Sideboard


Maybeboard


The basic premises of this deck:

Priority 1 is to get an Impact Tremors on the field, hopefully by turn 2, as it is the heart of this deck.

Priority 2 is to keep your entire set of tokens as a shield wall that may become even more useful with an Outpost Siege (dragons), as will you automatically do damage to your opponent or opponents creatures if your token leaves the field for any reason like exile, destroy target creature, sacrifice target creature, return creature to your hand, etc. This idea may change depending on the field at the time.

This deck doesnt get going until 2 mana:

4x Impact Tremors

1 damage any time a creature enters the battlefield. This card is the nuts and bolts of this deck. Without it, you can still win, but it wont be so easy. With it and you can easily run up the damage on your opponent.

4x Raise the Alarm (1 colorless and 1 white mana) with a big factor being that its an instant and you can cast it on your opponents turn.

This gives us 2 soldiers or 2 damage to an opponent if there is an Impact Tremors on the field. If you have an Impact Tremors and a Purphoros, God of the Forge on the field you just did 6 damage to your opponent for 2 mana (1 damage per soldier from Impact Tremors and 2 damage per soldier from Purphoros, God of the Forge.

4x Dragon Fodder (1 colorless and 1 red mana)

Same as Raise the Alarm, but this time you have goblins, which can be used with Goblin Rabblemaster.

At 3 mana you have access to 2 different directions:

4x Goblin Rabblemaster

That token creator which is deadly with Impact Tremors and Purphoros, God of the Forge. This card will be targeted by your opponent with removal. One thing to note this card is great if you have only 1 red mana source and 2 white mana sources on turn 3 or whenever you get your 3rd mana as you will be able to cast something instead of not being able to cast

4x Hordeling Outburst

The 3 goblin creator for 3 mana (remember you do need 2 red mana sources for this one). Can start at 3 damage if you have an Impact Tremors, but can drastically increase in damage if you have multiple Impact Tremors or a Purphoros, God of the Forge on the field.

When you have 4 mana sources you have access to 3 different routes depending on who you are playing.

3x Purphoros, God of the Forge

This is the high octane card. If you can easily play this card, itll make the rest of your token creator cards just vastly more potent with the 2 damage to opponent for any time a creature enters the battlefield. Your opponent will focus on removing this card asap as well.

2x Outpost Siege enchantment

The 2 option card: Khans gives you card advantage and Dragons gives you some protection against removal of your creatures as any time even if you block their creatures.

4x Stoke the Flames instant AND convoke

Have 2 red mana or 2 goblins? check. Have 2 white mana or 2 soldiers, warriors, or spirits? check. 4 damage.

2x Triplicate Spirits sorcery

Ok, so I know it is 6 mana to cast, but when you are making tokens like crazy, you will have the sources to do this. With 1 Impact Tremors thats 3 damage. Add a Purphoros, God of the Forge into the mix 9 damage and the best part is you may not have to use any mana to cast this. You could pull this off on turn 4.

Now we can talk about Secure the Wastes and Launch the Fleet .

4x Secure the Wastes instant

This card is potent because you can get out 1 warrior for 2 mana, 2 warriors for 3 mana, and so on. This card is great if you want to sacrifice a card to a counter spell. You can also toss it out there, use up all your mana it gets counter spelled so you respond by using your convoke spells Stoke the Flames at instant speed or Triplicate Spirits on your turn.

2x Launch the Fleet

Using this card is depending on the set up the game as you MUST combo it with Impact Tremors, Purphoros, God of the Forge, and/or Outpost Siege otherwise you will probably just lose all of your tokens. Mostly use this card as a finisher. I dont think more than 2 is useful as you dont really want to be attacking with these creatures.

Deck combos:

Any time you add another Impact Tremors to the mix you get to do 1 more damage to your opponent for every creature that enters the battlefield.

1 Impact Tremors + Dragon Fodder/Raise the Alarm = 2 damage

1 Dragon Fodder + Impact Tremors + Purphoros, God of the Forge = 6 damage

1 Impact Tremors + Purphoros, God of the Forge + Raise the Alarm = 6 damage

1 Hordeling Outburst + Impact Tremors = 3 damage

1 Hordeling Outburst + Impact Tremors + Purphoros, God of the Forge = 9 damage

Block with your creatures while you have Outpost Siege (dragons) on the field and then combo it with a Stoke the Flames . With just 4 creatures you can do a total of 8 damage for no mana.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 9 years
Last updated 8 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 4 Mythic Rares

14 - 2 Rares

8 - 5 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 2.76
Tokens Dragon 4/4 R, Emblem Elspeth, Sun's Champion, Goblin 1/1 R, Monk 1/1 W, Soldier 1/1 W, Spirit 1/1 W, Warrior 1/1 W
Folders things i would like to play for 100+, Impact Tremors, 18NOV15
Votes
Ignored suggestions
Shared with
Views