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Ib Halfheart, Goblin Sac-tician [PRIMER]

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

Liquidbeaver


Description

http://paperchampion.net/wp-content/uploads/2017/02/Ib-halfheart-goblin-tactician.jpg

Ib Halfheart, Goblin Sac-tician

I've always wanted to build a deck around Ib since I started Magic, but had no idea how to do until recently when I sat down with it for a long time. Now that I've started, I can't stop thinking about this deck, and making it as strong as I possibly can.

There is a lot to iron out here, but it is already a lot of fun to play. There's a ton of unique interactions in this deck that wouldn't work in a lot of 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!

UPVOTE +1

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).

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 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.

Storm Cauldron : Extra land, and we can work around the bounce effect.

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

These could allow as many as 8 mountains (more with Rings of Brighthearth/Illusionist's Bracers) 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. To do this, we are going to bring in:

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 : Go ahead, try to cram 20 dragons in here to fight.

Defense Grid: Hurts our spells very little, but provides a lot of protection during our own turn.

Mana Web: Ib hates not being in charge! This is especially true when it comes to other people's lands. To make him feel better, we are going to run Mana Web. This is a very strong card, as not only does it tap all basics with the same name, it will also tap non-basics that can make mana of that color. Combined with Urborg, Tomb of Yawgmoth you force opponents to tap all their lands at the same time. They are allowed to tap all lands at the same time and float it all, but that means that it fizzles at the end of the phase.

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 for any reason other than saccing mountains 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 the cast though.

Stranglehold : Keeps pesky players from fetching and tutoring. This card draws pretty significant hate though. You will be the target on the table. Also pairs very, very well with From the Ashes.

Storm Cauldron : More land drops for goblins, and bouncing the lands doesn't really hurt Ib. If you tap and sac all in one motion you can even avoid the bounce.

Sulfuric Vortex: AHHHHHHHHHH EVERYONE IS BURNING ALIVE! Just kidding, this is okay with Ib. Constant pinging is sometimes all it takes to eek out a win. Helps to shutdown Aetherflux Reservoir decks, and decks that can negate or recover from our burn are the only tactics we always have trouble with.

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 -

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, Solumn Simulacrum, Goblin Welder, Inventors' Fair, Slobad, Goblin Tinkerer, Burnished Hart, Moggcatcher, and lots of our sac outlets, just to name a few.

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 .

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

Extraplanar Lens: Decent mana doubling

But also allows us to dodge some specific land destruction like Wake of Destruction (unless they call out Snow-Covered Mountain specifically).

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.

--FINISHING THIS SECTION 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.

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 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.

Mogg War Marshal: Gimme more Goblins!

Sensation Gorger : Give 'em the laaaAAaaAAaAAaAAzzZZZZzZyyYYyyyyy EYE!

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.

Godo, Bandit Warlord: While he may not be in charge here, he still more than pulls his weight. Tutoring up our great equipment can really turn a game around.

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!

Walking Atlas : You may not know Geography, but our little construct here does, and he uses it to feed land in the forges.

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 block up at the end of the Declare Blockers Phase. This makes these two unfortunately useless to me.

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.

Goblin Piledriver / Battle Squadron / Horde of Boggarts / Reckless One : While very strong in other decks, they 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 in this deck for +3/+0.

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

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 Asnod'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.

What Do I Do With All These Limes?!

--FINISHING THIS SECTION SOON--

Your Mom's Name Is Mulligan

Mulligans are fairly straightforward.

Since we rely so heavily on basics, do not keep a hand with less than two Snow-Covered Mountain s (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 (3CMC+) creatures, or the non-Goblins, unless you also have the ability to T1/T2 a Goblin Lackey or Warren Instigator .

How To Steer Your Goblin

Goblins vs. Gnomes by Eduardo Garcia

--FINISHING THIS SECTION SOON--
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

--FINISHING THIS SECTION SOON--

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. If you can sac those Mogg'd creatures with a Boggart Shenanigans out, even better!

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
  • It Breaks Stax Parity Pretty Well

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)

Currently the #2 Ib Halfheart deck on TappedOut!

(Second only to the perfect Ib + 99 mountains deck)Goblin Lord by Armandeo

Best Daily Rank of #10 Overall on April 11th, 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!

UPVOTE +1

All hail His Royal Slyness, Ib Halfheart!

Updates

If Ib stacked all the bodies of his Goblin supporters on top of each other, that pile would now reach more than a mile high! This pleases Ib a great deal.

Jokes aside, it makes me really happy that I get to share this deck with people that enjoy it as much as I do. Keep the comments and support coming because I am going to continue to work on and tweak this deck until Ib takes his rightful spot on the throne (which throne we can't be sure).

Recent Changes:

  • Kyren Negotiations - Out for Goblin Warchief . I realized that I was running Kyren to get some benefit out of creatures with summoning sickness. Being able to deal damage through a Propaganda effect was just secondary. I get a lot more use out of more haste, and getting the cost reduction to Goblins back is definitely welcome too.

  • Treasonous Ogre - Suggested by the lovely people at /cEDH as another good form of ramp. Going to test it out to see how much I like it in a 75% deck setting.

  • Ensnaring Bridge /Crawlspace - Out for Kazuul, Tyrant of the Cliffs. I actually found this guy by accident when I was looking for red spells that made tokens, and I forgot to specify Goblin tokens. Kazuul is definitely more my style of defense, and plays into the sac outlets of the rest of the deck very well. Being a non-Goblin doesn't hurt it much (can still be Bombarded!) at all, and even fits the Mountain theme. Can even "counter" infinite token strategies, as long as they aren't flying.

  • Mana Web - Out for War's Toll. While a little bit more risky, it has a wider effect that Mana Web, and it plays into Kazuul very well.

  • Lightning Crafter - Finally found his way in! I'm more comfortable with his combo with Kiki-Jiki than I am with running Zealous Conscripts, even though it takes an extra card to go infinite. Can also be tutored much easier in this deck.

  • Chancellor of the Forge - Brought him back in. I felt like I cut too many of the hail mary spells, so I wanted to bring back a few. This was one of the easier one's to do so, even with the higher cost. Kiki can copy him, plus he makes hasty Goblins per the number of creatures you have, so the Kazuul ogres too!

  • Cathartic Reunion/ Magmatic Insight - Still need more draw, so I felt like these were the best for now. Realistically I will still probably need more, which would probably mean Faithless Looting or Tormenting Voice. Right now I don't want to do any more wheels (Reforge the Soul/Memory Jar) until I get a better feel for how the deck is playing.

  • Shattering Spree - More redundancy for the artifact hate package.

  • Sensei's Divining Top/Scroll Rack - Added for top deck manipulation. Really loving these two, and finally understanding why they are such staples.

  • Scrying Sheets - Out. With the number of ways to get land out of my deck, the chances that I could scry a land with this approached 30% as soon as turn 2, which isn't good, even with Top.

  • Great Furnace - Added for Goblin Welder and Mox Opal synergy, as well as a potential future sac outlet for Kuldotha Rebirth if I decide to run it.

I'd still like to find a place to fit in most of the cards from my sideboard, but I am having a harder and harder time finding weak cards that I want to remove.

As always, if you have any critiques or criticisms, feel free to comment!

Long Live Ib!!!

Comments View Archive

Liquidbeaver says... #1

Revisiting STAX ideas I had before in an effort to make the deck more competitive outside my playgroup. Now that I am thinking about it again, I probably had the right idea, and was just using the wrong form of STAX for this deck. That may explain why it felt so clunky.

April 7, 2017 1:15 p.m.

Liquidbeaver says... #2

Mana Echoes out, Goblin Sledder in!

Mana Echoes was creating a ton of mana, but unfortunately I didn't have any mana sinks to dump it into, and often several hundred colorless mana would fizzle. On top of that, at a 4 cost, there are a lot of other more impactful things I would rather play that turn.

I've been trying to find a space for Sledder for a long time. He is a very strong sac outlet in this deck. Since the ability has no cost, we can sac at instant speed to buff up a Lieutenant to save them from dying to damage, sac all blocked goblins before they blow up to buff up the unblocked goblin that was let through, or even on the other side of the table to make a previously one-sided battle hurt both opponents.

On top of that, he is riding another Goblin down a mountain...

100% ON THEME AUTO-INCLUDE!

April 11, 2017 4:32 p.m.

Alkadron says... #3

Really well done! I like this a lot. I also run a Ib Halfheart deck, which is super fun. Mine's more... suicide-y? No crucible, I just sac every last one of my lands, drop a haste enabler and a Goblin Pyromancer, and hope no-one Fogs. Yours looks a lot more thought-through.

I have to disagree with your description on two points:

Anyways, good work!

April 14, 2017 1:21 p.m.

Alkadron says... #4

Sorry for the double-comment, but I've been doing a lot of edits to my Ib deck and looking at your list (and description) a lot.

I just wanted to mention that the interaction between Repercussion and Insult//Injury is actually way better than you give it credit for. Casting both in the same turn won't do 8 damage to a player, it'll do 12: The 2 to a player gets doubled to 4, the 2 to a creature gets doubled to 4, then the 4 from Repercussion gets doubled again into 8. It's pretty absurd.

That also means that if you have Repercussion, Injury (or any other damage doubler), Nemesis Mask, and Ib; the defending player will take 16 damage per blocker.

Fun times.

April 15, 2017 5:48 a.m.

Liquidbeaver says... #5

Alkadron: Thanks for all the commenting!

Good catch on the Goblin Assassin, I changed the wording in the primer to show that it affects everyone equally.

My problem with Goblin Pyromancer is more often than not I can get a stronger and permanent effect out of Shared Animosity, for a cheaper casting cost, and I don't have to worry about losing all my Goblins if someone takes out my sac outlet(s) with targeted removal, and I can't remove the Pyromancer before the end of turn. I can see running it for the humor and chaos though.

Again, nice catch on Insult/Injury, I didn't think about doubling the Repercussion damage as well. That's going to be a great combo! I can't wait to try it.

April 16, 2017 12:44 p.m.

Alkadron says... #6

I almost prefer the Pyromancer over the Shared Animosity, for my deck at any rate. I mean, I definitely run both, but I get more use out of the Pyromancer. It can get Moggcatchered, Goblin Matroned, and Goblin Recruitered, and it can get sacrificed. Animosity can't.

Even when I can't sacrifice the Pyromancer, I usually just let all my goblins die. Stalking Vengeance is silly. Again, though, my version of the deck is much more suicide-y; I'm in it strictly for catastrophic explosions and chuckles, not to have a board presence or win games or anything. I agree with you that the Pyromancer doesn't really have a place in a good deck.

April 16, 2017 1 p.m.

Liquidbeaver says... #7

Made some more changes. Trying to find a balance between the very linear Competitive version and the flexible deck that I want. The price of the deck isn't accurate anymore, as some of the promo cards show up as 2x their actual cost (Imperial Recruiter for one). This deck is probably still sub $1k realistically.

Added more tutors, more and better draw spells, as well as fixing some effect redundancy that I was missing. Dropped the CMC even more (I miss you Chancellor of the Forge!).

Trying out Storm Cauldron again. It is less group-huggy than Ghirapur Orrery, but still allows me to work around some Stax effects. This deck excels with extra land effects, but there aren't that many that MonoRed has access to that are actually good. If anyone has solid suggestions on how to get more land on the battlefield let me know.

Finding the right balance of Stax effects is taking a lot of fine tuning, and moving cards in and out. I've commited to MLD and resource denial, as even with the symmetrical effects Ib can work around quite a bit of it.

I'm really feeling confident in the current build. It can really hold his own, and definitely performs a lot better than the Tier 4 or worse that he is normally ranked at.

As always, if you have comments or criticisms (or praise for Our Glorious Leader!), let me know!

April 20, 2017 2:56 p.m.

this deck is almost perfect but there are a couple cards you could add:

Caged Sun: creatures the color of your choice (cough cough Red) get +1/+1 and lands that provide said color produce an extra mana of that color.

Metallic Mimic: creature types your choice (cough cough Goblin) come into play with a +1/+1 counter and Metallic Mimic itself counts as a goblin.

Quest for the Goblin Lord: an easy way to give all your creatures +2/+0

Goblin Caves: the other side of the coin to Quest for the Goblin Lord

Squee, Goblin Nabob: he just wont go away. so in a way he is reusable for sacking.

April 22, 2017 4:23 a.m.

KamenRiderVys says... #9

If I may make one single suggestion: mana echoes. This card allows you to turn your mountains into copious amounts of colourless mana with ib.

Keep in mind,mana echoes doesn't check amount of goblins to resolution. So, you can respond to the mana echoes trigger by making goblins.which trigger echoes.which you can respond to by sacing mountains.

It leads to very do or die gamble moments, but I found that half the fun.

But it also may be too risky. Figured I would offer it as a suggestion. (Also, approve of you using repercussions.ran that in my it and worked crazy well)

April 24, 2017 9:47 a.m.

Liquidbeaver says... #10

ticked-off-squirrel: Thanks for commenting!

Caged Sun - The deck is getting to the point where I don't really have a problem with mana, but I have a really bad problem with having enough cards in hand to actually spend mana on. I may end up adding one of these in the future depending on how the deck settles out, but I'm not sure which yet out of Caged Sun/Gauntlet of Power/Gauntlet of Might.

Metallic Mimic - I run this in all my other tribal decks, but I'm not sure it fits as well in here. Raid Bombardment does a lot of work in this deck, to the point that if I have both of my Anthem Goblins out I will sac one so that Raid Bombardment can still proc on the tokens. Since the tokens tend to get sacrificed or blow up, their actual power doesn't become that significant. In much the same tone Shared Animosity is only still in because it has virtually no drawback, and I can just set it down and ignore it.

Quest for the Goblin Lord - Same as above.

Goblin Caves - Now this is a card that I haven't thought about in a long time. This could really help all the Goblins soak up removal. The only drawback I can think of is I can't bounce around a Skullclamp, but if it was really important I could just sac the land the enchantment is on. Going to sideboard this because I really want to test it out.

Squee, Goblin Nabob - I like Squee a lot, but the only thing he really benefits me with in this deck is the discard that is tied to Tormenting Voice and Faithless Looting. I am considering putting Daretti, Scrap Savant back in, in which case it may be starting to be worth the include, but I can't see myself ever actually casting him, as 3 mana for something to sac is just too high. That means I would just hold Squee in my hand until a discard prompt came up.

KamenRiderVys: I actually ran Mana Echoes in the deck for a long time, and on average it would net me 100+ mana in any given phase. The problem was that I never actually had anything to spend it on, and it would just fizzle at the end of the phase. I don't have anything with flash, I have very, very few instants, and even when I was making 250 colorless mana on my own turn during my first main phase, I had like 3 cards in hand that had a total CMC of like 5. I eventually took it out a few iterations ago, and haven't really missed it. I moved it over to my Zada deck, that has a lot more opportunities to actually use it.

I really love Repercussion. I've knocked several people out on a turn where I would cast it and wait to see if it would be countered, and then if it wasn't I would immediately follow it up with a Blasphemous Act (with Boseiju if I need). Sac my own creatures in response and I take no damage but the rest of the table blows up. I used to use it as a finisher, but have started putting it down earlier and earlier because of all the damage sources that will whittle my opponents down, and I can choose whether I care about taking the damage or not. At worst it speeds up a game I would probably lose anyway, at best I win on that turn. People are already afraid to block tokens when Ib is out, now they let through 20 because they don't want to take 80. Works me me, haha.

April 24, 2017 3:16 p.m.

squirlfood says... #11

Since red is lacking in deathtouch and since it just got reprinted Basilisk Collar seems mighty worthy. It instakills all creatures regardless of size as long as they don't have pro red, pro creature or indestructible. It pairs nicely with Nemesis Mask for some good life gain/board wipe. The next worthy source of deathtouch is Quietus Spike witch could be easily manipulated with something like Brass Squire to just flip it to an unblocked goblin or you could use Brass Squire to throw it or Basilisk Collar on a goblin blocked by a fatties you want dead now. Gorgon Flail, and Gorgon's Head also can give alternate death touch effects but sacrifice features.

May 20, 2017 4:49 p.m.

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Compare to inventory
Date added 3 months
Last updated 4 days
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.82
Tokens 3/3 Ogre, 1/1 Goblin
Folders EDH, Decks to obtain, Need more red decks, Reference, Tempted to try make!, Interesting Commander Decks, Welcome to Nilbog, Gebirge, EDH Decks, Just for fun, See all 16
Top rank #10 on 2017-04-11
Views 6551

Revision 49 (6 days ago)

-3 Moggcatcher main
+3 Scroll Rack main
+3 Blasphemous Act main
-3 Repercussion main
-3 Purphoros, God of the Forge main
-3 Goblin Sledder main
-3 Shattering Spree main
-3 Boseiju, Who Shelters All main
-3 Goblin King main
+3 Bloodstained Mire main
+3 Boseiju, Who Shelters All main
+3 Extraplanar Lens main
-3 Gamble main
+3 Gamble main
-3 Expedition Map main
+3 Stranglehold main
-3 Cathartic Reunion main
-3 Thornbite Staff main
+3 Thornbite Staff main
-3 Siege-Gang Commander main
and 246 other change(s)

See all