|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar (BFZ)||Common|
|Modern Masters 2015 Edition (MM2)||Common|
|2012 Core Set (M12)||Common|
Combos Browse all
Goblin War Paint
Enchantment — Aura
Enchanted creature gets +2/+2 and has haste.
Price & Acquistion Set Price Alerts
|Have (12)||Tommuz , MythicWinter111 , corys , Dsmonsta , nakni , XxCataclysmiCxX , , richardmv , ironax , Vasbear1 , Va1mar , timmyb|
Goblin War Paint Discussion
1 year ago
I'm not sure I'd classify this as burn, and moreover, I'm not sure that I'd want to mix ramp and burn in the first place. Because burn tends to want to close out the game as quickly as possible with an onslaught of spells and ramp tends to want to accelerate to bombs as quickly as possible, the potential for interference between the strategies is high. Every turn you spend burning your opponent is a turn you didn't spend ramping, and vice versa. Given the list you have, I'd focus on the ramp. Goblin Shortcutter, Skitter of Lizards, and Akoum Firebird are aggressive plays that could probably be stronger as additional ramp consistency. Lightning Bolt is the only aggressive card that might have merit as a splash due to its flexibility.
Furthermore, it may be worth dropping red altogether. Soulbright Flamekin and Vessel of Volatility pack a punch, but the preponderance of red mana makes it difficult to cast a bomb like Pelakka Wurm. Unless you intend to include only red and colorless beaters, I see the red-centric strategy posing a serious risk to the game-plan. There are some advantages to red, I will admit. If you run a large suite of mana dorks like Cobra hinted at, Xenagos, the Reveler becomes a very strong follow-up play. Some of my favorite dorks in Gruul are Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, Magus of the Candelabra, and Burning-Tree Emissary. These cards work well with multi-mana sources: Nykthos, Shrine to Nyx, Gruul Turf, Utopia Sprawl, and so on. I also appreciate that red gives access to solid haste options, although I'm not certain Goblin War Paint is the strongest of said options. I've personally been using Cyclops of Eternal Fury since he, like most bombs, can be fetched by a Fierce Empath. Xenagos, God of Revels is also really strong off of Tooth and Nail. Finally, there's always R/G's classic strategy of building up serious mana just to Banefire your opponent to death.
Back on the green side of things, I would recommend having a few more big plays at your disposal. It's pretty common for ramp to have bombs countered, so unless you are rocking a set of Vexing Shusher, having a little redundancy could be a big help. When I'm not making use of the original eldrazi titans, I like using Primeval Titan, Regal Force, Engulfing Slagwurm, Worldspine Wurm, Pathbreaker Ibex, and Archetype of Endurance. Primal Surge and Genesis Wave are also a joy to play. Anyway, those are just some of my musings on ramp after years of my own homebrewing. Staying in the casual format offers enormous opportunity for the archetype, so don't take anything I say as gospel and always be on the lookout for new options.
1 year ago
You're going to want a small amount of removal. The usual Bogles deck is GW and so has 3-4 Path to Exile. In your case I'd run 3-4 Lightning Bolt to remove problem creatures (infect, mainly) but also to give you reach when your opponent is low.
I'm not wild about some of your auras, either, because they don't grow your Bogles large enough to both provide a real clock and to prevent them from trading if blocked. Looking for cheap auras that buff in RG, I see:Senseless Rage, Maniacal Rage, Infectious Bloodlust, Goblin War Paint. You can also consider Taste for Mayhem and Dust Corona for power buffs that don't boost toughness, if needed.
1 year ago
Sweet deck! I didn't realize how interesting Yasova was to me until I started thinking of ways to use her ability better.
I see you have Willbreaker, letting you keep the creatures you temporarily steal. Some other options for keeping these creatures past the end of the turn could be Conjurer's Closet, Deadeye Navigator, Synod Sanctum, Cold Storage, Nephalia Smuggler, and Ghostly Flicker, which all return creatures back under your control without you having to return them to their owners.
With Glaring Spotlight, you can steal your opponents' creatures that have hexproof. To steal your opponents' noncreature artifacts, try turning them into creatures with options like Toymaker and Titania's Song, and to steal your opponents' noncreature lands, try turning them into creatures with Lifespark Spellbomb or Quirion Druid.
If you don't want to give the creatures back after you've stolen them, you can use sacrifice effect cards to get rid of them for profit. Some powerful sacrifice engines include Ashnod's Altar, Culling Dais, Barrin, Master Wizard, Bloodshot Cyclops, Jalira, Master Polymorphist, Profaner of the Dead, Scourge of Skola Vale, Evolutionary Leap, Goblin Bombardment, Perilous Forays, Shivan Harvest, Momentous Fall, High Market, Life's Legacy, and Primal Growth.
You can also make opponents' creatures easier to steal by increasing Yasova's power, with any of these or other boosting cards: Kessig Wolf Run, Ceta Disciple, Llanowar Augur, Moonveil Dragon, Ursapine, Wolfir Silverheart, Bonesplitter, Hero's Blade, O-Naginata, Ring of Kalonia, Sai of the Shinobi, Shuko, Sigil of Distinction, Silver-Inlaid Dagger, Sword of the Chosen, Boar Umbra, Briar Shield, Elephant Guide, Exoskeletal Armor, Forced Adaptation, Giant Spectacle, Goblin War Paint, Inferno Fist, Madcap Skills, Moldervine Cloak, Mythic Proportions, Quest for the Gemblades, Rancor, Seal of Strength, Shape of the Wiitigo, Spectral Flight, Spider Umbra, Taste for Mayhem, Volcanic Strength, Wurmweaver Coil, Blossoming Defense, Brute Force, Giant Growth, Groundswell, Invigorate, Might of Oaks, Mutagenic Growth, Prey's Vengeance, Strength of the Tajuru, Wax/Wane, Blessings of Nature, Elven Rite, Give / Take, Increasing Savagery, Phytoburst, Reckless Charge, and Soul's Might
1 year ago
No problem SpookyToe, and now that I look ever more at Blightcaster and more at some of the Standard Auras, I see your point, and as black Auras aren't the greatest, like you've said, I would suggest red for some cards such as Infectious Bloodlust and/ or Goblin War Paint, or some blue for Auras including Invocation of Saint Traft and/or Stratus Walk and possibly Ghostly Wings to give your Graceblade Artisan flying and boosting it even more in Ghostly Wings' case. Like I said, I'm not qualified to just throw Auras in your face, as I do not play enchantments often, but looking at the Standard Auras on this website right here(http://gatherer.wizards.com/Pages/Search/Default.aspx?page=0&sort=color+&type=%20%5B%22Enchantment%22%5D&subtype=%20%5B%22Aura%22%5D&format=%7C%5B%22Standard%22%5D), I thought to try and help you out some more. I've also built an enchantment deck not too long ago, but it's Commander, so feel free to check it out if you wish (it is right here ---->Excessive Enchantments), but other than that, I hope I've helped and good luck to you, friend.
2 years ago
Seems like you've got a lot of non-essentials in the deck -- most Standard decks are 60 cards (~24 lands and ~36 spells) so that you've got a higher chance of drawing the good cards. Right off the bat, Convicted Killer Flip is objectively worse than Lambholt Pacifist Flip, so ideally you'd have 4 of the Pacifist and no Killers. Hinterland Logger Flip, Gatstaf Arsonists Flip, Ember-Eye Wolf, Howlpack Wolf, and Solitary Hunter all seem like they clog up your draws and unnecessarily tie up your mana. On the noncreature side, you don't need so many combat tricks, especially Aim High, Might Beyond Reason, Goblin War Paint, Senseless Rage, and Haunted Cloak. The other plus side to thinning out your creatures is that you don't need so many combat tricks and auras, so the ones you do keep can be your best ones.
Also, if you're going for Delirium activation, I'd recommend Vessel of Nascency over Nissa's Renewal (since it's so much faster and gets stuff in your grave). In general, I'd recommend a Spirit of the Hunt or two to replace combat tricks, Prey Upon for Rabid Bite (less mana), a Silverfur Partisan or two to deter control, Howlpack Resurgence as a permanent version of one of your combat tricks, and more Werewolf lords in general -- Geier Reach Bandit Flip especially. Those should mostly be really budget options you should be able to trade for easily.
Good luck, and keep brewing! Let me know if that helps!
2 years ago
Let's try to tighten this up a bit.
I would remove the following, for the reasons given:
- Boulder Salvo - very expensive CMC for what it does
- Swarm Surge - would be great of it was an Instant, too situational as a Sorcery
- Touch of the Void - weaker compared with other cards in the deck
- Witness the End - not guaranteed to hurt your Opponent
- Consuming Sinkhole - situational and Exquisite Firecraft does the same amount of damage for lower CMC
- Goblin War Paint - as a rule of thumb, Auras should provide good value. As soon as the Creature this one is attached to dies, perhaps due to a target spell, you will have lost two cards, while your Opponent has only played one. Skin Invasion Flip is a good example of a decent Aura
- Untamed Hunger - I'd get rid of this for the reasons given above
Removing those cards should make your deck 60 cards.
Putting in four Foreboding Ruins and taking out two Mountains and two Swamps would also be a great idea.
2 years ago
If you are going for boros, why not use Skyhunter Skirmisher Iroas's Champion Boros Swiftblade?? also more cheap fast enchatments like Nimbus Wings Goblin War Paint Inferno Fist Also, 4 Heliod's Pilgrim to get the aura that you need, Twin Bolt Arc Trail Lightning Bolt Declaration in Stone to cleanse your way, a pair of Auramancer if you think you need them, Consul's Lieutenant who is just great to put at 3, and a Nobilis of War as a finisher? Boros power my friend
2 years ago
It uses the current power. Cards that care about a creature's natural power will explicitly ask about its "base power", which Dragon Throne of Tarkir does not.