|Commander / EDH||Legal|
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|Duel Decks: Elves vs. Goblins (EVG)||Uncommon|
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Creature — Goblin Avatar
Reckless One's power and toughness are each equal to the number of Goblins on the battlefield.
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Reckless One Discussion
1 week ago
Jimmy_Chinchila: Thanks Jimmy!
I will go through the suggestions one by one, but most of the answers are because of CMC.
Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.
Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.
Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.
Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.
Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.
Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.
Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.
Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.
Thanks a lot for your suggestions!
1 week ago
2 weeks ago
Thanks for the comments guys! @ticked-off-squirrel Yeah Hazoret's Monument could certainly be a good choice for a this deck. I'm kind of unsure about taking out Goblin Rabblemaster for it though. I've always hated that he makes your goblins attack every turn, but it's usually not too big of a deal. Boardwipes are always a risk when playing lots of creatures, especially in multiplayer EDH games, but with Krenko, Mob Boss I usually find it's the more the merrier! If I were to add Hazoret's Monument it would probably be at the expense of Ruby Medallion to be honest. Having 3 different cost reducers just feels like a little bit of overkill to me. If you happen to draw them all in the same game then there are only 4 goblins in this deck with 3 colourless mana in their cost: Goblin Ringleader, Lightning Crafter, Reckless One and Siege-Gang Commander. As for Goblin Warrens I actually had that in one of the earlier versions of this deck. It's a fun card and good flavour-wise, but it doesn't hold up to comparable things like Umbral Mantle or Staff of Domination. For all of them they have an initial cost of 3 to play and then 3 to activate an ability that can help give you more goblins. Of course Umbral Mantle and Staff of Domination require Krenko, Mob Boss on the field, but they are also much more powerful. The fact that Goblin Warrens requires a coloured mana for its ability also makes it more difficult to go infinite. I might consider taking out something like Dragon Fodder for Goblin Warrens, but that's probably about it. Thanks for the suggestions though! Cheers!
1 month ago
Tickerd-off-Goblin you sir, are a phony. i know how to control goblins in any situation. yes we use low costing artifacts to upgrade our smaller troops and we just end up using them for fodder anyway. but using our life total as a resource is dipping into black territory. only a mad man dips goblins in black since there are like 2 or 3 black goblins. we are a proud red race. when we aren't chucking our troops at big creatures or overwhelming our enemies with over 100 goblins we are setting crap on fire. it's what we do. but just because we are red does not mean we are reckless. looks at Reckless One we must learn to defend ourselves if our plans fail. i know it's not the way of the goblin but if Daretti is smart enough to create a factory and a large army we are smart enough to hold off on attacking until we have a plan aside from swarming or burning.
6 months ago
out: Ib Halfheart, Goblin Tactician
7 months ago
I'm not sonnet666 but I guess I can also answer ;)
The thing with Krenko is... there are no combos under 3 cards available (except for Zealous + Kiki), and we lack tutors to find them, meaning it is difficult for Krenko to be good on competitive tables. If you wanted your list to be considered more, you are lacking the best tutor red has access to, Imperial Recruiter.
Another problem with mono red is draw, but at least that is well covered in your deck. However, Wheel of Fate is too slow, and you are missing Reforge the Soul. I would cut Wheel of Fate for Imperial Recruiter and Burn at the Stake for Reforge the Soul, since the burn spell can only hit one player and assumes you have a lot of tokens on the battlefield, which will be difficult in competitive games.
Also, you are missing two good goblin sac outlets that can be tutored by your other goblins and are also combo pieces, Goblin Sledder and Mogg Raider. I would cut Reckless One for one of them and would look for another combat reliant goblin like this to cut for the second one.
I would also add more ways to give haste to your creatures that can be played before Krenko. By that I mean haste enablers costing 3 or less mana: Fervor, Hammer of Purphoros, Mass Hysteria and the best you are missing IMO (cause it can slow down opponents at the same time) Ashling's Prerogative.
Last but not least part of my comment, you are missing fast mana in the like of Mana Crypt, Chrome Mox, Mox Opal, Mana Vault and maybe Mox Diamond. This will help getting to your commander faster, accelerating your game plan, and are essential in all competitive decks, since all others run them, if you are not running them you will be behind.
10 months ago
Zombies, elves, and goblins are almost definitely going to be made into decks and wizards is a fairly popular tribe so it's definitely possible. If they were following this theme then it's very likely they dropped it to 4 decks just because cleric tribal isn't incredibly popular. To be honest, I don't really want to see any of these tribes being represented in Commander 2017 seeing as there's already so much available for building around these tribes, although that's just more of a reason for Wizards to use them.