Ok, made some important tweaks, changes. Test Subject is nice, win more, buy no room, and not as important as other needed cards. Deck at 66 cards, 25 lands, a .3787(37.8%(about 38%), land mana ratio, with most of deck being 2.38 cmc per card in deck.Put Narset's Reversal in because it not only copies, but saves the instant, sorcery from either graveyard, an or exile, to give them at least one more use before they goto graveyard.Narset also saves Temporal Mastery from exile, so can get more extra turns from Temporal MasteryAnd went to 2 Opt, 2 Scour all possibilities, and 2 serum visions, 3 Hallimar lands, 2 Jace Mind Sculptors as my 11 scryer's package. The 3 lightning Axes is not only cheap, good removal, but its discard efffect as part of cost combos well with all the draw, and to bevable to discard Miracle cards in hand to be noxious revival later to top of library to be drawn and miracle casted. So have 3 Axes, 2 Wraths, 3 thing in ice is 8 removal cards package, and Thing in Ice as boardwipe package 7 counterspells, in 4 Remand, 3 Cryptic Commands.The 3 Jace Vryn Prodigy, 3 Desolate Lighthouse, 3 lightning Axes, ate my 9 discarders to discard miracles to graveyard from hand.Have 19 draw cards.All the draw, scrying, etc, usually gets everything out thats needed and usually sets everything up.Also if Thing in the ice doesnt win, Delver can win, if Delver and thing in ice dont win, either the extra turns, an or Thunderous wraths can win, and if those dont win, Jace Mindsculptor can winThere is amazing flow, synergy, interchangeable, interactive combos, play.The deck is over 60 cards, and at 66 cards, because thats what is needed to have all the necessary, needed pieces, parts, cards. And the 19 draw cards, and 11 scryer's make the deck still have good draw odds, draw consistently what needed, despite being 66 cards, over 60 cards.The deck is even better then it was now. And the deck is about a tier 1.75 semi competitive, semi dark horse, semi spoiler, semi rogue deck, that semi consistently semi works, and probably win about 49.999%/50% of its games and either just barely win 2-1 an or just barely lose 1-2, split about half and half between that about half the time. The deck should finish about 18th to 35 place in competitive tournaments with, out of 50 to 100 to 150 to 300 players, whether thats a super competitive FNM, or States, etc, and about 35th to 70th at PTQ, GP, and probably could, would eventually steal a Top 13 finish at States, and steal a top 15 at PTQ, and a Top 20 at a GP, and a Top 8-10 at a FNM. But thats at best, and a steal. And if the deck ever does steal a top 20, 20th place at a PTQ, GP, World Championship, etc, then magic players would find ways to shut it the deck down, because the deck can be shut down with a good sideboard. Quick hitting land destruction, and quick hitting Mill, discard, disruption, aggro, pure control decks with 13 counterspells, 13 removal cards, 13 burn cards, infect, are, is good against deck.That said a good sideboard, and thevdeck has a good sideboard has answers to what deck weak against.Deck is strong against Jund, Tron, Kiki Chord, Midrange, Ramp.If Modern format slows down just even a little tiny bit, then this deck is at least a semi viable, semi competitive deck, that at least semi works at worst.But even with that the deck is fun to play in both competitive, casual, wherever. everywhere.And its fun to hear people say, think that the deck is just luck, when a miracle Thunderous Wrath, Temporal Mastery hits them.I sometimes like playing along, playing dumb, by saying "Yep, I just got lucky". At other times I like showing, explaining the drcklist to show, prove its not just luck, but a good drck build.So I am happy with this deck.
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Put Narset's Reversal in place of dual casting, because it can not only copy Grenade, Blast, Kuldotha Rebirth, but after copy them, they go to hand, instead of graveyard for another usage.Doing this, can spend 1 red, sac goblin, cast genade, then pay 2 blue, copy Grenade, copied grenade deals 10 damage, grenade goes to hand, pay 1 red, sac goblin, cast grenade, deal 5 more damage, for 15 total damage for the cost of 4 mana, 2 sacked goblins.And the 4 steamvents, plus the 7 fetchlands, should be plenty enough blue mana to cast Narset's Reversal.Pesky goblin shamans casting pesky blue magic, who would have thunk it, thought that was possible, lol.
Got deck to deal 19(both total damage and that much damage in 1 turn on turn 2.). damage on, by turn 2. 43 (Total damage) damage turn 3. 100 damage on turn 4. 200 damage on turn 5Almost near almost perfect ultimate draws that happen 1 per every 33 to 333 to 1000 games.Even though that isnt consistent and is extremely inconsistent. It shows what deck can do, and why it can at least semi consistently win, by on turns 2,3, 2.5, 3,4, 3.5, 4,5, 4.5, and why deck can go toe to toe with Ramp, midrange, after turn 5,6, and why opponents of this deck are consistently on a Turn 5 clock, where almost guaranteed to lose to this deck by, on turn 5, IF MULLIGAN, IF HAVE TO MULLIGAN.Typically the way deck does that is 3 1/1 Kuldotha Goblins turn 1. a Bushwhacker, 1,2 memnites, Signal Pest, 1,2 Moxes on turn 1.Turn 2: Either Chieftain or Kingpin turn 2.Turn. 3 : Chieftain or Kingpin, and a SignalpestTurn 4: Rabblemaster and WardriverTurn 5. Piledriver and WardriverTurn. 1: 1 3/2 Memnite, 3, 3/2 Goblins, 1, 3/2 Bushwhacker, 1, O/1 Pest, 15 damage. (must go 2nd, draw the right7 cards, then draw right 8th card)Turn. 2: Goblin. Chieftain , 1, 2/1 Memnite, 1 3/2 Chief, 1 3/2 Bushwhacker, 3, 3/2 Gob tokens, attack for 17 damage, 32 total damageTurn 3: Kingpin, 1 signal pest. Kingpin has haste because of Chief, and is 2/3, instead of 1/2 because of Chief. Attack with everything. 1 signal pest pumps King by +1, making it 3/4, that gets +1, when attacks to 4/5, that puts out 4, 1/1 gob tokens with haste(Chief) that each get pumped to 3/2, for, 7 3,2 gob tokens, 1 3/2 bushwhack, 1 3/2 chief, 1 4,5 Kingpin, for 31 damage, 64 total damage(turn 3 damage plus previous turns damage)Turn 4: Rabblemaster, WardriverKingpin gets +1. From chief, +3 from 3 battlecryers(2 pest, 1 wardriver), +1, last attack, +1 this attack, so Kingpin is 6/5, puts out 6 1/1 gob tokens hasted. Rabblemaster puts out 1/ gob token hasted. Thats 7. 7 from last turn. So 14 1/1 gob tokens that get Pumped to 4/3. So 14 4/3 gob tokens, 1 4/3 bushwhacker, 1, 5/3 Chief, 1 4,1 Memnite, 1 23/3 Rabblemaster, 1 5/3 Wardriver, that does: 97 damage(161 total damage)Turn 5: Piledriver, 1 kicked Bushwhacker, 1 WardriverKingpin gets +2 from previos attacks, +2 from 2 wardrivers, +2 from 2 pest, +1, from kicked bushwhacker, +1 from 3rd attack. So kingpin +8/6, that produces 8 1/1's. Rabblemaster put out a 1/1. Thats 23 1/1 goblin tokens, that 6/3 each, 1 8/6 kingpin, a 34/4 Rabblemaster, a 2, 6/3 Bushwhackers, 2, 6/3 Wardrivers, 2, 2/1 Pest, 60/4 Piledriver. For 268 damage on turn 5, for 429 total damage by, on turn 5.
There, I did squeeze it all in, together. 61 cards, 22 lands, that a 36% land mana ratio. That normally not good. But in this deck, the deck used to be 60 cards, 21 lands a 35% land mana ratio. The new 36% ratio, combined with the 4 Mox Opals always seems to consistently get 3,4,5 land, mana out(with the aid of Mox Opal), by on turns 2,3,4,5, which is enough to cast out the 1,2,3 cmc stuff in deck.Dexk usually doesnt get either mana flooded, or mana droughted, and usually has the right amount of mana to succeed in getting out stuff.Also the consistency is still there.The deck still gets out LOTS of Goblins, thru either or, or both Rabblemaster, Kingpin, Kuldotha Rebirth(that can be copied). Then it the goblins get pumped either by: BUSHWHACKER, WARDRIVER, PEST, Contested land, Battlecry, Goblin Chieftan.Then those pumped goblins not only get big themselves(3,4,5,6 power each), as semi finishers, but help pump up Piledriver, and Rabblemaster into at 13,25(power), 2,3,4,5,6(toughness), finishers.The 7 burn, removal(4 grenades, 3 blast, deal 5 damage to creature or player, and can be copied to deal 10 damage to creature or player.)And Kuldotha Rebirth can be copied as well.So deck still at least semi consistently does what it is supposed to do, even with 61 cards.
Based off playtesting, I have decided to go with 2 Goblin Piledrivers, instead of either 2 Bolts, or 2 Dual Casting, because I think Pilefriver together with Wardriver, Kingpin, Rabblemaster, Chieftan, Pest, will create more EXPLOSIVE, MORE PUMPED, BIGGER GIANT PILEDRIVERS, RABBLEMASTERS, that would do 100, 125, 150, 175 damage turns 4,5,6,7.So doing a Bolt, or a copied Bolt for 3 to 6 damage, and or a copied grenade or Blast for 10 damage is less important compared to that also I might find a way to still squeeze the spell copyong in somehow.
19 damage turn 2. 28 damage turn 3, 47 damage turn 4, and 100 damage turn 5, is the best the deck has ever done. Now sure thats a Perfect, ultimate Draw, to do that. But it the deck has done that. Usually its a combo of Chieftain, War Driver, Pest, Rabblemaster, Kingpin, 1 of each out, and working together to form not just 1 Voltron, but many mini Voltrons, that synergistically buff, stack, work together to 1. Get a LOT(14 TO 28 goblins out), pump each of them up +2,3,4, have Rabblemaster be 16/3,4,5 because of the +1/+0 it gets for each attacking goblin, and Kingpin becoming a 6,7,8 power in 2,3 turns that produces about an average of 4,5,6 1/1 goblins that pump up rabblemaster that get pumped up to 4/2,3 to 5/2,3, each. And rabblemaster also produces 1, 1/1 goblin that hasted that get pumped up.Then you throw in Goblin Grenades, and Shrapnel Blast that have been copied to do 10 damage each time for 10 to 40 damage, and its easy to see why, how this deck easily can do 100+ damage in a turn, on turns 4,5,6.And the deck has done that.This is the most FASTEST, MOST EXPLOSIVE, HIGHEST DAMAGING GOBLIN DECK I HAVE EVER PLAYED, LET ALONE PLAYED.And I have played some pretty good legacy, modern, standard formatted goblin decks over the years, that were not my decks, that are not as good as this deck is.Also I have seen, played PTQ, GP goblin decks, that belonged to local PTQ, GP game players, that play in Spokane at the local game stores, FNM's, 1 of which placed about top 25 at PTQ, GP, that doesnt have the output, not as fast, doesnt do as much damage, doesnt put out as big of goblins, etc, and because of that are not as good as this deck.This is not to brag. The deck honestly seems this good, and probably is this good.The deck almost always does about 3, 5, 10, 15, 20 damage per turn, and does 20, 25, 30,35 damage on average by, on, around turns 3,4,5. Thats usually good enough to win by on turns 3,4,5 at least semi consistently.The only times this doesnt happen, is if, when, if the deck gets a bad draw. And that only happens about 17% to 29% to 43% of the time. And usually that can be fixed by mulliganning or double mulliganning when, if that happensThe deck also has sideboard answers to infect, graveyard, affinity, control, ramp, burn, and the deck out aggros, other aggro decks, and can go head to head with Jund, Tron, Kiki Chord, Midrange, because of how big the goblins can get.And also this is a deck that I have improved upon, and as such is my deck. I didnt clone, or copy, net deck, etc, this deck, in case there are semi similar decks.So because of all the above, I dont get why this deck isnt getting the love, likes, +1's it deserves.This deck deserves somewhere between 7 to 9 likes, and 50 to 100 likes.I have seen lesser goblin decks, that are nowhere near, dont do as good as this deck does, that have more likes then this deck.I just dont get it.Oh well this is AWESOME, with or without the likes, doesnt matter.
Decided to go with Dual Casting
Dual Casting, or Increasing Vengeance, and why? Until I figure out which, going with 1 each, since they cost the same, etc. This has the potential to make deck a top tier 1 deck, since can cast then copy grenade or blast for 10 damage to face. Can even easily kill a 17/17 creature: Block with a 3/3(3 damage). then Grenade i(+5 more damage for tot 8 dam), For 1 red, then copy it, thats 5 more damage(tot 13(then cast a 2nd grenade out of 4, for 5 more damage(tot 18 damage(17/17 dead), total cost is 4 red. And can flash cast the spell copy later for 5 cmc.Also can copy Kuldotha rebirth and put out 6 1/1 goblins for the cost of 1 Kuldotha Rebirth, 1 increasing Vengeance, 1 sacrificed artifact out of 16 artifacts, and a total of 3 red mana.This is speeds up the deck even faster, and can go head to head against rediculously big(8/8 to 18/18 creatures like Eldrazi, and can keep up with PURE burn decks, by doing 18+ damage, an or by using Witchbane orb.
Put in Deus of Calamity a 6/6 trample for 5 cmc, that destroys land, will combo nicely with Ulrich, silverheart, projenitor Mimic, Kiki, etc.
Got deck down to 60 cards, 23 lands. Didnt think it would be poosible, and still have all the necessary, at least minimum needed parts. But the deck does have the needed parts and works very consistently to destroy lands out turns 1,2,3, and consistently gets out a Acodic Slime Calamity, Hoard dragon, Charmbreaker, turns 2,3,4,5. Deck often nukes 3,4,5 lands in a row starting turns 1,2,3, and leaving opponent with 0, 1 land, and ramp up to 4,5,6 lands, with either 1 bird or 1 simian or 1 bird and simian or 2 birdsAnd if a opponent does get out a creature, its usually killed within 1 to 4 turns. and if a creature of mine is coubtered, destroyed, then have more creatures, and Land destruction cards, and if necessary i can use the man land, and Kessig Wolf Run to win with a Bird or Ape or slime if necessary. But that said deck can goto to 61,63,65 cards if that were to be needed to make deck work.Deck can either be at 60 cards, but if want a 3rd wrecking ball, instead of 2 wreck balls, for better creature destruction, 1 more land destruction card, then can go with a 61 card, 23 land deck.Either way at either 60 cards, 2 wreckballs, or 61 cards, 3 wreckballs, either way deck is awesome!
28 lands depending on the deck, is usually bad for most decks. 22, 23,24,25,26 lands, depending on deck is usually good for usually most decks
And now that I have seen all your 1/1, 1/2, 2/1, 2/2 creatures for 1,2 cmc, with no removal, no noncreature spells.Here is what should be happening.Draw opening hand: 1 land.Turn 1: play land. 67% chance to play a 1 cmc creature. So a 1/1, 1 cmc creature.Opponents turn 1: Either no creature or a 1/2, 2/1, 2/2Turn 2: Probably about 67% chance to play another 1/1 for 1 cmc, and only about a 25% chance to play a 2/2, or a 2 cmc, and even if you could, probably still only 1 land. So you player another 1/1.Opponents turn 2: They play either a 2/2, 2/3, 2/1,1/2, (3/3, 4/4+(if ramped)You either dont attack, or attack, opponent if has 2/2, 1/2,2/1, probably lets your 2 damage thru. If has a 3/2, or a 2/3 or a 3/3. Opponent blocks, killing your creature, but then again, you wouldnt attack in that situation.Turn 3: You put out another peon 1 cmc creature that a 1/1 or 2/1, or 1/2.Opponent drops a 2/3 or 3/2 for 2, spends 1 red or blue to either bounce, or destroy or return one of your creatures to hand. Then attacks with everything. Forcing you to either block with everything or take 5,6,7,8,9 damage. So your either no creatires, 1 creature, an or taken 5 to 9 damage.Turn 4. You get a land(remember according to your land, mana ratio, you get 1 land per 4 turns) You put down a 2/2, 3/2, 2/3, for 1,2 cmc.Your opponent with 4 land, pays 2 mana to get out another 2/2, 2/3, 3/2. Then pay 1,2 mana to remove your biggest creature. Opponent now has 4 creatures to your 2 creatures, and attacks with all 4. You take about 9,10,11 damage and might lose game here, depending on amount of damage, if you dont block. You block with 1 creat, so that you have at least 1 creature left, and are down to 2,3,4,5,6,7 life left.Turn 5. You get a land(no more lands until turns 7,8,9(remember 1 land per every 4 turns on average). You put out 2 creatures.Opponent has 5 land(Probably last land until get 1 land every about 2.3 turns. Opponent gets throw down 1, 1 cmc, 2/1, 2 cmc 3/2, 2 cmc removal, or does 3 direct damage to your face(Probably bolt)Opponent now has 6 creatures, removes one of your creatures, attacks with everything. You block with everything. Lose all your creatures, and take 4 damage. And either take a bolt to your face this turn or next turn to finish you off.Turn 6. Game over, you lose.Your deck losing on, by turns 4,5,6 is not fast.Like I said this is one of the most least effective decks I have ever seen in Modern Format History.I am sorry if that is mean. But it is the truth.You need to ask for, and accept help, instead of saying this deck is fast effective, etc.
Based on the Law, odds of Probability, 16 lands is not enough to CONSISTENTLY get 2,3,4 mana by turns 3,4,5 like you claim, unless your BUTLUCKILY either BUTLUCKILY getting that, or your MULLIGANNING 3,4,5 times and either having that workinh, an or BUTLUCKILY having those 3,4,5 mulligans work for you.Odds, probabily wise, you have about 25% land, mana, ratio. Which means that OVER THE VERY EXTREME LONG TERM, IN THE END, you will EVENTUALLY consistently get about 1 land per every 4 turns.So best case for you, that means: Turn 1: land. 2. No land. 3. No land 4. No land. OR, turn 1. No land 2. Land. 3. No land. 4. No land.Worse cases that means 1. No land. 2. No land. 3. Land. 4. No Land. Or Turn 1 no land 2. No land 3. No land. Turn 4. Land.That means you get on average 1 land per starting 7 card hand. Then at about Turn 3 you get a 2nd land. But thats on average. So thats the way it is 1/3 the time. Another 1/3 the time it is 3 land. Another 1/3 the time it is no land. So about 2/3rds to 75% of the time, your should be only getting no land, OR 1 LAND.And thats without accidental shuffled, cut into no land, mana drought where go 7 to 13 turns without a land, 4 to 7 games in a row, as the rare exception.Thats the way your deck should be doing.So since your deck is not doing that. Your either getting your 2,3,4 mana by turn 4 on a short sample size, in short term, or you have sold your soul for BUTLUCK, and you butluckily get 2,3,4 lands by turn 4 like you said.Anyway you look at it, the absolute, law of averages, odds, probability, game mechanics, game mechanically says 16 lands are not enough.Now if you had LOTS of Zero, 0 cmc spells, creatures, or nothing but 1 cmc creatures, spells, and no 2,3,4 cmc creatures, spells, then your 16 lands would work, or maybe work mana, land wise.And even if you did have bothing but 0,1 cmc creatures and spells, that would make 16 lands work ok. It would not be effective in Modern format, and your deck would be one the least effective decks in Modern format.Now if this was a alpha, beta, vintage, Legacy, format deck, your deck could easily be extremely effective with only 16 lands, no Mox Opals, and only 1 cmc cards.And if your deck has 1,2,3,4 cmc cards, you wont have the mana to play those cards.So no matter what, whether have 1 cmc cards, or 2,3,4,5 cmc cards, your deck is one of the least effective decks in all of Modern, going by GAME MECHANICS, and Laws of odds, probability.Dont be like a No Limit Poker Donk, that when somebody shoves AA all in preflop, and Poker donk calls with 72, and butluckily wins, that says he the best player, because they butluckily won, butlucked the odds stacked against them.Also cant believe your deck has 8 likes, and on the hotpage, when there are a LOT of good decks that dont have likes, that is better then this deck, that arent on the hotpage, and should be on the hotpage over this deck.
Took out 1 Bolt, 2 Piledrivers(Since Rabblemaster does same thing), and added 2, 3 cmc Krenko Kingpin's, to end up with 2 Krenko Kingpins, 3 Goblin Wardriver, 10 burn, removal broken into 4 Grenades, 3 Bolts, 3 Shrapnel Blast.Deck is still just as fast, but pumps better(more battlecry), and make more 1/1 red goblin tokens, and Rabblemaster can get big like Piledriver, and Kingpin can easily get semi big(4,5,6,7/4,5,6,7), that can put 4 to 8 1/1 red goblin tokens out per turn.Example. Turn 1: Signal Pest, Turn 2: drop kingpin. Turn 3. Pest+ Bushwhacker. Attack with 4/3 kingpin(whacker +1/+1 to Kingpin, 2 Pest, giving +1/+0 each, for total of +2/+0 to kingpin, for grand total of +3/+1 to kingpin making him a 4/3), Kingpin attacked, so gets +1/+1, becoming a 5/4 kingpin, that if gets thru deals 5 damage, then puts out 5 1/1 goblin tokens. ON TURN 3. End of Turn 3. Turn 4: Kingpin becomes 6/5 for 6 1/1's. Turn 5: Kingpin is 7/6. 7, 1/1s. Turn 6: Kingpin 8/7 8 1/1s. Turn 7: 9/8 for 9 1/1's.If just 1. Pest, battlecryer, and. 1, +1/+1, Kingpin is 4/3 turn 3,4, instead of 5/4, 4 1/1's. Turns 4,5 5/4, 5 1/1s. Turn 5,6. 6/5. 6 1/1's, Turn 6,7, 7/6, 7, 1/1s.Now combine all those 1/1's with Rabblemaster, and. Rablemaster can easily get to about a 20/3 Rabblemaster.So the deck can both play fast and has big enough staying power to go toe to toe with Mid Range, even decks that get out, 10/10's to 15/15, turns 5,6,7,8,9,10.And the burn can easily finish off midrange, control, lategame, big 10/10 to 13/13 creatures, decks, by eother doing enough damage to their face, or either alone to their creatures, or by blocking their creatures combined with burn damage to kill their Titanic 10/10 to 13/13 creatures.
Hi tho goblins are awesome, your deck altho its awesome that your goblin deck makes lots of goblins, your deck needs some minor tweaking.Anything over a 2 of, of a 4 of, is too much, and most Modern goblin deck experts, would say anything over 3 cmc is either not good or probably not good in a Goblin deck.Goblins have to be: 1. Fast, aka win on by turns 3,4,5. If your goblin deck cant semi consistently do that, it will semi consistently lose vs the fast Modern Meta. 2. Goblins need to be able to get BIG, in order to not fiizzle out, have staying power, lose, if not win by turns .4,5,6,7Altho your deck will get out a lot of goblins, it takes too long to do that, and too long to pump them up.I would suggest Goblin Bushwhackers, Goblin War Drivers, Goblin Piledrivers.That will speed up your deck, and pump your goblins more.The next thing you need is removal.3, 4 Goblin Grenades, and or 3,4 lightning Bolts, but if only go with Goblin Grenade, need at least 4 Goblin Grenades. You need that to both remove blockers, and to do 5 to 10 damage to opponent to finish them off fast, win faster.Next you need 21 lands minimum.My Goblin deck has 3 cmc as the highest cmc cards in it, and lots if 0 cmc, 1 cmc cards, in it, and 21 lands is just barely enough for my goblin deck, and thats with 4 mox opals. Since your goblin deck is slower, higher average cmc, then my goblin deck, where 21 lands just barely enough, then since thats the case, your going to need a minimum of 21 lands.I am not saying your goblin deck has to be exactly like my goblin deck, but it does need to be as fast as mine, and does need to make changes to be as fast as my goblin deck.Also there are some things my deck can learn from, use from your deck. There are some good cards in your deck.I definately plan on putting a 2 of, 3 cmc Krenko Kingpin into my deck somehow.For Reference, here is my Kuldotha Rebirth Goblin Bushwhacker, Battlecry Semi Burn, Goblin Deck:https://www.mtgvault.com/asturonethorius/decks/kuldoth-bushwhac-batlecry-fire/
Made some slight tweaks, changes to help with the consistency of getting the semi finishers out to help semi control board, help to semi lock down the game, and to help semi finish the game. while still not taking away the consistency of destroying lands.I think that did that, and the sample hands, sinulated games, playtesting, etc, seems to show that the consistency has been improved.My thought process on why changed the 1 of Brutalizer Exarch into 2 Hoard Dragons, instead of 1 Hoard Dragon, is that not only improved consistency, but also still have 2 Primal Commands to help search out creatures(Brutalizer Exarch searches out creatures), and going from 20 Land destruction cards down to 19, is ok. And altho Exarch helps search up Hoard dragon, I would rather draw a Hoard dragon, then play it, then use it which usually takes 2 turns(1 turn to cast, 1, next turn to use), over, then to draw Exarch, play it(1 turn), search up Hoard dragon(1 turn), play Hoard Dragon next, 1 turn, then use it next, 1 turn, for 3 turns to use Hoard Dragon thru Exarch, vs 2 turns to use Hoard Dragon via drawing Hoard Dragon.So its better to have 2 Hoard Dragons, over, then to have 1 Exarch, 1 Hoard Dragon.
I figured out what burn pachage go with . I put in the Cavern of Souls to help against counterspells. Raging Ravine is a man land to help make sure deck has a creature out and doesnt fizzle out. Also put in Kessig Wolf run, to make the goblins wolf riding, and to pump the goblins up big in a super extremely rare times games last long enough, and in case need to win the game with a goblin pumped by Kessig Wolf Run.Deck seems to be freaking Awesome!
This deck is also posted on another site, and got some good suggestions. Thats why that made changes. Deus of Calamity is really good.
I need help with what, which of either 3 Lightning Bolts, 3 Galvanic Blast, 3 Lighning Axes, 3 Brimstone Volleys, 3, 1,2,3 cmc, deals 3,4,5,6 damage to player or creature, to put in 3 deckslots as a 3 of, Which should I do?
Also for those who say a deck must never ever have more then 60 cards:Sometimes going over 60 cards is necessary.
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