Sideboard


Maybeboard

Draw (33)

Additional Cost (17)

Tokens Payoff (15)

Copy (7)

Board Wipe (1)

Defense (1)

Tutor (1)

Wincon (1)

Tokens (29)

Spell Payoff (18)

Removal (16)

Recursion (10)

Utility (1)

Ramp (28)

Burn (25)

Goblin (13)

Land (5)

Utility Land (4)


Goblin shamans don't spellsling, they spellfling... and they do it ceaselessly.

Primer

This is a Gruul Spellslinger deck that aims to get optimal use out of instants and sorceries. The primary win condition is burn damage, but creating a large amount of Goblin tokens, and swinging wide, can also help push it over the edge. The main source of advantage in this deck is copying instants and sorceries. So generally speaking, you'll want to ramp up your mana base as quickly as possible so that you can utilize Wort, the Raidmother, or other reusable spell copy enablers like Twinning Staff, Mirari, and Pyromancer's Goggles as soon as possible. There are a number of powerful enablers, such as Krark, the Thumbless. Which enables spell recursion, or additional spell copy, depending on the coin flip. Or Krenko, Mob Boss, which if left undisturbed for a few turns, will produce an absurd number of Goblin tokens. However, the overall goal of this deck is to copy a single spell as many times as possible to extract the maximum value from every instant and sorcery.

To get the maximum value out of your instants and sorceries, you need to copy spells as frequently as possible, and as many times per spell as possible. There are two types of spell copy in this deck. The first is reusable, and the second is single use.

Using these two types of spell copy in unison often leads to numerous copies of a single spell. Which in turn, creates high impact instants and sorceries with effects like ramp, draw, recursion, token creation, or burn damage.

Burn damage is the primary win condition of this deck. This synergizes well with a minimal board state, or going wide with tokens. Since, you can typically get through a few damage if you have more creatures, allowing you to deliver a finishing blow. The two types of burn damage spells in this deck are, cheap burn, and X burn spells.

Dealing direct burn damage to the player's health as frequently as possible is in your interest. However, most damage is typically done later in the game, once you get a large mana pool via ramp and big mana.

Playing ramp spells as early as possible is crucial for getting out your enablers. However, once you start copying your ramp spells, you enter the realm of big mana.

  • Ramp creatures like Elvish Mystic, Fyndhorn Elves, Llanowar Elves, and Birds of Paradise make up almost half of the creatures in the deck. Playing these early is crucial to get your value engine in motion. However, ramp instants and sorceries like Nature's Lore, Three Visits, and Farseek should still be played as early as possible to get the ball rolling. Even if they can't be copied.
  • Big mana really starts kicking in when you can copy your ramp instants and sorceries. Especially ramp spells that put multiple lands on the battlefield like Explosive Vegetation, Migration Path, and Skyshroud Claim. A single spell like this can easily put 6 lands on the battlefield per cast. The most obvious use for this big mana pool is X cost burn spells, but I've found this to be a pretty thirsty deck in general.

The need for early game ramp and late game big mana are reconciled by recursion spells. This synergy turns crucial early game gains into death dealing combos later.

In my opinion, the primary downfall of a Spellslinger deck is card advantage. Permanents add value continuously while instants and sorceries only add value once. To offset this, you need a fair amount of card draw and recursion.

  • card draw mostly focuses on non-token creature triggers. Which doesn't synergize with this deck. However, it has a fair amount of recursion instants and sorceries that can be copied. Such as, Fossil Find, Reap the Past, Regrowth, Bala Ged Recovery  , Dryad's Revival, and Recollect. These cards can even target each other, creating a continuous recursion engine when paired with a reusable spell copy enabler.
  • doesn't have the best reusable card draw or even that great of recursion. However, it has a number of card draw spells with additional casting costs. Such as, Seize the Spoils, Big Score, Pirate's Pillage, and Unexpected Windfall. Since the additional casting cost doesn't need too be payed for copies of the spell, these cards become considerably more effective at adding value and churning through your deck. You could also use some of the cheaper versions of this, like Magmatic Insight, Thrill of Possibility, and Tormenting Voice. However, I've found that the more expensive versions of this card type tend to balance out the discard cost more effectively.

So, recursion spells allow you to gain card advantage by recycling your instants and sorceries. While card draw will help you churn through your deck to get to thar critical piece you need to push things over the edge. Finally, the additional casting cost spells are most useful when copied, so as to avoid any negative additional casting costs.

Conspire is an additional casting cost like Entwine. However, copying a spell ignores additional casting costs. So though this may prevent infinite Conspire chains, this dynamic also allows cards like Goblin Grenade, Lightning Axe, and Reckless Abandon to increase considerably in value. This is true for the red card draw spells like Seize the Spoils, Big Score, Pirate's Pillage, and Unexpected Windfall as well. It's worth pointing out that because conspire acts as an additional casting cost, "The copy you create with conspire is separate from the original spell. If either one of them is countered, [or otherwise removed from the stack], the other remains on the stack." So targeting copy spells like Reverberate at a copy, or dividing them amongst the copies, is generally the best strategy to prevent spell fizzle.

There's a Goblin sub-theme to the deck. There are a few synergies that benefit from this tribal sub-theme, but honestly I did it mostly for the flavor. That being said, the goblin tokens spells are quite powerful and synergistic in this deck. Copying a spell like Goblin Rally enables Wort, the Raidmother's Conspire ability, provides defense, and allows a wide swing that can reduce a player's remaining health after they get burned be a half dozen Fireballs.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 1 year
Last updated 7 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 2 Mythic Rares

42 - 5 Rares

20 - 2 Uncommons

22 - 2 Commons

Cards 100
Avg. CMC 2.99
Tokens Copy Clone, Dwarf 1/1 R, Goblin 1/1 R, Goblin Warrior 1/1 RG, Kobolds of Kher Keep 0/1 R, Phyrexian Beast 4/4 G, Plant 0/1 G, Spirit 1/1 C, Squirrel 1/1 G, Treasure, Zombie 2/2 B
Votes
Ignored suggestions
Shared with
Views