Goblin Tomb Raider

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Pre-release Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vintage Legal

Goblin Tomb Raider

Creature — Goblin Pirate

As long as you control an artifact, Goblin Tomb Raider gets +1/+0 and has haste.

wallisface on Pauper Storm Update Help

3 months ago

For what it’s worth, if I were building this deck it’d look something very close to this:

Rite of Flame and Lotus Petalfoil both let you start your game a turn earlier, which is important when there’s otherwise soo few turn one plays.

Manamorphose, Gitaxian Probe and Street Wraith are all there to just cantrip easily, meaning you’re running effectively a 48 card deck which should make it a lot more consistent and find you the pieces you need.

Cathartic Reunion is a bit of a flex slot. I could easily see either Ichor Wellspring or maybe even Goblin Tomb Raider being a better fit here.

CNG_Stream on Boros Aggro

8 months ago

Interesting Idea you have going here, but I think the deck isn't really focused around Kellan seeing a lack of equipment/auras that can be used to enhance your creatures. Looks like your deck is caught bettween aggro and value and not focusing enough on one or the other.

For aggro you may want to trim:

Baird, Argivian Recruiter - 4 copies too many as it is legendary and the tokens it makes are not really feeding into other strats. If you want to place focus on Boaird, would suggests different deck style.

Spellbook Vendor as the card is kind of a slow value card for a deck that looks like it is trying to be fast aggro

Rabbit Battery while decent, the pump bonus is small, you are lacking threats to really apply this to outside of Kellan

Skrelv, Defector Mite 2 copies at most since the card is bad for you to draw in multiples unless vs control

Cards to add / consider:

Cacophony Scamp - Trades up easily especially with pump and can be a way to push lethal through blockers with death trigger

Monastery Swiftspear - Works well with alot of your current spells and gives you a great 1 drop. You could consider Goblin Tomb Raider if you prefer a static bonus not requiring prowess, but you would need a more artifact focus (see next couple suggestions)

Sword of Once and Future - if you have a copy this can be a great 1 of for deck (or sideboard) as it gives relvant protections that can be added straight to hand (Birthright Boon) and can allow you to setup top of deck and small chance to cast back spells from grave. This would also make Lightning Helix a possible reconsidered spell.

Mirran Banesplitter - Decent pump bonus for 1 maan at flash making a decent combat trick that stays on board even if you lose creature and can be attached again later at a somewhat reasonable cost. Pairs great with Scamp as surprise pump.

Dire Flail  Flip - This equipment would be to just have a cheap +2/0 bonus you can apply to creatures, the craft side not likely relvant. Would likely stick with Banesplitter unless you want cheaper equip cost.

Barbed Batterfist - Its like playing a 2 mana 3/1 that leaves an artifact behind once the tokens gone relevant for cards like Rebel Salvo. Also serves a creature you can search for with Kellen adventure.

Rebel Salvo - If you like the equip idea, then Salvo could be a cheaper alternative to Witchstalker Frenzy.

While I have tinkered with a deck like this in the past, problem is usually it just runs slower then red pump or the boros convoke deck. Hope these suggestions help.

legendofa on Why Have Creatures in Recent …

11 months ago

This rule has never been more than a guideline. Savannah Lions breaks it in Alpha, as a 2/1 for .

Still, creatures have been getting better. In the first few years of the game, creatures were generally pretty weak and inefficient. Mold Demon is a 6/6 for that requires a two-land sacrifice, and that's one of the more cost-efficient creature cards from Legends.

Since is the most creature-centric color, it's seen more "creature power creep" than other colors. It also tends to have much heavier color weight and more expensive creatures. Craw Wurm and Scaled Wurm fall below the stats = mana value curve. In fact, it isn't until 1999 when green Trained Jackal got a creature above this curve with no drawbacks or restrictions, and that's it until 2002's Elvish Warrior. Those are the only two green creatures from the pre-Modern era to be that efficient. So even vanilla creatures in the color of big efficient creatures were generally below the curve.

Current creatures tend to be more efficient, but still stay close to the rule. Out of almost 600 creatures across all colors, Brokers Initiate, Cabaretti Initiate, Cavern Stomper, Civil Servant, Cogwork Wrestler, Goblin Blast-Runner, and Goblin Tomb Raider are the only common creatures in Standard that have a stats-mana ratio above 1, so the spirit is still very much present.

Mythic rare cards are explicitly made to be powerful and have a "wow" factor, so they're going to see a higher ceiling. Even so, very few mythic rare creatures break this ratio, and those that do generally stay close to 1. The exceptions are pretty much exclusively expensive green creatures that either are multicolor or have a heavy color weight. So the efficiency of large, expensive creatures is amplified in green, the focus color for large, expensive creatures.