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We could have Fecundity as the main draw engine for the combo, then 2 lead the stampede as fecundity 5-6? In Elves they draw a lot of cards with Lts, I'm sure it will also draw a lot of cards for us if the deck is composed mostly of goblins.
My only thought there is keeping the number of green cards in your deck to a minimum, since once you get the Prospector engine running, you are only hitting red mana. The 4 Fecundiy could make a difference and would be worth it. 5-6 might be too many... but I don't know.
Yesterday FNM was almost perfect. I went 3-1 with the list in my signature. I had some doubts about SB, since it was the first time I took this deck to a somewhat competitive environment (28 people tournament), and I made some decision that would not make next time. I will briefly comment the matches and strategy:
Claim // Fame is actually AMAZING, seriously. I was able to pull a game after bringing my goblin guide back and +2/+0, next turn he was at 7 lives and was too afraid to attack, what gave me the time to draw a couple gobs and whack them for the win.
The reason to take the Piledrivers out is that they are a bit weak against all the removal that Jund packs. Same line serves for Rabblemaster, however, I supposed that for grindier matchups, he could do some work. Topdecking him after the first removal fight seemed to be appealing. They worked great honestly, but after speaking to the second guy (the first told me they were great against him, but maybe was a bit biased by how hard they smashed him...), I believe the tech I would use would be:
The Earwigs survive fatal push, block goyfs, and would allow my to take their SB hate like finks, angers, or the like. What do you guys think?
2-1 Blood and Taxes (just the RW variant of D&T, I totally made the name up right there)
Aether vial deck. I was able to race him super hard game 1. Loyalist was UNBELIEVABLE blanking those 3/3 golems with first strike. Game two i kept a very risky 1-lander and didnt succeeded. G3 I won t3 :O.
Didnt see any SB but he showed me after the match his copy of Worship. I sort of knew something like that was coming so I brought in a 1-of Earwig. God, that card is so versatile... And hits for 5!
0-2 Affinity
G1 he starts with a hand such that ends up playing 2 Vault Skirges. I drop GG and reveal a plating... he hits for 9 lifelink t2 and I fail to find any of my removal so I concede. I couldnt find any piece of disruption in g2 either. Only a very well played sudden shock got rid of a pesky arcbound but in the end it didnt help against a metalcrafted etched champion... I feel like our plan against affinity is similar like burn´s plan, i.e., try to be the control deck for the first turns and remove all relevant threats and build up the counter attack after that. Pity I couldnt find a single Mogg fanatic... What is your approach guys?
Overall a very solid performance. I wish I could have gone 4-0, but, hey!, affinity is a great deck and he had a reeeaaally good draw. So nothing to complain about Any feedback you guys might have, please let me know. I think this version of the deck is definitely great and offers a bit of extra consistency thanks to the black splash. Spike Jester was the main reason I went black, and couldnt be happier about it now.
I need a hand. I'm planning on splashing white green and/or black in my 8 whack deck. This will be done one color at a time with cards only located in my sideboard. Boros charm, earwig squad, k command, are all possibilities.
I'm going with 19 land. My question is, what and how many of each shocklamd and fetchland should I run to be able to consistently cast a two color spell on turn two?
I'm guessing one r/w shock, one r/b shock one r/g shock along with 7-8 fetchland? Considering all of the fetchable lands will be mountains in addition to whatever other color I'm looking for, I could maybe run less basic mountains in favor of more fetches if need be?
I dunno. If anyone could give me an idea of what they do or would use, I'd be grateful.
I need a hand. I'm planning on splashing white green and/or black in my 8 whack deck. This will be done one color at a time with cards only located in my sideboard. Boros charm, earwig squad, k command, are all possibilities.
I'm going with 19 land. My question is, what and how many of each shocklamd and fetchland should I run to be able to consistently cast a two color spell on turn two?
I'm guessing one r/w shock, one r/b shock one r/g shock along with 7-8 fetchland? Considering all of the fetchable lands will be mountains in addition to whatever other color I'm looking for, I could maybe run less basic mountains in favor of more fetches if need be?
I dunno. If anyone could give me an idea of what they do or would use, I'd be grateful.
That can be a little tricky sometimes. Since we run such a lean manabase to begin with, splashing multiple colors can be challenging. I usually splashed either Green or White... for a while it was RG maindeck, and White sideboard... when the white came in, the green came out, so that I wasn't too strained on resources. This deck is all about that early pressure, so being stuck on a color can spell the end if you aren't careful.
This land setup is I'm sure similar to others... 8 fetches, 3 shocks (2 in G, 1 in W, or vice versa), 4 fastlands of your maindeck splash, and usually 4 basics (for 19 total).
Trying to splash for 3 additional colors with such a lean manabase seems impossible... you won't get the results you want.
What if all of the lands I'm fetching tap for red in addition to a color I'll need?
So to begin with, 4 auntie's hovel as I'm maindecking a couple duress, a couple claim//fame and a couple spike jester.
Now, if LL of my fetches grab mountains, and I run say, 8 of those, and one each of the shocklands that produce red and g/w/u, that technically gives me 9 lands that can be whatever splashed color I want right?
I guess playing and testing will do this question wonders.
On another note: who else is excited about THIS making all our little guys unblockable?
What if all of the lands I'm fetching tap for red in addition to a color I'll need?
So to begin with, 4 auntie's hovel as I'm maindecking a couple duress, a couple claim//fame and a couple spike jester.
Now, if LL of my fetches grab mountains, and I run say, 8 of those, and one each of the shocklands that produce red and g/w/u, that technically gives me 9 lands that can be whatever splashed color I want right?
I guess playing and testing will do this question wonders.
On another note: who else is excited about THIS making all our little guys unblockable?
Toss up a list maybe. I'm not sure Duress is in your best interests here, a T1 Duress is not a T1 Goblin, which puts you behind schedule.
Relying on 8 fetches for more than a color or two I think is a mistake without some other form of mana support... You can always test it out yourself, but I've played a ton of Goblins (and a ton of Burn, same idea mana-wise)... it's not gonna go the way you want it to go.
Regarding the blue human.... it's a blue human. It doesn't go in this deck at all.... plus it whiffs on a lot of your goblins... your Goblin Guides, Bushwhackers and Foundry Street Denizens don't benefit from this. Instead, I would consider something like Frenzied Goblin to take away one of their blockers. In the first few turns of a game, this can often open the door to big damage. In my experience though, people generally only maindeck 1 of these guys.
The blue human gives foundry St drnizen unblockable. It has 1 toughness. BUSHWHACKER also have 1 toughness.
With duress, I'm really just trying to take away pyroclasms/sweepers and stuff like Cryptic Command. I'm less worried about creatures than sorceries and instants that take out more than one of my cards for one of theirs.
I'm going to try my fetchland idea tomorrow. I'll do without the green as I have none of the sideboard elements I'd be using.... When did k command get so EXPENSIVE btw?
Anyhow. I'll mostly have just some mb Warren wierdings and an earwig squad, maybe two right away. I'll sideboard boros charms and see how just one color at a time splashing works out.
The blue human makes a terrible goblin. Seriously.
And if you're talking MBing Duress, I would read THIS old article by Reid Duke. I think it (the article) is applicable here and I think you would benefit from reading it, if you haven't already.
Has anyone else been brewing combo goblins (comblins)? I've been working on BR, RG, and BRG. It's starting to come together but it's just not there yet. I'm pulling out my hair!!! I'd be interested to know if anyone else is working on something similar and if so, if they've had any luck or not.
Has anyone else been brewing combo goblins (comblins)? I've been working on BR, RG, and BRG. It's starting to come together but it's just not there yet. I'm pulling out my hair!!! I'd be interested to know if anyone else is working on something similar and if so, if they've had any luck or not.
I've been thinking about it a lot... more or less on paper (and in mind) but I haven't put cards in a pile yet to see what would happen.
I haven't played a whole lot in the last few months, but I've been itching to get back into a few games lately... this might be a deck that draws me into it.
My problem (just like anyone's) is I can see 2-3 different variants of this deck, but have no idea which one (if any) are actually good. I kind of like the idea of it being a combo deck with the potential of aggro backup (more creatures). There are some more all-in combo deck ideas, I'm not as fond of those because you really have to rely on a few pieces... but the aggro/combo option also has problems (in that there are a few older cards that would make it a slam dunk that aren't Modern legal).
Would love to discuss options... I haven't seen anyone post anything other than brews... no actual testing.
Yeah man... I feel like we're just not quite there yet, which bums me out since I just ordered a TON of different foil gobbos (comparatively cheap for foil singles, but expensive altogether). I feel like just one more Gobbo from the old sets would get us over the edge, but I'm worried it's not there yet. Still, someone may end up figuring it out and breaking it. I hope. So far my lists have felt like they're all "almost there" but that's it. And I'm not happy enough with them to post anything.
As far as combo engines, we have a few, but the lack of good tutors is a problem.
There's also Scuzzback Marauders for infinite mana with the first engine, or infinite mana/draw when you add fecundity to the first engine, or infinite mana/damage when you add Siege-Gang Commander to the first engine. All these are absurdly clunky, but I still felt I'd mention them.
Jim Davis wrote THIS article on SCG with a Fecundity list recently.
And Sam Black wrote THIS article recently with a list that had Knucklebone Witch that I really liked.
I've been toying with Frogtosser Banneret with decent results in RB Midrange/Combo builds.
Our only tutor right now (besides the green ones that all seems too mana intensive) is Boggart Harbinger, but I hate that he puts the card on top of the library and we have no good card draw. You could combine him with Fecundity, sacking him to prospector to draw the card he just put on top, but that seems super clunky.
I have to go, there was more I wanted to say but I'm out of time. That's enough to chew on for a bit though. Looking forward to hearing your thoughts.
Yeah I've had my mind set on Fecundity/Warrens as pieces of the puzzle. Basically a Dirty Kitty revision, but it would be a pretty different deck.
A list also wound up on mtggoldfish recently as well, and I think he's on the right track.... The trick is getting good use out of what you lay down. A Mogg War Marshall is a mana-positive goblin, it's basically a Ritual on a stick in this deck where you need it. If you can run another 8-10 Rituals, you can draw the deck and go off.
The old deck had some really good "backup plans" to get around different situations. Goblin Sledder was a good way to make sure that if you had a medium number of bodies up against blockers, you could always get the damage through. Matron obviously fetched out important pieces when they were needed. Goblin Sharpshooter was also a great way to clear boards or kill an opponent without combat... just sac/draw until they die.
The only card I see that can replace Sharpshooter is Boggart Shenanigans. It's not a body, but it does basically the same thing (without being able to hit creatures, which may or may not be a big deal). Funny enough you could also tutor it with a Matron, but we don't have that option.
There are also other ways to really push the storm angle... Rituals, Manamorphose, Battle Hymn, Infernal Plunge... and there are also some good options for more card draw/filtering like Commune with the Gods, Faithless Looting, or something in that vein, however you have to be careful because they won't produce mana.
As for creatures, I don't know if it's worth going the route of Goblin Warchief and a bunch of 2-3 cmc Goblins like Goblin Piledriver, Mogg War Marshal, and Boggart Shenanigans... makes better use of the mana being generated, but get's a little trickier without the combo going and you may not get enough pressure on the board. Or you can stick with the 1 cmc creatures and Have a good aggro plan with the Fecundity/Prospector combo lurking in the background. Also seems silly not to have Goblin Bushwhacker in the mix somewhere... large plan or small, he will pump and haste your team for the win if you've somehow got a ton of fodder on the board early.
I know none of this is all that decisive. Lots of "I don't knows". Which is the truth. But the more we talk about it, we might be able to whittle down a viable deck from all these options.
I don’t know if running Jund colors would stretch the manabase too far, but having black for Claim//Fame would be nice. Claiming back a Mogg War Marshall for B and netting RRR and three card draws seems broken. I also wonder about something like Footbottom Feast. I know it’s a little out there but depending how you stacked them you could set yourself up to continue going off or at least set yourself up for the following turn if you used all your mana already. It looks interesting with Commune With the Gods. 3-cmc may be too clunky though.
I still don’t want to give up on the Murderous Redcap combo either. This is exciting and frustrating. I hope they throw us a bone in the subsequent set.
Looks like a bunch of people are trying to figure it out. There’s quite a few videos up on YouTube. Unfortunately 2/2 of the videos I watched the decks were getting stomped. Still, I’m glad there’s a bunch of people working on it. Fingers crossed someone will break it. I don’t play combo (unless you consider Living End combo) but if one of my favorite tribes get a combo deck in modern, I’m there.
Alright, I finally have the start of a list that I'm happy enough with to feel like sharing. I've been playing solitaire with it on Cockatrice for awhile now with good results. There's still a ton of tweaking to be done, but I'm starting to feel like the deck is a real possibility.
It's still very much a work in progress. I will say that Footbottom Feast is the real deal, man. I tried Commune with the Gods and liked it, but am currently trying the deck without it. It's sort of clunky, but it gives us better chances of making sure we get our Fecundity. I'm stoked about this list though. Try it out, let me know what you think. I'm open to any and all suggestions/criticisms.
Claim is more incredible than I thought it was going to be. It's insane value when you return a Mogg War Marshal to play. I'd like to find a spot for a couple of Knucklebone Witches because they would get huge while you're drawing your deck and give you a another angle of attack, but I don't like the casting cost.
Alright, I finally have the start of a list that I'm happy enough with to feel like sharing. I've been playing solitaire with it on Cockatrice for awhile now with good results. There's still a ton of tweaking to be done, but I'm starting to feel like the deck is a real possibility.
It's still very much a work in progress. I will say that Footbottom Feast is the real deal, man. I tried Commune with the Gods and liked it, but am currently trying the deck without it. It's sort of clunky, but it gives us better chances of making sure we get our Fecundity. I'm stoked about this list though. Try it out, let me know what you think. I'm open to any and all suggestions/criticisms.
Claim is more incredible than I thought it was going to be. It's insane value when you return a Mogg War Marshal to play. I'd like to find a spot for a couple of Knucklebone Witches because they would get huge while you're drawing your deck and give you a another angle of attack, but I don't like the casting cost.
My only thought there is keeping the number of green cards in your deck to a minimum, since once you get the Prospector engine running, you are only hitting red mana. The 4 Fecundiy could make a difference and would be worth it. 5-6 might be too many... but I don't know.
2-0 Jund
Just push and play goblins sideways. Nice to see mighty Tarmogoyfs held back by a couple potentially attacking goblins hehe. Rabblemaster was surprisingly great at eating goyfs
IN: 2 Dismember, 2 Goblin Rabblemaster, 1 Claim // Fame.
OUT: 2 Goblin Piledriver, 4 Legion Loyalist.
2-0 Jund
Again, the same line. Got to some conclusion after speaking to the guy.
IN: 2 Dismember, 2 Goblin Rabblemaster, 1 Claim // Fame.
OUT: 2 Goblin Piledriver, 4 Legion Loyalist.
Claim // Fame is actually AMAZING, seriously. I was able to pull a game after bringing my goblin guide back and +2/+0, next turn he was at 7 lives and was too afraid to attack, what gave me the time to draw a couple gobs and whack them for the win.
The reason to take the Piledrivers out is that they are a bit weak against all the removal that Jund packs. Same line serves for Rabblemaster, however, I supposed that for grindier matchups, he could do some work. Topdecking him after the first removal fight seemed to be appealing. They worked great honestly, but after speaking to the second guy (the first told me they were great against him, but maybe was a bit biased by how hard they smashed him...), I believe the tech I would use would be:
IN: 2 Dismember, 2 Earwig Squad, 1 Claim // Fame.
OUT: 2 Goblin Piledriver, 4 Legion Loyalist.
The Earwigs survive fatal push, block goyfs, and would allow my to take their SB hate like finks, angers, or the like. What do you guys think?
2-1 Blood and Taxes (just the RW variant of D&T, I totally made the name up right there)
Aether vial deck. I was able to race him super hard game 1. Loyalist was UNBELIEVABLE blanking those 3/3 golems with first strike. Game two i kept a very risky 1-lander and didnt succeeded. G3 I won t3 :O.
IN: 2 Rakdos Charm, 1 Earwig Squad.
OUT: 1 Claim // Fame, 2 Mogg War Marshal
Didnt see any SB but he showed me after the match his copy of Worship. I sort of knew something like that was coming so I brought in a 1-of Earwig. God, that card is so versatile... And hits for 5!
0-2 Affinity
G1 he starts with a hand such that ends up playing 2 Vault Skirges. I drop GG and reveal a plating... he hits for 9 lifelink t2 and I fail to find any of my removal so I concede. I couldnt find any piece of disruption in g2 either. Only a very well played sudden shock got rid of a pesky arcbound but in the end it didnt help against a metalcrafted etched champion... I feel like our plan against affinity is similar like burn´s plan, i.e., try to be the control deck for the first turns and remove all relevant threats and build up the counter attack after that. Pity I couldnt find a single Mogg fanatic... What is your approach guys?
IN: 2 Rakdos Charm, 2 Smash to Smithereens, 1 Foul-tongue Shriek, 1 Sudden Shock.
OUT: 4 Mogg War Marshal, 1 Claim // Fame, 1 Spike Jester (I believe).
Overall a very solid performance. I wish I could have gone 4-0, but, hey!, affinity is a great deck and he had a reeeaaally good draw. So nothing to complain about
Thank y´all for your help! Have a nice one!
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
UBlue EndU
BAd NauseamB
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
I'm going with 19 land. My question is, what and how many of each shocklamd and fetchland should I run to be able to consistently cast a two color spell on turn two?
I'm guessing one r/w shock, one r/b shock one r/g shock along with 7-8 fetchland? Considering all of the fetchable lands will be mountains in addition to whatever other color I'm looking for, I could maybe run less basic mountains in favor of more fetches if need be?
I dunno. If anyone could give me an idea of what they do or would use, I'd be grateful.
That can be a little tricky sometimes. Since we run such a lean manabase to begin with, splashing multiple colors can be challenging. I usually splashed either Green or White... for a while it was RG maindeck, and White sideboard... when the white came in, the green came out, so that I wasn't too strained on resources. This deck is all about that early pressure, so being stuck on a color can spell the end if you aren't careful.
This land setup is I'm sure similar to others... 8 fetches, 3 shocks (2 in G, 1 in W, or vice versa), 4 fastlands of your maindeck splash, and usually 4 basics (for 19 total).
Trying to splash for 3 additional colors with such a lean manabase seems impossible... you won't get the results you want.
So to begin with, 4 auntie's hovel as I'm maindecking a couple duress, a couple claim//fame and a couple spike jester.
Now, if LL of my fetches grab mountains, and I run say, 8 of those, and one each of the shocklands that produce red and g/w/u, that technically gives me 9 lands that can be whatever splashed color I want right?
I guess playing and testing will do this question wonders.
On another note: who else is excited about THIS making all our little guys unblockable?
Tetsuko Umezawa, Fugitive
Toss up a list maybe. I'm not sure Duress is in your best interests here, a T1 Duress is not a T1 Goblin, which puts you behind schedule.
Relying on 8 fetches for more than a color or two I think is a mistake without some other form of mana support... You can always test it out yourself, but I've played a ton of Goblins (and a ton of Burn, same idea mana-wise)... it's not gonna go the way you want it to go.
Regarding the blue human.... it's a blue human. It doesn't go in this deck at all.... plus it whiffs on a lot of your goblins... your Goblin Guides, Bushwhackers and Foundry Street Denizens don't benefit from this. Instead, I would consider something like Frenzied Goblin to take away one of their blockers. In the first few turns of a game, this can often open the door to big damage. In my experience though, people generally only maindeck 1 of these guys.
With duress, I'm really just trying to take away pyroclasms/sweepers and stuff like Cryptic Command. I'm less worried about creatures than sorceries and instants that take out more than one of my cards for one of theirs.
I'm going to try my fetchland idea tomorrow. I'll do without the green as I have none of the sideboard elements I'd be using.... When did k command get so EXPENSIVE btw?
Anyhow. I'll mostly have just some mb Warren wierdings and an earwig squad, maybe two right away. I'll sideboard boros charms and see how just one color at a time splashing works out.
And if you're talking MBing Duress, I would read THIS old article by Reid Duke. I think it (the article) is applicable here and I think you would benefit from reading it, if you haven't already.
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
I've been thinking about it a lot... more or less on paper (and in mind) but I haven't put cards in a pile yet to see what would happen.
I haven't played a whole lot in the last few months, but I've been itching to get back into a few games lately... this might be a deck that draws me into it.
My problem (just like anyone's) is I can see 2-3 different variants of this deck, but have no idea which one (if any) are actually good. I kind of like the idea of it being a combo deck with the potential of aggro backup (more creatures). There are some more all-in combo deck ideas, I'm not as fond of those because you really have to rely on a few pieces... but the aggro/combo option also has problems (in that there are a few older cards that would make it a slam dunk that aren't Modern legal).
Would love to discuss options... I haven't seen anyone post anything other than brews... no actual testing.
As far as combo engines, we have a few, but the lack of good tutors is a problem.
We have:
Skirk Prospector, Metallic Mimic, Murderous Redcap
Skirk Prospector, Lightning Crafter, Kiki-Jiki, Mirror Breaker
Skirk Prospector, Fecundity, Empty the Warrens
There's also Scuzzback Marauders for infinite mana with the first engine, or infinite mana/draw when you add fecundity to the first engine, or infinite mana/damage when you add Siege-Gang Commander to the first engine. All these are absurdly clunky, but I still felt I'd mention them.
Jim Davis wrote THIS article on SCG with a Fecundity list recently.
And Sam Black wrote THIS article recently with a list that had Knucklebone Witch that I really liked.
I've been toying with Frogtosser Banneret with decent results in RB Midrange/Combo builds.
Our only tutor right now (besides the green ones that all seems too mana intensive) is Boggart Harbinger, but I hate that he puts the card on top of the library and we have no good card draw. You could combine him with Fecundity, sacking him to prospector to draw the card he just put on top, but that seems super clunky.
I have to go, there was more I wanted to say but I'm out of time. That's enough to chew on for a bit though. Looking forward to hearing your thoughts.
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
A list also wound up on mtggoldfish recently as well, and I think he's on the right track.... The trick is getting good use out of what you lay down. A Mogg War Marshall is a mana-positive goblin, it's basically a Ritual on a stick in this deck where you need it. If you can run another 8-10 Rituals, you can draw the deck and go off.
The old deck had some really good "backup plans" to get around different situations. Goblin Sledder was a good way to make sure that if you had a medium number of bodies up against blockers, you could always get the damage through. Matron obviously fetched out important pieces when they were needed. Goblin Sharpshooter was also a great way to clear boards or kill an opponent without combat... just sac/draw until they die.
The only card I see that can replace Sharpshooter is Boggart Shenanigans. It's not a body, but it does basically the same thing (without being able to hit creatures, which may or may not be a big deal). Funny enough you could also tutor it with a Matron, but we don't have that option.
There are also other ways to really push the storm angle... Rituals, Manamorphose, Battle Hymn, Infernal Plunge... and there are also some good options for more card draw/filtering like Commune with the Gods, Faithless Looting, or something in that vein, however you have to be careful because they won't produce mana.
As for creatures, I don't know if it's worth going the route of Goblin Warchief and a bunch of 2-3 cmc Goblins like Goblin Piledriver, Mogg War Marshal, and Boggart Shenanigans... makes better use of the mana being generated, but get's a little trickier without the combo going and you may not get enough pressure on the board. Or you can stick with the 1 cmc creatures and Have a good aggro plan with the Fecundity/Prospector combo lurking in the background. Also seems silly not to have Goblin Bushwhacker in the mix somewhere... large plan or small, he will pump and haste your team for the win if you've somehow got a ton of fodder on the board early.
I know none of this is all that decisive. Lots of "I don't knows". Which is the truth. But the more we talk about it, we might be able to whittle down a viable deck from all these options.
I still don’t want to give up on the Murderous Redcap combo either. This is exciting and frustrating. I hope they throw us a bone in the subsequent set.
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
Here's the list:
4 Mogg War Marshal
4 Skirk Prospector
2 Murderous Redcap
2 Metallic Mimic
2 Goblin Bushwhacker
4 Mogg Fanatic
3 Legion Loyalist
Enchantments (4)
4 Fecundity
Instant & Sorceries (13)
1 Footbottom Feast
2 Commune with the Gods
2 Claim // Fame
4 Empty the Warrens
4 Faithless Looting
4 Auntie's Hovel
4 Bloodstained Mire
4 Wooded Foothills
4 Copperline Gorge
2 Stomping Ground
2 Blood Crypt
2 Mountain
4 Tin Street Hooligan
2 Guttural Response
4 Earwig Squad
2 Stingscourger
3 Nihil Spellbomb
It's still very much a work in progress. I will say that Footbottom Feast is the real deal, man. I tried Commune with the Gods and liked it, but am currently trying the deck without it. It's sort of clunky, but it gives us better chances of making sure we get our Fecundity. I'm stoked about this list though. Try it out, let me know what you think. I'm open to any and all suggestions/criticisms.
Claim is more incredible than I thought it was going to be. It's insane value when you return a Mogg War Marshal to play. I'd like to find a spot for a couple of Knucklebone Witches because they would get huge while you're drawing your deck and give you a another angle of attack, but I don't like the casting cost.
--BRGJUNDGRB---BRGLIVING ENDGRB----BGELVESGB---BGWWILT-LEAF ABZANWGB
EDH:
URWNARSET/SHU YUN TRIBAL MONKSWRU
Hey! Im happy to see that people are trying to break these. Here is the link to the deck creation post about that deck
https://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/791730-modern-dirty-kitty-post-release-of-dom?page=2
If you want to share here your experience, it will be great!
I hope to see your results against other players soon.