goblin tokens ftwOnly about 10 matches in with this one, so still tuning, but lots of fun so far! Wanted to get it up here and get some feedback.
Strategy: Go wide with goblins, then use spells that benefit from their numbers to generate tons of mana and then hit them with direct damage via
goblin war strike (I play MTGO, so no
Goblin Grenade :-/... definitely make room for that if you play paper) or make a huge
foundry street denizen and reckless bushwack them all in. This is similar to an old one I made a couple of years ago, but now has artifacts to trigger
kuldotha rebirth as a much more efficient token generator than say,
hordeling outburst.
Goblin instigator is also a nice add (having one of the bodies being non-token has proven great against
snap or
unsummon over something like
dragon fodder since you can replay it when it gets bounced to your hand.)
I was running 4 more colorless artifact lands to sac to
kuldotha rebirth, but it made the manabase a bit inconsistent. Had some cycling lands in there too, same deal. 16 lands seems ok with the spring leaf drum and rituals, but I have gotten mana screwed a couple of games. I added a couple of basic mountains back in over artifact lands and went with the
bone saw as a zero cost artifact instead to sac to
kuldotha rebirth. There are some neat plays there. Several times now, I've gotten 3 tokens out on T1.
Mountain +
bone saw, sac it to
kuldotha rebirth. Etc. I've had some crazy plays like T1:
mountain + spring leaf, T2:
mountain,
foundry street denizen, tap him to spring leaf to generate mana, sacing the drum to
kuldotha rebirth to get 3 tokens on the board, then playing a
brightstone ritual to get out an
instigator and pay to kick a bushwhacker and swing for like 12 on T2! After hitting delver like 4 matches in a row, may switch to
ornithopter over
bone saw to clog up the skies. Saving the life from fairies chipping away might be better than the point or two you might deal with an equipped
bone saw before you sac it.
I love/hate
faithless looting. It's helped me dig for missing pieces, but has also time locked me out of turns when I used its flashback. (flashback is the only reason I chose it over other ones that provide card advantage... might swap it out.)
I had played with
impact tremors in decks previously, but it didn't click for me. It's been a huge
workhorse for me in this deck! Made room for all 4. It's absurd with multiples out!
Rites of initiation is a huge suprise! They will block your pumped denizen and leave the tokens unchecked. If they're bushwhacked, it only takes 2 cards to make them all 4 power! It's like
fireblast in that you're putting your eggs in one basket there, so I'm not sure I'd run a lot of them, but I will find room for at least another 1-2 main or sideboard.
I've hit the new reanimator deck and token decks a lot lately, that's why my sideboard looks the way it does. Will add in
pyroblast soon.
It's tons of fun!!
Let me know what you think!