|Commander / EDH||Legal|
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|Premium Deck Series: Fire and Lightning||Common|
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Teetering Peaks enters the battlefield tapped.
When Teetering Peaks enters the battlefield, target creature gets +2/+0 until end of turn.
: Add to your mana pool.
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Teetering Peaks Discussion
3 weeks ago
Most urgent changes I want to make:-1 One with Nature +1 Ordeal of Nylea-1 Three Dreams +1 Primal Surge-1 Unquestioned Authority +1 Holy Mantle-1 Swamp +1 Mortuary Mire-1 Terramorphic Expanse +1 Teetering Peaks-1 Thallid Germinator +1 Ashnod's Altar
8 months ago
I'm not sure if there is a reason for it, maybe you run into a lot of Siege Rhinos and Baneslayer Angels but I generally think Rending Volley is better against match-ups like merfolk, and Kiki-Twin (If that is still a thing).
9 months ago
Thanks for the suggestion brother1.
9 months ago
Really like the idea of a more controlling, long game burn deck. I do have a couple of suggestions about the mana base, Valakut in particular. Valakut is an awesome land but you're not running nearly enough mountains to make it work - right now you've got only 10 (14 if you count the Expanses), so you're going to have trouble turning it on. I might cut some of the other nonbasics to make it (and Koth) more reliable. I do like Spinerock Knoll but Teetering Peaks can probably go; the pump is nice but coming in tapped can really slow you down, and it makes both Koth and Valakut more reliable. +1 from me!
10 months ago
First of all, cut the Chancellor of the Forge. Occasionally getting a 1/1 for free is nice, but it doesn't really help you all that much considering you should NEVER get to 7 mana in a Goblins deck.
I would also cut the Burn at the Stake and Voracious Dragon. You are playing Gobbos, you need to be as low to the ground as possible, so this means keeping your mana curve low. Both of these cards help you with burning out your opponent after your goblin swarm has beaten them down a bit, but some combination of Goblin Grenade (possibly Reverberated!), Shared Animosity and Impact Tremors would help you. Besides, if you still have a decent enough number of creatures left in play by the time you have 5 mana for those two cards to help, you're likely already going to be winning. Cards that only really help you win when you are already winning are called "win-more" cards, and should be avoided if possible.
Since we are trimming your mana curve, you want to cut down on mountains as well. I would recommend going to 20 or maybe 21 Mountains, unless you can find some good non-basic lands to help your Gobbo army out. Teetering Peaks comes to mind, but take a look at Gatherer. (http://gatherer.wizards.com/Pages/Advanced.aspx)
Spikeshot Elder should be cut, as it is really not all that helpful if you can't pump his power.
The dash creatures are cute - test out if Impact Tremors or Shared Animosity does more work for you. If so, consider adding one more dash card and increasing the number of Impact Tremors in your deck.
Krenko, Mob Boss is really fucking cool, but he is just too slow. But do consider putting him in the sideboard.
Expedite just doesn't do enough, and you want to be using all your mana each turn to churn out more and more gobbos.
Have you considered adding black to your deck? There are some pretty sick goblins in black/rakdos (Black/Red) colors. Mad Auntie, Auntie's Snitch and Shambling Goblin come to mind. (link to gatherer here: http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&format=+[%22Modern%22]&color=+[B]&subtype=+[%22Goblin%22] )
Consider going to Red/Black, but if you stay mono-red I would consider doing the following changes:
10 months ago
also Teetering Peaks might help push Atarka over the edge w/o wasting a card on a pump spell.
10 months ago
Battle Hymn For big plays
Mountain 35 land weren't cutting it.
Teetering Peaks Land that had an additional use.
Goblin Burrows Land that made a goblin bigger.
Goblin Sledder Sacrifice Outlet
Mogg Raider Sacrifice Outlet
Goblin Diplomats Force opponents to attack.
Sensation Gorger When hand is empty on upkeep there's a good chance to draw 4 cards.
Shattering Pulse Usually quick enough to win before most artifacts become a problem.
Vandalblast Same as above.
Thermopod Played for ability, Cost is to mana intensive.
Hellrider 1 damage per attacking creature is great, Though the alpha strike will usually kill people just as quick.
Banefire Not really necessary.
Ib Halfheart, Goblin Tactician Worked well until opponents started killing important goblins with chump blocks.
Slate of Ancestry only used once. Never wanted to discard hand. Never wanted to draw that many cards.
Mindmoil Never used, was much to random. Replaced with Sensation Gorger.