|Commander / EDH||Legal|
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|Mercadian Masques (MMQ)||Common|
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Sandstone Needle enters the battlefield tapped with two depletion counters on it.
Tap, Remove a depletion counter from Sandstone Needle: Add (Red)(Red) to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.
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Sandstone Needle Discussion
4 months ago
Hope your deck isn't retired! I like it a lot. Throwing some card ideas at you. I would like to pick your brain on why you wouldn't include these... mana cost, theme?
ETB bounce Norin the Wary
Enchantment Warstorm Surge
7 months ago
Apologies for the delay, I had to write this twice.One time mana sources make a lot of sense since you do need 11 mana to play your commander and equip all in the same turn.Basalt Monolith, Grim Monolith, Lion's Eye Diamond, Mana Vault, Pyretic Ritual, Desperate Ritual, Seething Song, Lotus Bloom, Lotus Petal, Treasonous Ogre, Vessel of Volatility, Simian Spirit Guide
EquipmentHammer of Nazahn, Helm of the Host, Lightning Greaves all good but how do you feel about Sword of Feast and Famine + Aggravated Assault backup strategy? Sword of the Animist is a good equipment for this strategy as well but depending on the table may not be fast enough.
Love the counter package, no Dualcaster Mage?Fork, Burnout, Pyroblast, Red Elemental Blast, Reverberate, Ricochet Trap, Glorious End, and of course Possibility Storm. Not a big fan of Veilstone Amulet in cedh but the makeup of your local meta will make or break this card. Active Volcano is probably too much.
Maybe too many colorless lands? I think you could cut one land overall but I understand you want to hit each land drop. Ancient Tomb, Buried Ruin, Cavern of Souls, City of Traitors, Command Beacon, Crystal Vein, Dwarven Ruins, Gemstone Caverns, 25xMountain, Sandstone Needle, Scorched Ruins, Sequestered Stash
Kuldotha Forgemaster is a good way to tutor the equipment into play.
Sphere of Resistance is a fantastic protection card but can make it easier for others to combo if you leave it out.
9 months ago
have you tested Sandstone Needle and Saprazzan Skerry? i like them over wasteland and stripmine. they power out turn 2 blood moon and are kinda a cheap way to ramp AND hold mana open the same turn for interaction during the early turns.
again nice alter for the commander (and some cards). that is Jubei Kibagami?
1 year ago
Chain Lightning - I completely glanced over that
Monastery Swiftspear and Sandstone Needle - I am not sure how to feel about them. Monastery should be good since it is turn 1 with haste, it is just me thinking about creature destruction decks with cards like Oblivion Ring and Path to Exile - Needle, I had the blue in my EDH deck, Saprazzan Skerry via Braids of Lands and Artifacts, it was great for doing what it needed to. I should try it now that I think about it.
1 year ago
I've never tried commander but this deck looks cool - proliferate is one of my favourite mechanics. I tried to put something together in pauper where i was taking advantage of the different types of tokens (depletion counters, infect, -1/-1, -0/-1 etc) it didn't come together so great and it's on the backburner right now...
Cool deck - any of these fit? (don't know the format)
1 year ago
It all depends how you want to play your deck - straight up goblin horde, combo-focused, a mixture of both, or something else entirely.
Moggcatcher, Goblin Recruiter and Goblin Matron are excellent for tutoring up handy goblins, and there is a traditional combo between the Recruiter and Goblin Ringleader which lets you draw a number of goblins at once.
Thornbite Staff - this equipped to Krenko, with a sac outlet in play = infinite untaps & goblins.
Ways of removing permanents can also be handy - Spine of Ish Sah and Scour from Existence are both high mana costs, but sometimes you just need to destroy something rather than deal damage to it - very useful for dealing with things like Propaganda and Crawlspace.
Tuktuk Scrapper is handy for artefact removal.
Suggesting cards you might consider for removal is always trickier, as it always comes down to personal preference and knowing your local meta, but I would suggest cutting -
Coalition Relic - too slow for what it does.
Alhammarret's Archive - there isn't much card draw or life gain in your deck, so it could be a dead draw much of the time.
Furnace of Rath - risky, because it can also hurt you, and if you're playing Krenko you'll be going so wide and with so many goblins that double damage seems redundant.
Rage Reflection - if you're playing Krenko you'll be going so wide and with so many goblins that double strike might be redundant.
Mana Geyser - getting enough mana to cast this can take a while, and by then it is usually redundant if your board state contains as many goblins as it should!
Temple of the False God - it always seems like a good idea, but the number of times I've had this in my opening hand and been unable to activate it for another 4-6 turns is ridiculous.
Anyway, hope there might be some things in here you find useful, but please ignore anything that isn't.
Have fun, and I wish you many, many, many, many, many, many, many, many, many goblins.
1 year ago
I would also strongly recommend Goblin Chirurgeon, as he lets you sac half your goblins to save the other half from most board sweeps.
You already have Skirk Prospector, who I find to be one of the most vital cards in my own Krenko deck. The sooner you can generate lots of mana, the less likely your commander is to get killed so many times you can't affrd to cast him. With that in mind, I might suggest other mana accelerators such as Treasonous Ogre and Thermopod for red, and Ashnod's Altar and Sol Ring for colourless.
As far as suggestions for things to remove - that's much harder, and depends on how you want to play your deck. But... I would be tempted to replace Forgotten Cave and Smoldering Crater with Sandstone Needle for pseudo ramp (this on turn 1 can = 3 mana on turn 2) and Buried Ruin because there are lots of sweet artifacts in your deck that WILL get blown up - Thornbite Staff is a prime target!
I would also remove the Goblin Rabblemaster because it can really suck to have no control over whether you attack or not, and I feel that his upside is outweighed by the downside.
I could ramble on for ages, but I'll leave it there for now and simply wish you good luck and many, many, many goblins.
1 year ago
I have a few suggestions for other cards, but please ignore if they don't fit your play-style or local meta:
Thornbite Staff - this + any sac outlet can create infinite goblins once equipped to Krenko. (But paints a big target on your head as soon as you cast it!)Puppet Strings - similar to Magewright's Stone, but costs a little bit more mana.
My own Krenko deck is designed to go off as soon as possible (or else he gets blown up many, many times), so I include a lot of mana ramp:
Treasonous Ogre - another non-goblin, but if you're willing to risk the life then he can give you up to 13 mana early in the game.
Sol Ring - effectively makes Krenko cost RR.
Sandstone Needle - it enters tapped, but can help get Krenko out on turn 3 when combined with Sol Ring.
Simian Spirit Guide - An extra red mana as early as turn 1. Nice. (Forms part of a god-hand combo in my deck that could end the game on turn 2, but it's verrrry unlikely to ever happen!).
Ashnod's Altar - Okay, it's only colourless mana, but lots of colourless mana can still be really useful.
It is purely my own personal preference, but I would suggest that there is no such thing as too many haste enablers in a Krenko deck. Hammer of Purphoros, Ogre Battledriver and Fervor have all done sterling work for me over the years.
And lastly - Krenko is one of those commanders who can be built either casually, semi-casually, or really seriously nastily. It is all down to personal choice and your local meta, so please do ignore anything/everything I've just mentioned if it doesn't work for you. Have fun killing everybody with goblins!