definately wanna drop the memnites for bushwackers, and the accorder's shield for warren instigator. also think you could drop 4 mountains for kuldotha rebirths. i would aslo remove 4 mountains for teetering peaks. it comes into play tapped, but with the low mana cost you're running, that shouldn't be a problem. gotta get more goblins. if you're win con is triggering the quest, you need a lot more than 12 creatures to put a counter on it. this will give you the potential of 32 goblins.
Permalink
use treasure mage as another way to get to the engine.
only problem i see is that there are too many legends. if 2 legends of the same subtype are in play, they kill eachother. if you have akroma in play and you drop jenara, you lose both as soon as jenara resolves. also, with karrthus. if he is in play and you drop treva, you just lost both of them. i would run 4 karrthus, 4 akroma and mana ramp, pipers, zombify, etc.
agreed, but attacking with a spawn or plant token will still trigger raid bombardment. noone is gonna worry about a bunch of 0/1 creatures.
surprised to see no eldrazi in this. awakening zone would be good, also i would check out goblin assault. also, khalni garden.
grindstone will get hung up on lands, therefore consider using voltaic key to untap your grindstone and run it again. other than that i like the mill this creates.
imprinted cards are exiled, not put into the graveyard. "copy" implies a physical copy of a card or spell, not a token so when it's exiled it still exists, where as tokens can only exist on the battlefield.
why not run awakening zone for sacable creatures and mana ramp?
turn 1, treespeaker, turn 2 boost treespeaker, 2 llanowar. turn 3 khalni garden, corrupter, turn 4 might of masses triggers for 5, stampede makes the corrupter go 16/16 trample. unless someone is using another creature ramp deck, they lose on poison counters. this is of course an i deal draw. also thinking about sideboarding tajuru preserver against vamps and polymorph (protection from the annhilator of the eldrazi golems). another reason i like might of masses over groundswell is you can't trigger the landfall if you're trying to beef up a blocker.
dropped arbor elf and sylvan ranger for more powerful creatures. viridian corrupter and tel-jilad fallen add the possibility of a poison win, with pistus to help with poison and gravity well sideboarded to handle batman and some of the blue and white fliers strength of the tajuru allows me to beef up the warcaller for considerably less than by kicking him on cast. stampede with might of masses and give me a turn 4 trample win with the corrupter. corrupter also giving artifact control. praetor's counsel gives me defense against the board wipe. plenty of mana elves and regeneration to keep the madness flowing. i feel this deck could be usefull in type 2 and in other variations such as 2hg and archenemy. what do you all think? want to drop it to 60 cards but can't figure out what to cut. the speed has been rediculous in play testing.