Sensation Gorger

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide (MOR) Rare

Combos Browse all

Sensation Gorger

Creature — Goblin Shaman

Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Sensation Gorger, you may reveal it. If you do, each player discards his or her hand and draws four cards.

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Sensation Gorger Discussion

StopShot on Any Suggestions for Mardu Draw ...

1 month ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

AlmightyTentacle on Purphoros, Forger of Goblins [[Primer]]

2 months ago

Hi, freakingShane

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.

Card advantage:

Ramp:

  • Mana Crypt - expensive but cost all its money.

  • Ancient Tomb - nice land, cut mountain for it.

  • Herald’s Horn - was mentioned before.

Tutors:

  • 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:

Cards I think you need to cut out:

P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P

Gadianten on Boggart Avalanche

5 months ago

You may wish to consider Strionic Resonator as it combos with your commander well, allowing you to get back two goblins each turn. Also, you possess many other creatures like Cabal Slaver, Goblin Matron and Sensation Gorger to name a few who can make use of this and its mana cost is pretty low as a bonus. I see you have Slate of Ancestry in your maybe board, from my experiance in running aggressive goblin tribal its pretty good and with Wort, Boggart Auntie you lose very little from discarding. Possibility Storm may also be fun to add some fun chaos to the game and disrupt control players as well, if you want to be mean you could also try Painful Quandary.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

6 months ago

Few changes to tighten up the deck some more.

Goblin Offensive out for Kiki-Jiki, Mirror Breaker: Offensive was great when I had a huge proc of Mana Echoes, but when I didn't have then (almost always) it was just a very inefficient token spell that I never used. Kiki-Jiki will be able to clone all those token generating creatures, and the powerful creatures with ETB effects like Goblin Matron. Only 6 of my creatures can't be copied by him, and most of those would be less useful with a copy anyway.

Slate of Ancestry out for Farsight Mask: This is an experimental change, but should result in more consistent draw without making me discard a lot like slate is currently doing. I just don't have enough red mana to keep with it. At worst it discourages players from attacking me, which also helps.

Altar of the Brood out for Illusionist's Bracers: Although Altar is very, very strong in this deck, it also got me an huge amount of hate. If I had more mill mechanics I might keep it, but until then it is sideboarded. I never thought to add the Bracers to this deck because I mistakenly thought that Rings of Brighthearth was strictly better. Once I finally read Bracers I couldn't believe I was missing out on double procs on both of Ib's abilities, or being able to throw them on Burnished Hart, Goblin Chirurgeon, Goblin Welder, Kiki-Jiki, Mirror Breaker, Krenko, Mob Boss, Mogg Catcher, Purphoros, God of the Forge, Sensation Gorger (althought I'm not sure if it would net you 8 cards for one discarded hand?), or Slobad, Goblin Tinkerer. Put Bracers on all the things!

Hoarding Dragon out for Sensation Gorger: While I would love to be able to consistently tutor out Crucible of Worlds or another powerful artifact, this dragon is just too expensive and too slow. I also can't guarantee that I would be able to get rid of him to get the artifact in hand, and then I still have to cast it. Instead, I am going to go with Sensation Gorger to increase the already improving card draw.

Goblin Warrens out for Goblin Matron: This was a hard card, and maybe not a permanent one, but now that I am replacing some effects with their "On A Stick" goblin variant, I need to better be able to tutor them. I also have multiple ways to copy this ETB effect, which is great.

Voracious Dragon out for Expedition Map: Not a straight trade in any regard, I just realized that the dragon better be used as a finisher, or else it can be pretty counter-intuitive to the rest of the deck. My meta is also very flyer heavy, so it was easy for that huge flyer to be chump blocked by my opponents. Being able to fetch a Valakut, the Molten Pinnacle, Cavern of Souls for a Krenko cast, a Nykthos, Shrine to Nyx for more ramp, or a Strip Mine is really nice. Plus I can recur the Map fairly easily.

I am still trying to find space, or determine the necessity of, the cards in the sideboard.

As always, looking for any comments, criticisms, or unique card interactions that I may not have considered!

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

7 months ago

Changes:

Dropped two basic lands in favor of a few more answers. I am getting close to finding the perfect land count, and since I have a lot of fetch mechanics, it is just as consistent as before.

Explorer's Scope out for Wayfarer's Bauble - This is for consistency's sake, after quite a few playtests where the Scope did nothing but cost me mana. Having to swing didn't help either.

Sensation Gorger out for Wheel of Fortune - With so few castable Goblins, opportunities to use the mini-wheel effect were few and far between.

Gemstone Array out - Got some feedback that brought up a good point. If I am making a ton of mana between turns and I have literally no other places to put it, it is more of an indication of an underlying deck problem than it is a missing mana bank.

Gravity Sphere out - Going to be sideboarded for use with my regular playgroup, which is heavy on flyers with Angels, Dragons, Slivers, etc..

Mana Vault in. Gimme dem rocks! These really help to minimize the impact of saccing Mountains.

Urabrask the Hidden out for Goblin Chieftain - This is the original setup, and I think it's the better one. I prefer the lower CMC, and the change only hurts Moggcatcher and Chancellor of the Forge. I lose a mini-Stax effect, but it would be better to add a more potent one in anyway. In most situations I want to be blocked, the way this deck is built.

Strip Mine in because Strip Mine.

Gamble in so I can tutor for a boardwipe or Crucible of Worlds. I would really like another one or two tutors if possible.

Chaos Warp in mostly for the enchantment removal, and a little for indestructible creature options.

Goblin King in to abuse Blood Moon being out. Mostly likely only used as a finisher, or when Coat of Arms is out and I don't want token damage to be downgraded to 4.

Seismic Assault out - while great when Crucible of Worlds is out, when it isn't it is just a little too risky. It is rare to have more than one basic in hand, because all my extra land mechanics go directly to battlefield.

Vandalblast in - Needed a few more answers to artifacts. Now that I'm not running Mycosynth Lattice and Nevinyrral's Disk, I need more one-sided wipes.

Still slowly adding more mana rocks, board wipes, and Stax effects to clean up the curve and make the deck more consistent. As it stands when the deck lines up it really, really goes off, but when it doesn't I tread water for quite a while.

Xica on If I hated playing Spirits...

9 months ago

Is Sensation Gorger worth a try in modern goblins?

Osbert on Purphoros Token Fiesta EDH

11 months ago

No Fervor , Mass Hysteria , Flamekin Village , Lightning Greaves/Swiftfoot Boots , or Ogre Battledriver ? Haste is the best thing mono red does. I have a Krenko, Mob Boss EDh deck so here are a few more suggestions, ultimately these will be better the more goblins you run:

Note my Krenko, Mob Boss EDH deck is designed to take out several players at once before turn 7, depending on how spikey you want to make the deck, customize it accordingly.

Skirk Fire Marshal : Chances are you will have highest life at the table.. this finishes it. Also can just be a board clear as most things die to 10 damage. He also keeps himself alive xD

Vandalblast :Red sucks at getting rid of things, except artifacts. Man do they hate artifacts.

Goblin Shenanigans: It's a goblin, so Goblin Matron can go find it. If you have a big field of goblins and this, no one will board wipe until it's gone because of fear of getting one shot by the damage. So a win win for you (only viable if you vut more of the non-goblins really, but still an all-star in my deck).

Outpost Siege : Both modes are great; Dragons for when you're ahead, Khans when you're behind.

Goblin Sledder : When you swing wih 20 1/1's and 5 are blocked.. yeah those 5 go to feeding the ones that got through. Can act lke a combat trick or making sure all the damage does through. Also activaters Goblin Shenanigans and Outpost Siege

Mizzium Mortars : one of reds best board wipes as it doesn't kill all your stuff...

Sensation Gorger : Red sucks at drawing cards and usually relies on cards like Staff of Nin to keep their hand from disapearing. This mini-wheel in a goblin focused deck really allows for some explosive plays.

Spitting Earth/Seismic Strike : Spot removal is good, and with these you do a lot more damage then the mana you put in, worth considering.

Sulfuric Vortex : If 40 points of damage is your goal, make sure it's never more than 40..

Zo-Zu the Punisher : My favoutie goblin of all time. you know all those pesky green decks with their big dumb creatures that squash goblins? Yeah, lets make sure they pay extra for all the mana required to cast those.

Five-Alarm Fire : More damage, can go right to their face or snipe off creatures. With a small army you can easily rack up 5 counters on it.

Goblin Piledriver : The more goblins, the nastier it gets; I've smoked a Talrand, The Sky Summoner player for 30 with it once xD

Skirk Prospector : Simply the best goblin ever printed. What do you want to do with all those goblins that you puked out for Purpheros to hurt others? Why turn them into mana to pump out even more goblins!

Goblin War Strike : It's quite satisfying to kill an unsuspecting player with a 1 mana Sorcery... :3

Voracious Dragon : Once again, the more goblins, the more hurt. I've killed several player by just dropping him without swinging, and then if he has haste, he can usually take out another player at the same time.

Eldrazi Monument : Keep all your dudes alive, give 'em a small boost and evasion and you're having a party.

Possible Cutys:

Empty the Warrens : personally I've never liked the card unless you're running ALL of the ritual spells to make it poop out game on the spot, in my opinion it's winmore. That and I'm not a fan of combo kills.

Goblin Rally : Too high CMC in my opinion, you can win before needing to waste a turn casting it.

Goblin Scouts : It's worse than the above...

Molten Birth : Good mana sink if you win the flip, if you loose the flip on the first try it's useless.

Dragon Mantle : Not sure what this is doing in the deck... I'd rather draw a land than this..

Prophetic Prism : Just a bad cantrip that doesn't produce any mana, I'd cut it.

Embermaw Hellion : It's good when you're ahead, but when you're behind it sits there and doesn't do much. It does act like a lightning rod for removal but there are cheaper lightning rods that can get you back into the game if you're behind, or help you close out a game just as fast.

Warping Wail : I don't think you have enough colourless sources to warrant the use of the card, although countering all those sorcery speed board wipes is tantalizing.

Sorry for the book.

AlmightyTentacle on Goblin Dungeon Horde

11 months ago

Great deck! +1 I buld some similar one. Here some cards I think can fit great in your deck:

Sensation Gorger - card advantage when its need & can spoil hands of your opponents

Goblin Wizard - nice protector against cheap white exile spells & can put some heavy goblin right in play from you hand

Goblin Marshal - great token producer

Homeward Path - some defence against nasty Gilded Drake and etc spells

Ancient Tomb - great ramp

Soldevi Digger - this card save me too many times so no comments

Treasonous Ogre - nice ramp

Magus of the Will - can be put on field by commander (same effect as Yawgmoth's Will)

Graveborn Muse - can be put on field by commander (same effect as Phyrexian Arena)

Balthor the Defiled - can be put on field by commander (not bad reanimator for 99% of your creatures)

Vandalblast - one of the best artifact removals

Hero's Downfall - Dreadbore on istant

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