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Oct 9, 2018After playing quite a lot of GoR, the only card that really stood out to me apart from the obviously good Ornery Goblin was Healer's Hawk. It's just a great turn 1 play that makes it really hard to race you, it feels kind of busted, when you pump it, due to lifelink being exponentially better the more power a creature has. Even though we got several decent white Onedrops lately, it's still something pauper lacks and the hawk is a decent consideration IMO, if you look to expand that slot further.Posted in: Pauper & Peasant Discussion
Sep 19, 2018With the full spoiler being up now, I think that Ornery Goblin is the only card that will make the cut for me. Ashmouth Hound has always been great for me and I see no reason not to run booth copies.Posted in: Pauper & Peasant Discussion
Sidenote: I really expected more than a single card from Ravnica, especially since this one card is simply a functional reprint.
Sep 18, 2018Pretty disappointing golgari cards. Undercity Revolt has a very unique effect, but I want it to at least give +1/+1 ueot or even better +2/+2 ueot with cc5.Posted in: Pauper & Peasant Discussion
It seems like I will stay with Grisly Salvage as my 3rd Golgari card. It's always solid and basically reduces the cost of your next Delve card to 1.
Sep 15, 2018Posted in: Pauper & Peasant Discussion
I think Hypothesizzle is much more potent. At the time where you have 5 lands you don't want to kill X/2s, but much rather X/4s, that prevent you from attacking. Having the opponent "pay 1 phyrexian mana" is as good as useless.
It's pretty much a multicolored Read the Bones, which is for sure the best black draw spell, but will not make the cut for me, because dimir is simply way too stacked. I also like the design of Artful Takedown and think that the powerlevel is fine for it's own limited environment. We can't expect something as broken as Agony Warp as a common nowadays.
Sep 15, 2018Countervailing Winds is outclassed by all of the XU Counterspells, IMO. Circular Logic is obviously insane with enough support, but pretty weak otherwise.Posted in: Pauper & Peasant Discussion
Oasis Ritualist was amazing in it's limited environment, but that set was full of 7 mana Uncommon and Rare bombs and many expensive creatures with cycling. In pauper there is simply not enough reason you need 7 mana on turn 5. 1-2 mana ramp spells are much more relevant for pauper cubes.
Sep 15, 2018I think 4 mana is a huge deal at sorcery speed because it definitely takes your whole turn while also telling your opponent there are no tricks to be awaited at instant speed. I prefer Dark Bargain for that reason. 4 open mana is highly threatening.Posted in: Pauper & Peasant Discussion
Sep 12, 2018The GB list also only played about 2 basics and exchanged the slots the Whir list uses for fixing for more colorless lands aka 2nd Ruins, Inventors' Fairs and Ghost Quarters.Posted in: Control
You can easily play 2 Islands in the Whir list, so the basic land count is the same and I think that more than 2 basics isn't necessary.
Sep 11, 2018Posted in: Control
Sep 6, 2018Healer's Hawk seems like the only considerable card so far to me. Vault Skirge has always been a playable card, that does insane stuff with equipmnents and can even be worth the risk of enchanting it. A "non-colorless" version is in a way worse, but it also doesn't have the initial 2 life loss.Posted in: Pauper & Peasant Discussion
Aug 31, 2018I think you can go down to 35 lands with enough ramp. The deck isn't actually that mana hungry.Posted in: Multiplayer Commander Decklists
Winding Canyons is really good btw. to flash in stuff like Lab Maniac. Also Desolate Lighthouse > Ash Barrens.
I didn't read Frenetic Sliver fully. Sad that they fixed it.
Aug 31, 2018I've just recently decided, to build a deck around these Commanders. This is what I came up with after smashing in all the related cards + some chaos and some goodstuff, which I run instead of your countermagic. Here is what I came up with:Posted in: Multiplayer Commander Decklists
I really like the Chaos/disrupting cards like Knowledge Pool, Grip of Chaos, Planar Chaos, Possibility Storm, Stranglehold and Widespread Panic.
I've also decided to go for a bit of a pillow fort strategy with cards like Collective Restraint, Propaganda, Aetherize, Aetherspouts, Domineering Will, Illusionist's Gambit, Mirror Match and Reins of Power
Apart from that I tried to implement all the playable coin-flip related cards. Frenetic Efreet and Frenetic Sliver are obviously pretty absurd, because they go infinite immediatly, which is why I also run Drift of Phantasms to find them when necessary.
If not infinite, I think Orcish Captain is really good since you simply get X Coin Flips. I'm not sure if Goblin Festival is worth it, but with e.g. 10 mana you get 5 coin flips + actually some points of damage.
I decided against Fling and stuff like that, since I don't just want to kill one opponent, but rather end the game on the spot, when I go off. Also my list is much more budget friendly.
As far as your question go: If you have the cards and/or the budget, you should always play all available fetches.
I wouldn't run colorless sources just to enable Mirrorpool. I would try to play a lot fewer nonbasics anyway, because Ruination and Blood Moon are pretty devastating against you.
I think Winter Sky is really bad. Puppet's Verdict is a lot better for killing small creatures and as far as cantrips go I decided to try out Shadow Rift to make Okaun unblockable.
Mogg Assassin is pretty good IMO. Crooked Scales might be too clunky.
Aug 24, 2018Al_Z_Heimer posted a message on [[Primer]] Norin the Wary - Heads I win, Tails you lose.A while back I made a post about the 2 different paths a Norin deck can go.Posted in: Multiplayer Commander Decklists
"1) The etb-value-creature deck:
You play creatures with strong etb-effects and try to retrigger these effects by copying or retrieving the creatures.
There are 2 types of cards for this archetype:
Value etb-creatures: Goblin Matron, Pia and Kiran Nalaar, Siege-Gang Commander, Mindclaw Shaman, Solemn Simulacrum, Duplicant, Myr Battlesphere, Pentavus, Hoarding Dragon (+Wurmcoil Engine with a good death trigger)
Copy and Recursion: Goblin Welder, Feldon of the Third Path, Kiki-Jiki, Mirror Breaker, Flameshadow Conjuring, Blade of Selves, Minion Reflector
2) The swarm deck:
You just try to produce a lot of tokens and get as much value out of them as possible.
The types of cards for this archetype are:
Swarm producing cards: Krenko, Mob Boss + a lot of other goblins, Siege-Gang Commander, Pia and Kiran Nalaar, Myr Battlesphere, Pentavus, Warchief Giant, Tempt with Vengeance, Firecat Blitz, Snake Basket, Myr Incubator, Genesis Chamber
Payoff cards: Ogre Battledriver/In the Web of War (+ Pandemonium/Warstorm Surge), Impact Tremors, Purphoros, God of the Forge, Goblin Bombardment, Outpost Siege, Vicious Shadows (+ Goblin Assassin with goblins)
Hybrid cards: Pia and Kiran Nalaar, Siege-Gang Commander, Myr Battlesphere, Pentavus"
The thing is, that the cards, which work well with Norin are all in the later group (e.g. Warstorm Surge/Purphoros, God of the Forge/Genesis Chamber/
Confusion in the Ranks [Trading Tokens for better creatures is valid, you don't want to trade Kiki-Jiki]), which is why I think it's the kind of strategy you should focus on. My list is pretty heavily focused on these and I'm really happy with it. The deck runs super smooth and consistent at doing what it's supposed to do, which is causing chaos and disruption, while building up towards winning. Getting value out of etb-effects is nice, but not usually not a winning strategy, as you simply need to go over the top in multiplayer commander games.
I think if the first strategy is what you are aiming for you might actually be better of with Feldon or Kiki-Jiki as your commander and while I could theoretically exchange Purphoros and Norin, which might actually increase the powerlevel of the deck, as pointed out Norin just looks way more innocent, while you might not be long for this world with Papa Purphoros in your command zone.
My deck (Link in Signature) could be called big red. It has a a big focus on artifacts and ramp and a lot of very mana intense, but impactful spells.
Apropos Goblins: I haven't really made any secret of my dislike for them. Of course I played with them when I first created this deck, but even way back then I quickly realized how underwhelming they were. So many of them are incredibly underpowered just in order to enable some synergistic payoff. One of my MVPs, which I haven't ever seen anyone else playing is Myr Incubator, which often ends games on the spot, is worth a whole bunch of Goblin cards. I have 26 artifacts. Even if I have like 6-8 on the board, when I crack this, it makes 18-20 Tokens for 6+6 mana either in the end step before my turn or in combination with Ogre Battledriver or In the Web of War resulting in 54-60 damage just of this one card.
Firecat Blitz or Tempt with Vengeance are other options to make use of a huge amount of mana and turning it into a win.
I've had magic-christmaslandish board states with Panharmonicon, In the Web of War and Warstorm Surge when casting Tempt with Vengeance with X=15, resulting in about 150 damage from the Surge + 75 in attacks.
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