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
7 months 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.
9 months 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)
9 months 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.
10 months 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.
10 months 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!
11 months ago
On to real suggestions, I think Flare is a decent cut, and I've come to not like Temple of the False God. Getting stuck on lands is still a huge pain though, so replacing it with a mountain, Valakut, the Molten Pinnacle or Sandstone Needle could do some good work. Kuldotha Rebirth looks like a good cut as well, but I would consider the additions/changes that I'm suggesting before you pull the trigger on that. Mind Stone should be included in my opinion, and a possible Guardian Idol and Fire Diamond. Though artifact mana (especially the idol and diamond) can be clunky, they're inexpensive to play, and red isn't known for it's fast ramp options. A sweet new anti-wrath card for you would be Otherworldly Outburst, in fact I feel like most times it just upgrades your whole board... Shreds of Sanity could do some work for you as a way to recall spells, and costs less than Volcanic Vision, which I'd cut. I believe that cutting Repercussion might be the right thing to do as well, although the combo with Blasphemous Act seems awesome, the card alone doesn't have much value to you. Soul's Fire seems like a good way to take out multiple players after a buff effect, and not lose your board unless you really wanted to. Volcanic Offering seems fairly slow and not in line with your deck's plan, considering you also have Ruination coming in to deal with pesky lands. Be careful in taking out cards, as a lot of spells are coming in, none of which make creatures, except technically Insurrection gets you creatures. Given that Firestorm cannot target a creature of player more than once, I think it deserves a cut. Dropping your hand to wipe everyone is awesome, but have one less target and you can't do it. Seems like a liability. It pains me, but if you keep Rebirth, I think your next cuts should come from the Kobolds. The 0 drops are fun to throw out and suddenly just have, but the artifacts will serve you a bit better here. Myr Battlesphere should get a cut, because it's 7 mana for 5 dudes. That's not the rate you're looking for here, the deck is fairly sleek and low to the ground as is, if you're going to spend 7, you can do more. I've seen Sword of the Animist net you a few lands, but suiciding something for a land may not be what you want to do, especially at a 4 mana investment. It's very possible I'm wrong on that though.I feel like Telim'Tor's Edict is a way to sort of break parity on a wrath effect, netting you cards (also pretty sweet with Insurrection!) but you have Otherworldly Outburst for that now. I may be wrong on that too, as it feels bad to have two draw spells in the cut section... I want to mention Tormenting Voice and Cathartic Reunion, although I have no idea what you would cut for them, they can smooth out land heavy draws and get you in to additional action. It's just so damn hard to cut stuff from the list.
The next thought is to go deeper in to goblins and make use of Brightstone Ritual and Skirk Prospector for additional mana. The goblin route would let you cut a few of the clunky mana givers, but I think you'd want more goblins to take advantage of them. Assuming you have enough now, I have the suggested adds/cuts below:
Cut: Flare / Temple of the False God / Volcanic Vision / Repercussion / Firestorm / Volcanic Offering / Crimson Kobolds / Crookshank Kobolds / Kobolds of Kher Keep / Palladium Myr / Opaline Unicorn / Molten Psyche / Millikin / Myr Battlesphere / Alloy Myr / Scuttlemutt / Sword of the Animist / Telim'Tor's Edict
1 year ago
Raging_Squiggle I am not sure why no one mentioned Zealous Conscripts either. Whenever I get my hands on one I will give it a try though with the high mana cost might not prove to be as reliable with this deck.