Use the point system to correct it.
-1 For each activation past the 6th in a turn cycle.
-1 For each spell countered after the 2nd in a turn cycle.
-1 Remove more than 50% of any players lands.
-2 Kill a player before their 5th turn.
I cut Shield Sphere, because while it looks good on paper, it under performed. I found that a 0cmc 6/6 on turn 4 that draws a card is not as good as a 2cmc 4/4 that draws 2 cards on turn 5 Wall of Omens. If it included an evasive ability like flying it would be much more attractive.
Here are the walls I'm currently running. Most of them draw a card (two with arcades). Some interesting interactions I've found is Assault Formation + Aetherling. The deck runs a ton of ramp and I've come in for 20+ unblockable because of formation. Other than that it is just a bant pod deck that generates value over time.
I have a Purphoros, God of the Forge deck that runs Goblin Recruiter. While it feels like an incredibly strong card, I still don't feel like I am using it to its fullest potential.
-1 For each activation past the 6th in a turn cycle.
-1 For each spell countered after the 2nd in a turn cycle.
-1 Remove more than 50% of any players lands.
-2 Kill a player before their 5th turn.
"...Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game."
http://mtgcommander.net/rules.php
1 Arcades, the Strategist
//Artifact (9)
1 Avarice Totem
1 Birthing Pod
1 Conjurer's Closet
1 Crystal Shard
1 Expedition Map
1 Oblivion Stone
1 Skullclamp
1 Sol Ring
1 Tormod's Crypt
//Artifact Creature (3)
1 Duplicant
1 Phyrexian Metamorph
1 Solemn Simulacrum
//Creature (25)
1 Angel of Serenity
1 Body Double
1 Carven Caryatid
1 Consecrated Sphinx
1 Deadeye Navigator
1 Elesh Norn, Grand Cenobite
1 Eternal Witness
1 Aetherling
1 Fierce Empath
1 Glen Elendra Archmage
1 Harmonic Sliver
1 Hover Barrier
1 Ixidron
1 Karmic Guide
1 Mnemonic Wall
1 Oracle of Mul Daya
1 Progenitor Mimic
1 Reveillark
1 Sunscape Familiar
1 Trinket Mage
1 Wall of Blossoms
1 Wall of Denial
1 Wall of Mulch
1 Wall of Omens
1 Wood Elves
1 Jungle Barrier
//Enchantment (1)
1 Assault Formation
//Instant (10)
1 Bant Charm
1 Brainstorm
1 Eladamri's Call
1 Mystical Tutor
1 Pact of Negation
1 Plasm Capture
1 Return to Dust
1 Sphinx's Revelation
1 Swords to Plowshares
1 Tower Defense
//Planeswalker (2)
1 Tamiyo, the Moon Sage
1 Venser, the Sojourner
//Sorcery (9)
1 Bribery
1 Cultivate
1 Kodama's Reach
1 Rite of Replication
1 Skyshroud Claim
1 Supreme Verdict
1 Time Warp
1 Wargate
1 Wave of Reckoning
//Sorcery // Sorcery (1)
1 Dusk // Dawn
//Land (38)
1 Academy Ruins
1 Adarkar Wastes
1 Alchemist's Refuge
1 Breeding Pool
1 Brushland
1 Flooded Grove
6 Forest
1 Glacial Fortress
1 Hallowed Fountain
1 Hinterland Harbor
7 Island
1 Marsh Flats
1 Mystic Gate
1 Mystifying Maze
6 Plains
1 Reflecting Pool
1 Strip Mine
1 Sunpetal Grove
1 Temple Garden
1 Terramorphic Expanse
1 Wanderwine Hub
1 Yavimaya Coast
I have a Purphoros, God of the Forge deck that runs Goblin Recruiter. While it feels like an incredibly strong card, I still don't feel like I am using it to its fullest potential.
1 Purphoros, God of the Forge
//Artifact (12)
1 Armillary Sphere
1 Ashnod's Altar
1 Caged Sun
1 Dreamstone Hedron
1 Fire Diamond
1 Genesis Chamber
1 Hazoret's Monument
1 Panharmonicon
1 Staff of Nin
1 Trading Post
1 Ugin's Nexus
1 Wayfarer's Bauble
//Artifact Creature (2)
1 Burnished Hart
1 Solemn Simulacrum
//Creature (26)
1 Angrath's Marauders
1 Beetleback Chief
1 Emrakul's Hatcher
1 Fanatic of Mogis
1 Goblin Assassin
1 Goblin Matron
1 Goblin Rabblemaster
1 Goblin Recruiter
1 Goblin Warchief
1 Grinning Ignus
1 Harsh Mentor
1 Ib Halfheart, Goblin Tactician
1 Inferno Titan
1 Kiki-Jiki, Mirror Breaker
1 Krenko, Mob Boss
1 Legion Warboss
1 Loyal Apprentice
1 Mogg War Marshal
1 Norin the Wary
1 Skirk Prospector
1 Soulbright Flamekin
1 Squee, the Immortal
1 Tilonalli's Summoner
1 Ulamog, the Infinite Gyre
1 Viashino Heretic
1 Zealous Conscripts
1 Blood Moon
1 Dictate of the Twin Gods
1 Goblin Bombardment
1 Impact Tremors
1 Sulfuric Vortex
//Instant (7)
1 Battle Hymn
1 Brightstone Ritual
1 Into the Core
1 Massive Raid
1 Price of Progress
1 Punishing Fire
1 Red Elemental Blast
//Sorcery (10)
1 Anarchy
1 Burn at the Stake
1 Dragon Fodder
1 Empty the Warrens
1 Goblin Offensive
1 Goblin Rally
1 Heat Shimmer
1 Hordeling Outburst
1 Krenko's Command
1 Mana Geyser
//Land (37)
1 Ancient Tomb
1 Buried Ruin
1 Forgotten Cave
1 Kher Keep
29 Mountain
1 Nykthos, Shrine to Nyx
1 Reliquary Tower
1 Temple of the False God
1 Winding Canyons
- Beetleback Chief
- Goblin Assassin
- Goblin Matron
- Goblin Rabblemaster
- Goblin Recruiter
- Goblin Warchief
- Ib Halfheart, Goblin Tactician
- Kiki-Jiki, Mirror Breaker
- Krenko, Mob Boss
- Legion Warboss
- Mogg War Marshal
- Skirk Prospector
- Squee, the Immortal
Usually I go for Krenko or Kiki-Jiki or both. Are there better goblins I should be using? Do any of them provide extra utility? (ramp, removal, etc)Any suggestions on how to better use Goblin Recruiter welcome!
https://www.mtgvault.com/naethyn/decks/hydras-edh/