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Ib Halfheart, Goblin Sac-tician [PRIMER]

Commander / EDH Aggro Goblins Mono-Red Primer Stax Tribal

Liquidbeaver

Maybeboard


Description

Everybody But Me--CHARGE!

I've always wanted to build a deck around Ib since I started playing Magic, but had no idea how to properly do it for a long time. Now that I really got this deck running well I can't stop thinking about how to make it as strong as I possibly can.

This deck is a lot of fun to play, and there's a ton of unique interactions in this deck that wouldn't work in many others, so if you are curious why an awkward card was included, just ask! If you have an awkward card you think needs to be included, just scream!

Leave a comment if you have any ideas/criticisms. If you like the deck, or simply just love Ib, slap your little Goblin hand across this upvote button like it just insulted your Auntie Wort, but didn't do a good job of it!

SLAP......[HERE-ISH]

Now...

"Everybody but me--CHARGE!"

Li'l Ibert

At first glance, Ib looks like an awkward commander with some distinct drawbacks... and that's absolutely right! But we Goblins are known for our stubbornness, so let's turn those negatives into positives!

First up, let's fix those mechanics.

Goblin Ingenuity

Ib's triggered ability sits in a unique spot in the combat phase. It only procs at the end of the Declare Blockers step, and acts as a replacement effect. Being Instant speed, saccing can be done at any time you have priority, which includes between when blockers are declared, and Ib would sac the Goblins.

It also does not count as combat damage.

This means that with our numerous sac outlets, you can either let Ib turn your Goblin into a bomb, or sacrifice that Goblin for an entirely different reason (mana, damage, buffs, etc). Additionally, lots of fogs only affect combat damage, so the Ibsplosions still sneak through.

Maximizing the effectiveness of this ability means a few things, but predominantly it is making opponents block when they don't want to, and be unable to block when they do. We can accomplish this through cards such as Nemesis Mask, Invasion Plans, and the Goblin King + Blood Moon combo.

Crucible of Worlds: Possibly the most important card in here, regardless of when you cast it. Suddenly half of Ib's negatives don't matter anymore.

We want as many lands as we can get, so we are going to use:

Burnished Hart: Great extra land effect for fairly low cost. I bring him back from the graveyard frequently.

Myriad Landscape: This card really benefits from Crucible of Worlds.

Surveyor's Scope: The Scope works really well, as long as someone like Ib is using it. Sac a few lands until you have 2 less than the rest of the table, create some Goblins, and then crack the Scope to get back to where you started, or even a little ahead! The best part is the lands come into play untapped. A fetchland can be cracked to sit at the bottom of the stack so that your land count shows up as -1 already. Combos well with Valakut, the Molten Pinnacle triggers, and can also be doubled with Rings of Brighthearth.

Sword of the Animist: Great card to throw on a token just to guarantee another consistent land drop.

These cards could allow as few as 6 Mountains to come to the battlefield in a single turn. With Rings of Brighthearth/Illusionist's Bracers/Recursion of the Pretty Elk and several opponents you could easily coordinate a dozen land drops at once.

Now that we can see that Ib is only crazy instead of crazy bad, we get to have some fun at everyone else's expense!

Goblin Shenanigans

Schadenfreude

Sometimes we just need to slow the game down as much as possible to give us an opportunity to get the deck rolling, or punish people for trying to outpace us. To do this, we are going to bring in:

Acidic Soil: Great card to backup Price of Progress. Depending on your life total, either leave all your lands out and cast it anyway, or cast it and sac all your mountains in response. A really punishing way to start your final combat, especially at such a low CMC.

Blood Moon/Magus of the Moon: Hurts our nonbasics as well, but does make them saccable to Ib, so it isn't that bad. Definitely hurts opponents more than us. Magus is also tutorable with Imperial Recruiter.

Crawlspace: Welcome to Ib's Ark, where nasty animals are only allowed to attack 2-by-2!

Grip of Chaos: Now if this card doesn't have "Ib" written all over it, I don't know what does! This is actually used as a deterrent for people casting spells at me, or period. While it effects a few of my spells, and an ability or two, the amount of doubt it puts into opponent's minds is worth well more than the drawbacks.

Mana Web: Just a great stax card. Forces the whole table to play at sorcery speed. This is especially good when someone plays an Urborg, Tomb of Yawgmoth, as all opponents will have to tap every land. Still doesn't draw the hate that land destruction does, even though this is a lot stronger.

Price of Glory: The bigger, meaner brother to Defense Grid. This doesn't really hurt us as we aren't going to be tapping lands during other player's turns anyway. If we do decide to, those lands can still be sac'd in response.

Price of Progress: Really hurts everyone a lot more than it does us. Does damage even when Blood Moon is out, as those lands are now considered Non-Basic Mountains. If you are Mooning everyone, just sac your non-basics in response to your own PoP, and you will take no damage.

Urabrask the Hidden: Stax on a stix! Plus it gives haste to our few non-Goblin creatures.

In order to double down on some of our ETB/LTB effects, tapped and triggered abilities, and combat, we are going to run:

Insult / Injury: Double damage that pairs very well with Ib's explodability ability. With Repercussion out and a single opposing creature, casting Insult and then casting Injury from the graveyard is 12 player damage! Turning off Fogs is also great for our Alpha Strike to end the game.

Repercussion: Double down on that hurt. Ib bomb for 4 each, and then just carry that bomb right over on to the opponent while you're at it. Worried about it being used against you? Just sac the Goblin after blocking with it you so you won't take any damage! Pairs very, very well with Nemesis Mask.

Rings of Brighthearth/Illusionist's Bracers: These will double up on a lot of stuff in this deck. Ib's mountain sac ability, Krenko, Mob Boss, Solemn Simulacrum, Goblin Welder, Burnished Hart, Moggcatcher, and lots of our sac outlets, just to name a few.

--Click Here For All Rings/Bracers Interactions-- Show

Burnished Hart - Both, up to a total of 6 basic lands.

Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.

Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.

Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.

Goblin Welder - Both, up to 3 switched artifacts.

Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.

Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.

Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!

Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.

Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.

Skirk Fire Marshal - Both, up to 30 damage to each creature and player.

Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).

Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)

Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.

Scroll Rack - Just Rings, draw 2 times the number of cards set aside.

Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!

Arid Mesa - Just Rings, fetch two lands.

Bloodstained Mire - Just Rings, fetch two lands.

Myriad Landscape - Just Rings, fetch four lands.

Scalding Tarn - Just Rings, fetch two lands.

Strip Mine - Just Rings, destroy two lands.

Wooded Foothills - Just Rings, fetch two lands.

We love the snow, so we are going to be fighting on snow-capped mountain tops! This allows us to run:

Glacial Crevasses: A great instant speed fog, with less of a drawback because we get so many landdrops and have Crucible of Worlds. Can even be used politically to protect another player until you have time to kill them.

Gravity Sphere - (SIDEBOARDED): An oldschool card that not a lot of people know about. This is a great way to level the playing field against the creature type we have the hardest time against - flyers.

Invasion Plans: Nemesis Mask is kind of a powerhouse in this deck, so why not invite all our Goblins to the masquerade?! Could eventually be used to hurt us in return, like most of the things in this deck, so putting it down as late as possible is definitely important.

Raid Bombardment: This is just ridiculous damage. Shared Animosity doesn't interfere with it either, because when Raid Bombardment goes on the stack Animosity hasn't resolved yet. At worst you have Goblin King and Goblin Chieftain out at the same time, in which case you can sac one before declaring attackers to get maximum benefit.

--MORE COMING SOON--

Removal Like Only A Goblin Can

Goblin Assassin - (SIDEBOARDED): This card is capable of doing some serious work. Gets around Indestructible, Hexproof, and even Shroud. I try to use this before tapping Krenko, Mob Boss so that, at the worst, my boardstate only goes back to what it used to be.

Mogg Infestation: This is a great multi-use card. Your opponent has an army of 5/5 flyers ready to beat your face in next turn? Turn them all into wingless 1/1 Goblins and breathe easier. What else can it do? You can cast it on yourself and double your Goblins. This works best when your battlefield is either primarily or entirely composed of tokens, or when you have Purphoros, God of the Forge/Impact Tremors/Goblin Bombardment out.

Combo this with Goblin Chirurgeon to regenerate the important Goblins, or to just keep half of the destroyed Goblins alive.

We have an odd bunch of fodde...friends..in our army, so let's get to know them.

Meet The Famn Damily

Goblins Family Values

Goblin Chieftain: Provides a great anthem effect to our army, at a low cost.

Goblin Chirurgeon: Taught Dr. Spaceman everything he knows.

Goblin King: This sneaky bastard is a bad influence on our impressionable army, turning them all into sneaky bastards too.

Goblin Lackey: Cheat out our friends!

Goblin Matron: Mama Goblin makes sure we get our strongest Goblins out on the field to fight the enemy.

Goblin Recruiter: Great tutor with the little bit of extra draw effects the deck has. Could be stronger if I included a Goblin Ringleader to combo with, however.

Goblin Sledder: Sac a bunch of blocked Goblins (before Ib blows them up!) to buff the one that was mistakenly left through. Or sac a bunch of Goblins to buff an unblockable Ib for a ton of commander damage or to save his life. Can also be used across the table to buff another player's creatures so that a steamroll battle turns into deaths on both sides.

Goblin Welder: Turns your junk into sparkly new inventions, or turns their war machines into junk. Either way, he is awesome.

Grenzo, Havoc Raiser: Goad, freecast, or mill makes this guy hated on pretty hard, but even one round of swings can change the tide of the battle.

Krenko, Mob Boss: Our best source for tokens, and quite frankly why Cavern of Souls is in the deck. Just a powerhouse of pumping out fuel for our sac outlets.

Skirk Fire Marshal: One of the most dangerous Goblins in our army. In typical selfish Goblin fashion he doesn't hurt himself, just everyone else, including us! Ib has forgiven him though, for he rains down fire for the Grace of Gob.

Skirk Prospector: One of our strongest sac outlets. Turn those grunts into something useful, little bubbles of anger!

Siege-Gang Commander: More tokens, and a backup sac/damage outlet.

Warren Instigator: Cheat two friends into battle at a time!

Burnished Hart: Just a really cute Elk. It just so happens that he can bring you more land to turn into murder.

Feldon of the Third Path: Helps us temporarily reuse all those pristine Goblin chunks that went to the graveyard a little too soon.

Imperial Recruiter - (COMING SOON): Helps us recruit some of the more stubborn Goblins that didn't come out early to be on the front lines. Everyone joins in on the fighting! Except Ib... never Ib.

Magus of the Moon: No one who prays to the Blood Moon gets left out when Ib is in charge!

Moggcatcher: Slower than the professional Imperial Recruiter, but still a great creature to have in the ranks.

Purphoros, God of the Forge: Just a really strong play, regardless of when you cast it. Really, really hard for opponents to remove, and if they do get it to leave, you probably already did a ton of a damage with it already.

Urabrask the Hidden: We are the Goblins of the Forge, so of course we fight alongside the Praetor of the Forge!

Goblins That Didn't Get Invited To This (War)Party

Bloodmark Mentor/Legion Loyalist: Any goblin that attacks and is blocked while Ib is on the field never makes it to the First Strike/Double Strike Damage Phase, as they blow up at the end of the Declare Blockers Phase. Unfortunately that makes these two useless to me a lot of the time.

Goblin Marshal: Was in a previous version of this deck, but ultimately too expensive.

Goblin Piledriver/Battle Squadron/Horde of Boggarts/Reckless One: While very strong in other decks, these hulking Goblins are the first to be chump blocked, and could easily be reduced to 4 damage from 20+. I don't want creatures that are only good when my commander isn't out.

Goblin Pyromancer: While fun and chaotic (especially if you've Mogg Infestation'ed an opponent), really just too risky for me for +3/+0.

Goblin Rabblemaster: This one is always suggested as a good token generator. While it is okay at it, having to attack with all your Goblins whenever able is really, really bad in my opinion. I will never include this.

Mana Echoes: While this card gets really ridiculous in a Goblin tribal deck, this deck has no large mana sinks, so it doesn't matter if I get 200+ colorless mana during a single phase. What would be triggering the Mana Echoes in the first place is what is more likely to win me the game.

This deck is built off of using our Goblins exactly how we want to, in spite of our opponents. This means turning every form of damage or removal used against us (except "sacrifice X creatures") into something we can turn right back at them. So...

In Response I Sac For...

Goblin Grenade by Kev Walker

Skirk Prospector & Phyrexian Altar: These are especially good if you sac'd most of your mountains away and need to finish someone off.

Goblin Bombardment: Fling some poor bastard right at the enemy! Use this at almost any time, including when blocking and it is about to die anyway. Might as well have an honorable death as a streaking red comet plummeting to the earth. Siege-Gang Commander can also help you heave your friends, but he doesn't do any heavy lifting for free.

Goblin Chirurgeon: Homeopathic medicine doesn't work, but psychopathic ones do! Use half your Goblins to regenerate the other half.

Goblin Welder has various cards for fuel, including bouncing mana rocks back and forth to untap them.

Look At Me! Look At Me! I Am The Captain Now.

Goblins vs. Gnomes by Eduardo Garcia

Tips on how to pilot this [REDACTED] deck of [REDACTED] Goblins to success:

  1. Don't pull out your Ib too soon. (This applies to both MTG and dating)
  2. Wait as long as possible to sac lands. It is very hard to recover from saccing them all, unless you Mainboard Treasonous Ogre, or swap in a lot more mana rocks. Saccing single pairs is also viable, if the chump blockers are absolutely necessary.
  3. Don't underestimate the politics of EDH. I've won games from Glacial Crevasses and Goblin Sledder alone.
  4. Goblins are fuel, not friends.
  5. Save your equipment for the turn you want to use it, if possible. Don't give opponents multiple turns to plan around your Nemesis Mask, Basilisk Collar, or Thornbite Staff.
  6. ???
  7. Profit.

Mulligans are fairly straightforward.

Since we rely so heavily on basics, do not keep a hand with less than two Snow-Covered Mountains (two fetches is alright of course), even if you have all the other manarocks in the deck at the same time. Three is also good, but 4+ is too heavy in almost every situation unless it is accompanied by a good draw spell or wheel.

Mulligan hands that are full of the highest costed (4CMC+) creatures, or the non-Goblins, unless you also have the ability to T1/T2 a Goblin Lackey or Warren Instigator.

Removed for regular playgroup.

We have a few of these.

Infinite Goblins:

Krenko, Mob Boss + Thornbite Staff + (any creature sac outlet)

Kiki-Jiki, Mirror Breaker + Thornbite Staff + (any creature sac outlet)

Infinite Damage:

Kiki-Jiki, Mirror Breaker + Lightning Crafter + (any creature sac outlet)

Either infinite goblin combo with an ETB/LTB trigger, or sac damage dealers (why not both?!), on the battlefield.

POSSIBLE ADDITIONS:

Kiki-Jiki, Mirror Breaker + Zealous Conscripts

Kiki-Jiki, Mirror Breaker + Combat Celebrant

Non-Infinite Non-Zero Damage For Your Non-Friends:

Nemesis Mask + Repercussion + (a token) = Dead ex-friend

Blasphemous Act/Skirk Fire Marshal + Repercussion = Table wipes (and most often game ending sweeper) for as little as 4 mana. This is only really advisable if you have a sac outlet out so you can remove all of your creatures first. I try to Boseiju, Who Shelters All on the Blasphemous Act to make sure I don't sac my creatures for no reason.

Mogg Infestation (cast on yourself) + Impact Tremors/Purphoros, God of the Forge = Gobs of damage.

Krenko, Mob Boss + Impact Tremors/Purphoros, God of the Forge = Classic tablewide fireball.

Blood Moon + Goblin King: As long as each opponent has a regular mountain or at least one non-basic you can attack to your little goblin heart's content.

"Ain&squot;t Nobody Got Time for That" - Sweet Brown

Goblins aren't known for being strong readers, or readers at all, so here's the abridged version for those Goblins among us whose time is far too precious to read this drivel.

Reasons You Might Enjoy This Deck

  • Look At It
  • Seriously, Just Look At It
  • It's Incredibly Fun To Play
  • You've Never Seen A Serious Ib Deck
  • Don't Lie, You Haven't
  • People Aren't Really Sure How To Play Against Ib
  • It's Hilarious To Pilot
  • It's Deceptively Powerful

Reasons You Might Not Enjoy This Deck

  • You Didn't Look At It
  • You Don't Know Any Better
  • You Have A Fever
  • You're Drunk
  • You're Not Drunk
  • You Don't Like Sacrificing Your Land Or Creatures ("Shameful." - Ib Halfheart)

Goblin Lord by Armandeo

Best of #21 in the list of TappedOut's Top Commander Decks of All Time!

Best Daily Rank: #1 Overall on November 25th, 2017!

The #1 Ib Halfheart deck on TappedOut!

Make sure to check the more budget friendly version of this deck here:


Ib Halfheart, Goblin Sac-tician [BUDGET]

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SCORE: 7 | 5 COMMENTS | 292 VIEWS | IN 3 FOLDERS


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Thank you for visiting. If you have any ideas, or just want to let me know what you think, leave a comment!

If you like the deck and want more people to see our Glorious Leader Ib, stab your creepy little Goblin finger into the upvote button below!

[Catch Me On Ibstagram]

-- All hail His Royal Slyness, Ib Halfheart! --

Updates

For Ib's birthday you all decided to pitch in and get him the #1 Most-Viewed & Most-Upvoted deck on TappedOut for November 25th!

He spent the day reveling in himself, and wondering why people even give thanks for each other on Thanksgiving when they could be giving thanks for him instead two days later.

17k+ views, 25th on the list of TappedOut's Top EDH Decks, and 240+ upvotes... Ib is very pleased, and in turn will shed a tear* for each one of you that is sacrificed on the battlefield.

*Limit one tear per battle.

Comments View Archive

Pallino says... #1

I cannot understand the purpose of Basilisk Collar, there are some huge benefits in it?

October 4, 2017 2:57 p.m.

Liquidbeaver says... #2

Pallino: Basilisk Collar is there because of the low cost and the Lifelink, I don't really care about the Deathtouch.

If I put the Collar onto a token, and Ib is out, a creature blocking that token will cause it to blow up because of Ib's ability, dealing 4 damage to that creature. Ib's explosion ability is a sacrifice and then replacement effect, and the sacrifice checks for stats or abilities at the moment the creature was sacc'd. What this means is that that token still has Deathtouch (not normally a big deal, but can be nice for huge creatures), as well as Lifelink, when it explodes. If I have one creature blocking my token, I do 4 damage to the blocking creature, and gain 4 life. Pretty nice, but not at all worth the include of a whole equipment.

Where it really starts to get out of control, is when I can force blockers, either through Nemesis Mask or Invasion Plans. This means that one token is now doing 4 x (number of blockers) worth of damage, and healing for that amount. Just 10 creatures is 40 health!

If Purphoros, God of the Forge happens to be a creature and not an enchantment, I can equip the Basilisk Collar to him and every creature coming in is healing for 2-8 life, depending on how many opponents there are.

I can also put it onto Skirk Fire Marshal. Since he had protection from Red, he doesn't get hit by his own fireball, so he heals for 10 x (number of other creatures + number of players). Since it is Lifelink, the healing and damage are reconciled at the same time, so I wouldn't kill myself even if I was at or below 10 life. This would be different if the effect said "when equipped creature does damage, gain life equal to the damage dealt", because the healing would be put on the stack after all the damage was assigned. If you have enough untapped Goblins, you can also put multiple stacks of his ability on the stack at the same time.

October 4, 2017 3:33 p.m.

Pallino says... #3

Nice, thanks!

Also, you say Rings of Brighthearth and Illusionist's Bracers double a lot of stuff in this deck, but how exactly?

Solemn Simulacrum ability doesn't count, and Burnished Hart / Ib still requieres the sac, isn't it?

Goblin Welder and Feldon of the Third Path seems situational. They work really well with Krenko and the Catcher but are the really worth two slot?

October 6, 2017 3:29 p.m.

Liquidbeaver says... #4

Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):

Burnished Hart - Both, up to a total of 6 basic lands.

Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.

Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.

Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.

Goblin Welder - Both, up to 3 switched artifacts.

Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.

Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.

Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!

Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.

Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.

Skirk Fire Marshal - Both, up to 30 damage to each creature and player.

Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).

Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)

Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.

Scroll Rack - Just Rings, draw 2 times the number of cards set aside.

Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!

Arid Mesa - Just Rings, fetch two lands.

Bloodstained Mire - Just Rings, fetch two lands.

Myriad Landscape - Just Rings, fetch four lands.

Scalding Tarn - Just Rings, fetch two lands.

Strip Mine - Just Rings, destroy two lands.

Wooded Foothills - Just Rings, fetch two lands.

As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.

Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.

Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.

October 6, 2017 4:22 p.m.

Pallino says... #5

Liquidbeaver Oh yeah, because the sac it's part of the cost and no of the effect, the more you know.

Well now i want to build this deck, thank you, it looks fun!

October 8, 2017 7:28 a.m.

budlaorf says... #6

I really like the deck man. Have you considered adding in War's Toll?

November 4, 2017 9:52 a.m.

Liquidbeaver says... #7

budlaorf: Thanks a lot!

I actually had War's Toll in the deck for a while, and while I liked the first effect, the second effect actually caused me to get focused a lot even when people had no creatures. Most players took it as "I'm hesitant to play my big creatures or my small utility creatures if I don't get to attack with them how I want/protect them, so I'm going to focus Liquidbeaver to until that effect is gone.". The other thing I realized is that, even though War's Toll gives me an opportunity to kill opponent's creatures, I actually killed a lot fewer that way than if I had gotten the opportunity to be the one on the attack and doing block shenanigans, which the deck is a lot better at doing.

After playing with it for a while and not getting the effect out of it that I wanted, I found and tried Mana Web, which I still sideboard in from time to time, and I am probably going to end up mainboarding very soon. I get predominantly the same effect, for cheaper (not needing R is really nice), and just as much hate, but a different kind. With Mana Web players still focus me, but since they don't have to attack with everything, they are also still leery about using creatures to do so, which means I'm still mostly in control, or at least in their heads. Forcing them to play at sorcery speed like I already do isn't something they are as suited for deck-wise or playstyle-wise, especially the blue players.

November 17, 2017 11:43 a.m.

Liquidbeaver says... #8

Out: Curse of Opulence

In: Mana Web

Curse is a great card for its cost, it just hasn't really had an impact with my deck. I almost never find myself needing more mana than I have, and the people that know my deck will forego attacking the cursed player to deny me the resources anyway. I've been looking for a slot to bring Mana Web back in anyway, so it was an easy swap.

Also removed Strip Mine and Great Furnace in favor of two basics. I like Strip Mine, and it is especially powerful with Crucible of Worlds, but I noticed that more often than not I would have rather had the flexibility of the basic land on the field to up my number of pairs for Ib, or an extra land for Glacial Crevasses to stall one more turn. Great Furnace was in there for fuel for Goblin Welder and when I ran Kuldotha Rebirth, and just wasn't needed anymore.

November 21, 2017 11:31 a.m.

KillJoyChief says... #9

Very fun! And it looks like it completely solves the Ib deck I home brewed's problem which basically makes it to where I don't even want to sac the little goblins since they become so strong

November 28, 2017 3:06 p.m.

Liquidbeaver says... #10

KillJoyChief: It is a ton of fun to play!

I spent a lot of time working on finding a balance of buffs that didn't make me leery of sacrificing Goblins. I think the biggest things that helped with that was Raid Bombardment and Shared Animosity. Goblin Chieftain and Goblin King do a good job of making a few tokens feel more impactful, but Bombardment and Animosity manage to do it without making them feel indispensable.

I'm really happy with where the deck has ended up, as it is really rare that I don't have a huge impact on every game, even the ones I don't win.

November 28, 2017 3:33 p.m.

Liquidbeaver says... #11

I can't shake the feeling I have that I am short by one or two solid sac outlets for Goblin tokens. I've felt this way since I removed Ashnod's Altar, not that I think bringing it back would help. There have been a few instances where more sac outlets would have increased by chances of drawing one, which makes it easier to shape a Blasphemous Act, Skirk Fire Marshal, or Repercussion into a game winning play.

Looking forward to Dominaria in the hopes that I get something that unintentionally buffs Ib, as I don't think WotC is ever going to do something like that on purpose, haha.

If anyone knows a good sac (creature or permanent) outlet that would tie into the deck well (think Goblin Sledder), please speak up so that Ib can say that it was his idea in the first place and he was just waiting for you to draw inspiration from him!

November 28, 2017 3:40 p.m.

kyeu says... #12

Hey bro Im brand new to magic but I just want you to know this is exactly the type of deck Im looking for. Something unique and has goblins in it, thanks for the guide and the list!

November 29, 2017 12:41 a.m.

Cyfer says... #13

I'm curious, have you seen anything out of Ixalan that you'd find helpful to this deck? I didn't see anything but I'm also new to this.

December 3, 2017 12:17 a.m.

Liquidbeaver says... #14

kyeu: Welcome to Magic!

I'm glad you like it! It is definitely a unique deck, but still has a very Gobliny feel to it that I obviously love.

If you haven't already, definitely check out the budget version of this deck that I have listed at the end of the primer. A lot of the stuff in my main deck can be meta specific, or a very expensive card that is only marginally better than another one, so the budget version is a great place to start.

December 4, 2017 4:31 p.m.

Liquidbeaver says... #15

Cyfer: Thanks for the comment!

While Ixalan didn't bring anything that I would use for my regular deck, it did bring quite a few I would consider running in the budget version:

Pillar of Origins - Not that bad of a manarock, the only qualification being, when speed is less important I would rather run a higher landcount and more extra-land effects than I would offloading that to manarocks. Unless of course the meta had land destruction.

Sentinel Totem - Solid choice depending on your meta.

Sorcerous Spyglass - More of a 1v1 EDH card, but still good.

Vanquisher's Banner - This is probably the most promising card in the bunch, and I almost ran it in my regular deck, but there aren't a lot of high CMC cards that make the cut in this deck (part of the reason I don't have a Caged Sun for instance). The budget deck has even more room for creatures, so you can proc the draw more often, and draw is still the biggest issue this deck has, period. I like this card a lot, it just needed to be 1 mana cheaper, or the same CMC but give creatures haste or something.

December 4, 2017 4:48 p.m.

Wow, that's a very impressive commander deck, check out my Sliver Horde EDH, you will like it :)

December 5, 2017 10:34 a.m.

mlequesne says... #17

Hey dude, you said you were looking for good sacrifice cards like Goblin Sledder, there is a card that does the same: Mogg Raider, also you might like Clickslither. =)

December 5, 2017 10:51 a.m.

mlequesne says... #18

Mogg Raider costs not

December 5, 2017 10:51 a.m.

Cyfer says... #19

Liquidbeaver: thanks for the reply, I was also eying Vanquishers Banner from that set (I'm currently running gauntlet of might) and have been thinking about caged sun as well, right now I had extraplanar lens in. I also slotted in Mind's Eye to help with draw but i haven't had a chance to test it yet. I absolutely love In ever since I played him in the Goblins vs Elves duel deck, I'm glad you've put in a ton of work and found a lot of stuff I wouldn't even have considered (as a recently returned and relatively inexperienced magic user). Keep up the good work! I'll be checking in here for discussion relatively regularly whenever I can get my group back together after the holidays.

December 5, 2017 11:01 a.m.

Cyfer says... #20

Quite frankly I just don't like Siege-Gang Commander. Is there something I'm missing that makes him desirable past putting a few tokens down? His ability is kind of expensive i feel like.

December 5, 2017 11:11 a.m.

Liquidbeaver says... #21

mlequesne: That is really interesting.... I had always included Sledder over Raider because it was half the cost, but I had never seen the other printing before. I am seriously going to look into that, thank you!

December 5, 2017 11:28 a.m.

Liquidbeaver says... #22

Cyfer: In the same realm of Mind's Eye there is also Farsight Mask which you will probably like. The pseudo-protection is nice, and also the draw is for each time you take damage, so if you get attacked with 10 tokens, you draw 10 cards.

December 5, 2017 11:38 a.m.

Liquidbeaver says... #23

Cyfer: Siege-Gang Commander has a slot in my deck only because he is pretty good at 2 different things, rather than being amazing at one.

His most direct comparison is Beetleback Chief. They both tie into Purphoros, God of the Forge really well, they both can be copied with Kiki-Jiki, Mirror Breaker, but Siege-Gang is unique in that he has a (heavily) costed sac ability. Because it is an activated ability with a cost, it can be copied with Rings of Brighthearth or Illusionist's Bracers (if you are desperate), and he is not even on the radar when opponent's know you run Purphoros and Impact Tremors. Of the 25+ times I have cast him, I don't think he's ever been the target of spot removal, which just means you get to surprise people later with the last bit of damage to need to finish someone off. The cost of the sac is a lot less noticeable later in the game when you have no cards in hand and nothing to spend the mana on, haha. Admittedly though, I don't use his sac ability much, but it's why he edges out Beetleback Chief for me.

Being able to free-cast him with a Goblin Lackey, Warren Instigator, or a Moggcatcher also helps to justify the include.

I wouldn't call him a game changer in any regard, but he has been a solid play every time I cast him, even just based on the bodies alone. I just make it a habit with all my creatures that, with Ib out, at the worst each one is still worth 4 creature damage during an attack. As you probably already know, this deck snowballs in really awkward ways, and sometimes it just takes a handful of tokens.

December 5, 2017 12:01 p.m.

Cyfer says... #24

Liquidbeaver: thanks for the suggestion, I definitely added Farsight Mask to my sideboard in case I find I'm drawing way more aggro than I normally would be. I can dig your justification for Siege-Gang Commander, it makes sense. He may just be one of the first to bite the dust should I find a better creature. Do you think Anger on top of Urabrask the Hidden is overkill?

December 6, 2017 4:37 a.m.

Liquidbeaver says... #25

Cyfer: I think Anger is definitely welcome, as you can see from my sideboard I am trying to find a spot for one more Haste effect myself.

December 6, 2017 11:27 a.m.

Tristanraid says... #26

Great deck! Ive shown it to my meta. They love it.

December 8, 2017 9:52 a.m.

Liquidbeaver says... #27

Tristanraid: That is awesome to hear! It means a lot to me that you all liked it.

December 8, 2017 3:01 p.m.

Love the deck! Do you have a particular reason to run Scour from Existence over Spine of Ish Sah? It has great synergy with Goblin Welder.

December 10, 2017 7:19 p.m.

Liquidbeaver says... #29

Eon_of_Chicanery: I added Scour so I would have a colorless permanent exile for some of the big Eldrazi, but more specifically because Red sucks so bad at enchantment removal, which what was giving me the most trouble. I hadn't actually thought about Spine in a long time, and now that I am thinking about it again, having the chance of recasting it multiple times a game is going to be more consistently useful to me than being able to specifically exile something, like in the case of a Blightsteel Colossus, which never really comes up in my playgroup.

I am definitely going to say that is a meta-dependent call, but it just so happens Spine of Ish Sah is a better meta call for me than Scour from Existence is. I am going to switch that before I play next.

Great suggestion!

December 11, 2017 4:53 p.m.

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+1 Spine of Ish Sah side
-1 Spine of Ish Sah maybe