- 1x Burnished Hart
- 1x Feldon of the Third Path
- 1x Goblin Chieftain
- 1x Goblin Chirurgeon
- 1x Goblin King
- 1x Goblin Lackey
- 1x Goblin Matron
- 1x Goblin Recruiter
- 1x Goblin Sledder
- 1x Goblin Warchief
- 1x Goblin Welder
- 1x Grenzo, Havoc Raiser
- 1x Kiki-Jiki, Mirror Breaker
- 1x Krenko, Mob Boss
- 1x Magus of the Moon
- 1x Moggcatcher
- 1x Purphoros, God of the Forge
- 1x Siege-Gang Commander
- 1x Skirk Fire Marshal
- 1x Skirk Prospector
- 1x Warren Instigator
- 1x Basilisk Collar
- 1x Crawlspace
- 1x Crucible of Worlds
- 1x Illusionist's Bracers
- 1x Lightning Greaves
- 1x Mana Crypt
- 1x Mana Web
- 1x Mox Diamond
- 1x Nemesis Mask
- 1x Phyrexian Altar
- 1x Rings of Brighthearth
- 1x Scroll Rack
- 1x Skullclamp
- 1x Sol Ring
- 1x Surveyor's Scope
- 1x Sword of the Animist
- 1x Acidic Soil
- 1x Blasphemous Act
- 1x Disrupt Decorum
- 1x Faithless Looting
- 1x Goblin War Strike
- 1x Insult / Injury
- 1x Kindred Charge
- 1x Mizzium Mortars
- 1x Mogg Infestation
- 1x Shattering Spree
- 1x Vandalblast
- 1x Wheel of Fortune
- 1x Aggravated Assault
- 1x Blood Moon
- 1x Glacial Crevasses
- 1x Goblin Bombardment
- 1x Grip of Chaos
- 1x Impact Tremors
- 1x Invasion Plans
- 1x Price of Glory
- 1x Raid Bombardment
- 1x Repercussion
Comments View Archive
I cannot understand the purpose of Basilisk Collar, there are some huge benefits in it?
October 4, 2017 2:57 p.m.
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.
October 6, 2017 3:29 p.m.
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.
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.
I really like the deck man. Have you considered adding in War's Toll?
November 4, 2017 9:52 a.m.
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.
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.
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.
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.
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.
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.
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.
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.
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.
December 5, 2017 10:51 a.m.
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.
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.
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.
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.
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.
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.
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.
December 6, 2017 11:27 a.m.
Great deck! Ive shown it to my meta. They love it.
December 8, 2017 9:52 a.m.
Tristanraid: That is awesome to hear! It means a lot to me that you all liked it.
December 8, 2017 3:01 p.m.
December 10, 2017 7:19 p.m.
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.
December 11, 2017 4:53 p.m.
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|Date added||10 months|
|Last updated||10 hours|
This deck is Commander / EDH legal.
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|Top rank||#1 on 2017-11-25|