First this primer is dealing with a control build of Slobad, Goblin Tinkerer not a combo build. Second I have not included “Auto-Win” cards like Insurrection and Ruination because I don’t find them interesting. Also my play group doesn’t use fast mana so Sol Ring, Mana Vault, Mana Crypt and Grim Monolith are not in the deck. Also I'm aware most of the cards aren't tagged.
How do I know if Slobad Mr. Right or just Mr Aight?
Pros
1. He gives Mono Red some serious resilience to mild artifact hate and things like Austere Command and Terastadon are no longer game over cards.
2. He is only 2 mana therefore you will be able to play him early and play him often.
3. His Goblin creature type is great for picking up free bonuses in a Goblin tribal heavy metagame.
4. At a ½ size he isn’t immediately threatening to your opponents so he will tend not to draw immediate hate towards you or him.
2. At a ½ size you won’t be getting many general damage kills with Slobad.
3. Your opponents may call you a bastard because they can’t blow up your stuff.
Who you is?
Who am I? I’m right behind you! Actually, I’m probably not. For the purpose of this primer all you need to know about me is that I played from Masques to Darksteel then I started again at Scars of Mirrodin and I have played continously since then.
why did I pick these cards?(no explanation’s for “staples” included[they are popular because they are universally considered strong])
Artifacts
Since Slobad Interacts with artifacts lets start that off here. There are some pretty standard mana artifacts, some of the less commonly played ones I’m running are Armirillary Sphere, to hit land drops. Currently testing out Druidic Satchel as additional ramp/life gain/occasional tokens. There are some of the standard mana doublers, there is no Extraplanar Lens mostly because I haven’t found room for it yet and I think it’s the weakest of the bunch.
For some card drew I’m testing out Kyren Archive, which is strong if played early but not so strong if you hit it late. I’m also using Farsight Mask which has so far been strong because it either draws you a bunch of cards or prevents a bunch of damage you would have otherwise taken.
I’m testing out Salvaging Station currently, it can help you ramp with Wayfarer’s Bauble, find you non-basics with Expidition Map, draw you cards with any of the other Baubles and repeatedly exile graveyards with Tormod’s Crypt.
Prototype Portal has been a champ so far, imprinting almost any artifact in the deck on it is very solid, Imprint a Gauntlet or Caged Sun and you are rolling in mana, imprint a bauble and you have a free or one mana per turn draw engine, impring one of the equipment and you will have armor for all your guys, imprint Farsight mask or Mind’s Eye and you draw tons of cards, imprint a mana stone and it starts paying for itself almost immediately.
Lands/Expedition Map
I inlcuded Expedition Map to access the deck’s land “toolbox” getting anything from Maze of Ith for protection, Miren for life gain, Keldon Necropolis for the last few points of damage, Mishra’s Workshop for ramp, Kher Keep for blockers, Dust Bowl for destroying opposing utility lands, Vesuva for copying opposing utility lands(copying Cabal Coffers can be quite tech if an opponent also has Urborg in play), Buried Ruin for artifact recursion(like duh), an artifact land to imprint to Prototype Portal, Terrain Generator for slower ramp(the generator may come out soon), Thawing Glaciers for assured land drops, and finally Spinerock Knoll for a little card draw/selection.
Creatures
The deck is relatively creature lite, but each creature is pretty formiddable on it’s on. The more unorthodox ones are Diaochan, Artful Beauty who with the help of a temporary ally can destroy a massive amount of problematic creatures, and when combine with Lightning Greaves or Darksteel Plate is invulnerable to her own effect. Note that Swiftfoot Boots does not protect her from her own ability because hexproof only protects a creature from abilities controlled by other players because you control her ability even though your opponent chooses one of the creatures to destroy.
For beats Hellkite Igniter is a huge champ in this deck, late game it can one shot people. Kazuul is also a champ preventing damage to you or tapping down your opponents land or making you free dudes. Also Dragonmaster Outcast is very solid with a little protection because it is a very inexpensive investment and it’s damage grows arithmetically(points if you know what arithmetic growth is).
The Platinum Emperion is also solid at keeping you alive, I chose not to run platinum angel because your opponent can just keep killing you then wait for a way to remove it and you lose whereas the Emperion must be removed before any progress can be made towards killing you.
Spells
The spell portion of this deck is relative small at 14 cards. There are some sweeper, All is Dust, Comet Storm, Blasphemous Act, Chain Reaction. There are a couple game restarters in Warp World which I may cut because I generally don’t have the most permanents, though the deck only has 14 spells so when warping about 8.5 out of 10 cards are hits. There is also Thieves’ Auction which is very strong, especially when played while in a weak position, though I have had many people simply scoop because they don’t want to deal with the headache of resolving this card(which really doesn’t take that long can easily be done in less than 5 minutes) and they also are worried about people stealing/accidentally taking there cards. The second problem can be resolved by keeping all the cards each player owns in their section of the playing surface and using dice or some other divider/marker to keep track of who controls what.
Word of Seizing is in here as a pseudo catch all and also good for when planeswalkers are about the ultimate. I’m still testing this card.
Enchantments
Vicious Shadows, or as I like to call it Viscous Shadows is a great win con, obviously good with sweepers and Wheel of Fortune.
Rage reflection may come out for a creature because I dontt have too many creatures whose rage would be reflected.
Card I’m not playing but am considering:
Staying Alive(you can tell by the way I use my walk...)
The Tabernacle at Pendrell Vale
Forcefield
Shield of Kaldra
Lightning Bolt
Chaos Warp
Capricious Efreet
Duplicant
Brittle Effigy
Viashino Heretic
Shattering Pulse
Rimescale Dragon
Chandra Ablaze
Stranglehold
why/why not
Of the removal options Chaos Warp is probably first in line because it is the most versatile and provides a solution to problems like indestructible creatures and enchantments that are otherwise not easy to deal with. Also high on the list are Viashino Heretic and Shattering Pulse, because the deck is a little light on artifact removal. Duplicant/Brittle Effigy are also in consideration for their ability to permanently remove anything without shroud. Tabernacle and Forcefield are great for managing opposing creatures and, while monetarily expensive, not out of reach to me because I’m great at printing out cards off the interbutts. Forcefield is in serious consideration because it is really great at relieving unblocked creature pain. Tabernacle is also cool cause I can fetch it with map and it doesn’t hit me myself hard at all. Also considering Shield of Kaldra because on average a single one of my creatures can cause massive mayhem all by themselves.
Fetch(go get it boy)
Faithless Looting(upcoming in Dark Ascension)
Godo, Bandit Warlord
Imperial Recruiter
Eye of Ugin
Hoarding Dragon
Mycosynth Wellspring
Citaunal Flute
Maybe Mycosynth Wellspring to ensure I hit land drops? Imperial Recruiter can fetch three creatures currently Dragonmaster Outcast, Goblin Welder and Diaochan, and while each of these creatures serves a different purpose, I’m not sure if three is enough dudes to warrant including the Recruiter. Eye of Ugin could fetch Emperion, Battlesphere, Wurmcoil and Steel Hellkite, probably won’t make it in when Citaunal Flute is costs only a little more initially and quickly because the more efficient and versatile repeat tutor. Hoarding Dragon obviously could fetch one of the many artifacts in the deck(about 40 including artifact creatures and artifact lands) though i’m not convinced the 4/4 flying body is particularly relevant and I’ve had great artifacts under it permanently exiled after my opponent swordsed/pathed the dragon, especially since I only have miren to quick sac it. Godo may make it though as a beater he isn’t so intimidating and he is sort of an expensive tutor. Faithless Looting seems like it could be ok though I don’t really have a way to taking advantage of discarding cards other than goblin welder.
Congratulations, you made it to the end of the primer and you are now familiar with my douche bag opinions, use this knowledge carefully, because it is very powerful (probably at least a 3/1 or 4/1).
After seeing this as a list rather than a deck across the table, you might want either more or different sweepers. I'd find a place for Oblivion Stone for sure, possibly Nevinyrral's Disk because they play nicely with your themes, as well as hitting things you have trouble with (enchantments).
A couple more threats and/or artifact token producers might not be a bad call either. Thopter Assembly is fairly resilient, especially when you can make it indestructible whenever you want, and you can sac off the thopters to have some control over when you get a fresh batch. Pentavus could be a fun one too. Endless chump blocks and and flexible attackers.
I've seen Mycosynth Lattice tear things up with Slobad before, so that might be worthwhile.
Snow mountains and Scrying Sheets gives you extra stuff to do with your mana. It's terrible as a draw engine, but fantastic for making the most out of your lands each turn.
Cauldron of Souls really only helps out ~7 creatures, because you're better off protecting the artifacts with Slobad most of the time. I'd consider cutting that. The other stuff I'm generally not a fan of (Farsight Mask, Kyren Archive) has been pretty good when I've played against you or is just generally entertaining (Baubles), so I'm not sure what else I would lose at this point.
General stuff about the primer, your list is missing Diaochan. If you can card tag it and spread out the explanations, you're probably going to get more responses. Protip: [c][/c] does the same thing as [card][/card], but is a lot faster to type out. Adding in a little about how games ideally play out (early game, late game, etc) and some of the weaknesses/how you compensate for them generally goes over well.
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How do I know if Slobad Mr. Right or just Mr Aight?
Pros
1. He gives Mono Red some serious resilience to mild artifact hate and things like Austere Command and Terastadon are no longer game over cards.
2. He is only 2 mana therefore you will be able to play him early and play him often.
3. His Goblin creature type is great for picking up free bonuses in a Goblin tribal heavy metagame.
4. At a ½ size he isn’t immediately threatening to your opponents so he will tend not to draw immediate hate towards you or him.
Cons
1. Aura Shards is your worst enemy.
2. At a ½ size you won’t be getting many general damage kills with Slobad.
3. Your opponents may call you a bastard because they can’t blow up your stuff.
Who you is?
The Decklist
General
Slobad, Goblin Tinkerer peace be upon him
1 Darksteel Plate
1 Mimic Vat
1 Liquimetal Coating
1 Voltaic Key
1 Thran Dynamo
1 Sculpting Steel
1 Prototype Portal
1 Everflowing Chalice
1 Gilded Lotus
1 Tormod's Crypt
1 Lightning Greaves
1 Unwinding Clock
1 Mind's Eye
1 Armillary Sphere
1 Kyren Archive
1 Swiftfoot Boots
1 Caged Sun
1 Farsight Mask
1 Expedition Map
1 Wayfarer's Bauble
1 Memory Jar
1 Druidic Satchel
1 Worn Powerstone
1 Gauntlet of Power
1 Gauntlet of Might
1 Salvaging Station
1 Crystal Ball
1 Relic of Progenitus
1 Forcefield
1 All Is Dust
1 Warp World
1 Comet Storm
1 Wild Ricochet
1 Heat Shimmer
1 Lightning Bolt
1 Reiterate
1 Reverberate
1 Shattering Spree
1 Chain Reaction
1 Word of Seizing
1 Into the Core
1 Blasphemous Act
1 Chaos Warp
1 Wheel of Fortune
1 Trash for Treasure
1 Steel Hellkite
1 Goblin Welder
1 Wurmcoil Engine
1 Bogardan Hellkite
1 Magmatic Force
1 Balefire Dragon
1 Hellkite Igniter
1 Kazuul, Tyrant of the Cliffs
1 Dragonmaster Outcast
1 Platinum Emperion
1 Myr Battlesphere
1 Diaochan, Artful Beauty
1 Rimescale Dragon
1 Lord of Shatterskull Pass
1 Scourge of Kher Ridges
1 Mishra's Workshop
1 Dust Bowl
1 Strip Mine
1 Darksteel Citadel
1 Buried Ruin
1 Mystifying Maze
1 Miren, the Moaning Well
1 Vesuva
1 Kher Keep
1 Spinerock Knoll
1 Maze of Ith
1 Terrain Generator
1 Petrified Field
1 Thawing Glaciers
why did I pick these cards?(no explanation’s for “staples” included[they are popular because they are universally considered strong])
Since Slobad Interacts with artifacts lets start that off here. There are some pretty standard mana artifacts, some of the less commonly played ones I’m running are Armirillary Sphere, to hit land drops. Currently testing out Druidic Satchel as additional ramp/life gain/occasional tokens. There are some of the standard mana doublers, there is no Extraplanar Lens mostly because I haven’t found room for it yet and I think it’s the weakest of the bunch.
For some card drew I’m testing out Kyren Archive, which is strong if played early but not so strong if you hit it late. I’m also using Farsight Mask which has so far been strong because it either draws you a bunch of cards or prevents a bunch of damage you would have otherwise taken.
I’m testing out Salvaging Station currently, it can help you ramp with Wayfarer’s Bauble, find you non-basics with Expidition Map, draw you cards with any of the other Baubles and repeatedly exile graveyards with Tormod’s Crypt.
Prototype Portal has been a champ so far, imprinting almost any artifact in the deck on it is very solid, Imprint a Gauntlet or Caged Sun and you are rolling in mana, imprint a bauble and you have a free or one mana per turn draw engine, impring one of the equipment and you will have armor for all your guys, imprint Farsight mask or Mind’s Eye and you draw tons of cards, imprint a mana stone and it starts paying for itself almost immediately.
Lands/Expedition Map
I inlcuded Expedition Map to access the deck’s land “toolbox” getting anything from Maze of Ith for protection, Miren for life gain, Keldon Necropolis for the last few points of damage, Mishra’s Workshop for ramp, Kher Keep for blockers, Dust Bowl for destroying opposing utility lands, Vesuva for copying opposing utility lands(copying Cabal Coffers can be quite tech if an opponent also has Urborg in play), Buried Ruin for artifact recursion(like duh), an artifact land to imprint to Prototype Portal, Terrain Generator for slower ramp(the generator may come out soon), Thawing Glaciers for assured land drops, and finally Spinerock Knoll for a little card draw/selection.
Creatures
The deck is relatively creature lite, but each creature is pretty formiddable on it’s on. The more unorthodox ones are Diaochan, Artful Beauty who with the help of a temporary ally can destroy a massive amount of problematic creatures, and when combine with Lightning Greaves or Darksteel Plate is invulnerable to her own effect. Note that Swiftfoot Boots does not protect her from her own ability because hexproof only protects a creature from abilities controlled by other players because you control her ability even though your opponent chooses one of the creatures to destroy.
For beats Hellkite Igniter is a huge champ in this deck, late game it can one shot people. Kazuul is also a champ preventing damage to you or tapping down your opponents land or making you free dudes. Also Dragonmaster Outcast is very solid with a little protection because it is a very inexpensive investment and it’s damage grows arithmetically(points if you know what arithmetic growth is).
The Platinum Emperion is also solid at keeping you alive, I chose not to run platinum angel because your opponent can just keep killing you then wait for a way to remove it and you lose whereas the Emperion must be removed before any progress can be made towards killing you.
Spells
The spell portion of this deck is relative small at 14 cards. There are some sweeper, All is Dust, Comet Storm, Blasphemous Act, Chain Reaction. There are a couple game restarters in Warp World which I may cut because I generally don’t have the most permanents, though the deck only has 14 spells so when warping about 8.5 out of 10 cards are hits. There is also Thieves’ Auction which is very strong, especially when played while in a weak position, though I have had many people simply scoop because they don’t want to deal with the headache of resolving this card(which really doesn’t take that long can easily be done in less than 5 minutes) and they also are worried about people stealing/accidentally taking there cards. The second problem can be resolved by keeping all the cards each player owns in their section of the playing surface and using dice or some other divider/marker to keep track of who controls what.
Word of Seizing is in here as a pseudo catch all and also good for when planeswalkers are about the ultimate. I’m still testing this card.
Enchantments
Vicious Shadows, or as I like to call it Viscous Shadows is a great win con, obviously good with sweepers and Wheel of Fortune.
Rage reflection may come out for a creature because I dontt have too many creatures whose rage would be reflected.
Card I’m not playing but am considering:
The Tabernacle at Pendrell Vale
Forcefield
Shield of Kaldra
Lightning Bolt
Chaos Warp
Capricious Efreet
Duplicant
Brittle Effigy
Viashino Heretic
Shattering Pulse
Rimescale Dragon
Chandra Ablaze
Stranglehold
why/why not
Of the removal options Chaos Warp is probably first in line because it is the most versatile and provides a solution to problems like indestructible creatures and enchantments that are otherwise not easy to deal with. Also high on the list are Viashino Heretic and Shattering Pulse, because the deck is a little light on artifact removal. Duplicant/Brittle Effigy are also in consideration for their ability to permanently remove anything without shroud. Tabernacle and Forcefield are great for managing opposing creatures and, while monetarily expensive, not out of reach to me because I’m great at printing out cards off the interbutts. Forcefield is in serious consideration because it is really great at relieving unblocked creature pain. Tabernacle is also cool cause I can fetch it with map and it doesn’t hit me myself hard at all. Also considering Shield of Kaldra because on average a single one of my creatures can cause massive mayhem all by themselves.
Fetch(go get it boy)
Faithless Looting(upcoming in Dark Ascension)
Godo, Bandit Warlord
Imperial Recruiter
Eye of Ugin
Hoarding Dragon
Mycosynth Wellspring
Citaunal Flute
Maybe Mycosynth Wellspring to ensure I hit land drops? Imperial Recruiter can fetch three creatures currently Dragonmaster Outcast, Goblin Welder and Diaochan, and while each of these creatures serves a different purpose, I’m not sure if three is enough dudes to warrant including the Recruiter. Eye of Ugin could fetch Emperion, Battlesphere, Wurmcoil and Steel Hellkite, probably won’t make it in when Citaunal Flute is costs only a little more initially and quickly because the more efficient and versatile repeat tutor. Hoarding Dragon obviously could fetch one of the many artifacts in the deck(about 40 including artifact creatures and artifact lands) though i’m not convinced the 4/4 flying body is particularly relevant and I’ve had great artifacts under it permanently exiled after my opponent swordsed/pathed the dragon, especially since I only have miren to quick sac it. Godo may make it though as a beater he isn’t so intimidating and he is sort of an expensive tutor. Faithless Looting seems like it could be ok though I don’t really have a way to taking advantage of discarding cards other than goblin welder.
Congratulations, you made it to the end of the primer and you are now familiar with my douche bag opinions, use this knowledge carefully, because it is very powerful (probably at least a 3/1 or 4/1).
Slobad AKA Old Uncle Slobodan
http://forums.mtgsalvation.com/showthread.php?p=7801329#post7801329
A couple more threats and/or artifact token producers might not be a bad call either. Thopter Assembly is fairly resilient, especially when you can make it indestructible whenever you want, and you can sac off the thopters to have some control over when you get a fresh batch. Pentavus could be a fun one too. Endless chump blocks and and flexible attackers.
I've seen Mycosynth Lattice tear things up with Slobad before, so that might be worthwhile.
Snow mountains and Scrying Sheets gives you extra stuff to do with your mana. It's terrible as a draw engine, but fantastic for making the most out of your lands each turn.
Cauldron of Souls really only helps out ~7 creatures, because you're better off protecting the artifacts with Slobad most of the time. I'd consider cutting that. The other stuff I'm generally not a fan of (Farsight Mask, Kyren Archive) has been pretty good when I've played against you or is just generally entertaining (Baubles), so I'm not sure what else I would lose at this point.
General stuff about the primer, your list is missing Diaochan. If you can card tag it and spread out the explanations, you're probably going to get more responses. Protip: [c][/c] does the same thing as [card][/card], but is a lot faster to type out. Adding in a little about how games ideally play out (early game, late game, etc) and some of the weaknesses/how you compensate for them generally goes over well.