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Destructive Digger
Creature — Goblin
, , Sacrifice an artifact or land: Draw a card.
Jaathik on Erinis, Machine-Gun Urchin
1 year ago
Update 6/1
I've removed the category "Full-Auto." It makes more sense to just make 3 permanents to sacrifice rather than draw an extra card with 1. Replacing the + costing cards from this category and replacing them with Beetleback Chief, etc. makes the deck slightly better and pumping out tokens. I've also added in Bonder's Ornament and Destructive Digger for more card draw.
Snacrifice on Faux-Filigree (<2$ EDH deck)
2 years ago
KITTYMANHunkGTI Pretty simple, you want to beat face with Armix, Filigree Thrasher , using his ability to remove blockers during combat, especially pesky ones with indestructible that don't die to things like Ghastly Demise . This is made easier by giving him evasion with cards Golem Artisan .
Treat your stuff like junk, sacrifice Wings of Hubris to get an attack in if they have blockers, or throw Cathodion to Destructive Digger to get more cards in hand for Armix's ability, then return it later with things like Moriok Scavenger .Food, treasure, and clue tokens only make Armix's ability stronger.
Monomanamaniac on Bosh throws a fit
3 years ago
So you might think if adding even more mana rocks like Mind Stone, Thran Dynamo, Hedron Archive, Worn Powerstone, Blinkmoth Urn, Everflowing Chalice, Gilded Lotus, Palladium Myr, or Iron Myr. You should be ramping as much as possible, you could even consider Extraplanar Lens if budget is no concern. You could consider cards like Myr Retriever, Goblin Welder, Buried Ruin, Goblin Engineer, Junk Diver, purphorous, bronze-blooded or Daretti, Scrap Savant to bring artifacts back from the graveyard. You could consider Mystic Forge, Planar Bridge, or Kuldotha Forgemaster for getting artifacts out of your deck and onto the battlefield. Darksteel Forge, Soul of New Phyrexia, or Eldrazi Monument so you're killing your artifacts only when you want to. Unwinding Clock it's good if you combine it with flash from Shimmer Myr or Vedalken Orrery. Ugin, the Ineffable or Foundry Inspector to reduce the casting cost of your artifacts without affecting the cmc. You could go full ham on some big artifact creatures like Myr Battlesphere, Meteor Golem, Duplicant, Ancient Stone Idol, Mycosynth Golem, Darksteel Colossus, Blightsteel Colossus, Platinum Angel, or Platinum Emperion just to name a few. Other ideas might be Hellkite Tyrant to steal your opponents artifacts Mycosynth Lattice to turn your non-artifacts into artifacts, Illusionist's Bracers or Kurkesh, Onakke Ancient to copy bosh's abilities, Swiftfoot Boots and/or Lightning Greaves to protect your big guy, Voltaic Key or Manifold Key to untap your rocks, or Mind's Eye or incidental card draw. Some lands to think about are Myriad Landscape, Darksteel Citadel, and Phyrexia's Core but not much else.
As per suggestions to take out : Catalyst Elemental, Destructive Digger, Forge Armor, Walking Atlas, Nahiri's Wrath, Wily Goblin (use Dockside Extortionist), Azor's Gateway Flip, Furious Rise, Generator Servant, Pirate's Pillage, Scarecrone, Filigree Familiar just to name a few.
I would like to start by saying I'm not trying to say your deck is bad, just trying to give you a lot of ideas to go off of and pointing out things that don't really go with the theme of the deck, which is ramp super hard, drop a bunch of big threats, drop bosh and kill opponents. Secondly, I am not a competitive deck builder by any means, I just use the data I have and suggest the things I like. I actually like seeing gosh in the command zone.
Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]
3 years ago
Hello everyone! It's been a long time since my last real update, but I wanted to get in here and at least update the list. Primer update to come later!
Additions
Conspicuous Snoop: Pretty self explanatory, just a solid card for digging and comboing off.
Muxus, Goblin Grandee: Such a strong card that I focused on adding more goblins just so I could take advantage of this and Snoop more often. Combos especially well with Goblin Recruiter. The CMC is high, but we have a lot of ways to freecast it, especially with the recent re-addition of Goblin Wizard.
Skirk Fire Marshal: This is a card I feel like was in my first list, and I took it out really early on because I was new to Magic and getting my ass kicked all the time, so losing 10 life was a death sentence. Now with all the damage doublers (and a new tripler!), as well as having several years with the deck under my belt, I think I can take advantage of this again.
Fiery Emancipation: For 1 colorless more than Gratuitous Violence you get triple the damage and it effects all sources too, not just creatures. The thought of Ibsplosions for 12, or a Goblin War Strike easily breaking 100 damage is just exciting. Time will tell if the CMC is just too high. I think this is strong enough that I would probably add more ramp before I cut this due to cost. Maybe this will bring about the return of Mana Echoes?
Mind's Eye: Giving this thing another chance. It's a staple draw card in EDH for a reason. Again the cost of this is high, so it may be replaced by Thrill of Possibility or something.
Removals
Sensei's Divining Top: This is top tier filtering, I don't doubt that whatsoever, but as far as gameplay clunkiness it is also top tier. Mind's Eye took this slot so I wouldn't go down in draw sources.
Insult / Injury: The card that is always the easiest gap filler is also always the easiest card to remove.
Fervor: This is out simply because it is one dimensional. I'm really starting to get a lot of multi-use cards, and more haste sources than before (and a lower need for haste in general), so this unfortunately doesn't make the cut anymore.
Tectonic Reformation: Not as good in practice as I would have hoped. I built all of the deck to try to get as many cards as possible directly into play, and with the very low land count I hardly ever have lands in hand to actually use this. It probably does a lot more in the budget version of the deck then it does this one.
Wild Ricochet: Very fun card, but not something you can count on using because it relies so heavily on what other people play. Would definitely consider putting this back in after more testing.
Other Cards I Am Curious About
Goblin Charbelcher: Always wanted to have this in as an alternate wincon. Even when it doesn't hit hard, it is still consistent, targeted damage I don't often get. Looking for a slot for this ASAP.
Destructive Digger: This seems strong. Does anyone have experience with it? Especially with Goblin Welder or Crucible this becomes a very good draw engine. Also on the short list to be added.
Dockside Extortionist: I think this card has potential, but I am still leery about how it actually plays out. Potentially better than Mana Echoes though. Hilarious in decks with Mycosynth Lattice.
Molten Echoes: I initially misread this and was like AUTOINCLUDE, but after turning on my reading comprehension I realized it was nontoken only. However I do have quite a few gobbos floating around in the deck now, but the potentially they aren't cast is still high. Hmmmm.
Deflecting Swat: Thoughts on this? Seems like a really solid card all around.
Well that's it for now. Hopefully I get to play this again soon for more testing. I might have to buy into it on MTGO just to get a bunch of rounds in....
Let me know what you think about the changes!
StopShot on Red card draw and how …
3 years ago
Thrill of Possibility, Light Up the Stage, Destructive Digger. In recent years the color red has become more and more engrossed with the concept of drawing cards perhaps more than any other color outside of blue. To some it may feel like a break in the color pie while others see it as boon for formats like commander. It's apparent that a balance needs to be struck so that red card draw remains an inferior counterpart to card draw of blue, but even so I do feel there are ways in which pre-existing card advantage could be improved upon to be more flexible.
((TL;DR - In this thread I'll present various red cards that offer card advantage, briefly describe the pros and cons and then offer a future-shifted variant of the card if that particular card draw mechanic were to ever be improved upon.))
While there are many, many various other forms of this manner of red card draw it can be safe to say this is probably red's favorite form of card advantage. Effectively these cards typically read as, "this card and another card in your hand have cycling." as cards such these don't aim to increase the number of cards in your hand, but to simply take a chance at improving the cards in your hand. There are other benefits too such as purposely wanting to put certain cards in your graveyard to accrue additional value. However, because these cards never increase the number of cards in hand, running out of cards in hand is a real problem that can nullify this type of card advantage until your next draw step. It's also important to note that you can even risk throwing away a so-so card for worse cards in return. Cards like these also make themselves easy targets to get 2-for-1'd by counter spells.
Flexibility. While it may not be the most astounding of changes it does lend the player more choices when playing the game. If your hand is weak you can draw two cards and if your hand is strong you can draw one card instead. This card even makes itself useful if it’s the only card in hand. If I were to further improve upon this card I might add, "This spell can't be countered by spells and abilities" but that might be too much text for a common card. I could have also just given this card cycling instead, but that might make the card harder to put in non-cycling sets. It too, would also expand the amount of text on the card if you consider reminder text.
When it comes to discard-draw on creatures there's a myriad of different ways it can be triggered or activated, but the common factor amongst them all is the exchange rate of one card discarded per one card drawn. Despite this the pros and cons to these creatures work much like their instant and sorcery counterparts. Their abilities won't work if you have no cards in hand nor do they actually ever increase the number of cards in hand. They simply provide any given card in your hand cycling. One additional issue however is these creatures can sometimes take a full turn cycle before they can use their effects unless if you give them haste.
First of all, Card B is meant to be an improvement of Rummaging Goblin though the same concept wouldn't be too hard to apply to cards such as Academy Raider or Reckless Racer. At first, I thought slapping haste onto these creatures would suffice enough, however; giving them an ETB rummage seemed more creative as you achieve the same end except if you have some extraneous source that provides haste you'd be able to double the effect just for the turn it comes in. As for the ability, I've maintained the same one card discarded per one card drawn ratio just in a more roundabout way. Essentially by activating the creature ability not only do you get a rummage, but you practically get your next draw step a turn earlier. Card parity is maintained as the second card discarded will be the one you will never draw on your next turn. As impatient as red is this seemed on point to me. I also believe this ability works better on permanents than instants and sorceries as its easier to remember to skip your draw step when you go to untap the permanent that caused it the following turn.
Discard-Draw isn't the only avenue red gets its card advantage. Exiling cards off the top of the library is practically no different than drawing the cards, except your opponents can see what's drawn and the cards have an expiration date, so it’s better to cast them fast. While this method may be even closer in theme to pure card draw its faults can make it more of an unpopular choice than the discard-draw route. The issue itself boils down to mana and speed. Red's most explosive in the early game, but in the early game mana is limited. If you have to cast a three mana card that exiles multiple cards that you can only cast for that turn the overall CMC of that spell is going to cost you in the 5 to 7 mana range and that's if your deck is built low to the ground which makes the effect horribly impractical in red's color theme. In order to fix the issue lots of liberties need to be made in order to make the effect practical on red's level such as making the exiled cards last until the end of your next turn and making the exile spell cost one mana like with Light Up the Stage. This sets up obnoxiously tight standards to meet when designing practical cards that utilize this effect. Not only that but you don't get to choose which cards are exiled whereas discard-draw gives you some choice as to what gets put in the graveyard. Furthermore, some cards create value when put into the graveyard, unlike the exile zone.
Choices. Instead of exiling two cards off the top of the library, two cards are drawn followed by exiling any two cards from the hand. Because the player can choose which cards get exiled, cards can only be cast from exile instead of being played. The difference is spells are treated as usual, but lands can no longer be played from exile. Lands are the easiest cards to play, thus not being able to play them from exile puts more weight on what cards you choose to put into exile. The card advantage effect was inspired by Faithless Looting. (That is if Faithless Looting was fixed and didn't allow you to dump busted cards into the graveyard.) As for the duration of how long cards can be cast from exile I also wanted to leave that up to choice. Red likes to attack a lot so an attack restriction impacts red more than any other color as you may have to choose between tempo or card advantage. While additionally putting a blocking restriction may seem weird it's important to note that if you choose not attack with your creatures they'll remain untapped which may make your opponent uncomfortable with attacking. Because your opponent can see what's in exile they too can try to force a choice out of you to their advantage. As I see it the cards in exile are pretty much treated as though they have Mardu Blazebringer's ability which is what has inspired this duration effect.
Special shoutout to Bedlam Reveler. Similar to discarding a card to draw a card, this form of card draw instead works by discarding your entire hand just to draw two or three cards, because red is sometimes extreme like that. The main benefit to running these effects is if you’re able to use up all your cards naturally you won’t have a hand when one of these effects hit the table. Under this scenario you’d be drawing two or three cards with no strings attached which would be pretty good. The issue is playing without a hand means you can’t carry removal spells and it can make your plays all the more predictable for your opponent to counteract. It may also be difficult to use up all the cards in your hand in a speedy manner meaning it won’t be until much later in the game that you can fully utilize your draw effect. Given all the previous draw effects can be used much earlier in the game with little consequence this particular form of card draw seems to be not worth the inclusion unless it comes stapled onto a huge creature you can cheat out for two mana. With that said I’d like to create an improved form of Dangerous Wager. Back when this card was printed its only competitor was Wild Guess. (and Faithless Looting.) These two cards were roughly on equal power level to one another with their strengths balancing out, but now that Thrill of Possibility has been printed recently Dangerous Wager hardly has any benefits over it. This begs the question, how could Dangerous Wager be designed today to compete with Thrill of Possibility or Cathartic Reunion?
Dangerous Wager was the type of card you probably wouldn't cast turn 2 or turn 3 as you would risk major card disadvantage for very little pay off. In essence you'd want to play the card much later in the game where the pay off was either equal or advantageous. Just like Dangerous Wager, this card was constructed under the same mindset to be cast more preferably towards the later half of the game. The upside is if you have one or two cards in hand when this spell is cast you're guaranteed of keeping the cards. This provides the benefit of gaining better card advantage over Thrill of Possibility yet bearing the downside of not being able to cast it as early in the game.
"Random" is a fickle word. It's all fun and games when the word random is forced on your opponents, but the word quickly loses it novelty when its applied to the caster. It's hard to picture many scenarios where any of these cards provide outstanding value. If you cast them with no cards in hand you're practically casting a cantrip that also self-mills you. Maybe with a full hand you could call it a free mulligan, but the only times I'd want to mulligan is if my hand has all lands or all spells. In either scenario you're probably not casting this card anyway. Perhaps if random was less random it could serve as a better free mulligan card?
Yes, its a bit of a word wall. The effect is simple so perhaps someone can come up with a cleaner way to shorten up the text? Essentially this is a draw three cards, then discard two cards at random. Except in this case you exile three cards at random, but you get to keep the one you like the most. Basically if there's one card you absolutely don't want to lose to the random effect, then you're guaranteed to keep it through this process. This makes the random process less random yet still beyond the caster's full control. I also chose to make the excluded cards go to the bottom of the library instead of the graveyard. The reason for this is to prevent the card from being too similar to Faithless Looting which is banned in Modern and to make it more similar to scrying or the card Fire Prophecy. Another interesting thing to note about this custom card is if you have no cards in hand this card becomes Anticipate but in red. Please keep in mind though that having no cards in hand is a pretty strong drawback as this card for the most part will be much less reliable than it if you have cards in hand.
Special shoutout to Countryside Crusher. Red really likes land destruction, so why not draw cards off of destroying your own lands? This effect is probably the most inconsistent out of all the red draw effects. While the concept is solid, getting it to work in practice largely seems to be a work in progress. I suppose the blue standard for this type of effect is best represented by Trade Routes and Compulsive Research interestingly enough.
Since Tectonic Reformation is a red version of Trade Routes I thought I would make a red version of Compulsive Research as the card doesn't seem like too much of a stretch for red to imitate. While Card F may seem very simple for a rare, I think drawing three cards at instant speed would be pretty strong. Unlike Compulsive Research your discard payment option is limited to discarding the land card only, and you have to discard the land card first before you can even draw any cards. (With Compulsive Research you'd likely draw into the land card you'd discard anyway.) Making this card cost two more mana to draw one more additional card from Magmatic Insight also seems to align well too I think.
Anyway, that's about all I had planned. I did want to make a card to represent the Wheel of Fortune cycle consisting of Wheel of Fortune, Wheel of Fate and Magus of the Wheel but that effect is so incredibly strong that I can't really think of a reasonable way to nerf it while still having it be practical in a two player game. If I do think of something I'll probably add a Card G to this thread. Regardless, do you think any cards are too strong or too weak? What card would you really want to see be included into the game?