Goblin Bombardment

Enchantment

Sacrifice a creature: This deals 1 damage to target creature, player or planeswalker.

GregariousG on Jinnie Got the Truck Jewels | *Primer*

3 days ago

To Elasar99,

Thanks for the comment! Honeslty, Goblin Bombardment+Requiem Angel is a viable combo that could fit into this deck. To be trustful, I didn't add this combo because it just didn't interest me. As well, I feel like Requiem Angel needs a sacrifice outlet to be worth it. I do have Evolutionary Leap, but this deck doesn't have any other scarfice outlet. Let's compare Dragon Broodmother. Brood isn't a combo piece like Requiem Angel. However, Broodmother gets out of hand, without supporting cards, if left alone. Maybe a better comparison would be Terror of the Peaks. Both Terror and Requiem will just sit there without support. However, the support Terror needs is much easier to access, creatures entering the battlefield. Again, it's not a bad combo. I'm just not a fan.

Elasar99 on Jinnie Got the Truck Jewels | *Primer*

3 days ago

What do you think about going infinite damage with Goblin Bombardment and Requiem Angel?

Ojallday on Dealing with politics as an …

3 weeks ago

I have a friend that ran Markov who had a similar problem. Due to the nature of the deck you drop all of your creatures and kill one player. His solution was to transition to a mid-range strategy. Simply put he would cast early game threats to put pressure on other players, but they didn't win him the game or kill a player, so that he could win the game on later turns. Since I don't know how you are losing I'll put forward a few ways players stop Markov decks and how to counter those strategies.

First, are players killing you when all of you creatures are tapped down? Keep some of your creatures back as blockers, this is obvious and the strategy goes against how agro players operate in most formats but is needed in multiplayer environments. Along the same lines are white spells that can untap all of your creatures on other players turns like Battle Cry and Call to Glory leading to fun combat tricks to kill off important creatures and more importantly save your life total.

Second, are players board wiping constantly to knock down your board state? This was the problem my friend had and after two board wipes he would be out of cards in hand with no board state top decking hoping for some sort of Windfall. There are a few ways to counter this which can be focused on individually or can be mixed for similar results. Making it so your creatures don't die is one method featuring spells like Boros Charm and Teferi's Protection. Another is mass reanimation spells like Faith's Reward, Patriarch's Bidding and Living Death. Finally are flexible spells that essentially replace the creatures you lost. Those being Reprocess, Plumb the Forbidden or Village Rites.

Third, playing politics. Like you said there is not much stopping the rest of the table from ganging up on you, you can however influence other players decisions based on how you play and how others at your table play as well. Hold back threats, it's tempting to dump your hand and start swinging but as you mentioned this makes you a huge target. Instead put down a Coat of Arms or another value spell and hold the rest of your mana open for interaction, which leads to my next point interaction. You have some of the best removal spells in the game in your colors like Fracture,Dreadbore, Anguished Unmaking and Swords to Plowshares all of which are great bargaining chips to use as favors for other players, as well as being useful to take care of things causing problems for you. Last of all are less card choices but more how you address the table, having a good pokerface helps a lot with this. At the start of the game address the commanders others are playing and talk to the group about the powerful synergies they employ. Whenever an important combo or synergy price is played by an opponent point it out to the other players and if it's very strong stress it needs to be dealt with, which may incline the other players to use spells on it, reducing what they can use against you and making it so you don't have to deal with the problem. When a Tutor is cast discuss what spell the player could be gettng, this will draw attention to them and away from you. Finally when players address your board shift focus away from it, point out another player with the winning board state or the deck that won the last game. Downplay that you are a threat until you are ready to win the game. Keep in mind you are still an agro deck, so you can always lean into dumping your hand to kill a player fast if the game match up calls for it.

This final section is just general deck construction. Vampire selection: make sure you vampires are doing more that entering the battlefield to create an extra Vampire through eminence. Things like Blood Artist and Viscera Seer give value when opponents interact with the board and thing like Twilight Prophet draws cards. There are also the vampire lords that buff all of your vampires and tokens. Things that have synergy with your strategy are good includes too like Sanguine Bond, Impact Tremors or Goblin Bombardment and go a long way. Finally is "normal" card advantage that doesn't rely on you having vampires out and will shine in the early game as well as add value late game, Greed, Phyrexian Arena and Wheel of Misfortune.

I hope some of my thoughts help you work out a good game plan.

Polaris on Does destroying creatures prevent card …

1 month ago

You will draw 20 cards and deal all the damage. Once an ability is on the stack, it exists independently of its source, so you will draw all the cards when the abilities resolve.

In addition, sacrificing the creatures is a cost of Goblin Bombardment's ability. This means that by the time your opponent can cast Fiery Cannonade, all of your Humble Defector copies have already been sacrificed. There is no way to respond or interfere with a player paying a cost, unless you can do it before they can activate the ability at all (for example, Urabrask the Hidden to make it so the Defectors enter tapped).

ZoomZoom on Does destroying creatures prevent card …

1 month ago

The setup:

I have Rionya, Fire Dancer in play, as well as Goblin Bombardment and Humble Defector. I have cast 9 total instants/sorceries during my pre-combat main phase. I move to combat; Rionya triggers, creating 10 copies of Humble Defector. I then tap all 10; while the trigger of the Defectors are on the stack, I then activate Goblin Bombardment with each one. In response to the final activation of Goblin Bombardment, my friend casts Fiery Cannonade, attempting to destroy them all. Do I still draw 20 cards? And if so, why? (I'm 99.99% sure that that's how it's supposed to work, but I'm not sure what the exact rules are on this)

wallisface on Modern Hornets 2

1 month ago

Both Goblin Bombardment and Impact Tremors feel like overkill here - if you create a bunch of hornets you win the game regardless of them being on the board (and, if you don’t these cards honestly aren’t doing much). It feels like these slots could be better served on more cards that let you draw through your deck for the pieces you need to pop-off.

Npt sure how it’s been going for you, but 18 lands feels a tad low for what this deck needs, also. 20 feels a but safer

StopShot on Mono Red infinite combos???

1 month ago

Birgi, God of Storytelling  Flip + Hazoret's Monument + Grinning Ignus

Someone already mentioned a variation of this, but with these three cards you can generate infinite colorless mana and draw as many cards as you need. (You'll also have a free red mana floating at any given point in time.) You then draw into your wincon which will be either Cogwork Assembler, Comet Storm, Conflagrate, Fireball, Meteor Shower or Walking Ballista.

You could also make Blasting Station, Fiery Bombardment, Goblin Bombardment, Makeshift Munitions, Mask of Immolation, Mortarpod or Weaponize the Monsters a wincon here. With your infinite colorless mana you could just cast your commander, sacrifice her to deal a damage and then recast and repeat. Birgi, God of Storytelling  Flip will refund whatever red mana you spend throughout any of these processes.

AstroAA on Mono Red infinite combos???

1 month ago

I'm partial to the opinion of if you cannot keep up with the game, bring the game to a screeching halt. I'd go the opposite direction if speed is your problem - Winter Orb, Blood Moon, Tectonic Instability, etc. Now, the main problem with going this way is Zada, Hedron Grinder does not really give you anything to benefit with this line of play; you'd need to swap your commander entirely.

If you did want to keep on the combo route, as jaymc1130 said, Cloudstone Curio is one of the best enablers in the entirety of Magic, and Birgi, God of Storytelling  Flip is just a super strong card; both her front side and her backside. From here, it all depends on what you want to do.

By far probably the easiest creature to abuse in mono-red is Kiki-Jiki, Mirror Breaker. Splinter Twin, Zealous Conscripts, Lightning Crafter, and Worldgorger Dragon are all good methods of abusing him. However, you'd need sac outlets, such as Goblin Bombardment, Goblin Sharpshooter, Blasting Station, Ashnod's Altar, or Phyrexian Altar for a max payout - albeit in a combo deck you'd ideally already be running most of if not all of them.

If you wanted to focus more on instants and sorceries, cards like Runaway Steam-Kin and Grinning Ignus with the aforementioned Birgi, God of Storytelling  Flip. From here though, your line of play is going to be more storm-esque - not really infinite and there is a decent chance of fizzling out. Aetherflux Reservoir is really good though for a more storm-based approach win-con though and can make the playstyle win rather easily.

Personally, if you wanted to play combo, I'd swap the commander. In mono-red, I think the best combo commander is either Birgi, God of Storytelling  Flip (albeit with a more storm-esque approach as previously mentioned) simply due to having easy access to her, or Bosh, Iron Golem because he can easily win at instant speed, although he requires a fair amount of setup time in order to do so, and if speed is what you desire then he probably won't be of much use.

EDIT: I forgot to mention Godo, Bandit Warlord. He is without a doubt the strongest mono-red commander because he just wins on the spot with Helm of the Host. He's a cEDH general for a reason, but having only one win-con is kinda boring in my opinion.

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