|Commander / EDH||Legal|
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|Duel Decks: Elves vs. Goblins (EVG)||Rare|
|Time Spiral (TSP)||Rare|
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Ib Halfheart, Goblin Tactician
Legendary Creature — Goblin Advisor
Whenever another Goblin you control becomes blocked, sacrifice it. If you do, it deals 4 damage to each creature blocking it.
Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play.
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|Have (8)||LTmiller , Joblaska , mziter501 , ZombieFood , Fineontheoutside , AllDayTayTay , Mortiferus_Rosa , silvereh|
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Ib Halfheart, Goblin Tactician Discussion
1 month ago
Hexaflexagon Ib Halfheart, Goblin Tactician was only put in to see how long it took for someone to recommend the obviously better 4 drop and If i end up adding a lord it will probably be Goblin Chieftain as it costs less and the haste is more valuable than artifact removal esspecially in game 1
1 month ago
3 months ago
As the title suggests I'm looking for a goblin commander for an EDH deck of mine. Some information: I mainly play 1v1 Commander with my fiance, so the deck needs to be semi-competitive, but overall fun is the key here. Also, since this is for a 1v1 deck the lower the overall CMC of the deck the better. The deck that I currently have is a Krenko, Mob Boss deck, but the main problem is that the deck just stomps anything you put up against it and that's no fun. So, I'm looking for a new commander that can fit a goblin shell. The deck does not have to be mono-red, nor does the commander need to be a goblin, but the commander does need to be capable of commanding a goblin army.
Some commanders that might make the cut:
I'm not sure that Norin the Wary or Squee, the Immortal are really all that strong, but they could be fun. (Edit: I've looked a number of Squee decks and they actually look like a lot of fun.) Wort, the Raidmother seems really interesting, but a 6-drop commander in 1v1 is not really ideal. Daretti, Scrap Savant has some clear interactions with artifacts, but I think he may already be a very common commander. Ib Halfheart, Goblin Tactician seems to require too many expensive cards (e.g. Crucible of Worlds) for my current budget. So, if anyone can think of any fun, relatively cheap, and useful commanders to fit a goblin tribal shell please let me know!
5 months ago
looks pretty good so far but I think some good adds would be Monastery Swiftspear, and Soul-Scar Mage they get big fast and any creature with prowess is good. Other good cards to consider are Ogre Battledriver cause haste and buff is good, Dictate of the Twin Gods Furnace of Rath Gratuitous Violence you probably wouldn't need all of these but being able to double damage outputs could be very helpful in picking up quick kills. Barrage of Boulders this is a great card because if your opponents can't block then living can be a very difficult task. Price of Glory cause play on your own turn gosh dangit
You also have cards like it but others that give good buffs are Reckless Charge, Borrowed Hostility, Rouse the Mob, although I would stick to mostly the one mana ones cause they are just easier to cast and you can cast more.
I also noticed you had some goblin tribal which is good but you could add Goblin Rabblemaster, Goblin King, Coat of Arms, Ib Halfheart, Goblin Tactician, and Goblin Assault, those combo well together to make all of your goblins more powerful.
The last main effect I noticed was some etb effects here are some I noticed weren't in there Genesis Chamber, Panharmonicon, Warstorm Surge, Flameshadow Conjuring, I would recomend either going for this effect all out and adding as many ways to etb hurt people as possible or not runing any except maybe Purphoros, God of the Forge cause it can be a place to dump mana if you don't have anything to cast.
I noticed you had some spells that target a creature and draw a card which I understand cause it is good but some aren't meant to target your own creatures and I think you would benefit from some better draw like Chandra, Flamecaller, Avaricious Dragon, Outpost Siege, Magus of the Wheel, Dragon Mage, Reforge the Soul, Hazoret's Monument, Ghirapur Orrery, these are better than some of the targeting draw spells you have in cause they are more consistent.
Alright so now that you can see some good cards time for what I would cut Goblin Rally for Goblin Rabblemaster even though rally gets more goblins at once rabblemaster is cheaper and buffs himself. Also Kari Zev's Expertise is the only take control spell and while you can cast something for free the only reason I could see to run it is to target your own board and cast lots of cheap instants for free but how often would that work? Also Stun, Panic, these can draw you lots of cards but these aren't meant to target your own things and there are better ways to make it so your opponents can't block and so the only reason I see these for is to draw cards and there are more consistent ways to draw cards. Rile, same thing even though they get trample the deal a damage to all of your creatures which would kill a good amount of them without buffs which you could also do but wouldn't it be nice to draw without having to worry about board wiping yourself.
Alright now talking strictly creatures...wtf are you doing... when you look at the curve to the left it's "Man my curve is so good I'm always going to have a spell to cast each turn." then you look at your creature curve. 1 1drop, 4 2drops, 8 3drops, 6 4 drops, 7 5drops, 1 6drop. With that curve of creatures you probably aren't going to cast a creature spell (I included the sorceries that give creatures in this.) until turn three which means you cast your commander turn 4 and can start attacking turn 5 with 2 creatures (this doesn't account for ramp, or multi-creature spells) so you then have to take another turn or two to keep casting creatures. That is to slow for this deck you need to start picking up damage alot earlier if you want to win. There are also creatures in here (While amazing.) don't work as well in your deck as going more goblin tribal like Neheb, the Eternal He is really good but when are you going to cast things after combat. you should have enough haste to never need his ability for mana. That is the first one I would cut to make room for a cheaper spell other than that you need to lower your curve (or add more ramp and haste) cause even though you would get more value off your spells you would be to slow in attacking so I would stick to four or five that give you the most creatures.
I think it would be great if you made this a mostly goblin tribal deck cause #1 they flood the board with 1/1's for you to target. #2 you can get some great synergy cards and make it so your goblin's are helping each other. #3 Who doesn't love tribal decks especially ones that are outside the box like this one would be. #4 Goblin Bombardment who is going to boardwipe ten to twenty goblins when in response to the wipe you sac all of them and hurt them alot.
Well those are my thoughts on it as you probably see I didn't add every effect or explain the many uses of some cards cause I think you will see their value I merely am pointing out the main changes I would make to the deck, let me know what you think of them and I hope I didn't offend you cause that is not my intention and I would love to comment again if you make changes.
6 months ago
Hi Liquidbeaver. When I saw your deck list here, it reminded me of Defensive Formation. While you cannot play that card with this deck, it might be worthwhile trying Outmaneuver within this list, provided that the rules allow stacking Outmaneuver's effect so it resolves first before Ib Halfheart, Goblin Tactician's "on block, sacrifice creature" trigger.
Good to see Ib is getting some love as a commander, even though he only has half a heart.
6 months ago
Commander / EDH
SCORE: 355 | 151 COMMENTS | 22717 VIEWS | IN 90 FOLDERS
This is my primer for my pet deck, Ib Halfheart, Goblin Tactician.
The deck works off of quite a few unique interactions, so I'm always on the lookout for odd cards, and things that don't normally work in a regular deck.
10 months ago
SteelSentry Jhoira was actually already a planeswalker when she was in the story, her card was just made before the planeswalker type.
As for me, want a true goblin as a walker like Ib Halfheart, Goblin Tactician we've seen smart goblins and talented goblins, but I want a goblin walker that truly represents the masses.
10 months ago
Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):
Burnished Hart - Both, up to a total of 6 basic lands.
Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.
Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.
Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.
Goblin Welder - Both, up to 3 switched artifacts.
Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.
Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.
Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!
Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.
Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.
Skirk Fire Marshal - Both, up to 30 damage to each creature and player.
Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).
Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)
Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.
Scroll Rack - Just Rings, draw 2 times the number of cards set aside.
Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!
Arid Mesa - Just Rings, fetch two lands.
Bloodstained Mire - Just Rings, fetch two lands.
Myriad Landscape - Just Rings, fetch four lands.
Scalding Tarn - Just Rings, fetch two lands.
Strip Mine - Just Rings, destroy two lands.
Wooded Foothills - Just Rings, fetch two lands.
As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.
Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.
Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.