Goblin Guide

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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
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Goblin Guide

Creature — Goblin Scout

Haste (This can attack and as soon as this comes under your control.)

Whenever this attacks, defending player reveals the top card of their library. If it's a land card, that player puts it into their hand.

DreadKhan on What do you want more …

1 month ago

I feel like two of my bugbears have been poked already, I want less 5c Legendary creatures (A LOT less), and I personally feel that changing the colour identity rule to allow Hybrid mana in more decks is an unnecessary and undesirable loosening of the very restrictions that help differentiate EDH from the other formats. Hybrid SHOULD work differently here because we use colour identity, a thing that doesn't exist in other formats because the only cards that care about it care about it in the context of Commander. I'd also argue it adds unnecessary complexity to an already streamlined system (if it has that pip it's not allowed), atm we only have a smattering of exceptions, mostly because they follow the letter of the rule and don't include coloured pips (City of Brass or anything with Extort come to mind). IMHO they could make it even more streamlined and restrict Extort to Orzhov decks and 5c mana production to 5c decks, but that's a deeply unpopular position I expect! I don't know how I feel about allowing stuff like Westvale Abbey  Flip, caring about the back of a card is confusing when there are no pips, but these backsides have colours, hence their restriction.

I suppose the thing I'd like to see more of is memberberries that don't taste like Malabar Spinach berries (which eat like if a berry was secretly a bug that tasted like spinach), I feel like there is a lot of lore that was used early on and just abandoned, usually because the developers used a setting in a very low power set, like Homelands and Fallen Empires (and The Dark). I'd love to see them go back to Kamigawa and revisit the past, the high tech thing was less my jam, and IMHO it was a mistake, the OG setting had better flavor for a Magic set, it'd be nice if Magic would stop trying to reinvent the wheel and instead go back to resting on their laurels; for 25 years or so they made the best competitive card game, and they succeeded in large part because they didn't fall for the power creep obsession that other games did, and this allowed EDH to become viable. So yeah, more references to old sets, and less attempts to appeal to the lowest common denominator.

The other thing I miss is cards that are hard to play; I miss effects that you could play wrong, everything in design is too dumbed down and idiot-proofed, either to make sure it can't combo off (or that it can't even be Johnny'd) or that it can never be used wrong or be made to backfire. It's like WotC heard people like me complain about a lack of higher level complexity in card design and instead of giving us complex riddles like Sewer Rats they give us Ragavan, Nimble Pilferer... You can't 'get got' with Ragavan, the only time it's bad is when it's literally too small, and even then you can technically hold him in hand and give him Haste if the opponent is more likely to leave an opening if you don't look like you can crack back, on top of which Ragavan both ramps you AND fixes your mana, and can both mill an opponent for 1 and give you access to a relevant card now and then. That's not a complex card, it's an unwieldly one that masquerades as complex yet is in fact as dumb a beat stick as the Goblin Guide it obsoleted. Give me cards that involve risk management and reward good judgement, I want cards that reward player skill, not cards that reward fat wallets.

wallisface on The Party Pyromaniac

1 year ago

Some thoughts:

wallisface on Why Do Some Players Keep …

1 year ago

jethstriker i‘m not convinced that legendaries were ever deliberately made to be more powerful because of their inherent drawback - this feels like something that players would intuitively expect to be the case (because it would make sense), but looking through magics history of the strongest cards in formats, we don’t see that to be true - moderns past is littered with staples like Snapcaster Mage, Tarmogoyf, Death's Shadow, Siege Rhino, Arcbound Ravager, Goblin Guide, Bloodbraid Elf, Stinkweed Imp, Fury, Solitude, and Orcish Bowmasters. Yes there’s stuff like Ragavan, Nimble Pilferer and Uro, Titan of Nature's Wrath, but I don’t think there’s enough density/evidence to conclude legendaries are inherently built stronger.

I would also be sceptical of this being the case because it would be weird for Rosewater to be wanting to remove the Legend rule if it served a mechanical purpose

This might be a question for Blogatog?

wallisface on Is WotC Being Inconsistent in …

2 years ago

I don't see any inconsistency here?

The "once per turn" or "activate only as a sorcery" text on cards aren't technically a downside, they're baked-in text to allow Wotc to strengthen the effect of the card itself - without that text they'd presumably be changing how the card functions (i.e. it'd be a completely different card), so the text isn't an upside-or-downside, just a tool for card-execution (I do get that when players read this text, that it's easy to assume its a setback on the card).

So purely on Wotc stance on downsides, I'm not seeing a dichotomy here.

Personally I'd also like to see more cards with downsides and/or restrictions - as these cards require more deckbuilding care and consideration instead of just being "auto-includes" in every goodstuff deck (some examples of cards I think have great downsides are Death's Shadow, Goblin Guide, and Asmoranomardicadaistinaculdacar, as all of these cards downsides aren't debilitating, but require you to build around them to avoid having a bad-time. And they're actually playable).

9-lives on burn deck help to refurbish

2 years ago

Hmmm. wallisface there isn't a way I can make it any faster, haha! Even if I cut down to 60 and keep all of the fastest burn spells, it will still be the same speed as what I have now. Roiling Vortex isn only 1 life per turn. Most lifegain decks are gaining more than at least 1 life per turn. I have a problem because one of the decks I played against uses 10 life gain on a creature with flicker. Every time he flickers it, he gains 10 life. The only response was to kill the creature, which I might or might not be able to depending upon my card draw. My deck is very slightly different from the competitive, with the only thing missing is Monastery Swiftspear, or Goblin Guide, and possibly not having Eidolon of the Great Revel. The problem with the meta in tournaments is that everyone is expecting a certain deck to have certain cards in it. Then, they try to optimize their decks based on that. Nothing new happens until someone new comes along with a new deck type, and then that becomes competitive based on how well it performs. You can't just say 'this is competitive because it's been used a million times'.

Agatha12 on Mono Red Rush

2 years ago

Updates:

I somehow managed to go 2-2 in my local tournament, 1st day playing the deck, I was very impressed with its killing power.

Goblin Guidex4 => Fanatical Firebrandx4 Fanatical is a good cheap option. However, I found that goblin 1 red mana for 2/2 KILLED other opponents. This single card actually led people to discord A LOT of cards. Which helped me. MAY look for a replacement in the future. (Ragavan, Nimble Pilfererx4, If I ever get rich)

Ghitu Lavarunnerx2 => Monastery Swiftspearx2 No explanation was really needed, it was really just a cheaper/crappier version, managed to find 2 more at the store.

Goblin Chainwhirlerx4 => Kumano Faces Kakkazan  Flipx4 Goblin Chain was OKAY, there were 1/2 times where it actually did so much good. BUT, Kumano is cheaper, (does almost the same thing Chronicle 1) and also turns into a 2/2 and gives a creature a counter if you've summoned one on that turn. Which with this deck is likely to happen.

Magma Sprayx4 => Lava Spikex4 I'm not really happy about the limitations of either of these cards, But Lava Spike helped against planeswalkers and also make it easier to kill the opponent.

Its really hard for me to tell if it is a good idea to keep Tormenting Voice/Cathartic Reunion OR The Flame of Keld

I found that the Flame of Keld's draw power was enough to get me through some situations. There were moments where I wish I didn't have either a Tormenting Voice or Cathartic Reunion. This showed some flaws while facing players with counters.

as recommended by Tcbrgr Vexing Devil Or Rift Bolt would be good replacements.

Icbrgr on Mono Red Rush

2 years ago

I overall really like this list...ive been on a red deck wins kick lately and I think it looks pretty good!

I think I like Kumano Faces Kakkazan  Flip or even maindecking Roiling Vortex over The Flame of Keld.

Maybe consider Dragon rage channeler over Ghitu Lavarunner... Goblin Guide over Fanatical Firebrand...

Other good cards in the Modern pool is Lava Spike, Rift Bolt, Vexing Devil...

the big expensive cards for mono red is probably Eidolon of the Great Revel.... or Ragavan, Nimble Pilferer

wallisface on burn

2 years ago

Burn generally wants to deal 20 damage as fast as possible. In that vein, cards like Dark Confidant are generally quite bad choices - as well as spending 2 mana that does no damage towards you opponent, it takes 2 full turns/triggers to actually give you any card advantage (the first draw is just replacing itself). Burn generally wants the game to be over by turn 4. It's too slow.

I would also suggest that Ensnaring Bridge is a bad option (burn decks don't want games to go long and drawing this probably buys the opponent at least 1 extra turn to stabilize and turn the game against you. 3 mana is also a LOT for a burn deck).

I'm not sure what your budget is, but the typical optimal burn deck just runs playsets of Monastery Swiftspear, Eidolon of the Great Revel, and Goblin Guide as their creature-base. In any case, 12 creatures seems to be the correct number.

I would also suggest ditching Blightning in place of a spell that costs 1-2 mana instead. 3 mana is a LOT for a burn deck, which often doesn't actually want the game to go long enough to draw that 3rd land.

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