Tin Street Dodger

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tin Street Dodger

Creature — Goblin Rogue

Haste

: Tin Street Dodger can't be blocked this turn except by creatures with defender.

FauxFaux on Card creation challenge

3 years ago

Tin Street Alley

Land

~ enters the battlefield tapped.

: Add or

Whenever a Goblin or Rogue enters the battlefield under you control, if ~ is untapped, you may tap it. If you do, that creature gains +2/+0 until end of turn.

"Whether it's the alleys along its breadth, or the rats in its sewers, Tin Street gives everyone a sense of unease; even those living there."


Obviously, we have seen many Gobbos on Tin Street. Krenko, Tin Street Kingpin , Tin Street Dodger , Tin Street Cadet , and even Tin Street Hooligan .

Some of the above are Rogues too, so maybe there is some trickery at play? Create a rare level instant that fits this bill!

Mtg_Mega_Nerds on None

3 years ago

I like this card. It is a nice way to pump creatures in a mono red aggro deck, as there are so many little hasty creatures ( Fervent Champion , Tin Street Dodger , Fanatical Firebrand ) in this type of deck. The CMC here is fine here as Torbran, Thane of Red Fell has the same cmc and has a pretty large game changing effect. Nice card.

Sumradagnoth on Sumradagnoth

3 years ago

I am planning on playing with it as is, but looking into finding a spot for Tin Street Dodger and Subira, Tulzidi Caravanner once I get a feel for the deck.

At first glance the only thing that jumps out as a possible swap option is Prophetic Flamespeaker. Curious what your thoughts are there.

CantaPerMe on C'mon... Do it... You know you wanna...

3 years ago

Hey there, you are definitely missing Tin Street Dodger. In m21 i suggest you to keep in consideration Subira, Tulzidi Caravanner, it does everything Grenzo want and that draw engine with the tokens can be massive. I'm also considering Gadrak, the Crown-Scourge, i fell like this card it's a total sleeper in m21, even if it's non token making 2/3 tokens out of this can be worth it in mono red. And when it's enabled 5 in the air it's no joke

CarefulStudy_SweetOlBob on Winota | deck construction exercise

4 years ago

Birthing Pod can't be played in this color combo due to it having Green Phyrexian mana, but consider adding these:

Deflecting Swat, for protection/interaction

Raging Goblin, Torch Courier, Fanatical Firebrand, Goblin Champion, Legion Loyalist, and Tin Street Dodger for "1 red, put a human from your library onto the battlefield tapped and attacking"

::OR::

Ignore that, and run Mass Hysteria

salamandraboricua on Package Deals - Winota, Joiner of Forces EDH

4 years ago

Nice deck! But I agree with previous commenters. It needs card advantage and more explosive plays.

Maybe the way to go with Winota is with a non- human Soldier token package with multiple anthems like Spear of Heliod, Icon of Ancestry, Hall of Triumph, Intangible Virtue and Crusade paired with human lords and non- human lords... Field Marshal, Jor Kadeen, the Prevailer, Paragon of New Dawns, Celestial Crusader and Angel of Jubilation come to mind.

Also, Assemble the Legion + Divine Visitation seems nuts. Auratouched Mage + Eldrazi Conscription is nasty too. Gingerbrute, Tin Street Dodger and Chandra, Acolyte of Flame fit nice.

Sedohr on A Thousand Burns

4 years ago

re Sorin_Markov_1947 I have been thinking over the land situation with your feedback. I think I've been spoiled with Arena BO1's since there are mechanisms in place to try and give your starting hand land based on the deck average cmc. I've only played it a few times on paper and those games had no mana problems, but it is a small testing pool. I ran through a bunch of other starting hands outside of arena and I'm getting 1-2 lands in my starting hand more often, while getting stuck at 2 lands more often as well.

Additionally I missed a key part of the -2 for Chandra, Acolyte of Flame since I have not added her yet. Specifically it allows you to cast the spells from graveyard but you still need to spend the mana. I was originally seeing it as a free cast before, so in this case I would seem to want more land to make sure I can cast those on top of anything else I might cast for turn from hand.

With this information I'm a little torn on what to pull back out to throw in 2 or so more mountains.

I could pull out some Tin Street Dodger, but being a 1 cmc creature with haste means I can combo off with stuff like Cavalcade of Calamity to drop them all in a turn and do damage. The activated ability also helps guarantee I can trigger Cavalcade of Calamity and/or spectacle costs even if they have untapped creatures (not many people appear to main deck defenders). If I'm adding more mana though and increasing chances of floods I'd rather have higher cmc creatures/spells to spend, but there are also good chances I'll be spending the single red mana each turn making him unblockable too (multiple times if I have multiple on the field)

Looking at Burning Prophet as an option to remove as well. It is not as integral as the rest of the creatures for combos, but the scry from casting spells has helped me in a lot of games. Being able to move excess land or lower cost spells away late game helps make sure I draw stronger cards while managing mana flood. Early game it can help in a mana drought too by moving away higher costing spells, but you could point to the fact I wouldn't have those problems with a bit more land. So this might be the one that I remove to make room for more land and Chandra, Acolyte of Flame. I'll still need to find some more slots to open up to fill in copies of Chandra, Acolyte of Flame, but at least this is a start.

Sedohr on A Thousand Burns

4 years ago

Re salttotart, Storm's Wrath is a strong card, but generally I don't have a problem with a lot of smaller creatures due to other cards in the deck. It would also kill all my creatures since I have nothing over 4 toughness, and without card advantage I'm likely to have a hard time ramping back up.

Even though my creatures have 1 power, most have 2 or 3 toughness and can trade with other weenies. If Torbran, Thane of Red Fell is there, the weenies can trade with higher toughness creatures easily too. Shock and/or Slaying Fire generally deal with other creatures. Otherwise having full "control" over the board doesn't affect the deck too much. As most of the time people try to out trade me on life with higher power creatures which leaves them open, or I have other ways to hit them directly such as Cavalcade of Calamity, flying on Chandra's Spitfire, the non combat damage on Scorch Spitter, the activated ability for Tin Street Dodger, and just general burn spells.

Chandra, Novice Pyromancer looks nice to tip it towards a higher base cmc again, but I feel it is partly wasted without a true elemental deck. This makes me want to spin off another elemental burn deck though since I would no longer be limited by the low CMC and power 1 creatures.

I'd be interested to hear your results of testing as well. Since I only have a limited pool of people to play with at a table, so most of my games for the deck are on Arena.

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