just one of the base decks from the primer. my buddy had it put together and i was ecstatic to play it. Aggro/Combo has been my forte in magic since i started, mostly elves, but occasionally goblins.
I would have to say that despite all popular belief sometimes playing Goblin Guide T1 is not the correct play. Sometimes you just need a haste dude late in the game. it worked out for me a few times last night. Also in many cases decks like these tend to overextend. and in some matches its totally acceptable to do so such as Lantern, There isnt much they can do.
Alrighty boys, Here with a solid 4-0 report for me local MNM, ill give a rundown on what happened from as best i can remember, Im also playing just a straight mono red version with basic mountains and thats it.
R1: U/W Control 2-0
G1/G2: I played a Few threats like a war marshall and a pile driver, and put enough pressure on board that he had to wrath, and i had more fuel in my hand because i saw the wrath coming from a mile away, both games played out this way, applied pressure with a few creatures and forced a suboptimal wrath.
-1 Fanatic -1 Denizen -1 Bad Creature +2 Chieftain +1 Piledriver
R2:Affinity 2-1
G1: He drew fairly decent for affinity, i had the fanatic for the t1 lifelinker but he followed it up with ravager, thopter, lord, lord. it was very lop sided.
G2: He did that affinity thing where they draw everything but creatures i.e. springleaf drum, mox, plating... and i played a bunch of stuff with a piledriver and got there t4 or t5.
G3: This was an insanely close game. I think at one point he had Ravager, Springleaf, Mox, Thopter, 2x Inkmoth, Spire, Dove in with a 5/5 Inkmoth put me to 5 poison, I played some dude attacked for a few damage maybe 2 or 3, held up the Smash in my hand( i also had bolt in hand), He fired up the 1/1 inkmoth to try and dodge the Smash, so i bolt the 1/1, and next turn he goes in for the kill with the 5/5 I smash it and my next turn i double bushwhacker to take him down, I wanna say there was a few turns of me not doing much but i ended the game at 9 poison.
SB: -4 Goblin Granade -2 Denizen -1 Other thing +4 Smash to smithereens +2 forked bolt +1 Mogg Fanatic
R3: Lantern Control 2-0
G1: Im gonna be honest i dont remember much, he didnt hit bridge and he had leyline up t0 and i had a grenade in hand, but i just 1/1ed him to death.
G2: He landed T3 Bridge but he still had 3 in hand so i was able to slip 5 dmg under with guide and Whacker,t4 he played leyline, but i had already burned my bolt preemptively, And i had smash in hand, T4 i smashed the bridge, bushwhackered and took him to town.
SB: -4 Goblin Grenade -2 Lightning Bolt +4 Smash to smithereens +1 Piledriver +1 Cheiftain(although in retrospect this was probably a terrible card to bring in vs a bridge deck)
R4: Grixis Death's Shadow
G1: I did goblin things, went to fast for him, he was trying to preserve his lifetotal and i just easily outdamaged him, he had like 2 or 3 removal, and i finished him off with a Grenade
G2: I mulled to 5. He had Inquisition, TS, Liliana of the last hope(T3), and 2x Shadow. I had a goblin bushwhacker.
G3: I dont mull to 5 (WooHoo!) He drains his life with 3 fetch->shocks while im dealing some dmg to him. He drops T2 2xDS, and this Push>snap>pushes me at 2 life to clear my board and i just bolt him(immediatly after a face Grenade to drop him from 7)
I Dont think any of these matches was disadvantages except maybe DS on a pretty exceptional draw and spell sequence. I have come to truly enjoy this deck and if people ignore it i think it will do incredible in the hands of a good pilot. The mono red is AWESOME right now, because there are a lot of decks spending time a resources attacking mana bases, and im over here just durdling around in mountains giggling whenever my opponent plays Tec Edge or Ghost Quarter. I think over all its a well places, well priced, aggressive deck that takes on a very different angle than burn.
leave // chance is probably the card that will push me to actually play this deck as it gives us 8 ways to retract everything. yes it costs 1 more mana but it can also, like you said, protect out creatures
I know the list me and my buddy have been tweaking for about two years has 4 nether shadow main and we had 2 memories journey in the SB and the MJ was insane at countering goyf/snap/surgical and even lands at points. its a lot more versatile than just protecting our GY, it can also shuffle in bridges that are about to go poof.
as far as the nether shadow it was more of a response to control, and they were put in for a Mb reanimation package, the deck was slightly slower but FAR more consistent G1, as your oppt was sitting on force or GY hate the entire game and dred return never happened and they eventually just got over run by 2/2's.
Ill see if i can get a list that hes been running recently for you guys.
So i love brainstorming while i have nothing but time at work. and this may or may not be the place for this deck but i think it slots into the archetype.
again, this list has no testing its just for curiosity purposes. it seems like it can have some insane plays. like T1-Hardened scales T2-Winding Constrictor T3- Rishkar, attack for 5 with constrictor. and have a 5/5 rishkar.
So excuse me if its already been said, but it looks like most of the lists here are running some number of the thopter combo, mainly 3 foundry 2 sword. and most lists seem to be running 1 of crucible. With those inclusions and the majority of people now running inventors fair, wouldn't the inclusion of a 1 of time seive be most beneficial as you could just win on the spot, given you had thopter combo going.
The repeatable fetching with inventors fair and crucible, inventors fair > Cruicible > Inventors Fair > Combo cards. Its a bit mana intensive but behind a bridge it would only take but a few turns.
there is really only two decks in the format that play port and thats mono white hatebears and goblins. Yeah it would probably be better, but its a fraction better.
Don't you miss Careful study?
It is a very good enabler/drawer and its costs blue mana, wich you can pay with any of your 12 lands.
Anyway, I've always been a fan of Quadlaser, there's no need for card like Dread Return in a deck that powerful and consistent on game 1.
Some Cabal therapy on turn 1 or 2 followed by Ichorid beats is all we need.
Game 2-3 however I had a hard time casting my answers to hate or whatever Nature's Claims and Firestorm don't cost Blue mana so there's only 8 land to cast them.
Did you ever feel the need to have some additional gold lands in the sideboard?
never have i missed study honestly. its not very often that the land issue comes up, id much rather have wraith to feed the Ichorid and nether shadow. And as far as the hate goes, you just have to roll with the punches sometimes, we have the hate and we have 8 lands to cast them, and chain of vapor isn't really the best answer. Id rather my opponent just mull them selves into oblivion looking for one of the two GY hate they have, which they tend to do.
And on another note the nether shadow's in the main have been astounding. no its not he biggest body in the world but it gets in A TON, and it can be rather difficult for decks to permanently deal with. and he has haste.
there is the inherit problem with EDH, some commaders/generals are more prayed upon because of the power of the creature, ive just learned to accept my general Zo-zu the Punisher is target every game, thus making me a target. my suggestion is incorporate otherthings into your EDH game such as Planechase, vanguard or archenemy
4 Foundry Street Denizen
1 Frenzied Goblin
4 Goblin Bushwhacker
2 Goblin Chieftain
4 Goblin Guide
3 Goblin Piledriver
4 Legion Loyalist
3 Mogg Fanatic
4 Mogg War Marshal
4 Reckless Bushwhacker
4 Lightning Bolt
4 Goblin Grenade
Lands (19)
19 Mountain
1 Mogg Fanatic
1 Goblin Piledriver
2 Goblin Chieftain
2 Dragon's Claw
2 Forked Bolt
4 Smash to Smithereens
3 Tormod's Crypt
just one of the base decks from the primer. my buddy had it put together and i was ecstatic to play it. Aggro/Combo has been my forte in magic since i started, mostly elves, but occasionally goblins.
I would have to say that despite all popular belief sometimes playing Goblin Guide T1 is not the correct play. Sometimes you just need a haste dude late in the game. it worked out for me a few times last night. Also in many cases decks like these tend to overextend. and in some matches its totally acceptable to do so such as Lantern, There isnt much they can do.
R1: U/W Control 2-0
G1/G2: I played a Few threats like a war marshall and a pile driver, and put enough pressure on board that he had to wrath, and i had more fuel in my hand because i saw the wrath coming from a mile away, both games played out this way, applied pressure with a few creatures and forced a suboptimal wrath.
-1 Fanatic -1 Denizen -1 Bad Creature +2 Chieftain +1 Piledriver
R2:Affinity 2-1
G1: He drew fairly decent for affinity, i had the fanatic for the t1 lifelinker but he followed it up with ravager, thopter, lord, lord. it was very lop sided.
G2: He did that affinity thing where they draw everything but creatures i.e. springleaf drum, mox, plating... and i played a bunch of stuff with a piledriver and got there t4 or t5.
G3: This was an insanely close game. I think at one point he had Ravager, Springleaf, Mox, Thopter, 2x Inkmoth, Spire, Dove in with a 5/5 Inkmoth put me to 5 poison, I played some dude attacked for a few damage maybe 2 or 3, held up the Smash in my hand( i also had bolt in hand), He fired up the 1/1 inkmoth to try and dodge the Smash, so i bolt the 1/1, and next turn he goes in for the kill with the 5/5 I smash it and my next turn i double bushwhacker to take him down, I wanna say there was a few turns of me not doing much but i ended the game at 9 poison.
SB: -4 Goblin Granade -2 Denizen -1 Other thing +4 Smash to smithereens +2 forked bolt +1 Mogg Fanatic
R3: Lantern Control 2-0
G1: Im gonna be honest i dont remember much, he didnt hit bridge and he had leyline up t0 and i had a grenade in hand, but i just 1/1ed him to death.
G2: He landed T3 Bridge but he still had 3 in hand so i was able to slip 5 dmg under with guide and Whacker,t4 he played leyline, but i had already burned my bolt preemptively, And i had smash in hand, T4 i smashed the bridge, bushwhackered and took him to town.
SB: -4 Goblin Grenade -2 Lightning Bolt +4 Smash to smithereens +1 Piledriver +1 Cheiftain(although in retrospect this was probably a terrible card to bring in vs a bridge deck)
R4: Grixis Death's Shadow
G1: I did goblin things, went to fast for him, he was trying to preserve his lifetotal and i just easily outdamaged him, he had like 2 or 3 removal, and i finished him off with a Grenade
G2: I mulled to 5. He had Inquisition, TS, Liliana of the last hope(T3), and 2x Shadow. I had a goblin bushwhacker.
G3: I dont mull to 5 (WooHoo!) He drains his life with 3 fetch->shocks while im dealing some dmg to him. He drops T2 2xDS, and this Push>snap>pushes me at 2 life to clear my board and i just bolt him(immediatly after a face Grenade to drop him from 7)
I Dont think any of these matches was disadvantages except maybe DS on a pretty exceptional draw and spell sequence. I have come to truly enjoy this deck and if people ignore it i think it will do incredible in the hands of a good pilot. The mono red is AWESOME right now, because there are a lot of decks spending time a resources attacking mana bases, and im over here just durdling around in mountains giggling whenever my opponent plays Tec Edge or Ghost Quarter. I think over all its a well places, well priced, aggressive deck that takes on a very different angle than burn.
4 sylvan caryatid
4 fatestitcher
4 glittering wish
3 jeskai ascendancy
4 serum visions
4 sleight of hand
4 ideas unbound
4 shadow of the grave
4 faithless looting
3 cerulean wisps
2 grapeshot
4 mana confluence
4 gemstone mine
4 botanical sanctum
4 wear // tear
4 leyline of sanctity
4 swan song
1 jeskai ascendancy
1 mind grind
1 flesh // blood
as far as the nether shadow it was more of a response to control, and they were put in for a Mb reanimation package, the deck was slightly slower but FAR more consistent G1, as your oppt was sitting on force or GY hate the entire game and dred return never happened and they eventually just got over run by 2/2's.
Ill see if i can get a list that hes been running recently for you guys.
4 hardened scales
3 rishkar, peema renegade
4 experiment one
4 avatar of the resolute
4 walking ballista
2 hangerback walker
4 narnam renegade
3 gyre sage
2 scrounging bandar
2 undergrowth champion
4 blooming marsh
4 verdant catacombs
1 overgrown tomb
11 forest
some other possible unclusions:
again, this list has no testing its just for curiosity purposes. it seems like it can have some insane plays. like T1-Hardened scales T2-Winding Constrictor T3- Rishkar, attack for 5 with constrictor. and have a 5/5 rishkar.
4 hidden herbalists
4 narnam renegade
4 greenwheel liberator
4 greenbelt rampager
4 Talara's Battalion
4 myr superion
4 dryad militant
4 blossoming defense
4 wooded foothills
4 windswept heath
10 forest
2 treetop village
The repeatable fetching with inventors fair and crucible, inventors fair > Cruicible > Inventors Fair > Combo cards. Its a bit mana intensive but behind a bridge it would only take but a few turns.
there is really only two decks in the format that play port and thats mono white hatebears and goblins. Yeah it would probably be better, but its a fraction better.
never have i missed study honestly. its not very often that the land issue comes up, id much rather have wraith to feed the Ichorid and nether shadow. And as far as the hate goes, you just have to roll with the punches sometimes, we have the hate and we have 8 lands to cast them, and chain of vapor isn't really the best answer. Id rather my opponent just mull them selves into oblivion looking for one of the two GY hate they have, which they tend to do.
And on another note the nether shadow's in the main have been astounding. no its not he biggest body in the world but it gets in A TON, and it can be rather difficult for decks to permanently deal with. and he has haste.
4 stinkweed imp
4 golgari thug
4 faithless looting
4 breakthrough
4 street wraith
4 cabal therapy
4 lion's eye diamond
4 bridge from below
4 ichorid
4 nether shadow
4 cephalid coliseum
4 city of brass
4 gemstone mine
3 firestorm
3 nature's claim
3 dread return
2 memory's journey
1 ashen rider
1 iona, shield of emeria
1 elesh norn, grand cenobite
1 flame-kin zealot
Creature- Bird Monk
Instant and sorcery spells you control don't cause you to gain life.
Prowess, flying
Creature- Bird Monk
Instant and sorcery spells you control don't cause you to gain life.
Creature - Bird Monk
Instant and sorcery spells you control don't cause you to