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|Saviors of Kamigawa (SOK)||Rare|
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Mikokoro, Center of the Sea
: Add to your mana pool.
, : Each player draws a card.
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Mikokoro, Center of the Sea Discussion
1 month ago
Thanks for your suggestions, AlmightyTentacle!
You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)
When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.
Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!
Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!
Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.
I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!
Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.
The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.
Quest for Pure Flame may also be re-tested.
As for your recommended cuts, I agree with some of them.
Mardu Scout is another one. I love dashing him for repeatable 2 damage with Purph, and he does synergize with Door of Destinies, but you are right about him being on the chopping board. Grenzo, Havoc Raiser may fill his gap.
Apocalypse is actually really good. I recover exceptionally well after board wipes, and pitching my hand never really hurts me too bad. This deals with heavy enchantment based decks like Bruna, Light of Alabaster, Sigarda, Host of Herons, and Zur the Enchanter.
Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)
1 month ago
You need 4 Gigadrowse it is one of the most important cards in the deck as it provides early disruption. I would also cut on the turns spells, you have too many and in turns you don't want a hand of all turn spells until you combo off. Cut Elixir of Immortality and go up a Howling Mine, with Card: Part the Waterveil decking out is not a huge concern anymore.
Additionally, as opposed to a playset of Inkmoth Nexus, run one copy as a way to kill with infect, in your mana base you also want Mikokoro, Center of the Sea and Oboro, Palace in the Clouds as one-of's. Move the Spreading Seas to the side and play Remand instead.
1 month ago
What I would cut:
- Grasslands, Secluded Steppe, Selesnya Guildgate, Tranquil Expanse, Tranquil Thicket, Grove of the Guardian: I would replace these with 2 of each basic, Gavony Township and either Command Beacon or Mikokoro, Center of the Sea for long-term value and added speed to the deck with less tapped lands.
Sandwurm Convergence: costs too much for what it provides.
Argentum Armor: Seems slow to me. I take your deck to be an aggressive one.
God-Pharaoh's Gift: another card that is good, but is very situational for its cost.
Beastmaster Ascension: seems slow and with a creature count that take to build up, it seems more like a win-more card.
Hour of Promise: only three targets make it seems worth the invest (Cavern of Souls, Westvale Abbey Flip and Path of Ancestry) plus you are running 0 deserts, so you only ever get the 1st part of the card.
Faith's Reward: I would suggest keeping your instants that you wish to respond to an action under 3 CMC. It makes it a lot easier on your deck when comes to being able to play your offensive cards and have mana open for a response to an opponent.
Sylvan Library: one of the best green draw cards in the game. I feel it is worth every penny.
Nature's Claim: Cheap removal that allows you to be very flexible with your turn.
Ghostly Prison: if your truly worried about defending your turf, this is a great deterrent.
Hope all of this help, good luck in your matches in the future! +1
1 month ago
First of all I really like your Purhporos goblin tribal deck!
As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.
Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.
Magus of the Wheel - 2nd greatest wheel spell in MTG, one minus it is not a goblin ;-)
Mikokoro, Center of the Sea - sometimes one card draw separates you from victory, you can easy cut one of your mountains for it.
Chandra, Torch of Defiance - best Chandra till date, provides card advantage, ramp and some board control.
Grenzo, Havoc Raiser - play enemy spells why not?
Herald’s Horn - cut your goblins cmc is already nice but it gives you addition chance to draw card wich is even more nicer!
Mana Crypt - expensive but cost all its money.
Ancient Tomb - nice land, cut mountain for it.
Herald’s Horn - was mentioned before.
Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!
Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.
Control & Others:
Chaos Warp - staple in EDH mono-red decks. Can help you remove any permanent from board especially nasty enchantments.
Fiery Confluence - easy best card from all Confluences imho.
Goblin Welder - why you dont use this one goblin? It is really nice artifact reviver and can sometimes force your opponnet to sacrifice powerfull artifact and return something less dangerous for his/her graveyard.
Quest for Pure Flame - cheap, can be fast charged and provide great damage boost for one turn.
kindred charge - I know you already think about adding this one to the board, must be auto include imho.
Cards I think you need to cut out:
Goblin Balloon Brigade - too weak.
Mardu Scout - same as above.
Ensnaring Bridge - can be nombo with all your pumped out goblins.
Hammer of Purphoros - you already have enough haste engines imho.
Apocalypse - cool and savage card used it in my Purphoros deck too, but drop it out cuz never really want to play it and it is almoust impossible to win after you use it.
Goblin War Strike - you can damage only one player.
Mogg Alarm - worst goblin token producer from all your sorcery spells.
Reverberate - copy spells bad in aggresives style decks.
Smash to Smithereens - too weak in EDH.
Caterwauling Boggart - too high cmc.
P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P
1 month ago
Mikokoro, Center of the Sea would fit nicely in it's place, though.
1 month ago
I love seeing another player trying out turns, especially in the UR combo which has some interesting interactions. One thing I will point out though is that you need mine effects, 4 Dictate of Kruphix at the very least, and then maybe even Howling Mine, though I think with UR there is a serious opportunity to use As Foretold, a card that I have been testing in turns.
I would go down a Temporal Mastery as it is a dead card in had, and go down the World at War, add a couple As Foretold to double down on the free spell strategy, and you must make some room for a mine effect as you can't rely on top decking Ancestral Vision every time you need it, a mine effect will give you more options.
As far as the manabase goes, I think you need Mikokoro, Center of the Sea. In turns Mikokoro is a game changer as it can provide you with an extra draw and turns deck are mainly blue to start with.
Good luck with the deck!
1 month ago
What cards gave the most value, and what cards pulled through right when you needed them. Besides Mikokoro, Center of the Sea were there any other dead cards?
- UB Turns
Sounds like the deck was stalled due to counters and cards designed to tap down. I don't have an answer to Thing in the Ice Flip, so I would hold Eerie Interlude to avoid the bounce or try and remove it with Path to Exile I would get Grand Abolisher here as well.
- Death and Taxes
I'm not sure what this deck does, but it sounds like its a controlling deck. Not only that, but a deck I didn't have answers to. Maybe Torpor Orb if its "taxing" when entering? Could you explain this deck a little for me?
- Titan Shift
I'm not sure what this deck is supposed to do either, could you explain this because I've never heard of this archetype. However, sounded like it is combo oriented? The deck had a faster clock and just won. However assuming you brought in Path to Exile, would Lightning Bolt have worked better for you?
Sounds like it helped to have Aurelia, the Warleader in the side, I will keep her now.
- Grixis Shadow
I don't believe that this has splash white, so I would play Grand Abolisher and Authority of the Consuls Yes, Grand Abolisher would be a target instantly when it hits but if Cavern of Souls is on the field, it will land, and they have to use mana of their own to deal with it. If they don't they cant counter my spells, I won't need that much land and I can spare it should I choose to wait on my turn.
- Oath of Nissa Superfriends
It doesn't seem like the deck was fast enough to close out when the deck was being mana-screwed, however there really isn't much for me to analyze here :(
- 4-color Akido
(I'm interested in the fact your opponents are punished for having creatures, may I see the deck list for this? My WB might benenfit from stealing the engine.)
Leyline of Punishment I think is the answer to this.
- Mono White Flicker
Seems like combo decks kinda have a hard time with this, again i'm thinking of Torpor Orb Just to make it easier.
- Eldrazi Tron
I don't know what "Tron" is, but I do know Eldrazi is hard to deal with. Blood Moon is a card that will stop the mana base, I know Eldrazi and so does Tron needs that.
- UB Faeries
Kinda surprised by this one, I really have to rely on the deck just being good on this one, as I don't have a lot of ways to deal with enchantments in the sideboard.
- Merfolk Aggro
I'm going to add more land, but I with the cards I suggested, do any of those seem good enough to be in the side board, I don't think Angel of Jubilation is a good card here, but then again, the deck hasn't gone up against mono black or something like that. It also stops fetches, which I think is huge.
1 month ago
Okay so I just finished my first round of matches (there are a couple matchups I have yet to test against for various reasons but I'll try to get to those as well) and so far this is how the deck has performed.
- vs. U/B Turns 0-2
(Preface: this is a personal deck of mine and one I have been fine-tuning for quite some time for competitive play, so experience was likely a factor) First game turns had a nut draw where it was able to combo off and take 7 consecutive turns starting turn 5, well timed Gigadrowse and Cryptic Command before that ensured your deck couldn't do much. Game 2 was equally not close, turns was able to flip a Thing in the Ice Flip and combo off the next turn. (Also I have been really testing my turns deck against shadow so you know, and you ran into the hate I have in place for that deck.)
- vs. G/W Death & Taxes 0-2
(Another one of my personal decks and a deck I have tons of experience with) Game one D&T had two operating Aether Vial, simply got out ran. Game two was long and grinding going 20 turns. Eventually lost to Ramunap Excavator and Ghost Quarter lock and simply didn't have enough blockers to withstand a full swing.
- vs. Titan Shift 2-1
This result surprised me. I expected that Titan Shift would set up its combo quick enough to beat the agro but I was wrong. Game one a Scapeshift with three active Valakut, the Molten Pinnacle killed your deck easily. Sided in some removal and Aurelia, the Warleader and was able to kill quickly both times before Titan Shift had a chance to combo.
- vs. Grixis Shadow 0-2
(Preface: Though I hate the Death's Shadow deck I have play tested it a lot and I am pretty experienced with it due to its place in the meta and me having to know my matchups) Not much to say here, simply wasn't able to out agro the best agro deck in the format. Shadow held onto its counters for burn spells and won with Snapcaster Mage and Death's Shadow beats.
- vs. Oath of Nissa Bant Superfriends 2-0
This is another one of my personal decks but from the moment the match started it felt a turn behind. Game one Superfriends started out mana screwed but just as the Superfriends deck was setting up its lock and stabilizing a well timed Always Watching was able to pump some tokens and get in for exact damage (if this didn't happen the deck would have lost so you know). Game two Superfriends was mana flooded, won without difficulty.
- vs. 4-color Aikido 0-2
Another personal deck of mine. Aikido is a lifegain deck that punishes you for having creatures, both games simply couldn't keep up with the lifegain.
- vs. Mono-White Flicker 2-1
Mono-white flicker is a comb deck that aims to go infinite in a number of ways using Felidar Guardian and Panharmonicon. Game one was quick enough and won before Flicker was able to set up its combo. Game two lost to infinite life combo, conceded on the spot as the flicker deck would have created infinite tokens next turn. Game three well timed removal on combo pieces was able to outpace the flicker deck.
- vs. Infect 2-1
Not much to say here, game one got caught without removal in hand Path to Exile, that didn't happen again.
- vs. Eldrazi Tron 1-2
Won game one by the virtue of bad topdecks from the Tron deck, it had assembled tron but had no threats to play with its mana. Game two lost to turn two Thought-Knot Seer, followed on curve by Reality Smasher and Endbringer. Game three lost to a Karn Liberated in combination with Reality Smasher, All Is Dust, and Walking Ballista.
- vs. U/B Faeries 2-1
A personal favorite deck of mine but a deck that has gone years without a serious upgrade. Game one a very large Champion of the Parish was able to beat down. Game two lost to double Bitterblossom followed with a Scion of Oona, and Cryptic Command's aimed at tapping down attackers. Game three was able to land a Hanweir Garrison on the play (if I hadn't been on the play Spellstutter Sprite would have countered it). The tokens generated this way were able to win the game with Always Watching , even when faeries had Bitterblossom (this match was close the final game final life total was 5).
- vs. Merfolk Aggro 0-2
Arguably the third or even second best agro deck in the format (Shadow and Affinity are genrally considered the best), the islandwalk and Merrow Reejerey really hurt both games as did a flashed in Harbinger of the Tides returning a large Student of Warfare to my hand before swinging for game. This matchup felt winnable just got unlucky with Merfolk's draws.
So that is what I have tested so far, I still want to test the deck against Knightfall, Burn, Affinity, and Control, hopefully Friday some of the players I know who play those decks will be there and I can test for you. Overall though the deck did well, the mana base was honestly a little painful, I really think you want Inspiring Vantage in the deck, it is just a great land and Mikokoro, Center of the Sea was completely a dead card; it was never needed. I would replace it with something like Needle Spires as creatures are always nice, or Ghost Quarter (sometimes I just wished I had it in the deck but that is just me).