Eidolon of the Great Revel take RDW to the next level and should be there eventually. The MM17 reprint of GG should help you pick up a set at some point.
Grim Lavamancer is great as a 2x of either main or side and is worth picking up.
1 week ago
I think I'll stick with the aggro plan. I play in a meta with a lot of fast decks that would really punish me for slowing down. There's Zoo, multiple Burn players, Bant Eldrazi, and a few others and so far I can keep up with them pretty well. It's not that a more tempo-based Humans deck isn't good, I just don't think I'm in the right spot to run it.
I originally ran without Goblin Guide, instead running 2x Accorder Paladin and an extra Mardu Woe-Reaper, but the only reason I could come up with for not running it was that it wasn't a Human and it just cranks out so much damage and it flips Kytheon out of nowhere. It seems random, and may not grant counters to my creatures, but it really advances the aggro gameplan. Lightning Berserker may be a good replacement in a more red heavy build though.
As for Kytheon, Hero of Akros Flip, I find he works as a 3 of because when he flips, I can drop a second. Thalia, Guardian of Thraben is a bit more of a problem, so swapping her for Boros Charm might be a thing. I'll have to test that one.
1 week ago
1 week ago
Hey man. I like the deck but I have a few suggestions:
I'll agree with HerculesMorse that Goblin Guide, while strong, doesn't make the most of your synergies. The same goes for Mardu Woe-Reaper; while he's good value, there aren't any other Warriors in your 75.
I've always been a little leery of legendary cards at 3+ unless they're a central combo piece, which Kytheon, Hero of Akros Flip is not. He's undoubtedly strong, but 3 copies might be excessive, especially if you trim back on cards that attack more or less every turn like Guide and Woe-Reaper.
In my opinion, you're at a bit of a crossroads. If you take the above advice, it makes the deck less individually aggressive, but it opens up slots to maximize the EtB synergies on Champion of the Parish and Thalia's Lieutenant. Those interactions are what my deck ( Boros Bean Counters (Human Tribal) ) is based around; feel free to take a gander and offer your thoughts.
Either way, consider moving Boros Charm to the maindeck. With a synergy/counter-based strategy, all three modes are great, especially the anti-sweeper one. If you're going for all-in aggro, four to the face is pretty awesome as well.
+1, and good luck to you.
1 week ago
Myth Realized runs into the problem of being vulnerable to all commonly played removal in modern Abrupt Decay, Fatal Push, Terminate, Path to Exile, with just one notable exception in Lightning Bolt, although it does dodge a lot of what is played at sorcery speed. Sorcery speed sweepers has never really been a big deal in modern, which it would dodge perfectly.
It does not work particularly well in RW burn, as it competes with f.ex. Monastery Swiftspear, and the competition is on damage-over-short-time, rather than piles-o'-damage.
Here is a race between the two burn decks (a and b):
aT1: land, monastery swiftspear, damage: 1
bT1: land, Myth Realized. damage: 0
bT2: land, Lightning Bolt, activate myth for damage 1? nah.... max damage by T2: 1
bT3: You really can't catch up with myth realized. Then you'd have to go for a longer game... Play free spells is ok, but not really great as you run out of anything decent to cast in no time.
2 weeks ago
So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.
There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.
I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.
This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.
I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.
All told, good luck, happy testing and have fun.