Barge In

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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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Barge In

Instant

Target attacking creature gets +2/+2 until end of turn. Each attacking non-Human creature gains trample until end of turn.

Breakaway on Lizard Warfare

5 months ago

Thanks for the recommendation Balaam_. In practice, I like the enchantments because the main issue that I have is that the small lizards can't really get in for damage because the opponent always leaves a moderately sized (but still too big) blocker behind. I really need the blocker out of the way as I rarely have creatures with enough power to trample through. I do like Barge In early and Crash Through reminded me of Renegade Tactics which also does what I want while drawing a card.

Balaam__ on Lizard Warfare

5 months ago

I like decks that give a bit of representation to underplayed/underutilized creature types, but I think there’s another package of cards that would fit better here. Instead of enchantments like Hammerhand or War Squeak that only affect one of your attackers, I’d suggested spells like Barge In or Crash Through which target all your creatures. You’ll be able to push more damage through in a more efficient manner, although if the reason Hammerhand is here is because the art features a lizard-like creature, I understand that too.

Balaam__ on Balaam__

7 months ago

@NeoLegacy I didn’t want to bombard your deck page any further but I wanted to share this build I threw together. It’s just one possible iteration, and it isn’t far from what you have now (just a bit more streamlined). It’s also all one-mana-cards as per your stipulation.

•18x Mountain

•4x Goblin Arsonist •4x Goblin Javelineer •4x Goblin Sledder •4x Reckless Lackey

•4x Barge In •4x Brute Force •3x Infuriate •3x Rush of Adrenaline •4x Crash Through

•4x Lightning Bolt •4x Lava Spike


Enough lands to get the job done.

Goblin Arsonist because things die, and it’s 1 point of bonus damage. Same goes for Goblin Javelineer. Goblin Sledder for the eventual death blow; when enough goblins have enough buffs but Trample isn’t quite enough to push through for lethal, just sacrifice the right things (after the opponent blocks) to further buff a specific creature for lethal. Reckless Lackey for the same reasons you had him.

The buffs are self explanatory and are the best the format currently offers. Barge In in particular is especially effective.

Lightning Bolt and Lava Spike for removal and extra direct damage.

I didn’t include one but sideboard for artifact hate, graveyard hate, and anything your playgroup constantly drops during games.


Again, this is just one path and I’m not trying to tell anyone how to build, I just thought maybe it might help you perfect yours as you see fit.

Balaam__ on Goblin Tweakers

7 months ago

@NeoLegacy there’s a path toward running both, but you’d need to implement more pseudo-protection to keep your goblin count as high as possible for a worthwhile payoff. Red is notoriously bad at shielding stuff, so you’d want to incorporate cards like Borrowed Hostility or Crowd's Favor in conjunction with buffs like Barge In to grant them First Strike so they leave combat relatively unscathed. I think to run both Goblin War Strike and Reckless Abandon together you’re looking at a different core deck structure.

I realize I’m peppering you with possible directions to take the deck, but that’s half the fun—deciding what path you’d like to take and then optimizing for it. You have a really good base here that could go a number of different routes, but I’d definitely recommend picking just one and doubling down on it in order to stand the best possible chance of a win.

-edit—oops, I confused Reckless Abandon with another card! My mistake.

r0Wn on

3 years ago

I would drop the two islands for two more mountains. I would also drop Barge In and Remand for 3x Lava Dart and +1 Stormwing Entity

Mr.Beaver on Saskia, Infect War

4 years ago

I think that ways to increase your creature's power and give it trample could help too. Disrupt Decorum fits in perfectly if you don't mind it's price. Otherwise, Titanic Growth, Rancor, Barge In, and Crash Through are solid options. It could also be worth looking into making Marisi your commander for more consistent access to goad, but I'm not sure what you'd be able to replace black with. I really love the deck though!

multimedia on Zagras and the Dethtouch Party

5 years ago

Hey, you're welcome.

There's 12 rogues here for the party, but only 5 clerics, 4 Warriors and 1 Wizard. These ratios of party members will make it difficult to have much mana cost reduction for Zagras especially Wizards. My advice is make these numbers more even to give you more chances to have different party members on the battlefield at once. Changeling Outcast is a budget one drop party member who can be any creature type you choose for party and it's unblockable which has good interaction with several tribal combat damage effects.

Budget Wizards to consider adding:

There's some party members who could be upgraded to better budget creatures especially the Warriors:

Blood Beckoning could be upgraded to Nullpriest of Oblivion who is a two drop Cleric or if you cast with kicker you can reanimate any creature in your graveyard. Beckoning doesn't reanimate it recurs the creature/creatures to your hand which is a big difference. Searing Barrage could be upgraded to any Wizard party member because this removal spell is not needed as it's the least good and costs the most mana for what it does.


Some cards to consider cutting:

Pump spells that only pump one creature one time such as Infuriate are subpar in Commander especially when you can only cast them once. If the spell pumped all creatures you control, protected the creature from removal or it made the creature have huge power with evasion then that's different, but the pump spells here don't do that. More draw is more impactful than pump.

Wirex on Zada Bing, Zada Boom

5 years ago

BRG24 Thanks for giving the deck a look! So with Season of Growth I think there is some good value there for the scry trigger with all the tokens dropping, but unfortunately since copied spells are not technically "cast" I dont think it would trigger any card draw after the first. Silverfur Partisan is definitely an interesting route to explore since it would grow exponentially.If there are some efficient wolf token generators, that might be a good thing to explore. I love Giant Growth, I think depending on the matchup, the trample from Barge In might be more helpful? I could go either way on that one. But now Stony Strength is a whole new ballgame. The untap on that would make for a pretty huge swing if the opponent attacks into your tapped out board. I'll start looking at the wolf generating, and if I can find something efficient it might be worth splashing green just for stony strength. Really awesome suggestions Thanks!

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