Creatures you control have haste.
|Have (2)||metalmagic , orzhov_is_relatively_okay819|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 week ago
- Shatterskull Smashing Flip --> Mountain
- Valakut Awakening Flip --> Mountain
- Kazuul's Fury Flip --> Mountain
- Irencrag Feat --> Mountain
- Molten Echoes --> Twinflame = più stabile, twin flame lo usi na volta e basta.
- Crashing Drawbridge --> Dragonlord's Servant = hai abbastanza mana da poter togliere dragonlord e mettere permanente che da rapidità. Puoi anche mettere Fervor al posto del muro.
- Anger of the Gods o Thunder Dragon --> Slagstorm = esilia le creature invece di distruggerle, ottima contro mazzi che giocano cimitero.
- Manifold Key --> Voltaic Key = semplicemente meglio per il tuo mazzo.
- Treasonous Ogre --> Sarkhan, Fireblood = mana molto più veloce, anche se succhia parecchi punti vita.
- Sneak Attack --> Electrodominance = stesso risultato, molto più devastante. Ottima sinergia con Sarkhan's Triumph.
- Tyrant's Familiar --> Hoarding Dragon = non me sembra che hoarding dragon abbia mai avuto un grosso impatto. Il tyrant's familiar è na mina
2 weeks ago
Niko9, I am going to save a bit of spending and I think getting Doubling Cube and Sword of Hours makes the most sense. In gameplay one thing that has really helped this deck get off the ground also is haste, because getting to where you're casting dragons can take a bunch of turns. So in addition to Fires of Yavimaya and Dragon Tempest I am also going to be adding Temur Ascendancy and Fervor. To make room I may actually remove a dragon or two as once they're out they are really strong.
3 weeks ago
Temur Ascendancy is Fervor with extra color and effect... so if you have if you can consistently have tri colors on curve I see no issue. Assuming Haste is the initial reason for inclusion anyway, though after looking I see no others in the list so... who knows. If it's card draw I'm sure there's better.
3 weeks ago
24 lands seems like enough. Aggressive decks tend to not run too many lands. I would say cut Tuktuk Rubblefort. You want to be the one attacking this game, so a 0/3 defender doesn't really fit in with the game plan. Fervor is also pretty redundant since many of your creatures either have haste already or will get it from a fellow goblin's ability.
Take a look at your mana curve graph on the right. See how skewed toward 3 it is? We want to make sure to use all of our mana efficiently in the first few turns of the game.
Depending on how aggressive you want your deck to be, I would add more Goblin Guides, bring back the Shocks, and heavily cut down on cards that cost 3 mana for those costing 2 or 1. If you want to try and have a bit more resilience, then I think you lean more into the producing a large board game plan and winning with Krenko, Mob Boss
1 month ago
Just wanted to point out. Tooth and Nail + Craterhoof + Avenger of Zendikar isn't an auto win.
People tend to misread Craterhoof. He himself has haste. but he grants creatures +X/+X and Trample. Ultimately you are just making the creatures that can attack this turn really big unless you're running cards like Concordant Crossroads or Fervor to make sure that these creatures can come in and end the game. Temur Ascendancy (which I see is already in the deck) does the same thing. But redundancy is always a good thing to work on for a wincon off of Craterhoof.
1 month ago
3 months ago
3 months ago
Repetition is key to success, in all things in life. This is true with financing, learning a new skill like playing a guitar, pulling oneself out of depression, and yes winning in MTG.
The more reliable of a deck you have, the easier you will win. Reliability can often be found in using repetition. If you have multiple copies of similarly-functioning cards, the likelihood of at least drawing into one of them throughout the course of the game greatly increases - and your potency exponentiates as you get more and more online.
For example, in my Lathliss deck I have many, many cards that do ETB damage effects;
- Impact Tremors
- Dragon Tempest
- Scourge of Valkas
- Terror of the Peaks
- Purphoros, God of the Forge
- Warstorm Surge
I also have many, many cards that all enable haste;
- Purphoros, Bronze-Blooded
- Hammer of Purphoros
- Zariel, Archduke of Avernus
- Hanweir Battlements Meld
- Thespian's Stage which can copy Battlements
- Vesuva, which can also copy Battlements
- And Dragon Tempest which has nice overlap between these two
My point is, having repetition in decks is a great way to ensure your deck functions the way it should, at all times. Is Greed strictly worse than Necropotence? Sure. But is having a second drawable engine a good idea? Yes.
I think it's fine. If it's budget and that's what you can afford without proxies, keep it. If you can afford Necropotence, put that in instead. But if you can make room for both, or even a few more, go for it.
Even if you only get 1 card off of Greed per rotation of the table, because you leave a single pip of open at all times just in case, that's still a lot of advantage.
Consider it in this regards: The very first time you activate Greed, it effectively becomes a Cantrip - It replaced itself in your hand. Every moment thereafter is gravy. With just one activation per rotation of the table, you effectively double your draw:
- Draw step
Dragon Tempest is strictly better than Impact Tremors, but being able to hit 1 damage to each opponent over-and-over-and-over-and-over-and-over again, it all adds up. Nobody's laughing when Impact Tremors dishes out 10 damage to three opponents - a total of 30 damage over the table. That is a HUGE, heh well, impact.
I'd say keep it. It does more good than you might think ;)