hey fellow goblin guru,
what do you think of my wort goblin token edh deck?
it runs ib and functions very similar except for the green cards, and she was a direct color upgrade from my first edh general, Krenko, Mob Boss! but the opinion of another good goblin player in regards to my list would be greatly appreciated!
October 6, 2017 3:44 p.m.
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I've always been curious about how the RG Wort plays, and this deck looks like a lot of fun. That being said, does Wort focus on actually attacking with her creatures or more spell casting? Both?
Brightstone Ritual would be another good ritual for a really low cost.
Your sideboard has Marton, but personally I would take Shared Animosity all day long over Marton. It's harder to remove, and doesn't rely on attacking or blocking with Marton to proc it. If he was like... a 4/4 or something it would be a different story but he is just too small of a body.
I've never been fond of Goblin Warrens. It relies too heavily on having Mana Echoes out so you can have 100 colorless mana to double up your army, and often something like Chancellor of the Forge can do a lot more for a lot less. Again, I don't know how Wort works, so maybe you have all kinds of mana to dump into it. I don't have that with Ib! :)
You might like Vanquisher's Banner from Ixalan.
Triumph of the Hordes would be a seriously fun win-con.
Copperline Gorge is rough, you are banking a LOT on drawing that early. I would take a basic over those types of land.
Do you get a lot of use out of the Hideaway lands?
That's all I can think of for now, but great looking deck!
October 6, 2017 4:47 p.m.
Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):
Burnished Hart - Both, up to a total of 6 basic lands.
Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.
Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.
Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.
Goblin Welder - Both, up to 3 switched artifacts.
Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.
Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.
Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!
Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.
Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.
Skirk Fire Marshal - Both, up to 30 damage to each creature and player.
Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).
Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)
Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.
Scroll Rack - Just Rings, draw 2 times the number of cards set aside.
Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!
Arid Mesa - Just Rings, fetch two lands.
Bloodstained Mire - Just Rings, fetch two lands.
Myriad Landscape - Just Rings, fetch four lands.
Scalding Tarn - Just Rings, fetch two lands.
Strip Mine - Just Rings, destroy two lands.
Wooded Foothills - Just Rings, fetch two lands.
As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.
Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.
Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.
October 6, 2017 4:22 p.m.
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.
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.
Also added Storm Cauldron to the sideboard. This card is a really strong Stax effect, but draws a lot of hate, understandably. The card basically reads "Every turn play two mountains, tap them and float two red mana, and in response sac them to Ib for two Goblin tokens. Repeat each turn.". It plays better with Crucible of Worlds, but it is definitely a solid late game play if your boardstate is already better than your opponents.
October 3, 2017 2:51 p.m.
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.
Vlad_The_Inhaler: Hey man, thanks for the huge compliment! The budget version definitely has all the flavor and fun of the other deck, it's just going to be a turn or two slower, and fewer of the expensive quirky things that are mostly meta choices and my own playstyle anyway. It's honestly easier to play also, as some of the expensive cards are parts of interactions that take 4 or 5 cards.
The biggest loss in the budget version is probably going to be Shared Animosity, as it allows you to really overwhelm the table with even just a few Goblins. All the other effects are still there.
If you decide to try it out, let me know, I would love to hear how it goes, and help with any tweaking!
October 1, 2017 3:11 p.m.
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