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Mons's Goblin Raiders
Creature — Goblin
Voodoo_Gremlin on fiesty kitty
3 years ago
Looks like a good starting point. Unsure of your budget, you may want to add Brimaz, King of Oreskos . I'd take out the Charmed Stray as it's pretty much Mons's Goblin Raiders .
Arthurshepard80 on Suicide Goblin Pezzent! (10/12 Euro/$)
3 years ago
Saccox in Legacy dicono ancora la loro.Sai,forse mi hai dato lo stimolo di creare un vecchio mazzo per divertirsi con i Mons's Goblin Raiders e Orcish Oriflamme
burferking on Moon art cards for Princess …
5 years ago
Fifth Edition expansion: Foxfire Hipparion Mons's Goblin Raiders Time Elemental Weakness
Debatable: Air Elemental
DragonOfTheWest on Card creation challenge
5 years ago
To combo with Mons's Goblin Raiders :
Where Legends Are Made
Legendary Land
~ enters the battlefield tapped.
: Add .
, Sacrifice a creature with no abilities: Search your library for a legendary creature card that shares a creature type with the sacrificed creature, reveal it, put it into your hand, then shuffle your library.
Create a legendary goblin.
xram666 on 99 Ways to lose (Nihilist)
6 years ago
We played this format with 60 card Singleton decks in our playgroup and it was a blast.
But you need some games to get accustomed to the "special" deck creation.
Playing a deck constructed buy an other players is so unique. You draw a card and think: Whoa! when was the last time I played Mons's Goblin Raiders? Really cool.
ClockworkSwordfish on Pattern Recognition #37 - Figure …
7 years ago
You've never heard of Willow Elf, Muck Rats, Mons's Goblin Raiders, Eager Cadet, Metallic Sliver, Merfolk of the Pearl Trident, Wandering Ones or Dwarven Trader?
Reverie42 on How to lose friends in 4 turns
7 years ago
Reckless Bushwhacker is probably worth running. Maybe cut the Mons's Goblin Raiders for it?
Otherwise, this looks like a fun list. Do you generally find that the two wheel effects is enough card draw against a board-wipe heavy table?
slvstrChung on Ferocious (Going to FNM for first time)
7 years ago
I think you can ditch two of the Forests. 24 lands is pretty normal and typically provides all the mana you need.
One thing to think about is your mana curve. If you look at the "Mana Curve" infomatic on this page, you'll note that you have very little that can be played on Turn 1 and 2. So let's do a thought experiment and look at your potential plays.
On your first turn, you drop a Mountain... but then there's literally only 3 cards out of your whole deck you can cast, which are your copies of Wild Slash. The odds of you even having one in your opening hand are only 28%, and there won't be much productive you can do with them. What's scary is that this is still the best first turn: if you play a Forest instead of a Mountain, you now have 0 spells in the deck that can be cast first-turn. (So, please, make sure you play a Mountain first. ;D)
On your second turn you have one of 4 creatures you can play (Heir of the Wilds, Whisperer of the Wilds or a 1/1 Mistcutter Hydra), and only a 36% chance of even having one of them in hand. You also have Roast and Magmatic Chasm, but none of them are spells you really want to play on Turn 2 because you aren't going to get optimum value out of them.
Finally it's Turn 3 and you can start doing a lot, especially if you got Whisperer of the Wilds out... but what did your opponent do by Turn 3? Probably "4 damage at minimum" (swing with a 1/1 on turn 2, swing with the 1/1 and a 2/2 on turn 2). If s/he's being really aggressive, it might've been more like "8 damage". If the deck is optimized, it could be "Win the game -- not necessarily by doing 20 damage in 3 turns, but by getting so far ahead that you can never catch up." My friend's $40 Aura Swap Whimsical deck can do that, though he has to have a perfect hand to do it. My wife plays a Green Modern Pauper Ramp deck that can do the same for $15! And yes, these are decks we could be bringing to Friday Night Magic.
I know that you probably haven't been thinking about it in terms of math, at least not the way I'm explaining it. That's okay. You're just starting out, and Magic is a complicated game. I only started thinking about it this way in 2014, a good nineteen years after I entered this game. So don't beat yourself up about it. =)
But, if I were you, I'd make sure in future that you have at least 8 CMC 1 spells in your deck, most or all of them creatures, and at least 6 CMC 2 spells. The cards you'll put there will be, well, boring -- they won't have fancy abilities, they'll just be 1/1s for or that maybe have Haste (Raging Goblin) or maybe ": Add to your mana pool" (Elvish Mystic) or maybe only have flavor text (Mons's Goblin Raiders). But they'll help you not waste your first and second turns. And wasting a turn is the absolute last thing you ever want to do.
Hope this helps and isn't too intimidating. =) Good luck, and may you draw well!