Sparksmith

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Onslaught (ONS) Common
Promo Set (000) Common

Combos Browse all

Sparksmith

Creature — Goblin

Tap: Sparksmith deals X damage to target creature and X damage to you, where X is the number of Goblins in play.

Sparksmith Discussion

Orkboss on Unified Pauper Upper Class Gobbins

2 months ago

I like the Idea, even brewed a little bit with that myself. Here are the problems I encountered and see in your brew of goblins in general, desregarding the "aristocrats" theme. I will comment on that further down:

  1. Electrickery is the first card sideborded against this, and in your brew, there are no creatures to survive it. It gets especially annoying, if our opponent casts it in response to a Goblin War Strike . Not quite as devastating but still annoying are cards like Nausea or Shrivel . This is one of the main reasons, most goblin decks run some numbers of Goblin Cohort or Mogg Conscripts (next to the fact, that a 2/2 for is pretty ok).

  2. How reliable is Kuldotha Rebirth , with just 8 targets? Especially, since you might need great furnace to sacrifice to fireblast.

  3. What do you need Goblin Matron for? She is normaly used to get a specific answer to whatever is needed. Is there any goblin that is worth it to tutor out on turn 3 or later as an speciic answer to a bord state? the only one that comes to mind is Sparksmith , to get rid of a blocker, like an angler. However, you only have one matron in the deck anyway, for mostly your only target, sparksmith. Either slow down the deck and run more targets like Goblin General , Tarfire , Goblin Lookout or Goblin Bushwhacker , or cut her.

  4. How reliable is fling? You mostly will be able to fling either foundry street or a sledder pumped creature. However, both require specific circumstances, either to play a lot of cards from hand and still having mana and fling in hand, or a big bord, fling in hand and sledder on field.

Now, for your basic Idea.

If you want to make a lot of tokens, you need a consistant payof. Goblin war strike is one, but, only one. The aristocrats theme is hard, if the only sacrifice outlet and benefit are 4 copies of goblin sledder. I don't have a definite solution for this, just some ideas. One is to forget about sacrificing your tokens and include cards like Goblin Bushwhacker or even Goblin War Party and go full on a go wide and pump your team strategy.

The other is to go in a goblin storm direction, as seen in this youtube video. https://www.youtube.com/watch?v=NYE5gnDl1ZE&t=902s

I hope I could help.

TeamG on

10 months ago

Matronless Goblins

TeamG on

10 months ago

Matronless Goblins:

Skullion123 on Gobo-Focused Krenko

1 year ago

Add:

  • Burn at the Stake: Great win condition for decks where you have boatloads of creatures.

  • Blasphemous Act: Boardwipe for if things get out of hand.

  • Goblin Recruiter: Great tutor for goblin decks.

  • Coat of Arms: Turns all of your goblins into very large creatures that usually wins the game unless someone deals with it the turn you play it.

  • Shared Animosity: Another great way to win games.

  • Vanquisher's Banner: Lord effect for your goblins and a card draw engine. Definitely a plus.

  • Chaos Warp: Arguably the best red single-target removal spell in the game.

  • Hammer of Purphoros: Haste enabler, and allows you to do something with the extra mountains you no longer need during late game.

  • Goblin War Strike: Win condition for some games.

  • Ogre Battledriver: Haste enabler that also buffs your creatures.

  • Battle Squadron/Reckless One: Another win condition. While the haste on Reckless One is nice, I would recommend Battle Squadron due to the deck not having any other answers to flying creatures besides burn spells, and it'll likely have haste anyway from the many other haste enablers you have in the deck.

  • Massive Raid: Targeted creature or player removal.

  • Reverberate: Used to copy someone's win condition, or copy an opponents counterspell to counter their counter. All-around great card, very versatile.

Drop:

  • Mogg War Marshal: Not a bad card, but you already get a bunch of 1/1's from Krenko. There are just better cards to have in your deck.

  • Beetleback Chief: Same reason as Mogg War Marshal.

  • Grenzo, Havoc Raiser: Doesn't really synergise with what the rest of the deck is supposed to do.

  • Sparksmith: This is a fun card for obvious reasons, but will also likely get you killed.

  • Buried Ruin: You don't have enough important artifacts for this to be necessary.

  • Hellraiser Goblin: There are better haste enablers without the drawback of forcing you to attack.

  • Coldsteel Heart: Goblins don't really cost a lot of mana, so you likely won't need the ramp. That, and this is pretty slow as far as ramp goes.

  • Goblin Chainwhirler: This is a terrific card in standard, but not neraly as much in EDH. Unless your playgroup meta has a lot of creatures with one toughness, this card isn't going to do much.

  • Snow-Covered Mountain: Is there a reason you're running these over regular Mountains? If not, the hefty price tag on these lands is why I'd choose to stay away from these. Edit: I just saw Scrying Sheets. If this is your only reason for snow lands, I don't think it's really necessary.

  • Mutavault: While this does help somewhat, it's not by that much. It doesn't help your deck enough to be worth the $12 price tag.

  • Squee, Goblin Nabob: Unless you play against a lot of discard-oriented decks, this doesn't do a lot to help you.

  • Red Elemental Blast/Pyroblast: Unless you play against a lot of blue counterspells, I would drop this for some better components. There's a specific card later on I wold replace this with anyway if you're having issues with your stuff getting countered.

  • Commander's Sphere: While the ramp and card draw is nice, you don't really need it. Your goblins don't cost a lot, and the card draw is pretty minimal.

  • Foundry Street Denizen: This would be an extremely good card if it had trample. Unfortunately, the lack of trample, and the rather low toughness of 1 means it will likely just get trump blocked by some tiny creature your opponents control and die.

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