Shared Discovery

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

Shared Discovery

Sorcery

As an additional cost to cast Shared Discovery, tap four untapped creatures you control.

Draw three cards.

sergiodelrio on Goblin Storm

3 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 Brainstormfoil 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

3 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 Bushwhackerfoil, 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

Megalomania on Deck Type:Accelerationist

1 year ago

Made a group hug Kenrith deck that flooded everyone with mana (Mana Flare, Heartbeat of Spring, Shared Discovery) and is packed with auras that buff and goad creatures.

Been one of the most objectively fun decks i’ve built. And it wins too. :)

Durkle on Give it a little tappy, tap tap tap-aroo

1 year ago

Hey. Funny enough, I've been working on this archetype for a while now. Excited for the new convoke cards. I'm not here to tell you how to build your deck, but I do wanna share some of my experience with you.

I've tried a ton of different versions, spanning all 5 colors. At the core of every single version is 4 Field Surgeon 4 Stonybrook Schoolmaster. Beyond that, it's kinda fair game. I started out in green builds with stuff like Jaspera Sentinel and Sprout Swarm and whatnot, but those builds never performed that well for me. You'd think they would, but it just never felt like what the deck needed. When you build around Field Surgeon and Schoolmaster, what you need from there is redundancy and ways to stabilize, not necessarily ways to go even wider. At least, that was my conclusion. To that end, I would highly highly recommend Samite Herbalist and Veteran Armorer. You kinda have herbalist subbed out for Judge of currents, which is fine too, but I really value the scry from herbalist. Especially early game. If you stumble at getting on the board early, the deck can look kind of pathetic to be totally honest lmao. Oh, and Veteran Armorer just does so much work at preserving your board. Completely frees you up from worrying about Suffocating Fumes and Electrickery. Obsidian Acolyte is extremely important out of the board. Among other things, it makes you a lot safer against Pestilence.

The two versions I've had the most success with (and neither of them are updated to account for new cards yet) are my Orzhov and Azorius builds. Especially with Meeting of the Minds existing now, I totally suspect that Azorius will be how I run it most often now. Azorius Surgeon and the tap sisters, if you care to take a look. I really need to update each, but they're both a lot of fun.

Also, don't be a coward, you gotta run at least one copy of ~~Ancestral Recall~~ Shared Discovery.

This all came out a bit more eclectically worded than I meant it too, but I'm excited to see somebody else working on this archetype. Godspeed.

kingofcramers on Praise be to Will

4 years ago

I've never been so honored. Here are my suggestions:

Cards I love: Last-Ditch Effort is so beautiful, I've never seen this before

Underworld Breach this seems dank

Add: Goblin Bushwhacker - gotta have the whacker

Shared Discovery - 1 mana draw three is too nut

Desperate Ritual/Pyretic Ritual - these are good with the commander

Past in Flames - could be good especially with cost reduction

Siege-Gang Commander - not an instant or sorcery but is dank removal/ makes four gobbos

Goblinslide - could be dank

Mogg Infestation - an incredibly hype card that I've always wanted to play. Boardwipe your opponent or double the number of gobbos you control, both ways are dank

Burn at the Stake - Hype big burn spell

potential cuts:

Capsize

Clone Legion

Izzet Charm

Rite of Flame

Skirk prospector

Fuel for the Cause

Opt

Massive Raid

Stroke of Genius

Reiterate

Unwind

Load more
Have (1) reikitavi
Want (0)