I thought I added quietus spike for some extra ouch factor. Guess I forgot to put it in the sideboard. I'm trying to keep this mostly on theme, but thank you for the suggestions. I totally forgot about shadow, I'm going to search for some ninja-vibe cards with that.
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I thought about that, but they use up mana to turn into creatures then I'd have to pay to ninjutsu out a creature and I'd be down a land. Not to mention they're around 6 bucks each. If I had the money I'd throw 'em in just for the option of mana or attacker because they'd be pretty decent mid-late game. I do have a couple cloaks in the sideboard. I'm not dead-set on the equipment I have so far those are there more as options. I was going to do some testing and replace what I didn't find useful.
You may have to do some aggressive mulliganing to get your glaze fiend in your opening hand, which cuts back on the number of 0 drops you can do in a turn. Good idea but I think it's a bit unstable.
Except that it does work, asmartfellow... read the description and read the cards. I made a deck very similar to this before, using the infinite landfall combo. It's a great concept but I found it somewhat difficult to pull off the combo consistently. It is funny when you can swing with an infinite power/toughness creature though lol.
Bounce is a great idea if you're running the Teachers. Student of Warfare is among my favorite levellers, I still need two more for a playset though... I find training grounds not that great for level up decks. I mean it's a great card and good for the high cost level ups but the best levellers are pretty cheap anyway. I use training grounds for Spawnsire and other crazy stuff like that :P
Godsire terrifies me.
Nomad's Assembly is not a good fit for this deck. Nor is Echo Mage, he's more for a spell-centric deck. Transcendant Master is great of course. The thing this deck is missing is creature protection, umbras umbras umbras! You should rethink your creature choices if you want it to be competitive. Check out my blue/white leveller deck. It's not perfect and I have to change a few things but it could give you some ideas.
Great Synergy with the giants, but they're kinda costly. I know you have those Stinkdrinkers in there but maybe drop your giants to 3 each or less so your chance of getting the goblins within the first three turns goes up. Then I'd add some cheap umbras for creature protection. Probably toss in another O-ring too. With those changes this deck would probably be pretty scary to face.
hahahaha, nice. I love a deck with a weird hook to it!
Deathraiders are my favorite goblins! There are some other sweet black goblins you should consider putting in. Search around a bit and you'll find 'em.
I get ya. Necro's was just there to fill space for Hellcarver's Emergency "Ultimate". It was just a big goofy card I had laying around, figured there'd be some creatures in their gy from all the discard. I should probably get a 2nd Emrakul instead, that would make more sense in case I draw one by chance. Consuming Vapors is at the top of my list as of now since it's the cheapest thing to fix.
Seems solid, I like it.
Not bad, but no Goblin Chieftan? Dragon Fodder ain't a bad spell either, more fuel for the Siege-Gang anyway.
Bloodthrone Vampire might be the best bet though. Just thought of it.
Unless I'm missing something, you can have 4 Eye of Ugin in your deck... only one can be in play though. If you try to lay a second one or your opponent lays one they both go to the graveyard.
Sarkhan costs 5 mana... kinda spendy if all he needs is a sacrifice. Yeah he fits the colors of the deck... but Consuming Vapors, Royal Assassin or Gatekeeper of Malakir are all much better options for 1 to 2 mana cheaper.
Rolling terrain is a great card but it doesn't seem to fit with this deck. I know it's probably there to keep the goblin guide lands in check but I'd take out both and replace the Terrain with the equally costly and much more damaging Elemental Appeal. Then I'd swap the guides with some nifty enchants. Either Pyromancer Ascension or Quest for Pure Flame. If you can pump up the Quest by turn 4(Which is quite easy with all the fast, cheap spells) you can unleash a devastating Elemental Appeal. I like to take the red enchants a step further and use Zektar Shrine Expedition as well as the other two. They're great on their own, together they're insane. Just my two cents.
Consuming Vapors is a helluva spell too if you can find a place for it. Maybe not quite on theme with vampires but paired with my favorite vampire of all time, Gatekeeper, your opponent will be lucky to have much of a threat on the field.
Bloodghast screams for Vampire Aristocrat or Bloodthrone Vampire. A hexmage or two too many imo as well. And the discard doesn't seem effective here. I'm a fan of Pulse Trackers, one of my favorite turn one creatures ever. Guul Draz Assassins can be quite nasty as well. Also Feast of Blood is cheap creature destruction/life gain combo. Sorin is always a great addition if you can afford it. Repeatable dmg/life gain pinging is nice to have. Not to mention he'll take some heat off your vamps.
Royal Assassin is a good way to take out your persecutor once it's inflicted it's damage as well.
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