Combos Browse all Suggest
Legality
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 |
Manamorphose
Instant
Add two mana in any combination of colours.
Draw a card.
Andramalech on Storm, Force Of Nature | WIP
5 days ago
Gonna drop some love for you early because I've seen what else you build, and I knew someone would inevitably make a long-term build list. I'm so looking forward to commentary as new cards are released, etc. because this commander is rightfully going to explode. Good luck! +1 because game recognize game, playa.
Right off the bat I've gotta do diligence and recommend Grapeshot, Weather the Storm, Lightning Bolt, Royal Treatment, Manamorphose, Rite of Flame, and Braid of Fire.
Edit: After checking out the full parameters of your list, I think it's splitting hairs the way I made suggestions; this deck could go SO MANY ways. But I really like what you've done! Let me know if you make any substantial changes, I'd love to hear how it does. Best of luck.
wallisface on Pauper Storm Update Help
2 months 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 Goblin Storm
2 months 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.
-
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.
-
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.
-
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
2 months 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
zapyourtumor on Green...Control?
5 months ago
If you're scared of control just run 4 Veil of Summer sideboard instead of suboptimal lands
Manamorphose may be a filler card, but its not a completely free card like Gitaxian Probe is. There is a reason why not every single deck in modern in red or green plays 4 manamorphose, and its only played by stuff like storm and prowess. It gives you a random top deck so you cant factor it into mulligan decisions, and it costs 2 mana instead of 0 mana so it messes with your mana curve (I.e. you miss your 1 drop, cast it on turn 2 intending to cast sculptor of winter, instead draw into your arbor elf). The better solution is to just up your general card quality.
nbarry223 on Green...Control?
5 months ago
Manamorphose is just a filler card to let me run under 60 cards essentially. Boseiju and PYP both didn't exist back when I made this deck, guess it is time to update it.
Also, as far as the lands to cut, Gemstone Caverns is amazing in here, as we just want to go fast, since the sooner we get to 5 mana, the better. Boseiju, Who Shelters All is also really needed against control, and we are actually a spell based deck, the creatures are only there to ramp or eventually be a win-con, but the main goal is to get to Plow Under or Primal Command to start topdecking their lands and forcing them to redraw them.
zapyourtumor on Green...Control?
5 months ago
What exactly is Manamorphose doing here?
Manabase is a little weird, if you really want to lean into snow then I'd run 4 Prismatic Vista. Gemstone Caverns and Boseiju aren't worth having in the sideboard, and both of those cards are basically only for spell-based combo decks like ad naus. I'd take out all 6 copies across main and side, replace the maindeck ones with 2 Boseiju, Who Endures, replace the sideboard copies with 4 Pick Your Poison.
Balaam__ on Mono Red Burnt Goblins
8 months ago
Well ramp is really a separate topic. wallisface already mentioned the pseudo-ramp Goblin Anarchomancer and I see you have Manamorphose already. There’s also Burning-Tree Emissary but I’m not sure it’s a good fit. My initial comment was more about just shoring up the mana base you currently had.
Have (3) | metalmagic , Azdranax , ajmcnulty |
Want (0) |