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Curious Goblins

Madnote

Standard

Score: 78


Description

This is what happens when goblins play with spells..

The concept of this deck is to get out Guttersnipe and enchant him with Curiosity , making it so whenever you cast an instant or a sorcery he deals 2 damage and you draw a card. From there fill the deck with lots of spells as well as Goblin Electromancer to make them quick and cheap, and ensuring Overload costs will be obtainable. Hellrider also pairs well with Curiosity , drawing cards for each creature that attacks. Use cheap goblins with Krenko's Command to send over towards the opponent when you have a curious Hellrider , giving you easy damage and card draws.

Thank you all very much for the fantastic feedback and all the +1's!

Gallows40 says...

#1

Electrickery is a card I think could easily find a home in this deck or at least the sideboard as a board clear against weenie decks like exalted.

Mercurial Chemister Why did you drop him? /sadface. I thought it was a genius way to get rid of Temporal Mastery or Explosive Impact as a burn spell rather than having to hard cast them.

Overall clever design, looking forward to playtesting with it.

September 26, 2012 4:11 p.m.

Madnote says...

#2

I ended up dumping Mercurial Chemister to create a lower mana cost average and because I want to have lots more instants and sorceries for the curious Guttersnipe or Epic Experiment , but I may return him.. Maybe toss the Goblin Arsonist ?

I did have Electrickery in the deck at one point too, but opted for more spells that can hit creatures or players, in case I get to a point where I need to burn the player more.

September 26, 2012 6:33 p.m.

Madnote says...

#3

Ah now I remember why I ultimately didn't like Mercurial Chemister , his red ability only hits creatures.

September 26, 2012 6:35 p.m.

Madnote says...

#4

Maybe -3 Goblin Arsonist or +2 Mercurial Chemister and +1 Index .. Thoughts?

September 26, 2012 6:38 p.m.

Gallows40 says...

#5

I'd only ply Mercurial Chemister as a one off. You should be digging quick enough to either come across him or not need him at all. And like I said, I'd put Electrickery as a sideboard item to deal with quick aggro decks if needed. But then again... how often do we actually bother sideboarding. /chuckle.

Izzet Staticaster might work better than Mercurial Chemister both can target creatures, but the staticcaster has flash and haste so it can be a surprise move, Since he can ping multiple targets (think goblin tokens, spririt tokens, and several other tribal type creatures.)

Maybe even consider an Elixir of Immortality going up against a midrange or life gaining deck may cause you to mill yourself. Annihilating Fire is another potential burn spell, and your goblin should make it a little more affordable.

September 26, 2012 8:23 p.m.

Madnote says...

#6

What do you think I should bump out then? I agree with at least 1 Mercurial Chemister , I love his draw ability.

September 26, 2012 9:05 p.m.

Gallows40 says...

#7

Talrand, Sky Summoner Yikes....actually nvm, I'm using him....

September 27, 2012 5:34 p.m.

sheamagic says...

#8

I really don't like Index . I think you could do much better. I was thinking Hypersonic Dragon . Any hasty flier is great, and with the added bonus of flashing in an Epic Experiment can lead to blowouts. Cool deck, I like any combo of goblins and burn :).

September 28, 2012 8:04 p.m.

HeartCruz says...

#9

i agree with sheamagic... kick out index n bring in hypoersonic...

September 30, 2012 1:53 p.m.

Madnote says...

#10

Through playtesting Index has proven to be quite good. With a Curiosity Guttersnipe on the field that one blue mana results in 2 damage, look at top 5 and re-arrange, then a card draw. I love using it to set consecutive cheap burn spells to either dish out with each card draw from the Curiosity or to setup a successful Epic Experiment , or to simply stack my next draw step to have a Temporal Mastery triggered as a miracle.

September 30, 2012 4:15 p.m.

Toddington says...

#11

Hellrider works with Curiosity too. card:Krenko's Command combos with Hellrider and Guttersnipe , and card:Talrand's Invocation too I guess.

I personally don't like Epic Experiment , Index , Temporal Mastery , or Niv-Mizzet, Dracogenius in this deck, I'd keep the curve lower and go more aggro. I'd like at least 22 lands, and 2 Desolate Lighthouse . I like the idea a lot.

October 2, 2012 8:07 a.m.

sodamancer says...

#12

past in flames.

October 2, 2012 8:24 a.m.

Absinthman says...

#13

Hi, I'm reacting to "With a Curiosity Guttersnipe on the field that one blue mana results in 2 damage, look at top 5 and re-arrange, then a card draw."

Please, correct me if I'm wrong, but I don't believe it will work like that. Here is why:

  1. You cast Index and it goes on the stack.
  2. Guttersnipe 's ability goes on the stack on top of the previously cast Index and resolves in dealing 2 damage.
  3. Now, because damage was dealt, Curiosity triggers, goes on the stack and resolves in drawing a card, while Index still sits on the stack unresolved.
  4. Only then your Index resolves and you get your chance to rearrange the cards.

I might be wrong here, but this is how I think it would actually go.

October 2, 2012 10:47 a.m.

Absinthman says...

#14

Sorry for the double comment but in my stream of thoughts about the stacking, I forgot to say that I really like this concept. +1 from me.

October 2, 2012 10:50 a.m.

Madnote says...

#15

Very interesting point Absinthman, I am going to look into this as I may have been playing that wrong. Thank you!

October 2, 2012 12:20 p.m.

Madnote says...

#16

Thank you for the GREAT tips and feedback Toddington, I am going to try to get around to playtesting your suggestions and see if I like it.

October 2, 2012 12:23 p.m.

sodamancer says...

#17

Yes, you will draw your card from Curiosity/Guttersnipe before Index resolves. However, if you follow that up with another spell, you will be able to draw the card you set up for yourself with the index....Index(gs deals 2, draw a card)-rearrange 5 cards.I would say thought scour is a better spell to run-gets you a card and possibly sets your opponent back a vital piece of their deck.

October 2, 2012 2:42 p.m.

Raxin says...

#18

+1. This build looks brutal. I have a Delver/Burn deck that's somewhat similar and I'm looking forward to bringing in the Guttersnipes. I run Talrands, instead of Hellriders, which can mean an instant/socery will often net me a 2/2 flyer, a drawn card, and 2 damage to the player. I then rely on my burn to help clear the board of major threats. That said, I also play against a goblin token deck with Hellriders in it and with their haste and ability, i"m often easily surprised by a quick goblin based attack for game. If I'm not ready with a counter or instant removal, I'm sol.

I love how many different iterations I'm seeing of this r/u deck. Your build might not be the most flexible, but I wouldn't change a thing. It will be very interesting to see what r/u combos turn out to be the most effective.

October 2, 2012 5:29 p.m.

Madnote says...

#19

Thank you very much Raxin, I appreciate the tips and the positive feedback! I am going to try to keep the deck as is for now and begin more heavy testing, I almost have the physical deck put together to play more competitive games than just using the playtester here.

October 2, 2012 7:55 p.m.

Chibisukei says...

#20

I run a similar deck with Talrand, Sky Summoner and Delver of Secrets  Flip in place of Goblin Electromancer and Hellrider .

I personally found that the electromancers didn't do as much work as they could, since most spells wont have more than a single colorless mana. Also, With such a high number of instants and sorceries in the deck, Delver of Secrets  Flip is, unfortunately, the most efficient thing at the slot.

Also, with Guttersnipe a single Epic Experiment in the deck is a fun win con.

My deck if you wanna take a look. http://tappedout.net/mtg-decks/curious-guttersnipe/

October 2, 2012 8:28 p.m.

Madnote says...

#21

I've decided to swap Unsummon out for Inaction Injunction . With an electromancer out they become the same mana cost, and although the injunction won't cause them to have to re-cast the creature, it still removes it as a threat for a turn while also giving a card draw. Any thoughts on this?

October 3, 2012 10:34 p.m.

Toddington says...

#22

I like the new build, Inaction Injunction seems solid. If you have a Guttersnipe enchanted, removing a blocker to get in there and grab another card is decent.

October 3, 2012 10:50 p.m.

Madnote says...

#23

@Toddington Thanks for all the tips, I really think your suggestions polished this deck up quite well. I am only missing the Hellrider s before I can start physically play testing this. I'll post results most likely next week.

October 3, 2012 10:55 p.m.

Scribbles says...

#24

I love the idea. +1 from me. The only thing I'd look into is maybe a little bit of countermagic to keep your Guttersnipe alive. maybe -2 card:Krenko's Command, +2 Izzet Charm or Counterflux . Of course, the mana base would have to be altered, which I don't like.

October 4, 2012 3:33 a.m.

Scribbles says...

#25

Sorry to double post, but I just took another look at the mana base. Never mind, you wouldn't have to change it.

October 4, 2012 3:36 a.m.

myon87 says...

#26

Why the curiosity? Imo it's not worth it without invisible stalker.

October 4, 2012 5:14 a.m.

Madnote says...

#27

@Scribbles I considered Mizzium Skin as a sideboard item to protect the Guttersnipe from removal. I may just try to fit it in anyways, maybe bump Electrickery to sideboard.

@myon87 Read the deck description

October 4, 2012 6:23 a.m.

aragoth says...

#28

beware of Inaction Injunction you might want to keep Unsummon on the sideboard at least! there are a lot of token or counter decks so detaining a creature for a turn would be not be good as good as making a creature with 5 +1/+1 counters leave the field!

October 4, 2012 9:24 a.m.

Teleportal seems absolutely hilarious with goblin tokens and curious fellows.

October 4, 2012 10:26 a.m.

HeroofPie says...

#30

I have a question. If Hellrider is enchanted with Curiosity then would you draw cards equal to the number of attacking creatures?

October 4, 2012 10:32 a.m.

Madnote says...

#31

@aragoth Thank you! I did not consider +1/+1 counter creatures. I'll definitely keep Unsummon on the back burner if that becomes an issue.

@Ballin_Like_Stalin Teleportal could be fun, especially with its overload! Since my Curiosity creatures typically deal damage in other ways than attacking themselves, I may not need it though.

@HeroofPie From what I understand, yes. Curiosity triggers each time a creature deals damage, and I think Hellrider technically deals damage each time a creature attacks, meaning if I swing with 3 measly goblin tokens, he hits three times for 1 damage each and I get three card draws. I will do a little more research to ensure I am accurate with this.

Thank you all for the +1's!

October 4, 2012 12:58 p.m.

Folfire says...

#32

I read around the comments that you played Index , dealt 2 damage with Guttersnipe through Curiosity and draw a card of your choice, but the thing is, as Guttersnipe/Curiosity ability kicks in when you cast Index, and not when it resolves, you draw the card before rearranging the 5 cards. I haven't read if anyone has already told you this, so sorry if I'm repeating it :)

As for Curiosity Ruling: You draw one card each time the enchanted creature damages the opponent. This is not one card per point of damage.So Hellrider would make you draw a card for each attacking creature indeed. Hellrider is also good to take out Planeswalkers

October 4, 2012 1:54 p.m.

Madnote says...

#33

Yeah I was wrong about the use of Curiosity with Index , thank you though! As far as Hellrider with Planeswalkers, does his ability count them as the defending "player" if I attack a Planeswalker?

October 4, 2012 2:01 p.m.

Absinthman says...

#34

@Folfire: Yeah, I already pointed that out. :-)

October 4, 2012 2:01 p.m.

Folfire says...

#35

Indeed I repeated what was said already, twince XD

I feel that in some playtest I'm having too much mana with no curiosity, meaning I would need to stack spells for when Curiosity arrives, but that gives me some inert turns. I would consider Epic Experiment , as many have mentioned, though I get you don't like it, and honestly, neither do I XD If I get to a way to accelerate the deck I'll be around soon :)

October 4, 2012 2:11 p.m.

Absinthman says...

#36

@Madnote: During the combat phase, the active player is attacking and is the attacking player. As the combat phase starts, the active player chooses one opponent. The chosen opponent is the defending player. Creatures can attack only the defending player or a planeswalker the defending player controls; they cant attack other creatures. During phases other than combat, there is no defending player. See rule 306.2.

Source: http://wiki.mtgsalvation.com/article/Defending_player

October 4, 2012 2:13 p.m.

Madnote says...

#37

I actually liked Epic Experiment but so many said it should go. I've had moderately great success with or without it, but I honestly thought it was just a fun spell.

October 4, 2012 2:14 p.m.

Folfire says...

#38

So to kill a planeswalker you either attack a player or target him with damage, and you Redirect the damage to the Planeswalker. The Planeswalker then prevents that damage but removes a counter for each 1 dmg prevented. In this case, Hellrider is an excellent way to kill pesky Planeswalkers, as you will keep attacking the player while the Hellrider deals independent damage to the Planeswalker :)

@Absinthman: Yeah, sorry man, I sometimes skip some comments, my bad :P

October 4, 2012 2:14 p.m.

Madnote says...

#39

@Absinthman So, does that make a planeswalker a "defending player" in regards to Hellrider 's ability, provided I declare the planeswalker as my opponent of course.

October 4, 2012 2:16 p.m.

Folfire says...

#40

Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty, it's put into its owner's graveyard as a state-based action.If your planeswalkers are being attacked, you can block the attackers as normal.If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.

Sorry for the Textwall :P

October 4, 2012 2:17 p.m.

Absinthman says...

#41

@Madnote: Basically yes. It works a little bit other way. When the combat phase starts, you choose which of your opponents becomes the defending player. So there is always a defending player during combat. Only then you choose whether you attack the player himself (or herself), or the planeswalker he or she controls. But either way, your opponent is considered a "defending player" game texts like Hellrider 's.

October 4, 2012 2:20 p.m.

Madnote says...

#42

Awesome thank you Folfire! I knew how they worked but didn't know if I could use Hellrider to target them or if that was only the player. I am loving Hellrider more and more.. No idea why I overlooked him when he was released!

October 4, 2012 2:22 p.m.

Madnote says...

#43

Thank you too Absinthman! I didn't want to assume how a mechanic works like I was with Index , I appreciate the help.

October 4, 2012 2:23 p.m.

Folfire says...

#44

@Madnote:

You start combat phase, and choose your opp (who has a PW) as defending player.You designate your attackers (ie. 3 attackers) in Declare Attackers Step, kicking Hellrider 's ability, meaning even if your attacking creatures get killed on the same Step, Hellrider will still do damage to the defending player.You redirect the damage of the defending player to the planeswalker he controls before he starts Declare Blockers Step.

What I think you Can't do, or at least I have no idea, is to designate the planeswalker as the defending player, making him the automatic target of hellriders ability. I think in this case, hellrider doesnt activates as a planeswalker is not a Defending Player, to be precise. Though I cant find any ruling about this

October 4, 2012 2:30 p.m.

Gallows40 says...

#45

These are the rulings taken directly from "Gatherer" which is run by WotC.

1/22/2011 This damage is not combat damage and may be redirected to a planeswalker controlled by the defending player.

1/22/2011 If a creature you control attacks a planeswalker, the defending player is the controller of that planeswalker.

1/22/2011 In some multiplayer variants, creatures you control may attack multiple players and/or planeswalkers. For each attacking creature, Hellrider will deal damage to the corresponding defending player.

The first one pretty much sums up Hellrider s ability to put the proverbial smack down on a planeswalker.

October 4, 2012 4:29 p.m.

myon87 says...

#46

Sure, curiosity in hellrider is "wow", but it's a trap. I would play devil's play and/or flames of the firebrand instead. Works better with electromancer also.

Nothing beats killing off two-three creatures/dorks/tokens with flames of the firebrand

October 4, 2012 4:44 p.m.

ReK says...

#47

Love the idea of the deck, I'm curious on how it does with these issues (still fairly new to magic, so sorry if there's something I'm missing here);

  1. How does the speed of the deck work while Curiosity isn't in effect, as it seems it would be extremely slow with just that and Inaction Injunction as your only sources of draw. Especially when curiosity requires a creature (Guttersnipe and Hellrider ) to do any work at all.
  2. How do you deal with enemy removal, or is the drawing so consistent that you can replace your Guttersnipes whenever one goes down? It looks like an enemy Mizzium Mortars would wreak havoc on this deck.
  3. Do you feel the deck relies too much on Guttersnipe, are you considering any alternative win conditions that you could work in?
Again, love the concept of the deck and I'm looking forward to how it develops.
October 4, 2012 4:48 p.m.

FROZR2 says...

#48

Playsets of Pillar of Flame and Electrickery seem counterproductive with a playset of Goblin Electromancer . I'd recommend Searing Spear and Annihilating Fire instead.

October 4, 2012 6:11 p.m.

FROZR2 says...

#49

Or even more card draw like Inspiration , which will end up costing you very little. "At the end of your opponent's turn," etc.

October 4, 2012 6:13 p.m.

Would Reliquary Tower be a thing in this deck. since your going to end up drawing so many cards

October 4, 2012 6:48 p.m.

Madnote says...

#51

@FROZR2 Card draw hasn't been an issue, and I am playing Searing Spear . Yes the Electromancer doesn't help Pillar of Flame specifically, but that spell is fantastic, especially for cards like Gravecrawler . My spells are very low mana cost despite the electromancers for a couple reasons: in case I do not draw any electromancers I can still sling spells with ease, and the spells with overload will be easier to gain the overload affect with the electromancers on the field. I could possibly reduce the Goblin Electromancer down one, but they do tend to attract player hate so I like them around.

@spacecoyote1313 I did consider Reliquary Tower at one point but I've yet to have an issue with too many cards in my hand, thank you for the good suggestion though!

October 4, 2012 11:40 p.m.

gioppasup says...

#52

I suggest Think Twice instead of Curiosity . Pretty deck. +1 for me!

October 5, 2012 4:38 a.m.

SGB517 says...

#53

Looks awesome...I'mma try it.

October 5, 2012 2:02 p.m.

I love this build! I'm thinking of adding in Talrand, Sky Summoner , his Invocation and a couple Snapcaster Mage s.

October 6, 2012 6:47 a.m.

GunG12aVe says...

#55

no 1 of krenko or talrand? krenko's bonus is using krenkos command and the other goblins, and gives additional friends for hellrider

October 8, 2012 1:15 a.m.

Folfire says...

#56

I have some:1. Mana issues, usually I have more than I would ever need2. If I don't draw Curiosity , I end up with no cards in the hand and lags the game, opening turns for the opponents.

Is there a way to address these two topics? Indeed, I think I would drop 3 or 4 red damage spells in favor of some card drawing. Inspiration and Think Twice are some examples of fast draw if you have those Goblin Electromancer that are otherwise not helping as much as they should.

October 8, 2012 10:23 a.m.

Madnote says...

#57

I agree with the mana issue, usually its not too big of a problem when I get a Curiosity feeding my hand but I have had games where I am getting mana flooded. I'm going to drop down to 21 I think.

As far as card draw, I switched out Unsummon for Inaction Injunction to give extra draw, but I could put in Think Twice somewhere.

For those pointing out more creatures that go well in this deck, yes there are lots of awesome choices. The problem is, if I loaded a deck with creatures that have great synergy with spells, that would defeat the purpose of playing heavy on spells. This build could easily work with taking out Hellrider for Talrand, The Sky Summoner, etc. But these are the creatures I enjoy, and have worked very successfully for me. I'm not saying they are better, but that adding more creatures is not ideal.

October 8, 2012 11:26 a.m.

floopthepig says...

#58

ill start by saying i love this build. draw+ tiny burn spells is awesome... i just don't see you dealing with removal at all. i just finished my guttersnipe deck and i had a problem where i play him and he gets removed straight away. as for Unsummon vs Inaction Injunction its a difficult choice between decks draw theme and such a useful card. but i would have to go with unsummon only if ur going to have 4 otherwise use inaction (i dont even like inaction injunction in my azurious deck). in summary u get a +1 from me but look out for stompy monsters bigger than 5/5 and removal

October 8, 2012 7:50 p.m.

Madnote says...

#59

Thank you floopthepig! I agree that removal could be a pain for the Guttersnipe . I did put Mizzium Skin in my sideboard to deal with heavy removal decks, but if it did go mainboard it would still trigger his 2 dmg and a card draw if I have Curiosity on him.

October 8, 2012 8:18 p.m.

floopthepig says...

#60

quick question about Mizzium Skin say the field is as follows. u have a guttersnipe turn 3. turn 4 i play Murder and pick guttersnipe respond with Mizzium Skin would the hexproof protect the already targeted guttersnipe? (imo it would but targets are already declared)

October 8, 2012 8:46 p.m.

floopthepig says...

#61

quick question about Mizzium Skin say the field is as follows. u have a guttersnipe turn 3. turn 4 i play Murder and pick guttersnipe respond with Mizzium Skin would the hexproof protect the already targeted guttersnipe? (imo it would but targets are already declared)

October 8, 2012 8:46 p.m.

Madnote says...

#62

Provided I have the mana to cast a Mizzium Skin when you cast Murder , yes it would protect my goblin. Mizzium Skin goes on the stack on top of Murder , and thus resolves first, preventing the goblin from being the target and causing Murder to be wasted.

October 8, 2012 8:57 p.m.

Branigan says...

#63

Cool deck. I had fun testing it against my R/U izzet "Unequivocal Combustion". Went dead even at 3-3

October 10, 2012 8:57 p.m.

wallrick says...

#64

If you want to draw cards with hellrider like this, Tandem Lookout is a much more viable choice of card than Curiosity , only problem is that it shares it's CC with guttersnipe.

October 11, 2012 11:56 a.m.

robindude says...

#65

how is tandem lookout better? it cost 3 times more mana and can be wiped out by one damage (elictrickery) the only upside is you have 2 sources that can do damage to get cards....... if the opponent has no blockers seeing that a 1/1 token would kill the lookout and remove guttersnipes draw for damage

October 11, 2012 7:22 p.m.

Toddington says...

#66

It's better with Hellrider , because it's a body that can attack. It would be better to have a Tandem Lookout killed than an enchanted guy, so they don't get card advantage via removal. I feel like cost is the determining factor here though, and Curiosity is significantly cheaper.

October 13, 2012 8:27 p.m.

Deck needs more land. Just made it. loses majority of the time due to lack of land early game

October 14, 2012 2:27 p.m.

Madnote says...

#68

Thats odd, a common issue I had myself, as well as other posters that have playtested it, claim they were being land flooded.

October 14, 2012 2:34 p.m.

Toddington says...

#69

Why not add a Desolate Lighthouse or two? Will help you with screw, and stop you being flooded. The cantrip effect of Inaction Injunction helps you see more cards, how about the full four? As to what to take out, how good are Electrickery and Thunderous Wrath ?

October 14, 2012 6:32 p.m.

floopthepig says...

#70

Annihilating Fire is the only Pillar of Flame alternative i can think of but is a bit meh.

Dual Casting , Lightning Prowess are ways to turn your electromancers into more than just spectators.

Epic Experiment vs Thunderous Wrath . there are decks out there (G/W) that will heal faster than you burn and have tough creatures higher than 5 so may i suggest to go with epic experiment just because it gives you that option of casting many spells, ie 2 searing spears (although i admit thunderous wrath is more reliable).

Increasing Vengeance and Reforge the Soul are fun ones to consider

October 28, 2012 1:23 a.m.

aaronmaxwell says...

#71

If you attack with three creatures with a curiosity attached hellrider on the field do you draw 3 cards from hellriders ability?

November 17, 2012 10:59 a.m.

robindude says...

#72

yes, if it was worded as "hellrider does X damage were X is the number of creatures you attack with" it would damage deal once and trigger curiosity once, but since its worded that each creature causes hellrider to deal 1 damage its 3 different occurances of damage causing you to draw 3 cards

November 17, 2012 2:53 p.m.

A Cackling Counterpart could be devastating here if you used it on Hellrider or Guttersnipe . Just a thought.

December 11, 2012 7:29 p.m.

jminute14 says...

#74

Hey, nice deck! Can you look at my Curious Goblin Psychosis, it's essentially a multiplayer version of this deck. Just wondering if there's anything you've found really valuable from playing that I may have missed. Oh and +1!

February 23, 2013 6:47 p.m.

apt142 says...

#75

Goblin Electromancer isn't providing a lot of benefit here. Most of your instants and sorceries are pretty cheap to begin with.

I'd suggest swapping those out with things that are a bit more aggressive on the battlefield to put some pressure on your opponent and distract him/her from the Guttersnipe s.

February 26, 2013 11:10 a.m.

Izzetsane says...

#76

After seeing this I'm thinking of trading two of my Hands of Binding for two Inaction Injunction . I think they'd offer a bit more stability than the Hands, Guttersnipes Cyphered with the Hands and enchanted with Curiosity can at best get me three cards and six damage before my opponent manages to torch the 'Snipe and send the Cyphered card into exile, the Hands by themselves only detain one creature.

Inaction Injunction on the other hand will get me a card and detain a creature all by it's lonesome, will still draw me three cards when used alongside the enchanted 'Snipe but will only deal four damage at best, still, not being exiled at the end of that combo has it's own benefits in a deck that runs Mystic Retrieval.

+1 from me.

April 10, 2013 8:33 p.m.

paribecc says...

#77

I really like this a lot. My only issue is I am justifying a reason to run 4 electromancers since you mostly only need 1 out at a time. This may be a silly suggestion, but why not try fitting in 2xSleep . Not only will it proc all of your snipes, but it will allow for an all in attack thus giving you double use out of your Curiosity . Oh, and it will put a big speed bump in aggro. It should be pretty easy to cast with your electromancers, but wont work as well with Epic Experiment (although electromancers help again here). Another use for those guys might be Devil's Play . Otherwise, I might do -2xGoblin Electromancer for 2xNivix Cyclops

+1 though, I'd like to build something similar for myself.

May 6, 2013 9:43 p.m.

Madnote says...

#78

Thank you very much for the suggestions paribecc, I do need to do some adjustments with the new Dragon's Maze release.

Although I agree having multiple Goblin Electromancer out at the same time is not entirely needed, they do come into use with bigger overload costs such as Mizzium Mortars . I may cut them down to 3, but will have to do some testing.

Also I absolutely love the Nivix Cyclops ! I played it in a Pauper deck I competed with recently Spell Munchers and did very well.

May 6, 2013 9:53 p.m.

cakesnakejake says...

#79

Perhaps a Thunderous Wrath with Epic Experiment and Index

June 10, 2013 2:31 p.m.

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Date added 8 months
Last updated 1 month
Legal formats Commander / EDH, Extended, Legacy, Modern, Standard, Vintage
Sets
Cards 60
Avg. CMC 2.18
Top rank #1 on 2012-10-08

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+2 Charmbreaker Devils main
-1 Goblin Electromancer main
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