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Ib Halfheart, Goblin Sac-tician [PRIMER]

Commander / EDH* Aggro Goblins Mono-Red Primer Stax Tribal

Liquidbeaver


Description

[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!

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. Quite often comes back in as the second land drop for the turn.

Solemn Simulacrum: Sad Robot provides a much bigger and more consistent benefit than the Ghirapur Orrery that he replaced, plus he can be recurred.

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

These could allow as many as 7 mountains (more with Rings of Brighthearth/Illusionist's Bracers/recursion of sad robot or pretty deer) to come to the battlefield in a single turn.

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.

Kazuul, Tyrant of the Cliffs: Not your typical defenses strategy, but works great in this deck to counter everything but Trample. Even a wave of infinite tokens can't get through, and if you happen to have Goblin Bombardment or Purphoros, God of the Forge out you were just given all the ammo you needed to kill the whole table.

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 and tap effects, we are going to run:

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: 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: 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 Assassin: The more victims he kills, the more likely he is to get the right one.

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 Prospector: One of our strongest sac outlets. Turn those grunts into something useful!

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: 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.

Solemn Simulacrum: Some of the robots that Slobad makes are just a little depressed. Or depressing. One of the two. Provides a landfall trigger, ramp, a nice little creature, and more card advantage when he leaves.

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 triggered the Mana Echoes in the first place is what is more likely to win me the game.

--MORE COMING SOON--

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

Ashnod's Altar: goes a long way in this deck, especially dumping it into Rings of Brighthearth procs.
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.

--MORE COMING SOON--

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 + 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 out the comment archive, as there has been a lot of great discussion there.

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

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.

[BUTT GOES HERE]

All hail the true King of the Goblins!

Goblin King

Comments View Archive

freakingShane says... #1

I still hate Ib, but damn if this isn't a fantastic build. Congrats on that, my friend!

July 21, 2017 12:51 p.m.

Opifex says... #2

Basilisk Collar 702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.

So it had deathtouch on the battlefield.

July 21, 2017 7:26 p.m.

squirlfood says... #3

Thanks Opifex I had thought I had commented about that already.

July 21, 2017 9:04 p.m.

Liquidbeaver says... #5

freakingShane: Haha, thanks a lot man! I looked at your primer quite a bit when I was trying to figure out the right balance of ETB and other damage I wanted for this deck.

Opifex & squirlfood: I hadn't seen that rule before, and it completely changes what I thought about how equipment works. I looked up the rules about Deathtouch specifically, and found this one also:

702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

I am gonna look more to make sure, but I really hope it all actually works. Basilisk Collar was my favorite suggestion in a long time, and I was disappointed when I thought it didn't work.

Great catch guys!

July 21, 2017 9:57 p.m.

Honestly I just sat and read your primer and I almost never read full primers. This is a piece of art, turning a joke commander into the general of a deck that is, as you said, deceptively powerful.

Have you considered Manabarbs or Harsh Mentor for more stax? I feel like both would do a lot of work, especially the mentor since he only damages opponents. Also, I feel like Mizzium Mortars would be a good add to the deck as a 1-sided board clear.

Good luck!

July 24, 2017 7:21 a.m.

chirz2792 says... #7

This deck is awesome! I normally don't like tribal decks but this deck makes me want to give it a shot. +1 from me.

July 24, 2017 3:35 p.m.

Liquidbeaver says... #8

VraskaTheCursed: Thank you so much for the compliment! This has been my pet project for a while now, and I really like that so many other people enjoy it too.

As for cards:

Manabarbs - I've been back and forth about. I do like it quite a bit, but it also draws a lot of hate.I would have to pretty much only play it a turn or two before my finisher, to limit the damage it does to me, but it's also going to end the game quickly as soon as it is played. I will definitely test it out, as it really fits into the playstyle the deck has worked its way towards.

Harsh Mentor - Ib runs a delicate balance of being ignored because Ib, and being focused by the whole table because "holy shit, IB?!". At least right now, Harsh Mentor feels like a card that I wouldn't be able to sufficiently protect myself after playing. It would definitely be worth sideboarded for FNM though, where I would care less.

Mizzium Mortars - In an effort to have multiples of each effect, I've noticed that only having Blasphemous Act as a wipe isn't enough. This may be just the right solution, and at a great CMC. It would lead very well into Repercussion.

Thanks for the great suggestions!

July 31, 2017 2:53 p.m.

Dtowns says... #9

Absolutely love this deck. Almost everything about it is flavorful and you have an amazing primer. I just have one question. Why are you using fetch-lands? I understand it for Myriad Landscape but not the rest of them. The only benefit I can see you getting for them is Crucible of Worlds. Is it just to help out with ramp?

August 8, 2017 7:27 p.m.

Liquidbeaver says... #12

Dtowns: Thank you! I've spent a lot of time on it, so I really appreciate when people like it.

The fetch lands were an experiment that ended up being going better than I expected. They originally were only added for Crucible of Worlds (which is probably enough reason to include them on it's own), but I also found that it helped smooth out other interactions in the deck:

Scroll Rack (and previously Sensei's Divining Top) - once I put cards I don't want as much back on top of my deck, being able to shuffle them away is invaluable. This is the other major reason the fetches are there.

If a fetch is played later in the game, it means I can increase the likelihood of drawing a non-land card when I don't need land drops anymore. In a mono-colored deck this thinning has almost no observable benefit early, but 5 or 6 turns in when you could be 30 cards deep into your deck already, cracking the fetch and removing a land drop from the remaining cards makes a bigger statistical difference. This is probably the most minor of the benefits.

Against mill decks, if I know the top few cards for any reason (Goblin Recruiter, being forced to reveal or play with the top card revealed, etc..) I can use a fetch to tuck the spells I like back into the library instead of losing them to the GY where Red has a really hard time getting them back from.

Against control, if a card gets bounced to the top of my library in an attempt to control what I draw next turn, crack the fetch and shuffle it away.

Being able to guarantee that I can find fuel for Glacial Crevasses has allowed me to stall a game just long enough to win before.

So the benefits aren't extreme, but the drawbacks are so minor (only the life loss) that I just put them in. If someone wanted to make a budget version of this deck, the fetches would definitely be the easiest things to cut.

August 11, 2017 12:23 p.m.

Liquidbeaver says... #13

Added Glacial Crevasses back in, and it and Goblin Sledder won me the very next game against an Angel tribal control deck that I've never beaten. I forgot how much I liked it.

Testing Gravity Sphere again to see if it is the right way to go about countering my biggest creature weakness.

Added Mizzium Mortars per a recommendation by VraskaTheCursed. It is a great compliment to Blasphemous Act.

Testing Mind's Eye and Farsight Maskfor more draw. If I don't like the speed of them, I will put Reforge the Soul back in their place, unless I can find another big draw spell I like more. Wheels have been doing a lot of great work for me lately.

Removed:

Treasonous Ogre - Great card, but I found myself not casting it a lot because I didn't need blistering ramp so much.

Godo, Bandit Warlord - I love this card, but the CMC makes it a hard include. The better my draw gets, the less I need highly costed tutors, but tutoring my Nemesis Mask, Basilisk Collar, or Thornbite Staffand freecasting it can be really nice. May find it's way back in.

Expedition Map - It's hard to quantify the benefit of this card. Sideboarding it until I notice I miss it.

August 11, 2017 12:25 p.m.

Liquidbeaver says... #14

I think Feldon of the Third Path might be just the right form of "recursion" that this deck needs. I always had a hard time justifying something like Elixir of Immortality because it was too much of a hard reset late game when I really need selective recursion. Trading Post was too slow and expensive. It only got worse from there.

Being able to bring back a creature, even for a single turn, could be the difference between winning or losing a game in this deck. Getting Goblin King, Urabrask the Hidden, or Krenko, Mob Boss back into play could be invaluable.

Not sure what to cut for it, but definitely going to figure out how to fit him in.

August 11, 2017 12:29 p.m.

Liquidbeaver says... #15

Sideboarding Stranglehold for now. It is really good whenever you play it, but the amount of hate it generates is something that is hard to prepare for. I prefer the kind of stax that I can work around more easily, and have an effect that compliments the rest of the deck more. This one just felt like a tacked on Stax effect that I can't justify anymore.

Testing Feldon of the Third Path in its slot.

August 11, 2017 12:45 p.m.

RazortoothMtg says... #16

"Step lightly and we might be able to use it as a bridge"

Goblins are known for having some amazing flavor text.

+1 for the amazing description! Always a fan of goblins!

August 11, 2017 1:32 p.m.

Enral says... #17

Great primer, well done! +1

August 14, 2017 11:02 a.m.

Mike94 says... #18

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... #19

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... #20

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.

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+1 Canyon Slough side
+1 Sheltered Thicket side
+1 Hazoret's Monument side
+1 Hazoret's Monument acquire
+1 Canyon Slough acquire
+1 Mass Hysteria acquire
-1 Close Quarters acquire
+1 Sheltered Thicket acquire
-1 Gravity Sphere acquire
+1 Aggravated Assault acquire
-1 Surveyor's Scope acquire

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