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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Goblin Balloon Brigade
Creature — Goblin Warrior
: Goblin Balloon Brigade gains flying until end of turn.
johnpants on Look out! That Goblin Has a Grenade!
2 years ago
Cool deck! +1 just for using Goblin Balloon Brigade - that card rules. Plus Goblin Grenade. I like your style.
Epicurus on When did you start playing, …
2 years ago
My first deck was a blue/white weenie deck, with Flying Men, Savannah Lions and Counterspells. I quickly started running mono-white weenie, which is why to this day I get offended when people badmouth white. That first white weenie is actually still together 30 years later, it just gets updated every few years or so. And it still wins more often than not. Armageddon + Howling Mine + a crap load of creatures that only cost one mana = a lot more powerful than people want to give it credit for. More than half of the cards in that deck were pulled from packs of Revised (3rd Edition) that I bought back then; including the cards I listed above, as well as Swords to Plowshares.
I'm with Fuzzy003 on the power creep thing. However, just like I said in a previous comment about another topic, it's really always been that way. Back in the day, if you weren't playing black/blue draw/control or Suicide black, you weren't going to win any tournaments. The only real combo was Channel + Fireball , but a good lockdown control deck was nearly impossible to beat (besides the fact that Channel was one of the first non-ante cards ever banned, because it was too easy to win with it).
I did once own a turn 2 Guilty Conscience + Stuffy Doll deck. It won every game I played. As such, it was pretty boring. I never competed with it, because it was Vintage legal, and I didn't have Power 9 cards with which to make it a turn 1 deck. So I ended up selling it (which I've regretted ever since, because this was before Commander drove up the prices of the four Plateau in there from $75/each to well over $300/each, and the Wheel of Fortune in there that I had pulled from a pack jumped from $40 at the time to I-don't-wanna-know how much it is now).
The best I ever did at a competition was getting 3rd place out of 50 people back in ('95/'96?) with a budget Goblin tribal deck, that ran such beauties as Goblin Balloon Brigade and Keldon Warlord, hahaha. Of course, my Wheel of Fortune and Sol Ring were in that deck, as well as the Howling Mines, but remember, that's when WoF listed at a whopping $10. I believe that I even had a couple Juggernaut in there. And I beat some very competitive decks with all that jank. It was awesome.
I decided to post this story partly because the last couple of y'all made me nostalgic for the old days. Also, though, to say that:
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a) it's kinda annoying to me, having been playing as long as I have, that everyone plays Commander now. I miss the old 60 card constructed formats. I have a lot of fond memories playing 8-player games in what was basically Legacy format (though you can call it "casual" or "kitchen table" if you like). Not to mention how much Commander format has inflated prices of individual cards.
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b) I personally find infinite combos to be a nuisance, and wish that more people shied away from them in casual play. Honestly, it's more about variety and creativity than anything else. I'm tired of looking at the 31 flavors of Thassa's Oracle decks, for example. Like, someone will be like "Hey, check out my new (insert legendary creature here) deck." And I say "oh, I love that guy! What's the theme?" And they reply with something like "It's (insert creature type) tribal, with synergies built around (insert mechanic)... and it wins by going infinite with XYZ and casting Thassa's Oracle." And then, when I say "Oh, so it's a Thassa's Oracle deck," they get butthurt, because they think they're being creative in their construction of a deck that wins using exactly the same card as a million other people's decks. "But, but, MY Thassa's Oracle deck is different!"
I don't mean to be a downer or an old fogey, I just appreciate a bit more creativity than that. Always have. And since there's a finite number of ways to go infinite in any given color combination, and a finite number of wincons that flow from those infinite combos, decks that do so all look the same to me. Just a bunch of fetch, removal and draw surrounding a combo. 50% of the deck is setting up and executing the combo, and the other 50% is protection/denial/removal. So what percentage is leftover for theme?
Anyway, that's this old man's grumpy gripe about the state of the game these days. The old budget Goblin deck wouldn't stand a chance anymore. Although, I would put my White Weenie against any 60-card casual deck you'd want to try to throw at it ;)
But I don't want that rant about Commander or infinite combos to be the final takeaway from my post here. Fact is, I've ultimately enjoyed the journey. The ups and downs are as much a part of that journey as they are with anything else in life. Here I am, still playing a game that I learned before I had pubes. And still enjoying it. And I taught my kids to play it, and they love it too (though, maybe I should have gotten them into drugs instead, because it would probably be a cheaper hobby, hahaha). And I've been around the block long enough to know that nothing lasts forever, so I hope to keep on enjoying it until kids don't like it anymore and it ends up fading away.
Like I said in a previous comment, I was really excited about Neon Dynasty. I haven't seen anything from New Capenna yet that has me as excited, but time will tell. And The Brothers' War has me stoked. In other words, to hell with my complaints about the state of the game these days. Let's throw some damn cards! Turn 'em sideways! Play on!
TheSlowestBro on Don't touch me or I call my Goblin brothers...
3 years ago
Looks like good fun! I question Goblin Balloon Brigade , but simultaneously, you'll be the only one in your city who runs it!
Lava Spike and Shivan Meteor seem a bit out of place though?
Epicurus on RGW Armageddon?
4 years ago
My lord, I wish I could upvote this deck multiple times!! Juggernaut? Erhnam Djinn?? SISTERS OF THE FLAME??!!?!
You just made my day.
As for suggestions, Land Grant might be helpful, and Tremble would be good in addition to the other land hate.
Also, I don't always Armageddon, but when I do, I always Flagstones of Trokair. It's not as oldschool as what you've got going here, but still pretty old. It's even more helpful if you manage to get your hands on some true duals.
Finally, it wouldn't be incredibly helpful to the deck, but if you added Goblin Balloon Brigade to this deck, my life would be complete.
Cheers!
SteelSentry on First deck you Built
6 years ago
My first deck was an 80-card pile of mostly Goblins, but included all the hard hitters that were in my dad's collection, like Shivan Dragon and Ball Lightning, with 4 copies of Firebreathing as my finisher (to enchant my Goblin Balloon Brigade or make someone unblockable with my Goblin Tunneler). I still remember when I came back to Magic and saw Krenko, Mob Boss in the case at my LGS.
My first Commander deck was also a Mono-R Goblins deck, headed by my boy Krenko, and later Grenzo, Havoc Raiser.
freakingShane on Purphoros, Forger of Goblins [[Primer]]
7 years ago
Thanks for your suggestions, AlmightyTentacle!
You've definitely suggested a ton of cards that I either want to test out or already have, so thanks for that! :)
When it comes to card draw, I really haven't experienced many issues. You are correct that I don't have a ton, but keep in mind that I do have tutors/cheaters that essentially are card draws for the specific cards needed.
Herald’s Horn is one that I was pretty excited for when I saw it got spoiled. It'll definitely get tested!
Grenzo, Havoc Raiser was a card that I tested out before, but ended up passing on him. He might be worth testing out again though!
Mikokoro, Center of the Sea will definitely need to be tested. I've honestly overlooked this one, but it can definitely be handy.
As for Sensei's Divining Top, it unfortunately is banned in Duel Commander. Same goes for Mana Crypt and Sol Ring.
Ancient Tomb was actually just recently unbanned in Duel, so I will definitely -1 Mountain for it.
I would love to run Imperial Recruiter, but there is no way that I can spend that kinda money...maybe someday though!
Gamble will need to be tested. I hated the idea that I could be forced to pitch what I tutored, but mono-red doesn't really get any better tutors, haha.
The Control & Others category are pretty much all previous inclusions or considerations. I end up not needing the redundancy with some of these cards as much as one would think because most games are won by around turn 8 at the latest.
Chaos Warp is one that I have been on the fence about for the sole fact that it can end up hurting me more than I originally was. I run Apocalypse for a last-ditch effort of removal.
Shattering Spree may go back in here, honestly. It doesn't damage my opponents, but it has a much higher ceiling than Smash to Smithereens.
Quest for Pure Flame may also be re-tested.
As for your recommended cuts, I agree with some of them.
Goblin Balloon Brigade is in here only to be a quick, turn 1 blocker in the air, so when I find something to take its place (possibly Quest for Pure Flame) I will.
Mardu Scout is another one. I love dashing him for repeatable 2 damage with Purph, and he does synergize with Door of Destinies, but you are right about him being on the chopping board. Grenzo, Havoc Raiser may fill his gap.
Apocalypse is actually really good. I recover exceptionally well after board wipes, and pitching my hand never really hurts me too bad. This deals with heavy enchantment based decks like Bruna, Light of Alabaster, Sigarda, Host of Herons, and Zur the Enchanter.
As for Reverberate, I would agree most of the time, but the fact that it can turn into a Counterspell or win the game if I copy Mogg Infestation is great.
Again though, thanks so much for your comment! I will be testing out some of these and seeing what works most efficiently! :)
AlmightyTentacle on Purphoros, Forger of Goblins [[Primer]]
7 years ago
Hi, freakingShane
First of all I really like your Purhporos goblin tribal deck!
As you mentioned your deck is built to be closer to a 1 vs 1 Commander (French) deck, but still I want to suggest you some of the cards for more multiplayer game strategy that imho I think you should consider to add.
Analizing your deck I see some problems in too low count of draw engines. I think you need to maximize draw power cuz in current state after several board whipes you just be run out of gas.
Card advantage:
Magus of the Wheel - 2nd greatest wheel spell in MTG, one minus it is not a goblin ;-)
Mikokoro, Center of the Sea - sometimes one card draw separates you from victory, you can easy cut one of your mountains for it.
Sensei's Divining Top - EDH staple so I dont need explain how great this card is! Plus it works great with Sensation Gorger, Herald’s Horn , Goblin Ringleader.
Chandra, Torch of Defiance - best Chandra till date, provides card advantage, ramp and some board control.
Grenzo, Havoc Raiser - play enemy spells why not?
Sensation Gorger - can be small Magus of the Wheel in your deck! Work great with Goblin Recruiter and Sensei's Divining Top.
Herald’s Horn - cut your goblins cmc is already nice but it gives you addition chance to draw card wich is even more nicer!
Ramp:
Mana Crypt - expensive but cost all its money.
Ancient Tomb - nice land, cut mountain for it.
Herald’s Horn - was mentioned before.
Tutors:
Imperial Recruiter - I know it is expensive card but it can tutor 80% of all your creatures!
Gamble - saves me hundred of times! Offcorse it has drawback and you can discard what you was looking for, but still it is best tutor in red color.
Control & Others:
Magus of the Moon - you already have Blood Moon but this one can be tutored with Imperial Recruiter for more nonbasic land hate.
Blasphemous Act & Chain Reaction - easy best creature board whipes in red color.
Chaos Warp - staple in EDH mono-red decks. Can help you remove any permanent from board especially nasty enchantments.
Shattering Spree - off corse it is not instant but it is much better than Smash to Smithereens.
Fiery Confluence - easy best card from all Confluences imho.
Defense Grid - you can cut Price of Glory for it, Grid much better card imho.
Goblin Welder - why you dont use this one goblin? It is really nice artifact reviver and can sometimes force your opponnet to sacrifice powerfull artifact and return something less dangerous for his/her graveyard.
Quest for Pure Flame - cheap, can be fast charged and provide great damage boost for one turn.
kindred charge - I know you already think about adding this one to the board, must be auto include imho.
Cards I think you need to cut out:
Goblin Balloon Brigade - too weak.
Mardu Scout - same as above.
Goblin Guide - Goblin Welder imho better in EDH.
Ensnaring Bridge - can be nombo with all your pumped out goblins.
Hammer of Purphoros - you already have enough haste engines imho.
Price of Glory - Defense Grid is much better.
Apocalypse - cool and savage card used it in my Purphoros deck too, but drop it out cuz never really want to play it and it is almoust impossible to win after you use it.
Goblin War Strike - you can damage only one player.
Mogg Alarm - worst goblin token producer from all your sorcery spells.
Reverberate - copy spells bad in aggresives style decks.
Smash to Smithereens - too weak in EDH.
Caterwauling Boggart - too high cmc.
P.S. Sorry for some grammar mistakes it was hell of amount of text to type ;-P