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Ib Halfheart, Goblin Sac-tician [PRIMER]

Commander / EDH Aggro Goblins Mono-Red Primer Stax Tribal



[Ib Halfheart, Goblin Sac-tician]

Everybody But Me--CHARGE!

I have always wanted to build a deck around Ib since I started 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!



"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


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.

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.

Price of Progress: Really hurts everyone but 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-basic in response to your own PoP, and you will take no damage. Probably a good idea to Boseiju, Who Shelters All the cast though.

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.

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, if it ends up benefiting you the most.

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.


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 because they are tied to an ETB effect, they can be doubled by Panharmonicon.

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: Between these and Ashnod's, you can cast any spell in the deck. This is especially good if you sac'd most of your mountains away. You can get back and break even for your mountain loss (even after getting to use the 1/1's in an attack!), do instead if you need, or go all in for .
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.


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 + Repercussion = Table wipes (and most often game ending sweeper) for 4 mana. This is best 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)

Now the #1 Ib Halfheart deck on TappedOut!

Goblin Lord by Armandeo

Best Daily Rank of #2 Overall on August 1st, 2017!

Make sure to check the more budget friendly version of this deck here: Ib Halfheart, Goblin Sac-tician (BUDGET)

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!


This deck is now TappedOut's #1 Ib deck of all time!

It has also surpassed 100 upvotes and 10k views!

Ib would like to thank....himself. If it weren't for his insurmountable intelligence and his unending wit, he would not have made it all the way to the throne! There were speedbumps along the way, some of them family, but in the end it was all worth it!

Don't think Ib will sit idly by, though. Oh no! Constant vigilance is required, as there is no shortage of heathens needing to be sacrificed, and always a shortage of fodder for the cannons.

And now, Ib would like to address you, his loyal subjects, directly:

"You're welcome." - Ib Halfheart, yesterday

Thanks for visiting, and as always, if you have any suggestions or critiques, leave a comment below so that Ib can claim it as his own idea.

If you like the deck, or even if you don't (which is a lie), rub your Goblin butt all over this upvote button.


All hail the true King of the Goblins!

Goblin King

Comments View Archive

Enral says... #1

Great primer, well done! +1

August 14, 2017 11:02 a.m.

Mike94 says... #2

Dude hands down the best goblin themed deck I've seen so far. Original, I think it would be hilarious to be beaten down this way!! +1

August 18, 2017 1:01 p.m.

Liquidbeaver says... #3

Taking out Lightning Crafter and Thornbite Staff for now. This removes all of the infinites that are possible with the deck, but I never had fun doing those anyway, and they were definitely win-more cards with the way the rest of the deck is balanced. These, along with Mana Web/Stranglehold/Manabarbs, may make it back in for FNM outside of my regular playgroup.

This opened up slots for the fantastic Curse of Opulence and Kindred Charge from C17. The curse will fill the ramp spot that removing Treasonous Ogre made (without any negatives!), and Kindred Charge is just straight up stupid in any red tribal deck.

Current Sideboard:

Still looking for a slot for Disrupt Decorum. Not only is it a really strong card, but it also fits this deck's playstyle very well.

Gauntlet of Might and Imperial Recruiter will make it in sometime in the far, far future.

I want to playtest Surveyor's Scope. The exile aspect is rough, but since I can all but guarantee that I can have less land that the other players, this is basically "free" goblins and landfall triggers for Valakut, the Molten Pinnacle. Put it on the stack and then crack a fetch in response and you are already at -1. In my regular playgroup this is good for 3-5 basic lands. You can use Rings of Brighthearth on it as well, so that helps.

I need a little more protection for the more important creatures, so getting a Swiftfoot Boots in to backup the Lightning Greaves is probably my best option in MonoRed. Not sure what to cut for it though.

As always, if you have any suggestions or criticisms, start screaming them at me!

August 18, 2017 3:49 p.m.

Liquidbeaver says... #4

RazortoothMtg: Thank you! I had never seen Panglacial Wurm before, so I went looking and found these too:

I wouldn't have expected anything less than fantastic quotes from Ib.

Enral Thanks for the compliment and the upvote!

Mike94: Thanks Mike, I'm glad you like it!

August 18, 2017 4 p.m.

bushido_man96 says... #5

Fantastic build, and looks like a ton of fun to play. +1 for Goblins!

August 24, 2017 10:17 p.m.

Liquidbeaver says... #6

bushido_man96 Thanks man! It is a ton of fun to play, and other people seem to enjoy playing against it. It has a lot of the explosiveness (harhar) of Krenko, without becoming an instant focus target.

September 7, 2017 11:39 a.m.

Liquidbeaver says... #7

Well, the playtesting of Surveyor's Scope went much better than I could have expected. I've drawn it just three times now, but it has made an impact on every game, much more than Solemn Simulacrum.

One game I had missed two land drops and was able to add 4 more (untapped!) in to ramp me up in a hurry.

The other two games I was either tied with my opponents, or slightly ahead, so saccing a pair or two of Mountains to Ib Halfheart, Goblin Tactician and then cracking the Scope meant I got goblin tokens into play as well as getting back to my exact number of lands, or two ahead.

All in all, I am pleasantly surprised about just how well a typically bad card can do in this deck. I'm constantly on the look out for odd card suggestions so take advantage of not oft-used mechanics, so if you have any ideas let me know so I can tell Ib and he can claim the idea as his own!

September 7, 2017 11:45 a.m.

bushido_man96 says... #8

I'm of the opinion that one can find at least one use for just about every Magic card out there, one just has to look hard enough.

September 7, 2017 6:11 p.m.

Liquidbeaver says... #9

Testing Throne of the God-Pharaoh and Rolling Earthquake in place of Ashnod's Altar and Goblin Assassin.

I've always been curious about Throne, and have never seen someone play it in person. I need just a little more player damage in the deck, and hitting all opponents is definitely nice, and the damage being dealt at the end of my turn really lowers the number of answers people can have to it. I am replacing Ashnod's mostly because I found myself not casting it a lot, where I will cast Phyrexian Altar every single time I get it. I guess the deck is just becoming more consistent, and I'm not needing to ramp into anything big anymore.

I just recently learned that Rolling Earthquake was actually reprinted in From The Vault: Annihilation and isn't only a $65 card from Master Editions III or P3K. It is going to replace Goblin Assassin for the time being. Assassin might be my favorite goblin in the whole deck, but the amount of hate he draws is just too much. He is insanely powerful, but people will target me for the rest of the game for making them roll and then sac one of their good creatures, where if I did the same thing as a sorcery or did player damage instead the response would be a lot more muted. If I can find a different underperforming card I might put Goblin Assassin back, but maybe only for FNM and not my regularly playgroup.

As always, if you have any suggestion, no matter how weird, speak up! This whole deck was built on stuff that wasn't supposed to work.

September 13, 2017 2:07 a.m.

Liquidbeaver says... #10

Just found Grip of Chaos, and I think it is the perfect kind of card for this deck. I've always hated the inflexibility of Pyroblast and Red Elemental Blast, and loved Wild Ricochet despite it's high CMC for a one time use spell I wouldn't be able to recur, but Grip of Chaos seems like an amazing card for this deck.

Gonna playtest it as soon as possible. It does hurt some of the interactions of my deck, but if I am smart about when I play it I'll be able to pillowfort with it and help seal off a win.

Any thoughts?

September 14, 2017 4:34 p.m.

Im a huge goblin lover (my name = fave card)

I love krenko, wort, grenzo, zada and other legendary goblins, my 3rd most competitive edh deck is Wort, the Raidmother, which is almost identical to ib and he is included in her list

So i have to ask, why ib over wort? Wort does what ib does but has access to stuff like Doubling Season, Food Chain and Earthcraft as well as ramp and recursion like Skyshroud Claim and Regrowth

if i had to guess, its because you want more consistency with mono color, you're in a more casual/budget playgroup than mine, or you simply wanted to take one of the difficult to pilot and less faceroll/high power goblin generals and make them do work, and if the latter is the case, I like what i see, its essentially mono red wort which is strictly worse yet obviously not a "bad" list

I love it when people take mediocre generals and turn them into subtle powerhouses, and I also love goblins and homebrew deck builds, therefore you've earned a +1 from me!

September 15, 2017 2:42 p.m.

Liquidbeaver says... #12

goblinguiderevealpls: Thanks for the support! Originally I did it for the challenge and the flavor. Monored, and to an extent monowhite, are arguably the worst mono colors in EDH, so it was already going to be hard. On top of that, Ib has never been considered a good general for anything but a Chaos deck (which you don't really play with the intent to win), so I wanted to do what I could to challenge that viewpoint. What eventually happened was I ended up loving the playstyle more than I ever expected, and now it's my favorite deck. It's explosive, fairly innocuous, and going all in can be really fun.

My playgroup doesn't have budgets, but everything is casual-competitive or 75%, and fairly creature heavy. Building the deck slowly in that environment allowed me to get punished for bad cards, bad plays, or poor balance, so that I could learn what worked and what didn't, but wasn't so punishing that I didn't just not build it at all. All in all I am very happy with where it ended up, as I have on average a 50%+ chance of winning every time I play it, which is fantastic for a deck heavily built around Ib Halfheart, of all creatures.

September 15, 2017 3:08 p.m.

You need the infinite goblin combo! You already have 3/5 pieces you're just missing Lightning Crafter and Goblin Ringleader

how it works:

cast Goblin Recruiter and tutor in this order top to bottom

Goblin Warchief

Goblin Ringleader

Kiki-Jiki, Mirror Breaker

Lightning Crafter

Skirk Prospector

(Any other goblin you want to draw with ringleader here)

Play warchief and ringleader, drawing the last 3

Cast Kiki, then cast crafter, with the champion effect on the stack, tap kiki in response to make a token of crafter, champion kiki with the original crafter, and then champion crafter with its token, tap the crafter token for a Lightning Bolt sac the token to prospector, bringing in kiki jiki and crafter untapped, repeat this and you have infinite bolt damage and infinite


September 15, 2017 3:36 p.m.

Liquidbeaver says... #14

goblinguiderevealpls: For my regular playgroup I take out my Lightning Crafter (and also the Thornbite Staff). The sideboard I show here is cards I am playtesting or want to find a permanent slot for.

With that being said, I never used Goblin Ringleader, which meant I was always tutoring for them separately, or drawing them slowly. I will definitely have to use that instead to get it all cleanly like you laid out. Thanks for the advice!

September 17, 2017 1:18 a.m.

rubberduck391 says... #15

wurmcoil engine + goblin welder value town and goblin sharpshooter_ basilik collar is just funny

September 19, 2017 7:40 p.m.

Liquidbeaver says... #16

Trying out Scour from Existence as a backup to Chaos Warp. I don't like having Chaos Warp be my only non-damage based removal, so gonna give Scour a try. The high cost doesn't really worry me, as ramping into it won't normally be a problem. I hardly ever need the mana for something if I am ready to swing for lethal on the table, but I am often being held back by a single permanent that Scour could help quite a bit with.

Also have Insult / Injury back in, in place of the short-lived Throne of the God-Pharaoh. Only sideboarding the Throne for now, until I make sure I actually don't like it, but it was really underwhelming with the way the deck is paced.

October 2, 2017 3:43 p.m.

illumfolly says... #17

Mana Echoes -- do it!

Needs Wildfire, (and whatever other similar ones there are)

Burning Sands?

Keldon Arsonist?

October 4, 2017 1:18 a.m.

Liquidbeaver says... #18

illumfolly: Thanks for commenting!

Mana Echoes - I had this card in a long time ago, but the deck isn't built to take advantage of it. The curve is really, really low, and the only X cost card I have is a sideboard of Rolling Earthquake. When I played Echoes before I would quite often make 200+ colorless mana the turn after it went down, but any turn after T3 I only have one or two cards in hand, and neither of them can take advantage of all that colorless mana.

Wildfire/Burning Sands/Keldon Arsonist - The problem with a deck like mine and effects that have a land sac effect means I can't do anything in response to it. Keldon Arsonist for example, if I spent the 1 colorless, and then sacc'd two lands to active his ability, I can't then sac them to Ib before they go to the graveyard because it's part of a cost and doesn't use the stack. With a cycled Decree of Annihilation or a Boom/Bust I can respond to the destroy trigger with an Ib sac, and still get Goblin tokens out of a symmetrical spell. To go with the land destruction suggestions though, I used to run Shivan Harvest and a Ruination, and realized that the land destruction got me a ton of hate that I often couldn't survive through, while Price of Glory/Price of Progress/Blood Moon/Magus of the Moon/Acidic Soil had a better ultimate effect, and I had a lot more control over the table hate too. I'm always on the lookout for more "land dysfunction" or control type of effects though! I sideboarded Mana Web just because I want another 1 or 2 stax effects that deal with land specifically.

October 4, 2017 12:39 p.m.

Pallino says... #19

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

October 4, 2017 2:57 p.m.

Liquidbeaver says... #20

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... #21

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... #22

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... #23

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.

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+1 Curse of Opulence main
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-1 Goblin Sledder main
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