2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [[Official]] [Deck Tech] Myr

    MYR Deck Tech!!!

    Hello everyone!

    Well, heh, this is my first big Deck Tech. I'm nervous... ah, well, down to buisness! This thread goes into much depth on the subject of Myrs. Yes those cute little robots that waddle around Mirrodin... Or is the politically correct term New Phyrexia? Ah forget it. Anywhooo, these decks are Standard, but not for very long once Scars rotates, but these decks are fine in Modern. But we'll get into that later. There are three types of builds with Myrs: Tempered Myrs, which is a mono white aggro beatdown, U/W Myrs which specialize in card advantage and milling your opponent, and Kessig Myrs, another version of aggro. A personal note before we continue: I am a very budget player myself. I don't think that you should spend hundreds of dollars just to have a unstoppable deck. I think that you should spend some money here and there to just have fun with the game. I am a very casual player, so if you were looking for a competitive deck, or a deck will make you win 99.9% of the time, go somewhere else. But if you're like me and play Magic for fun, not for victory (most of the time) then this is the deck for you. Now, for some background.

    Wizards Take on their Past:

    Myrs are little automatons created by the mad genius creeper dude thing (does anyone know what he is? I thought he was cool... Then I Saw his face o.O) Memnarch to survey the world of Mirrodin. Their construction resembles that of an ant. The word 'myr' is derived from the Greek word 'myrmex'. When Memnarch kicked the bucket, the Myr now had no purpose since their creator was gone. Aww poor Myr. The inhabitants of Mirrodin took in the cute guys and redesigned them to do tasks here and there. When the Phyrexia began to take control of Mirrodin, they too took some of the Myr into their own art. And that's where the story left off... How boring!


    Where they left off, I shall continue:

    The Myr slowly developed independent intelligence during the time of Memnarch and the Fifth Dawn. Soon, they evolved into highly intelligent beings, with and outstanding ability for team work and manipulating mana. Of course, everyone, even the creators at Wizards had no clue this was happening. The Myrs soon became a whole community, secretly relaying messages back and forth between themselves. They became a highly military and sophisticated society. When the Phyrexia took over the planet, the Myr analyzed the variables and asserted that there was no way Mirrodin had any chance to fend off the new threats. It was up to the Myrs to fight the Phyrexia. But soon, Mirrodin transformed to New Phyrexia. The Myrs had a plan: act their stupid cute selves and be accepted into Phyrexian society. The Machine Orthodoxy took the most interest in the little guys and redesigned them to be loyal soldiers. However, not even the Phyrexia were aware of the extraordinary mental capabilities of the little Myrs, who had successfully infiltrated the Phyrexian ranks. It was only a matter of time, till the Myrs enforced their plan and overthrew the Phyrexians. But all they need is time.

    Hope you liked my story. Now, if your not too bored, let's get into the deck tech, muhahahahaha! (P.S. let me know if you liked my story, took me a while to think that up!)



    Gold Myr, Silver Myr, Iron Myr, Copper Myr: Bread and water. Is this really up for discussion? A two drop that can generate mana? This is a basic building block for your deck! In this deck, a turn two Myr can get super out of hand.

    Palladium Myr: More mana attached to a solid 2/2 body. Can also be used for a Infinite Mana Combo with Myr Galvanizer. Pretty legit if you ask me.

    Myr Galvanizer: Lord of all Myrs!! Y U Uncommon?!?! Pumping up your Myrs is awesome, which gives this guy five stars. All of your measly 1/1 tokens suddenly are 2/2! Muah! Pseudo vigilance is okay in some decks. In this deck: amazing. Also, there is a Infinte Mana Combo you can perform with this card. Works out like this:
    Two Myr Galvanizers along with one Palladium Myr. Tap the Palladium Myr for :2MANA:. Use 1 mana of that mana to tap a Gavanizer, untapping your Palladium Myr. Tap the Palladium Myr again for another :2MANA:. You now have :3MANA:. Use 1 mana of that mana to tap your other Gavanizer, untapping both the Palladium Myr and your other Gavanizer. Repeat this process. Each time will produce one extra mana. As that one mana builds up, you can obtain infinite mana. Cool huh? If I explained this wrong, need to correct something, or clarify, just let me know.
    Note that when you do these infinite combos, first explain to your opponent the combo, then ask if has has any response to the combo. If the answer is no, just mention the mana of your choice you are adding to your mana pool. It's the civilized thing to do. If your wondering how to use this combo, Corrosive Gale likes this combo a lot. But another card that loves it is Steel Hellkite. His two mana ability can be infinitized so he pumps up to however much damage you need to finish your opponent. Keep that in mind.

    Myr Battlesphere: This deck has a nice way of passively generating lots of mana, which makes Battlesphere very playable. Check this out: a 4/7 body is hard to kill. The fact it brings four bodies along with it is awesome! The card could have simply ended there! But it gets better. His tapping ability, while sometimes useful, your Myrs are already pumped up due to a Galvanizer or a Tempered Steel, so his ability downgrades their pump ups, so most of the time, this is a 4/7 body that poops out four tokens. Very nice.


    (Overall)
    Myr Turbine: A token generator is always good. However, the tutor effect is up for debate. 5 mana, and five tapped myr is a very, very, very high price to pay. You basically jeopardize the game for this. Also, lots of your mana source is derived from the Myrs themselves. This was very close to not making the cut. In this deck. This I simply a every turn token generator

    (Tempered Myrs)
    Indomitable Archangel: Here is the big problem with the Myr tribe: Fragility. There is simply so much artifact hate that fits into any color, that you can be sure a opponent will have a sideboard answer to your robot army, which can cripple you extremely. Creeping Erosion ruins this deck. So, this Angel is the best utility you get get. A 4/4 flying body is superb. And her Metalcraft ability can be reached by as early as turn four or five. Protecting all of your Myrs is fantastic. When all looks grim, this girl saves the day.

    Myrsmith: yes I know I know, not a Myr. Calm down. You have lots of artifact spells, and in most cases that one mana will be just lying around. This is a token generator, which trust me, is very good. Producing tokens can serve multiple purposes, and in this deck, tokens are very core.

    Tempered Steel: The core of the deck. You need this card. You. Need. It. It's that good. With this card on the field, half of your creatures are out of the reach of normal burn spells. Your tokens are now 3/3 beasts. Yeah. You just gave Garruk a run for his money by sending a army of cutie beasts his way. If your opponent has no immediate answer to this, you'll win the game.

    Arrest: I am a budget player, so this is pretty good in my book. Go ahead and argue that there are better lockdown spells. Not in standard right now. Arrest completely stops any bomb your opponent may have. This card will save you a majority of the time.

    Dispatch: Myrs' version of a Path to Exile. As I said before, Metalcraft can be obtained by turn four or five in this deck. So... Oh, is that a Titan you just played? Bye.

    Elesh Norn, Grand Cenobite: There is a number of reasons Elesh is in this deck. One, it was the best trade of my life and I love her so so much! Two, the mana you generate in this deck can put her in the field, so she is playable. And three: she is simply down right beast. This card is very optional, it is just my personal ting to the deck. If you DNT have her or can't afford her: don't worry. She is simply a alternative win condition that you will use 1/10 times. But she IS a win condition.

    (U/W Myrs)
    Blue Sun's Zenith: This is one of the two win conditions for this deck. How it works is, using the Infinite Mana Combo, you can pump up this spell's X value to 60 and make your opponent draw his deck. Pretty neat huh? The one problem you'll have with this card is it's demanding blue mana cost. This means if this is the card your aiming to win with, go immediately on the defensive. You can also simply use this card to generate you're own card advantage.

    Increasing Confusion: Another win condition like Blue Sun, only this mills your opponent's deck. Slightly easier to play than Blue Sun.

    Mana Leak: This card is pretty much a staple in any Standard Blue Deck. Early game control and works most of the time in getting rid of your opponent's spell, or at least draining his mana base. Great card over all.

    (Kessig Myrs)
    Hellrider: YEEEEEEEEEEE HAAAAAAAA HELLRIDER!!! This card is super powerful in any aggro deck, and your Myrs are no exception. If you happen to have a Battlesphere out with its four tokens, this card's value goes through the roof. True he isn't a Myr, but he still helps in the offensive.

    Rampant Growth: You're basic mana ramp spell. Nothing extravagant. Simple, yet elegant.

    Pillar of Flame:This burn spell, like most burn spells, are used not for dealing direct damage to your opponent (Of course it's always possible) but to get rid of pesky blockers or other threats on the board.

    Red Sun's Zenith: An alternative way to win, rather than BASHING your opponent is to use the Infinite Mana Combo and deal game damage to your opponent. Very nice!

    Descendant's Path: This is purely a fun card. However: keep in mind that this may push you away from winning with spells. If you were to draw a Red Sun, but instead you need to put it on the bottom of your library due to this enchantment, there is nothing you can do about it. Simply keep that in mind.

    Kessig Wolf Run: Ah! A wolf run deck with Myrs. Sigh.. Anyway, this card is, as you may have assumed by now, able to abuse the Infinite Mana Combo.



    Origin Spellbomb: Another problem Myr decks are gonna have is card advantage. If you gleefully play Myr after Myr, you'll soon run out of steam. If this does happen, you can swap the Myrsmith out for this. It will give you card advantage and a Myr in the process. Win win.

    Celestial Purge: The answer to red or black threats.

    Revoke Existence: the answer to Swords or anything else that applies... But mostly Swords -.-

    Corrosive Gale: The answer to mad fliers. Note that this would be a good card to use the infinite mana combo to make sure nothing survives.

    Steel Hellkite: A very good artifact bomb on its own and a nice source of removal. This deck generates enough mana to make both of his abilities relevant. He combos very well with the Infinite Mana Combo.


    Darksteel Myr: Here was my exact reaction when I saw this card.
    Whaaaaattt?
    3 mana: o.O I am intrigued
    Artwork: Nice! What is this?
    Artifact Creature-Myr: Dude no way!
    Darksteel Myr is indestructible: OMG OMG OMG OMG THIS COULDN'T GET ANY BETTER!!!
    0/1: Ruined my whole day -.-

    Hovermyr: Cute, but gets super outclassed. Myrs need teamwork. This turns into a voltron card in this deck. No bueno.

    Myr Sire: I really like this card, but Origin Spellbomb seemed better. But, c'mon, that artwork is amazing!

    Perilous Myr: This is a card that isn't good on its own, it needs a Heartless Summoning to be made effective, and a Myr Reservoir. Too much build around me. Not what this deck needs.

    Propagator Myr: Another card that is very build around me. This deck simply doesn't have the time. Only use if your feeling super inventive with the infinite mana combo.

    Shimmer Myr: This deck simply has no need for the element of surprise. Holding out mana to suddenly surprise your opponent with a Turbine or something is simply unnecessary for this build.

    Myr Welder: This is a weird card. You would exile a Galvanizer or a Turbine with this card. To me, it's just not necessary in this deck.

    Myr Superion: You may be like "thisfoosaywhaaaaaaaaattt?!" Erm... Yeah... I Dont like Myr Superion. He seems like a good cars, especially in a deck that uses lots of creature mana bases. But in a game, this card actually sits in your hand and does nothing. Very rarely does he see play. When he does, he's awesome. But when he does, you have enough mana to play a normal 5/6 creature. And no trample or anything allows Superion to be chump blocked. But I will admit, his art is supa nice.

    Myr Reservoir: This card basically competes with Palladium Myr. Difference? One can recur Myrs and is mana restrictive. The other, simply is a cuter 2/2. The Myr is the better choice.

    Shrine of Loyal Legions: This deck doesn't see too many white spells, so this Shrine charges very slowly in this deck. I personally think there are better choices than a fragile card that takes too long to charge and may not have the access to mana when it needs it.


    That is a very good question. These three builds are for three different tastes. Tempered Myrs (My personal favorite) is basically a mid-range aggro deck. If you like interesting games, exciting games, then this is the deck for you. It takes advantage of tokens and getting out lots of small creatures fast so you can use Tempered Steel, Myr Galvanizer, and Elesh Norn to pump them up and swing for the finish, controlling the board with lockdown spells and removal.
    U/W Myrs are for those who like to think alot. This is also a build that thrives on the Infinite Mana Combo. To me, the combo isn't extremely necessary simply because it's just such an unfair way to win. Not only that, it get's boring after a while. I don't like decks where there is one mechanical way to win all the time. So this is the deck for you if your against my philosophy. If you want a way to absolutely win while having a semi-tribal theme, then this is the deck for you.
    Kessig Myrs is just a aggro version of U/W Myrs. If you want to always win through smashing your opponent into the ground using the same Mana Combo, then this is the deck for you. But this deck, unlike U/W, can win without the Mana Combo, so really it is simply a question of if you prefer heavy early game aggro.
    Overall, any of the three decks are fine. That's why there are three of them, to adapt to one's personal taste.


    Sadly, this deck will rotate out of legality in a couple of months. However, not to despair! This deck sees lots of play in Modern with some tweaks, such as these:

    Steel Overseer: Ahhhhh!!! Smexy to the max. This is a staple in a Modern Tempered Myrs! His somewhat Lord affect is very nice. The only problem is he is not a Myr. If you want to get creative, splash in blue for counterspells and Xenograft, which can make all your creatures Myrs. Why would I do that? So the Overseer can gain +1/+1 from the Galvanizer? No. So your Galvanizer can untap your Overseer. Along with the infinite mana combo, you can keep tapping and keep pumping up your Myrs.

    Path to Exile: More reliable than Dispatch, this should be the staple of any white Modern deck.

    Myr Matrix: The original version of the Myr Turbine has some ups and downs. The obvious downside to this card is the face you need to pay five mana for one token. Often times, not worth it. However, I choose the Matrix over the Turbine simply for it's Lord effect. Its just beautiful. And I thought giving up a token generator for a Lord effect was the better option.

    Since I'm not a Magic Expert, I'm not sure of other cards that can be used to enhance this deck. If you think there is a card that should be in this section, just let me know.

    Well my friends, that is all for this Deck Tech. If you have and comment, concerns, questions, criticisms, or compliments (especially those) just say so. Thank you for reading, and I hope you liked my Deck Tech! If your thinking of making a deck like these, let me know. I would be glad to help you or just know that I'm not crazy making this kind of deck. Have a good day Smile
    Posted in: Casual & Multiplayer Formats
  • posted a message on M13 official video
    BOLAS!!!!!!!!!!! AHHHHHHHHHHHHHH He's me favorite. I think it would be cool to do a Planeswalker version of Palladia-Mors, since she is the only Elder Dragon besides Bolas to still be alive. Now, if they did, Palladia-Mors would be my favorite!
    Posted in: The Rumor Mill
  • posted a message on I wish Magic wasn't so tribal anymore.
    In my opinion tribal is simply a fun build. A lot of people don't play tribal, and the ones who do play very casual decks. So in reality it isn't that big of a deal. Tribal is just another style of playing that isn't even utalized a lot. And like I said before, tribal is fun Smile
    Posted in: Magic General
  • posted a message on A Game of Thrones
    I like the idea a lot and think your choices are well off. Nice job Smile
    Posted in: Casual & Multiplayer Formats
  • posted a message on Myr Fan Art
    IS it possible I could use this picture for my Myr thread? I'll give you credits under it Smile
    Posted in: Artwork
  • posted a message on How to Write a Primer
    Quote from Whitemage57
    Not a dumb question at all. Two ways really either type out [ card ] and [ /card ] (without spaces) around the card which is not recommended or type the card you want linked and then highlight it and click the picture of a single magic card (in the code menu above where you make your message) and it will wrap the code around that word.


    Thank you so much! That helped alot! But another thing is, when I try to start the thread, the website won't let me :\ why?
    Posted in: Casual Primers
  • posted a message on Primer Decks: Dragons
    This was a awesome primer! I personally love Dragons, but never found a way to utalize them in a good deck. But this helped a lot! Thanks! What's your personal favorite dragon? Mine is Shivan Dragon (just a classic) and Two-Headed Dragon Smile
    Posted in: Casual Primers
  • posted a message on How to Write a Primer
    This is probably a stupid question, but how do you write a link to a card? Like how you can click on a card name and the new window opens for the card rules and price? Smile
    Posted in: Casual Primers
  • posted a message on Aye!!!
    I've been to the site a few times, and it's just awesome, with all the information and just everything! I also really love the primers! I was thinking of making a primer myself. However I'm not sure how you guys get that "spoiler" feature and links with the card name. If someone could help me out with that, it would be awesome! Again, nice to be here Smile
    Posted in: Introduce Yourself
  • posted a message on Verdant_Flame Studios [Argetlam(Hakai)]
    Hello. I really really like your work. It's just awesome. I was wondering if you could do a signature for me wit:
    A) balefire liege
    B) ajani Vengeant (the artwork from the promo card.)
    C) two-headed dragon (the artwork from 'from the vault:dragons')
    You can switch it up however you think is better or looks cooler (: thank you for you time? If you need anything clarified just let me know. Also, good luck with finals!
    Posted in: Avatar & Sig Shop Archive
  • posted a message on Primer Decks: Soldiers
    This is really helping me with my mono white Soldier Tribal Deck Smile Thanks!

    This really helps me out with my mono white commander. Thank you Smile
    Posted in: Casual Primers
  • posted a message on [[Official]] [Developing] Goblins
    Standard Goblins (m13)


    "Of course I know how to use this thing! What's so hard about swish, swish, stab?"



    "... Which of these, peak, your profane desires?"
    Hello guys! I wanted to make a thread for us Goblin lovers, and how our love can be applied in the Standard meta. Now, obviously, goblins haven't been getting much love. They were rather horrendous in M12 (with the exception of Chief) and in Scars. It was nice to have a break from them in Innistrad, because more goblins would have been the flogging of a dead horse with another dead horse. But now, I think it's time for their comeback. m13 gave some hope for goblin support. While their are some major elements lacking in these m13 goblins (Lords and pump effects), these new guys are better in their own way. Usually goblins run the theme of suicide or 'Red Deck Wins'. Blah blah blah yeah yeah yeah, now m13 gives us a new refreshing strategy: Swarming. Yes, with Krenko, Mob Boss we have a new era of mischief. But in addition to that, we red players have a new exciting feature in our arsenal. Card Advantage.

    Wait wait, whaaaaaat?? Red? Card advantage? So this advantage is random? No, not at all Grin Well, not exactly. You see, I lied, its not REALLY card advantage. Cards like Wild Guess and Faithless Looting don't fill your hand with more cards, which is the definition of card advantage. Instead, they filter any unwanted cards in your hand for cards that will actually help you. For example, if your mana flooded, you can use these cards to get rid of those unwanted lands for new cards, hopefully creatures or spells. Lands are no longer dead draws with these cards. Instead, they can be filtered for a better draw.

    Well, I will try to update this thread as much as possible to adjust through the standard meta for this year. I will probably update this thread, until the end of our new Ravnica block. If you are thinking of playing Goblins, but not quite sure, or cannot make up your mind, here are some tips to persuade you:

    You'll like Standard Goblins, if...
    A) You love Goblins as a tribe, and much more.
    B) You love to play red.
    C) You want to take a new, fresh approach to playing red.
    D) All of the above.

    You'll dislike Standard Goblins, if...
    A) You dislike tribes, especially Goblins.
    B) You are very, very, unoriginal (You probably play a Delver deck. Shame on you :facepalm:)
    C) You're on the other side of the table
    D) You could say 'All of the above' but really it's because you're on the other side of the table.

    So, you on board, mate? Ready to dive into the depths of a great, fun, deck archetype? Awesome! Currently we are in the limbo stages of standard. What does this mean? It means that we have access to cards that will be not legal in a matter of months. So, if you want to enjoy this build at it's full strength, start building now, and play now. This is a very fun and budget friendly build. My guess is goblin support will emerge in the new Ravnica set. More specifically, probably from the Gruul Guild. This will mean Goblins will be able to splash green. Psst, don't tell anyone, but that means we can use Rancor. What's this? A Goblin with Rancor? Unheard of? You better believe it, buster!

    Let's get this party started, you've probably heard enough of my jibber jabber. So, here is my (personal) decklist. Please keep this in mind, before you people start trolling all over the thread. This deck is NOT the best build ever made. However, it is the ideal start and direction you want to take with this deck. Keep in mind, this deck isn't exactly Wolf Run (Win every game), but this is (Beat the living crap out of your opponent, even if he wins). Hehehe, the big 'IF'. This is a strong, hard aggro build with card advantage to give us fuel if we happen to run into a late game. Any goblin deck that claims it can last through a late game without losing steam, is pretty badass if I do say so myself. This decklist isn't PERFECT, but it is a start. Hopefully, people will post their own decklists on this thread. So if you really don't like my list, or my thread, suck it up buttercup and keep scrolling down because I'm sure there will be a decklist that will tickle your fancy.
    Now, if you haven't fallen asleep due to boredom, or just fallen asleep, I give you, my Standard Goblin Decklist!!!! MUHAHAHAHAHA!!!


    "You can call me... the Gobfather."
    Goblin Arsonist: Many people have mixed feelings about this card. Well, I'm here to tell you, this card is so crucial. First, he is one of our only one drops, which tells you something. This may be a deck that storms out of the gates, but it's also a deck to ensure you'll usually never get a dead draw. The arsonist is amazing, due to the fact that he drops early, and punishes your opponent for killing him. You're opponent won't pay attention to him at first, but after a while, he actually demands an answer. Those fragile utility creatures your opponent is packing? Bye bye...

    Krenko, Mob Boss: Alright. I'm in love with this guy. He just warms my heart in a way no one has before. He screams with flavor, happens to be the biggest body in your entire arsenal, and increases your tokens exponentially. You thought goblins were dumb? "I attack you with the power of math!" Well, Krenko can start a good sized army on his own, but if you drop him on turn four, with a Chief out, he simply explodes. I recommend 2-3.

    Goblin Chieftain: Speaking of Chief!! An amazing Goblin lord, I'm scared to say this but one of the best. Your goblins really need this boost to become a real threat. Haste makes all your little guys friggin scary! Always run four. Sadly, he will be gone once m12 rotates out, so please, enjoy him while you can.

    Goblin Wardriver: Another card to enjoy while you can, Battle Cry is not to be underestimated. This guy has won me games. No seriously, turn four win with this guy. Earlier even. He is simply so amazing and powerful. Make sure to play him before Chief, then drop tokens to swing with giggly amounts of damage.

    Hellrider: Yes yes, he's not a Goblin, and strays from the Goblin Tribal theme. Well, due to the lack of Goblin support given to us for the past year or so, Wizards and the current meta have left us no choice. Behold HELLRIDER!! All of your tokens now slam into your opponent before they deal damage. Amazing! This card can easily end the game turn 4 or 5, which is ideal in these speed decks. As I said before, he is not tribal, but he is amazing utility. When Chief and friends rotate out, this guy will be out knight in shinning armor.

    Spikeshot Elder: Burn on a stick is always nice, and Spikeshot can get rid of utility In a flash. He has a number of problems though. Spikeshot was intended to be in a Equipment heavy deck, and therefor you'll find him in Hippo Blade decks. Also, his three mana cost for little damage is pretty discouraging. However, we run the Elder as a late game mana drain.

    Krenko's Command: A red Gather the Townsfolk? Yesshhhhh. This guy is incredible, and allows you to swarm your opponent. Overwhelming, my lord. This spell is awesome. Only problem? Sorcery speed. But hey, that's okay. I have to wait till my turn to whoop you good.

    Brimstone Volley: One thing this build lacks is red burn at instant speed. This is as close as we're going to get. Use when nessesary, don't wait for the Morbid trigger to go off. Sometimes, when you gotta burn, you gotta burn. The trigger should be easy to set off, since your sacing your Goblins on a normal basis.

    Goblin Grenade: This card will WIN you games. Seriously. Five damage?!? That's 1/4 of your opponents life total. A quarter of your job is done for one mana and a goblin. You can always sac tokens, or even a Arsonist for a extra kick.

    Wild Guess: This is a good card in this deck. Double red? No problem. Card filter or hand interaction in Red is unheard of. It's like... Gamble was reprinted for standard (Okay, that is a exaggeration) but still, this can restock your hand as well as filter any other card out.

    Pillar of Flame and Devil's Play: Much more direct burn spells if you really need to bomb the crap out of someone. This sideboard does need a lot of help, so anyone with suggestions would be awesome.

    Flames of the Firebrand: Pardon my crude reference, but many people consider burn spells as point and shoot. Really, it seems like there is nothing to them. Drop an opponent's life totally to 0, blah blah blah. Go polish your Esper Control, whinny butt. This burn spells is nice because it can divide the damage. No more overkill. Now you can use those left over points on other things.

    Traitorous Blood: A weakness of this deck is its ability to totally shut down when a board sweep hits. We have no way to recover, since our hand has been exaughsted and very few of our burn spells have flashback. This is one of the only ways to bounce back: Take your opponent's bomb and go in for the kill.

    Chandra's Phoenix: Not a goblin, so it strays from the tribal theme. However, this is the only recurable red creatures. So, basically, this is one of our other ways to bounce back from a board sweep. Very useful

    Gut Shot: I'm getting pretty sick of Snapcasters that come up, then get swords slapped on and swing. This is how we deal with those pesky weaklings.

    Corrosive Gale: We have little protection from flying, so two life and any amount of mana will do for th sake of our Goblins hides.


    "A single dedicated mind can bring about the greatest destruction. That, or goblins—goblins work too."


    Coming Soon!
    Phew, that was quite something. I hope you all enjoyed the thread. I'll keep it updated as much as I can. Please leave your input and feedback. If you really likes the thread, Please please please let me know. Something you want to see in the thread? Go ahead let me know. I would like to add a playtest section, so if you want to input on some decks you would like to see these Goblins go up against, please PM me and I'll see what I can do. You're welcome to post your own decklists here for me or others to comment or help you. If you're seeking my personal help, you can always PM me about your list. Hmmm... Besides that, this was fun, and hope you guys enjoyed reading it as much as I did writing it!


    Just added! Yeeaahhh!
    8/27/12
    + 1 Krenko
    - 1 Spikeshot Elder
    Posted in: Standard Archives
  • To post a comment, please or register a new account.