Goblin Replica

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Goblin Replica

Artifact Creature — Goblin

(3)(Red), Sacrifice Goblin Replica: Destroy target artifact.

DreadKhan on Try and stop me

11 months ago

I was testing your deck a bit, and I didn't come across many solutions to artifacts in the deck, do you never face problematic artifacts in your meta? Red is fairly good at dealing with artifacts, and I can think of Goblin Trashmaster off the top of my head, do you have a good solution to something like a Static Orb or Meek Stone? I know lots of groups eschew such cards because they are 'annoying' but there are lots of artifacts that take over games. I just did a rudimentary search, and it doesn't look like the other such Goblins are great, but Goblin Tinkerer and Goblin Replica both exist.

Since this deck isn't exactly low budget, have you thought about trying out Ruby Medallion?

Kyren Negotiations is a Goblin themed card technically, one that lets you threaten a win without attacking (and over time potentially), even if you haven't set up an especially dangerous board. I like this card in decks that can make tokens easily, it's great vs Propaganda decks.

I like decks that feature lots of way to deal with creatures, so this deck seems like it'd be a lot of fun to play!

Avlex on Pauper EDH Zada

3 years ago

Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:

I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.

I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.

I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.

I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.

Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.

Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.

And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.

Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.

I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!

Pal00ka on

4 years ago

My immediate thought with utilizing the Bros efficiently was to emphasize artifact creatures (ex. Goblin Replica ) and enchantment creatures (ex. Courser of Kruphix ) so you could always have options on what to sacrifice to answer a problem. You have the creature portion covered completely but I honestly cannot see you wanting to sacrifice any of your enchantments without also hurting yourself.

Most options to make expendable enchantment tokens are not great, like Pharika, God of Affliction , but some like Renowned Weaver could be viable because, again, it gives you options on what you want to sacrifice.

Bros' cost is also kind of expensive so ways to reduce it or generate more mana (you are in ) will allow multiple activations if need be. Heartstone and Thran Turbine come to mind to reduce their cost and Burnished Hart , Wild-Field Scarecrow , Solemn Simulacrum , Skittering Surveyor and Pilgrim's Eye are great early game to fix your mana while late-game you can sacrifice them to either ability.

You mentioned reanimation in the description so some more options are Animate Dead , Dance of the Dead , Phyrexian Delver , Oath of Ghouls , Palace Siege , Entreat the Dead , Feldon of the Third Path , Victimize , and Whisper, Blood Liturgist .

I would also consider other sacrifice options so in case you do not need to activate Bros you can still generate value via sacrificing your tokens or creatures. Altar's Reap and Costly Plunder for card advantage, Sidisi, Undead Vizier to tutor, Priest of Forgotten Gods for multi-value, etc.

You have the protective-footwear covered but I would consider adding Spider Umbra and Kaya's Ghostform so you can protect or sacrifice them if need be. Other personal favorites of mine are Undying Evil and Supernatural Stamina .

Looks nefariously "fun!"

kobold_koenig on Goblins... Why do they always come out Goblins?

7 years ago

Goblin Replica for flavour/humour?

At any rate, I like the deck. You're doing Gob's work, man.

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