Thoughts on Arena Athlete? Used to play this in the original version of Boss Sligh when Theros came out and it was fairly good. If we're going more spell heavy this can get triggered a lot, might be better than Frenzied Goblin.
Thoughts on Arena Athlete? Used to play this in the original version of Boss Sligh when Theros came out and it was fairly good. If we're going more spell heavy this can get triggered a lot, might be better than Frenzied Goblin.
The difference is in the CMC and also Frenzied Goblin is a mana sink later in the game and does not needed to be triggered by anything besides attacking which we will be doing anyways.
I thing I like about crusader is that he puts more bodies on the field and will deal about 1 less dmg then swiftspear. More dudes on the feild means we dont have to commit as much, it pumps foundry street denizen, and helps convoke the flames.
Thats how I have measured the two against each other. Also war-name is miles better then borderland maurder. I will likely cut him, for what im not too sure.
I also think 2 frenzied goblins is the golden number. The card is good and you do wnat to see it, he just isnt generally amazing in multipies.
Arc lightning could be good out of the board. But as far as mainboard the only thing I really see is War-Name.
What is everybody's thoughts on Eidolon of the Great Revel in Rabble Red? Could he have a home here. Seems like he could apply a lot of pressure and force the opponent to answer him or keep getting shocked.
What is everybody's thoughts on Eidolon of the Great Revel in Rabble Red? Could he have a home here. Seems like he could apply a lot of pressure and force the opponent to answer him or keep getting shocked.
what? He's always had a spot in the deck, he's just a SB card.
Also Frenzied Goblin helps get around Hornet's Nest.
I thing I like about crusader is that he puts more bodies on the field and will deal about 1 less dmg then swiftspear. More dudes on the feild means we dont have to commit as much, it pumps foundry street denizen, and helps convoke the flames.
Thats how I have measured the two against each other. Also war-name is miles better then borderland maurder. I will likely cut him, for what im not too sure.
I also think 2 frenzied goblins is the golden number. The card is good and you do wnat to see it, he just isnt generally amazing in multipies.
Arc lightning could be good out of the board. But as far as mainboard the only thing I really see is War-Name.
I see. I'm going to start with the Swiftspears in the main but may move back to the Crusaders.
Also, I like the Frenzied Goblins because I almost always want 1 or 2 and it synergizes well with Rabblemaster.
Any thoughts on this RW Rabble brew i'm working on (see link below)? Ride down with the rabblemaster seems too good to pass up.... Not to mention the CTTR and Erase options in the sideboard. I feel like white really helps the deck. The one-of Iroas may be going too far but i see it as a finisher and curve-topper that MAY eventually turn into a creature in the right conditions given the removal-light format.
I feel like ashcloud phoenix has a place in the list as a 1 or 2 of. It's no chandra's but it's very resilient and it will help us to finish games against monster decks. It also trades with butcher and non-monstrous stormbreath. Another addition that I think is essential is coordinated assault as a replacement for legion loyalist. A raiding war-name aspirant + coordinated assault kill courser and knuckleblades.
So far the biggest decisions i've came across are the following;
Dragon's Mantle and/or Hammerhand and what number.
Akroum Crusader vs Swiftspear.
Cards that I like from the prerelease that I didnt think of before much.
Arc lightning seems amazing out of the board. I dont like circle of flame because i've been able to beat it pretty easiler.
The new phoenix is really good, it might just be for limited but it felt pretty solid. Idk if its good for this deck since its morph cost is 6 and this deck is only running 18-20 lands.
Also i've been playing 2 borderland Maruader and 2 Mogi's Warhound. I think im going to be switching over to 4 warhounds, but im also not 100% sure though. Warhound does help make our guys survive a lot of things; drown, anger, courser, etc.
Hall of triumph has been pretty amazing. it changes how people generally have to play against your guys. Especially if you go 1 drop, into 2 1 drops, into hall. then followed by a rabblemaster. Its pretty solid.
Also another note is I have not lost thanks for thefetches that I play, so i will continue to take my 1.3%( i think thats right) that it helps you.
I feel the same about coordinated assault and my first plan is to try 4 titan strength and 3-4 coordinated assault instead of hammerhand/dragons mantle. I may be wrong, but I feel like the +1 and first strike for up to 2 creatures for only one mana is awesome and most likely doubles for possibly 2 removals while your creatures survive. I just feel this is more important than hammerhand for example.
I really wanted to Twinflame my rabblemaster but it seems too conditional.. Ya gotta have your rabblemaster on the table and he does soak up the removal. Twinflame would be wasted if they remove your creature in response to you trying to twinflame it.. SO, again, I see coordinated assault as more usable.
Mogis's Warhound may in fact stay alive (IF bestowed) after Anger of the Gods but the guy has to attack each turn and Red/Green monsters is going to have large guys out that didn't die and will easily kill your Warhound next turn since he has to suicide himself. Though, I guess you could Titan Strength him if possible, but I still feel like his turns are 'numbered' and will quickly die to attrition. I'm no pro and I could be missing something here though. For any aggro deck to come back after a board wipe is just plain hard to do anyhow. Maybe making 3 goblins for 1rr will be the sideboard card against this? (Hordeling Outburst for SB)
I think if you got the 4 titans strength/3-4 assault plan you would much better running arena athelete instead of frenzied goblin as you can trigger his herioc multiple times in a turn.
So far the biggest decisions i've came across are the following;
Hall of triumph has been pretty amazing. it changes how people generally have to play against your guys. Especially if you go 1 drop, into 2 1 drops, into hall. then followed by a rabblemaster. Its pretty solid.
Also another note is I have not lost thanks for thefetches that I play, so i will continue to take my 1.3%( i think thats right) that it helps you.
It is generally a good idea to drop as many threats as possible first and then drop the hall. I did not actually add it up but if you care to take the time to I am certain you do more damage going turn 3 rabble turn 4 hall than you do the other way around.
I like this build a lot. I think the subject about mana sinks is pretty clear. Dragon Mantle and Firedrinker serve as the best answers. If you are worried about blockers...you are probably going to be loosing that game. With my own testing, I've been vary impressed by Coordinated Assault. Arena Athlete has been okay too.
I like this build a lot. I think the subject about mana sinks is pretty clear. Dragon Mantle and Firedrinker serve as the best answers. If you are worried about blockers...you are probably going to be loosing that game. With my own testing, I've been vary impressed by Coordinated Assault. Arena Athlete has been okay too.
"If you are worried about blockers...youare probably going to be loosing that game."
I dont think that to not be correct at all. Brimaz will be seeing more play to start off with, so will flecemane lion. Both of which didnt see too much play outside of g/w aggro decks pre-rotation. Post-Rotation they are both really strong creatures out of junk and almost all the decks with white will be running brimaz so some extent.
Pre-Rotation they had the battalion guy to make not guys so im pretty sure they predicted blocks, and they didnt think they would be losing that game. Blockers happen, making them not blockers is amazing.
Currently i have been running 2 frenzied goblins and a 2/2 split with hammerhand/dragons mantle. Mostly to test them both, and so far the number has been pretty good.
I think if you got the 4 titans strength/3-4 assault plan you would much better running arena athelete instead of frenzied goblin as you can trigger his herioc multiple times in a turn.
Thanks for that idea. Seems pretty sweet. Of course I'd be losing some one-drops for this.. oh the decisions. I guess time will tell. Edit- looks like I can afford to lose those one-drops as there are plenty in the deck for opening hand.
I'm calling it a variant but its not really the blitz game played here. I started testing Rabblemaster as the only creature spell in a Jeskai Ascendancy build. It's just a lot of planeswalkers and removal with the ascendancy to just make Rabblemaster and his Goblins more of a threat. Now I've added a few gods and 2 Goblinslide. Near creature-less Goblins. Or:
Ive been running my home brew on this deck. Firedrinker sytr is to slow. Try running monastery swiftspear x4 and 19 land 8 fetches the rest mountains. Out of 8 time ive play my version ive lost once. Before i added the fetch lands and 1 more mountain. The decks people are running are control decks in my area. My deck by turn 3 or 4 game one is done.
I've been running this with good success but it doesn't account for any of the KTK stuff. Thoughts on maybe where I could tweak it? It's more on the burn side. MIight want to add Akroan Crusader with Titan's Strength. If Purphoros is up, those tokens can add up quick at -2 damage each.
So with that being said, how about maybe something like this? I like Eidolon in these decks especially if people are playing a lot of Morphs. Not sure if I could get away with 18 lands here. Torn between Magma Jet, Lightning Bolt or Searing Blood
Sorry to say but from the experiences I've been having, I BENCHED Rabblemaster. He soaks up way too much removal, his first token just suidides itself (unless you happen to have a Stoke and want to use it just then). I also ditched my frenzied goblins and am trying out Arena Athlete though I have no opinion on him yet. (4 coordinated assault, 4 titan strength)
I've been quite impressed with Monastery Swiftspear for sure and am moving to 4. Haste is and was always a 'thing'. Triggering prowess is not hard to do.
I'm also impressed with 4 Valley Dasher. I'm never upset to have them in my opening hand!. I'll say it again- Haste is and was always a 'thing'.
I've been 'screwed' by War-Name Aspirant in my hand after Anger of the Gods or some other kung-fu treachery. Borderland Marauder costs the same and can be cast with no hoops to jump through and still attacks for the same which we are always doing. BUT, I still do like the Aspirant so I'm at 4 Aspirants and 3 Marauders. Subject to change. Is having a Marauder in your opening hand with two mountains a bad thing? Hell no. He's aggressive plain and simple for 1R.
Rabblemaster soaking up removal is exactly what you want it to do - this means your other threats stay alive. It is worth running a few just for that fact alone. If they live then its a bonus, otherwise they die so that your other creatures live, which in this kind of deck is more than a fair trade as you will still have your opponent on the back foot.
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The difference is in the CMC and also Frenzied Goblin is a mana sink later in the game and does not needed to be triggered by anything besides attacking which we will be doing anyways.
Modern: RW Burn
Thats how I have measured the two against each other. Also war-name is miles better then borderland maurder. I will likely cut him, for what im not too sure.
I also think 2 frenzied goblins is the golden number. The card is good and you do wnat to see it, he just isnt generally amazing in multipies.
Arc lightning could be good out of the board. But as far as mainboard the only thing I really see is War-Name.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
what? He's always had a spot in the deck, he's just a SB card.
Also Frenzied Goblin helps get around Hornet's Nest.
I agree with this. I see a lot of big monster decks. Eidolon is still great SB
I see. I'm going to start with the Swiftspears in the main but may move back to the Crusaders.
Also, I like the Frenzied Goblins because I almost always want 1 or 2 and it synergizes well with Rabblemaster.
Modern: RW Burn
http://tappedout.net/mtg-decks/21-09-14-rw-rabble/
Dragon's Mantle and/or Hammerhand and what number.
Akroum Crusader vs Swiftspear.
Cards that I like from the prerelease that I didnt think of before much.
Arc lightning seems amazing out of the board. I dont like circle of flame because i've been able to beat it pretty easiler.
The new phoenix is really good, it might just be for limited but it felt pretty solid. Idk if its good for this deck since its morph cost is 6 and this deck is only running 18-20 lands.
Also i've been playing 2 borderland Maruader and 2 Mogi's Warhound. I think im going to be switching over to 4 warhounds, but im also not 100% sure though. Warhound does help make our guys survive a lot of things; drown, anger, courser, etc.
Hall of triumph has been pretty amazing. it changes how people generally have to play against your guys. Especially if you go 1 drop, into 2 1 drops, into hall. then followed by a rabblemaster. Its pretty solid.
Also another note is I have not lost thanks for thefetches that I play, so i will continue to take my 1.3%( i think thats right) that it helps you.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
I really wanted to Twinflame my rabblemaster but it seems too conditional.. Ya gotta have your rabblemaster on the table and he does soak up the removal. Twinflame would be wasted if they remove your creature in response to you trying to twinflame it.. SO, again, I see coordinated assault as more usable.
Mogis's Warhound may in fact stay alive (IF bestowed) after Anger of the Gods but the guy has to attack each turn and Red/Green monsters is going to have large guys out that didn't die and will easily kill your Warhound next turn since he has to suicide himself. Though, I guess you could Titan Strength him if possible, but I still feel like his turns are 'numbered' and will quickly die to attrition. I'm no pro and I could be missing something here though. For any aggro deck to come back after a board wipe is just plain hard to do anyhow. Maybe making 3 goblins for 1rr will be the sideboard card against this? (Hordeling Outburst for SB)
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
It is generally a good idea to drop as many threats as possible first and then drop the hall. I did not actually add it up but if you care to take the time to I am certain you do more damage going turn 3 rabble turn 4 hall than you do the other way around.
2 Arena Athlete
4 Firedrinker Satyr
3 Foundry Street Denizen
4 Goblin Rabblemaster
4 War-Name Aspirant
3 Mogis's Warhound
1 Coordinated Assault
2 Lightning Strike
4 Stoke the Flames
4 Titan's Strength
1 Hall of Triumph
20 Mountain
2 Jeering Instigator
3 Eidolon of the Great Revel
1 Coordinated Assault
4 Magma Spray
4 Searing Blood
1 Peak Eruption
I like this build a lot. I think the subject about mana sinks is pretty clear. Dragon Mantle and Firedrinker serve as the best answers. If you are worried about blockers...you are probably going to be loosing that game. With my own testing, I've been vary impressed by Coordinated Assault. Arena Athlete has been okay too.
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
"If you are worried about blockers...youare probably going to be loosing that game."
I dont think that to not be correct at all. Brimaz will be seeing more play to start off with, so will flecemane lion. Both of which didnt see too much play outside of g/w aggro decks pre-rotation. Post-Rotation they are both really strong creatures out of junk and almost all the decks with white will be running brimaz so some extent.
Pre-Rotation they had the battalion guy to make not guys so im pretty sure they predicted blocks, and they didnt think they would be losing that game. Blockers happen, making them not blockers is amazing.
Currently i have been running 2 frenzied goblins and a 2/2 split with hammerhand/dragons mantle. Mostly to test them both, and so far the number has been pretty good.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
Thanks for that idea. Seems pretty sweet. Of course I'd be losing some one-drops for this.. oh the decisions. I guess time will tell. Edit- looks like I can afford to lose those one-drops as there are plenty in the deck for opening hand.
2 Purpheros, God of the Forge
1 Keranos, God of Storms
2 Chandra, Pyromaster
3 Sarkhan, the Dragonspeaker
4 Jeskai Ascendancy
2 Goblinslide
3 Banishing Light
2 Military Intelligence
4 Stoke the Flames
2 Jeskai Charm
2 Dissolve
1 Polymorphous Rush
2 Mystic Monestary
4 Temple of Epiphany
3 Temple of Triump
1 Temple of Enlightenment
3 Flooded Strand
2 Battlefield Forge
1 Shivan Reef
1 Mana Confluence
3 Mountain
2 Island
2 Plains
CUBE: http://www.cubetutor.com/viewcube/73964;jsessionid=2DE1F5FF41A24820A137448A2FD5CF8F
I LIKE DRAGONS!
4 Firedrinker Satyr
4 Foundry Street Denizen
4 Frenzied Goblin
4 Goblin Rabblemaster
2 Purphoros, God of the Forge
4 Satyr Firedancer
4 Lightning Strike
4 Magma Jet
4 Stoke the Flames
4 Temple of Triumph
So with that being said, how about maybe something like this? I like Eidolon in these decks especially if people are playing a lot of Morphs. Not sure if I could get away with 18 lands here. Torn between Magma Jet, Lightning Bolt or Searing Blood
4 Goblin Rabblemaster
4 Satyr Firedancer
4 Akroan Crusader
4 War-Name Aspirant
4 Hordeling Outburst
4 Eidolon of the Great Revel
4 Stoke the Flames
4 Magma Jet
4 Titan's Strength
4 Temple of Triumph
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
I've been quite impressed with Monastery Swiftspear for sure and am moving to 4. Haste is and was always a 'thing'. Triggering prowess is not hard to do.
I'm also impressed with 4 Valley Dasher. I'm never upset to have them in my opening hand!. I'll say it again- Haste is and was always a 'thing'.
I've been 'screwed' by War-Name Aspirant in my hand after Anger of the Gods or some other kung-fu treachery. Borderland Marauder costs the same and can be cast with no hoops to jump through and still attacks for the same which we are always doing. BUT, I still do like the Aspirant so I'm at 4 Aspirants and 3 Marauders. Subject to change. Is having a Marauder in your opening hand with two mountains a bad thing? Hell no. He's aggressive plain and simple for 1R.