Creature — Goblin Warrior
Bloodrush — R, Discard Skinbrand Goblin: Target attacking creature gets +2/+1 until end of turn.
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|Commander / EDH||Legal|
Skinbrand Goblin Discussion
6 months ago
Ok, so I looked Lyzolda, the Blood Witch up during a game of magic using guild decks and from what I could understand it seems as though you can cast her pay ability from hand without having to actually play her - like the bloodrush ability on cards like Skinbrand Goblin . What's more is when I tried researching it further, it say's pay abilities can be played at any time as long as it doesn't have the tap icon too. I so badly want this to be real but I'm fairly positive it's not because this would make so much stuff super OP.
1 year ago
My guy, try some bloodrush. I actually have a hyper-casual version of this deck, though arguably no more casual than yours. Try Slaughterhorn, Rubblebelt Maaka, maybe Skinbrand Goblin, Ghor-Clan Rampager, Zhur-Taa Swine, and Rubblehulk. Note: rubblehulk's power/toughness works in all zones, not just the battlefield. If you go late enough in the game, that should absolutely be enough to get the job done.
2 years ago
Your deck seems pretty classic Boros, and should do just fine, in a non-competitive environment, which I'm assuming you are playing this in. I also assume you mostly play with cards you had laying around anyway. I do have some suggestions for you though.
First off, the double strikers you chose do function, the thing is there are strict upgrades availible. You could replace Fencing Ace, Hearthfire Hobgoblin and Iroas's Champion with a number of cards, listed below in order of relavance:
Adorned Pouncer - strict upgrade, having the option to eternalize is sweet, especially since removal will hurt less. It's kinda pricy, but it's in standard, so you might have some friends to trade it with.
Fabled Hero - honestly pretty perfect for the deck. Gets bigger right when you are going for the kill, perfect. It's even counters, so they stick around. If you pump him once, he is a massive threat.
Arashin Foremost - If you ever have to cast Skinbrand Goblin to have a play on turn 2, this will be a nice followup, granting you two attackers. If they only block one, you can pump the other instead.
Kruin Outlaw Flip - Since you have so many instants to protect yourself, you could flip it into Terror of Kruin Pass, an absolute beast. 3/3, double strike, hard to block... What more could you ask for? the only downside is the double red in the mana cost. Might be worth it though.
Honorable non-creature mentions:
Needle Spires - dual lands are great, and these beauties just rotated out of standard. You will not be disappointed with them
Onward / Victory - Pretty neat combat trick, good mana dump and surprise. The flexibility makes it a valid option as a 1- or 2-off
A full list of cheap ways to get double strike can be found here:http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+%3C&text=+[double]+[strike]
I want to comment on Holy Mantle. When it works out, I'm sure it's not bad. The thing is though, it's a huge investment to stack a 4 mana enchantment on a 3 mana dude. The thing that will happen is: You play your 3 mana 2/2 double striker, and enchant it. Next turn, you plan on buffing it with bloodrush - ideally twice or so. Now your opponent plays Murder. You invested a total of 8-10 mana, 4 cards and likely 3 entire turns investing in a dude he spent a single 3 mana card removing. Harsh. You have to avoid that somehow.
Don't be scared of trading, because trading with double strike creatures should always favor you. What you can do is grant the creature deathtouch, menace, flying or trample, in addition to the double strike to make your opponents blocks a bigger investment. Combinations of good keywords make attackers very scary.
What i would do, is add a couple Odric, Lunarch Marshal and creatures with the most relavant keywords. I'm looking at creatures like Sky Terror. Odric also grants himself and other creatures double strike. The result is a quick, scary and mostly unblockable army.
Ride Down is another option, if you don't want to change the deck a whole lot.
2 years ago
9 to 2.0
Out: Skinbrand Goblin, Bloodscale Prowler, Burning-Tree Shaman, Gristleback, Ghor-Clan Bloodscale, Scab-Clan Charger, Scorchwalker, Gruul Scrapper, Ghor-Clan Savage, Streetbreaker Wurm, Disciple of the Old Ways, Forest.
In: Hellraiser Goblin, Indrik Stomphowler, Lobber Crew, Maze Rusher, Molten Primordial, Silhana Starfletcher, Sylvan Primordial, Wild Beastmaster, Wurmweaver Coil, Five-Alarm Fire, Breath of Fury, Aerial Predation.
3 years ago
Pyrewild Shaman, Skinbrand Goblin aren't good in this deck, though they do combo well with Zada, Hedron Grinder, but that would be a different deck to this one (fyi: Zada, Hedron Grinder + Goblin Grenade doesn't work. Sacrifice doesn't target, nor would it copy grenade).
And I am not a fan of Goblin Rabblemaster, as he always forces me to attack, evem when it's not advisable.
3 years ago
I found a bunch of cards that might interest you:
Frenzied Goblin has obvious uses, and is a great counter to slower decks, Goblin Heelcutter stops blockers, but also can trigger/retrigger Foundry Street Denizen and Reckless Bushwhacker, Goblin Rabblemaster is good for increasing the size and speed of your army, Goblin Wardriver for damage, Pyrewild Shaman or Skinbrand Goblin to boost existing goblins or play regularly, Tuktuk the Explorer alongside Goblin Grenade for a nice 4 mana combo, Warren Instigator for speed, Zada, Hedron Grinder + Goblin Grenade= death storm, and Coat of Arms, which is slow for this deck, but can give each goblin a major boost.
Sorry that the list is a little long, but I hope it helps! <3
4 years ago
Borborygmos Enraged: Turn lategame lands into advantage
Chaos Imps: Huge Flier
Chromatic Lantern: Best Mana Fixing
Death's Presence: Capitalize on Big Creatures
Explosive Impact: Removal
Giant Growth: Combat Trick
Glaring Spotlight: Lethal Swing
Hellkite Tyrant: Big Flier
Maze Behemoth: Gives Commander Trample
Mizzium Mortars: Board Clear
Molten Primordial: Removes big blockers, gives additional attackers, and can act as removal
Rogue's Passage: Gives creatures unblockable, like your commander that has to keep attacking
Skarrg Goliath: Combat trick that kills defenders and players
Sylvan Primordial: Ramp and Enchantment/artifact/planeswalker/land removal.
Thespian's Stage: With being limited to RTR lands, why not get out of set lands?
Utvara Hellkite: Wins games on its own
Viashino Shanktail: Firststrike Combat trick (also called SHANK tail)
Weapon Surge: Combat trick/mass combat trick, turn trades into chumps
Worldspine Wurm: 15/15 that spawns 5/5's
Wrecking Ogre: Combat Trick Doublestrike
Bomber Corps: Doesn't do much, the battalion isn't reliable, and ping isn't useful
Experiment One: your deck doesn't spam creatures with ascending power/toughness.
Foundry Street Denizen: Doesn't do much of anything, wasted slot
Spire Tracer: 1/1 faux flier doesn't help
Skinbrand Goblin: small combat trick, weak creature
Gatecreeper Vine: defender in an aggressive deck that searches out a single card in deck
Skullcrack: a useless card, even for an aggressive deck, burn is used for creature removal
4x Mountain: Too many lands
5x Forest: Ditto
Mending Touch: Regen isn't worth a card
Pyroconvergence: too expensive, Shocking on multi-color doesn't help much
Skylasher: counters a single faerie a turn, doesn't do much else
Tablet of the Guilds: lifegain doesn't matter, wasted slot
Gruul Charm: doesn't do anything
Hellraiser Goblin: Gives all creatures haste
Racecourse Fury: gives any creature haste
Seek the Horizon: Ramp
Street Spasm: boardclear
Tower Defense: anti-fliers if you are concerned about that
Zhur-Taa Ancient: ramp for all, also really cheap big guy