Tin Street Hooligan

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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

Tin Street Hooligan

Creature — Goblin Rogue

When this enters, if was spent to cast this spell, destroy target artifact.

lagotripha on Splinter Shell

2 years ago

Tried to get this working in the past with Animate Land/Eradicate back in the day - never really got running well enough to be more than a gimmick.

The artifact land versions were better, and torque really improved them - splinter just felt like a way to strip win conditions out of decks in them, but it hit hard. Magnetic Mine back in the day used to be a casual list like this, but by the time torque was printed it'd morphed into low cmc artifact destruction and animation, with creatures that destroy artifacts to be both win condition and removal.

It needs a specific meta to run properly - the idea is if you are usually sideboarding in Natural State type cards, you can instead put 10 artifact hate cards mainboard alongside coating + torque and auto win some matchups, while still packing reasonable removal for the rest, and freeing up sideboard slots for whatever you feel weak against.

To make this competitive I'd look really hard at Cleansing Wildfire and creatures that can apply pressure and kill artifacts - your Tin Street Hooligans,Reclamation Sages, Outland Liberator  Flips or whatnot to kill key threats.

With Slagwoods Bridge/Sojourner's Companion you can fix to most colours pretty easy if you are prepared to lose a turn, and artifact land access also opens up artifact synergies to get more value from torque/coating.

I tried to get a Scrap Trawler combo line built in alongside the list with the idea that you can use sacrifice + coating to get a lot of value, returning Caustic Caterpillar and what not for a value gameplan, but it never really ran smooth enough because everyone packs ways to exile the graveyard.

A white/green Qasali Pridemage version would get access to various white artifact hate cards, but it never quite ran smooth enough.

Best of luck tinkering, and I hope you find the perfect parts for the list.

wallisface on Forged Execution (Gruul Land-Hate)

3 years ago

I would say that Caustic Caterpillar is better than Tin Street Hooligan as far as low-mana options go, as it can actually serve its purpose if you’re stuck on 2 lands. But- you have enough low-cmc spells to get you going. 3cmc creatures should be fine imo (20 lands + Stirring should mean you easily reach 3 lands every game)

wallisface on Forged Execution (Gruul Land-Hate)

3 years ago

Personally I think the extra power of Vithian Renegades makes it better than Reclamation Sage, bit depends how many enchantments your local meta has tbh.

Tin Street Hooligan can be cast for 2, but then he’s just a 2/1… feels like it’s always better to just wait-out until a 3rd land arrives so he at least does something.

MortisAngelus on Forged Execution (Gruul Land-Hate)

3 years ago

wallisface

Thanks again for your input. I ended up now making a compromise between your feedback and how I think I want it. I can then playtest it to see what works better.

Put in a card order of 4x of all the cards you mentioned. XD

Is it stupid to replace all Vithian Renegades with Reclamation Sage? I like the flexibility of Sage, but I feel like I lose a lot of muscle by not having the renegades 3/2 opposed to Sage's 2/1. Should I keep Sages in sideboard?

The reason I kept the Tin Street Hooligan is because of the 2cmc. As you pointed out, my land base is low, so it feels more efficient to have them.

wallisface on Forged Execution (Gruul Land-Hate)

3 years ago

Nice build! Very juicy!

Some thoughts from looking through the list:

  • As you already mentioned, Shenanigans looks really good here. But I wouldn't necessarily drop Ancient Grudge for it, as Grudge will almost always be a 2-for-1, where as Shenanigans will always be a 1-for-1 (it's just you can have it in hand whenever you want it). Shenanigans is better than all of Destructive Revelry, Smash to Smithereens, and Splinter, so I'd suggest ditching one of them (if it were me, it'd be Splinter.

  • Your land count is really low. A bunch of your cards need for you to be at 3 mana, which you're going to only reach unreliably at 20 lands. I'd suggest going to 22 personally. This will also help you actually get Rust Scarab out too (which I personally think works good as a 1-or-2-of)

  • I'm really unconvinced by Splinter. If you're hosing your opponents boardstate, it usually won't matter whether they have more copies of a particular card in-deck. More often than not, it'll be the instants/sorceries giving you grief rather than the permanents (and Splinter can't hit those). This'd be the card i'd be ditching for Shenanigans as mentioned above. Splinter is a sideboard card at-best.

  • You mentioned on the forum-thread potentially using Voltaic Key, but I don't think this is necessary, as once the engine is going, the untap of the Key is just overkill. Something like Ancient Stirrings might be better suited though, as it gives you a turn 1 play, and lets you grab either additional lands, or grab additional Liquimetal cards (I would suggest staying at 20 lands if you added a playset of Ancient Stirrings).

  • Barrier Breach feels really strong here, though probably just as a 2-of. The cycling is nice if you're in a bad spot, but it's also going to end the game on-the-spot if you have multiple Liquimetal cards in play.

  • I reeaallly don't rate taplands (Kazandu Refuge). They're going to trip you up more often than they're going to help you colour-fix. Personally I'd sooner be running all your lands as basics, than include the Refuge. Only running 2 colours, and nothing needing multiple of a particular-pip you're very likely to be fine just running all basics anyway.

If it were me, I'd be ditching 4x Splinter, 4x Tin Street Hooligan, and 1x Smash to Smithereens, for 3x Shenanigans, 4x Ancient Stirrings, 2x Barrier Breach - but that's just me. You'll have a better idea of whether this sounds viable or nonsense.

FauxFaux on Card creation challenge

3 years ago

Tin Street Alley

Land

~ enters the battlefield tapped.

: Add or

Whenever a Goblin or Rogue enters the battlefield under you control, if ~ is untapped, you may tap it. If you do, that creature gains +2/+0 until end of turn.

"Whether it's the alleys along its breadth, or the rats in its sewers, Tin Street gives everyone a sense of unease; even those living there."


Obviously, we have seen many Gobbos on Tin Street. Krenko, Tin Street Kingpin , Tin Street Dodger , Tin Street Cadet , and even Tin Street Hooligan .

Some of the above are Rogues too, so maybe there is some trickery at play? Create a rare level instant that fits this bill!

Haima13 on Korvold, Aristocracy

4 years ago

My spoilers in the comment above arnt working for me so im trying something different. "If you want to sift through some cards you can look at each section, but I would recommend just looking at the first grouping to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

Haima13 on Korvold, Aristocracy

4 years ago

If you want to sift through some cards you can look at each section, but I would recommend just looking at "The short list" to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

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