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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Wrenn's Resolve
Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those 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.
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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.
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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
DatShepTho on Elf & Monkey Money Laundering - R&R Treasures
5 months ago
Some of my favorite card draw spells in these colours are:
Fact or Fiction Most reliable
Seize the Spotlight Also gives treasures. The other choice isn't bad either
Expressive Iteration Gives more card selection. Best played before land-drop
Reverse Engineer. If you have treasures spare to tap.
Thoughtcast Efficient if you typically have => 3 artifacts in play
Tidings Straight card draw mid-late game. Mana efficient.
Wrenn's Resolve and Reckless Impulse Efficient impulse draw, the cards can be used next turn. Also gets around "card draw hate". Most efficient in low avg CMC decks.
Quickspell on Casting X-spells from exile but …
5 months ago
I’m pretty sure the answer is yes, but I need confirmation.
If I exile a spell with X in the mana cost, say Torment of Hailfire with, say, Wrenn's Resolve, am I able to cast Torment AND pay for X?
amarthaler on Pauper Murmuring Terrors
8 months ago
Removed Open the Omenpaths, Betrothed of Fire, Wrenn's Resolve and Mutagenic Growth.
Added Mob Justice and Snap.
Moved Weather the Storm to mainboard and balanced some card numbers.
Optimator on Harry Du Bois Catchin' Cryptid Critters
1 year ago
Underrated commanders. Very fun.
Passionate Archaeologist works for all spells, so perhaps if you want to add more draw later you could consider Visions of Phyrexia, Outpost Siege, and Urabrask, Heretic Praetor. Green has tons of draw these days, but having a few effects that impulse-draw might be worth it. Reckless Impulse and Wrenn's Resolve are very efficient too.
Optimator on Anarchy Burger
1 year ago
Spiteful Banditry - ramp and a mini-wrath. Seems pretty good
Gimli, Counter of Kills - has the potential to deal certain opponents a lot of damage. Good for board wipes. Is Dwarf
Fiery Inscription - strong instant/sorcery synergy!
Erebor Flamesmith - some more bonus damage. Is dwarf
Fear, Fire, Foes! - decent multiplicative damage.
Display of Power - strong copier, if you're looking for more
Wrenn's Resolve and Reckless Impulse - quality cheap impulse-draw in Red. Doesn't get too much better than this for it's cost. Well worth noting
Nahiri's Warcrafting - weird removal/impulse-draw hybrid. Worth noting
Into the Fire - another modal damager/card selector. Seems all right
Invasion of Karsus Flip - mini wrath that turns into an instant/sorcery payoff. Not terrible
Invasion of Regatha Flip - mini Torbran!
Invasion of Kaldheim Flip - pretty decent card advantage on both sides, plus damage. Well worth noting
Chandra, Hope's Beacon - probably too difficult to defend planeswalkers in this deck, but this one has all the synergy
Bloodfeather Phoenix - probably doesnt fit the deck perfectly, but it has the synergy. Better in 1v1
Curse of Opulence - very strong ramp, can get some heat off of you
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