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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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Kuldotha Rebirth
Sorcery
As an additional cost to cast Kuldotha Rebirth, sacrifice an artifact.
Put three 1/1 red Goblin creature tokens onto the battlefield.
PauperPower on Pauper Storm Update Help
3 weeks ago
Still debating the mana base a tiny bit.
Unsure if I should cut down to 6 mountains. Not a huge fan of running another tap land, but also don't really want to run another straight up blue land.
It's pretty much off color untapped, on color tapped, or one less target for Kuldotha Rebirth.
It's tougher to decide with the mana down to 14 lands.
wallisface on Pauper Storm Update Help
1 month ago
For what it’s worth, if I were building this deck it’d look something very close to this:
- 4x Rite of Flame
- 4x Lotus Petal
- 4x Manamorphose
- 4x Experimental Synthesizer
- 4x Goblin Bushwhacker
- 4x Goblin Grenade
- 4x Kuldotha Rebirth
- 4x Dragon Fodder
- 4x Krenko's Command
- 4x Gitaxian Probe
- 4x Street Wraith
- 2x Cathartic Reunion
- 4x Great Furnace
- 10x Mountain
Rite of Flame and Lotus Petal 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.
sergiodelrio on Pauper Storm Update Help
1 month ago
Exactly, just threw this together with some 1-2-1 replacements, and really only to have something tangible backing up my post. Kept some offcolor artifact lands as sac fodder tbh mostly for laziness. I really think there is a lot of potential to make this archetype work.
Statistically we need at least 13 artifacts for Kuldotha Rebirth to be online realiably
After some more thought, I am convinced that if glimpse, wrenn's, and synthesizer are played, Lotus Petal is a 100% must 4 of in this deck... it really becomes a modal spell. Might even be able to replace lands (possibly 2-to-1 ratio). Second guessing rite of flame and battle hymn... if anything, hymn could be copies 13 and 14 representing lategame ramp when going off (I consider glimpse to double as a ramp spell if needed... it's really fun messing with this deck and all its pieces, thanks for starting the thread PauperPower xD
wallisface on Pauper Storm Update Help
1 month ago
PauperPower I goldfished 10 games to get an idea of what the deck is doing. to also get a gauge of deck consistency, I didn't mulligan (which is obviously not realistic to real gameplay, but also in the real world you'd have an opponent interacting with the deck). I played until the end of turn 4 to see how reliably the deck could goldfish a win by that stage.
- Game 1: 15 damage
- Game 2: 9 damage
- Game 3: 12 damage
- Game 4: 6 damage
- Game 5: 15 damage
- Game 6: 20 damage!!
- Game 7: 0 damage (it was a bad hand, all land and mana-gain effects)
- Game 8: 10 damage
- Game 9: 4 damage
- Game 10: 15 damage
Things I noticed from these games:
-
Distant Melody was almost always a very awkward/bad card to have in hand. Most of the time this was a dead-card in hand, and every time I drew more than 1 of these the game was disastrously bad.
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The deck felt like it needed a TON of things to go right to actually start making progress. It needed cards that made goblins, and also cards that provided mana, and also something to actually turn all that momentum into damage (i.e. Goblin Bushwhacker or Goblin War Strike). It felt like there was a lot of pieces required to get any progress, and in a LOT of the games I only drew into two of those 3 required components.
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The general lack of turn 1 plays made it very hard to establish a board that could present lethal by turn 4.
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both Seat of the Synod and Silverbluff Bridge felt terrible to be playing as the land for turn. Seat of the Synod because the deck is sooo-reliant on red-mana-pips, and any attempt to "storm off" was usually hampered by it not providing red. Silverbluff Bridge just felt terrible in that it was sooo slow for a deck trying to do things quickly.
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It almost never felt viable to blow up your own lands to Kuldotha Rebirth. I was very lucky that most of the games I also had a Experimental Synthesizer in hand - but I can't imagine ever wanting to sacrifice a land unless it's part of the winning turn of the game.
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The best cards in the deck felt a LOT like Experimental Synthesizer, Kuldotha Rebirth, Goblin Bushwhacker, Goblin War Strike, and Brightstone Ritual.
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Battle Hymn felt kindof bad in that a lot of the time it's only gaining you 1-2 mana. But also the 2-mana cost was actually a lot more awkward than i'd expected, as far as trying to cast this while also having a board state.
I think overall the deck felt too slow, and far too inconsistent. I would be removing Distant Melody, Battle Hymn, and the blue lands.
sergiodelrio on Goblin Storm
1 month ago
Disclaimer: While some of the following statements might seem like they're meant to be objectively true, they are in fact a subjective opinion based on my design philosophy
I feel like some cards in this deck are a trap.
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Faithless Looting - As wallisface mentioned before, this is pure card disadvantage. You don't gain anything by just digging and here's why. This deck wants to be as economical with its cards as possible, since you want your cards to either net goblins, net mana or net cards as efficiently as possible in order for you to keep up with opponent's speed. You are spending 1 (4) mana to see 2 (4) cards, but you also discard 3 (5) cards in the process and they don't even do anything in the GY. If you want to stay in blue Brainstorm or the likes might serve you much better.
-
Springleaf Drum - So this one fixes your colors, will ramp some, and can sac to Kuldotha Rebirth. But, imho, this is only good on paper. Your deck has a number of sequencing issues, and this is one of them. Playing it early means you likely have to wait to use it. You need to have played goblin producing spells by the time you want to tap it, but you also likely want to sac this to Kuldotha Rebirth over a land. At the same time tapping that goblin is competing with Shared Discovery. If you draw it later, or when you're actually going off, this is kind of awkward too, because it will only ever fix that one mana pip on the same turn and that's the best case scenario. Now you might say, 'but hey, I'm still sacing this to make 3 goblins', now we back to card economics. All of a sudden your 3 goblins cost 2 mana and 2 cards.
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Distant Melody. Please put the gun down xD. This card can only ever shine when you're already ahead imho, especially the way this deck is set up. It's only ever good when it draws at least 4 cards, but since this is a core RED deck, it will also draw some of your infrastructure cards that will simply force you to delay your plan. This card is awesome when it can draw like 7, but at the time it would/could, you'd be better of casting some kind of finishing spell.
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Manamorphose. I have taken this card out of every deck I made that had it because I always realized it was never worth the slot (*unless you are playing a deck that has Goblin Electromancer clones and Morphose becomes a ramp spell). Yes, it cycles for free. But ultimately, this is one of your infrastructure cards that you only need because you play U
If I were you I'd consider an alternative way to build the deck in mono R and see what you end up with. That way, you need less infrastructure cards of a certain type, and will naturally draw into combo cards more often, without needing to draw 7 from a 4 mana off color spell.
The best thing you could possibly sac to Rebirth are expendabe Artifacts. Experimental Synthesizer is the best thing for that. (And you might want to look out for more, since IF you go mono R you will lose the ability to sac the blue lands, because you will probably want them out of the deck, but maybe not... but sacing lands to Rebirth feels wrong as well most of the time)
A 1-to-1 replacement for your blue draw spells is tricky. Glimpse the Impossible could be a powerhouse in your deck, tho. It draws cards, if you can't go off that turn or can't cast the cards it becomes ramp in the form of creatures, which in turn power up Battle Hymn (maybe up this to 4 copies as well). Consider also adding Wrenn's Resolve and/or Reckless Impulse, yes, those are not 'draw 3 or more' but they don't require much setup and you can reliably cast them even when you're not stabilized yet.
This would be my draft of this, leaving as much intact as possible, and even leaving the U artifact lands ... just to have sth to look at mono r goblin combo
PauperPower on Pauper Storm Update Help
1 month ago
sergiodelrio haha fair point, I'm very minimalist with my deck descriptions. I've updated it now, posting it here as well incase it hasn't updated on my page yet.
What I'm looking for help with is potential card upgrades and where to slot then for a bit more consistency. I'd like more resilience, but Im not sure that's possible with this list.
I've seen people in newer versions that no longer run Shared Discovery using "Name Sticker" Goblin but that card has since been banned, so I'm just looking for newer cards that I've missed or just haven't consideree that could help this run a tiny bit smoother.
Thanks!
The Plan:
So part one of the plan is to get a bunch of goblin tokens on to the board with effects like Dragon Fodder, Krenko's Command, and Kuldotha Rebirth.
Part two of the plan is casting Brightstone Ritual / Battle Hymn into Distant Melody / Shared Discovery. You do this as many times as you can to fill your board with goblins, and draw into your wincons.
The wincons in the deck are either a "storm" kill with Goblin War Strike, a combat damage kill with a kicked Goblin Bushwhacker, or some combination of the two.
Cards Not Previously Mentioned:
The artifact lands and Springleaf Drum are targets for Kuldotha Rebirth they also fix our mana to get the much needed blue mana to start our storm plan.
Faithless Looting helps turn through our deck(potentially letting us dig 4 cards deep depending on mana reserve) Manamorphose also helps us get through our deck a bit and mana fix.
Sideboard Plan:
Under Construction
DavidSP on Brudiclad (and Magda)
9 months ago
Update 2024: 1. Lower the curve 2. Bring in Magda and some dwarfs 3. Faster Mana 4. Update some lands
- Mana Vault
- Izzet Locket
- Expedition Map
- Skyclave Relic
- Stoneforge Masterwork
- Glint-Horn Buccaneer
- Goblin Instigator
- Goblin Kaboomist
- Sharding Sphinx
- Galazeth Prismari
- Storm-Kiln Artist
- Magda, Brazen Outlaw
- Tectonic Giant
- Vault Robber
- Axgard Cavalry
- Krenko, Tin Street Kingpin
- Mirrodin Besieged
- Chaos Warp
- Kuldotha Rebirth
- Preordain
- Ghired's Belligerence
- Role Reversal
- One with the Machine
- Dwarven Reinforcements
- Temple of Epiphany
- 3 Mountain
- Scalding Tarn
- Kher Keep
- Molten Tributary
- Bant Panorama
jonjonhholt on Red Burn, My Way
1 year ago
you might consider swapping Flare for Implement of Combustion and 4 of your mountains for Great Furnace so you can run more copies of Kuldotha Rebirth as its REALLY good.
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