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Mugging deals 2 damage to target creature. That creature can't block this turn.
4 months ago
As a guy who loves goblins, I'm going to give this a good looking over. I play Casual, so Goblin Grenade is an automatic 4-of in any non-Commander Goblin deck for me. Looks like I need to go get play sets of Reckless Abandon (I have one.) and Goblin War Strike (New to me.) too.
One potential issue I see here is the low mana curve, believe it or not. With no draw, you're going to be top decking in a hurry. Another thing that can get to be a problem is tougher creatures that a mid-range deck will bring out once it stabilizes.
Looks like a ton of fun to play.
11 months ago
Hey friend, this is a great GTC/DGM block deck. I think, though, you could increase your deck's effectiveness by branching out a little bit.
Lightning Helix, for example, is one of the best burn cards of all time, and was printed during RAV. It's far-and-above better than Mugging since it can go to the face. Similarly, try Lightning Bolt instead of Electrickery.
My best piece of advice, though, is that you don't have to have Battalion in order to attack effectively. Rigging Runner, other RW creatures with Raid/Battle Cry/Enrage, and things like Hero of Bladehold can be way better at the top of your curve than Foundry Champion or even Aurelia, the Warleader. Think about it this way -- it's to your benefit to end the game (by winning) before your opponent can ever reach 5-6 mana, because by the time they do, your 1-mana creatures will be outclassed, and it won't really matter how indestructible you can make them, because your opponent can cast haymakers like Gideon Jura, etc. Of course, you lose some of the cool Boros guild flavor that way, but it does make the deck perform better, I think.
1 year ago
If you're sticking with mono-red and one drops, there's still a number of cool things you can do, and I like the consistency and freedom from mana issues that can be had that way. A few suggestions within that framework:
Goblin Grenade - This one really is a must-have. Sells for about $1.
Mogg Fanatic - Surprisingly good 1-drop. Can clear away a pesky small creature, sneak in an extra point of damage when you need it, and even do damage twice when it makes sense to do so.
Quest for the Goblin Lord - A nice 1-drop booster for the goblin army.
Outnumber - Good for clearing larger creatures so the nasty goblin parade can march on in.
My Goblins 1.0 deck has a few nice 1-drop options that I've found quite useful.
Bonesplitter - Cheap power boost.
Goblin Gaveleer - A goblin that just looooves to carry that Bonesplitter.
Mugging - Great for getting damage past a deck that's beginning to outclass the goblins. Kills small problems and lets you evade larger ones.
Skullclamp - Great for adding draw to a deck like this one.
Goblin Lackey - Nice for sneaking in lords, but this deck is all-out rank and file goblins, so I don't recommend it for this build.
Two more that are superb but pricey.
Goblin Guide - Super super goblin, but at about $20 I can't convince myself to pay that for a game piece.
Legion Loyalist - Also very nice. Good relevant abilities. At about $8 apiece, I might buy 1 or 2 someday, but not today.
1 year ago
I would say blue and red, because you could take out any bothersome creatures with Counterspell or Cancel or since there are a lot of creatures, maybe Nullify and for when you get attacked AEtherize and AEtherspouts. Sleep is good too. Now the red would be damage spells like Lightning Bolt or Shock or Mugging. You could put in some heavy hitter damage too like Comet Storm. Red is also good because it has some big creatures, like Hamletback Goliath. For blue creatures, I would put a few Talrand, Sky Summoner so you get a bunch of drakes, and you can kill him from the air. Hope you can beat him!
2 years ago
I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.
I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.
Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.
Hope it helps!
2 years ago
I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.
This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).
You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.
If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.
If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.
Just my 2 cents.
2 years ago
Raging Goblin, Barrage of Expendables, Firebreathing, Akroan Crusader, Kolaghan Stormsinger, Somberwald Vigilante, Bold Impaler, Otherworldly Outburst, Hammerhand, Renegade Tactics, Mugging, Outnumber, Fiery Impulse, Magma Spray, Epiphany Storm.
that all I got for now.
2 years ago
I'm sure this is covered somewhere but having trouble getting the right search terms I guess.
In this specific case:
I have Soulblade Djinn on the battlefield
I play Rise from the Tides
My understanding is that Soulblade Djinn triggers and resolves before Rise from the Tides resolves ... But is the Soulblade Djinn effect something that lasts all round, or does it just affect the creatures on the battlefield as it resolves?
I guess it's the difference of whether it's an effect that is present and applies until the end of turn, or an effect that is applied in that moment and the results it gives out last until the end of turn.
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