Brightstone isnt a goblin so it has no synergy with Matron and Ringleader. Prospector can be used repeatedly for small boosts or to get around decks that focus on resource denial, whereas Brightstone gives a one time boost of more mana than you could possibly use. In addition, sacrificing your own goblins to Prospector can be used for repeatedly untapping Sharpshooter to finish off an opponent. Maximizing the deck's synergy is vital to make Goblins competitive.
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Always funny to see a good Stasis deck in action. Have you considered Frozen Aether as an alternative to Orb of Dreams? It does cost one extra mana, but with the benefit of allowing your own permanents to enter untapped.
Just as some more suggestions. Goblin Piledriver is one of the best beaters Goblins have. Also instead of running burn spells to kill potential blockers you can just cycle Gempalm Incinerator. I'd probably advise against the enchatments. You want to maximize the synergy of the deck and you could just be running more lords instead like Warchief and Chieftain
Goblin grenade is really kind of weak anyways. If you want direct damage for a goblin deck these is Goblin War Strike.
If you want it to be playable in legacy you'll want to run 4 Aether Vial, 4 Goblin Ringleaders, 4 Goblin Lackeys and 4 Goblin Matrons as the main core of the deck. That card advantage engine is one of the biggest advantages Goblins have.
You generally only cast Fireblast when the damage would be lethal, losing land doesnt matter when your opponent is dead. Fireblast also allows you to do up to 13 damage on turn 3. As a burn deck, you shouldnt ever be worried about targeting creatures unless they are preventing you from winning the game or are about to make you lose. The goal of burn isnt to prevent yourself from dropping below 20, its to deal 20 damage as quickly as possible. Chain Lightning is actually amazing against red decks. Why? Because its a trap! If they send it back at you, you get to send it back at them again. The original caster will always be three damage ahead and you get an extra lightning bolt without having to expend another card. As for the creatures, they are strictly better than the creatures in your current list. Arc Runner is a Ball Lightning without trample. Lightning Crafter doesnt have haste and can be 2 for 1ed if someone kills your other creature in response. Kamahl costs six mana for a lightning bolt which is way under the curve for burn damage. The reason burn decks run the creatures they do is because those creatures either come out early enough to do something before they can be removed, or they always do something even if they are killed. They also have a low enough cost that you dont mind losing them. The only advantage burn has over other strategies is playing lots of equally powerful spells at low cost which makes it incredibly inefficient to try to counter any of them. If you tap 6 mana for something, and it gets countered or removed, you essentially just let your opponent play a Time Walk for free.
I have to disagree on the very concept of trying to make burn scale to late game. A burn deck that's still playing in late game has already lost. And any sort of ramp in a burn deck just feels silly. The first key here is to start off playing as many 'effective copies' of lightning bolt as possible. That means Rift Bolt, Lava Spike, and Chain Lightning (though chain lightnings can be slightly more expensive than most burn cards). Magma Jet is also pretty good since it lets you scry and Flame Rift is pretty decent for speed as well. Fireblast is absolutely required since it speeds up your fastest possible win by a full turn. Price of Progress is a burn spell thats great in Legacy but not very good if your opponents dont use non-basic lands. If creatures are used at all, some of the best ones are Goblin Guide, Keldon Marauders, and Grim Lavamancer.
Best case scenario: they can't cast non-instant spells or attack after their 3rd turn. Then if they destroy or bounce the scepter you are pretty much shut down. That by itself is not going to produce a solid or reliable lock.
The deck is missing two key things: consistency and a good mana curve. You have way too many individual cards. The cards you want to draw most often should always be 4 of. You generally dont want to play singles of cards unless you have other cards that can search for them. Instead of playing things like 1 Revive, replace it with another copy of the card you would use it to retrieve. Any time you have to think of an elaborate scenario to make a card useful, it probably isnt. Public Execution? Just play another Murder instead. Watch the mana costs of your spells and make sure you have enough cards that you can play early in the game in order to survive until you can cast your bigger spells.
First of all, I'm pretty sure this is all Legacy legal. It definitely isnt good enough for Vintage, and really wouldn't even compete against Legacy decks. Also, you cant imprint sorceries to Iso Scepter. I'm not sure if thats what you had in mind, but Ancestral Vision and Winds of Change both wont work. Really, none of your spell choices really make sense other than Orim's Chant and Enlightened Tutor.
Considering people can pull off first turn wins within the Vintage restricted limits, and even within Legacy... If you cant build a consistent first turn win with 4 of power 9, you just really aren't trying. This took like 30 minutes: http://www.mtgvault.com/ViewDeck.aspx?DeckID=388059
Redirect seems like it is potentially a dead card in your hand depending on the meta. Some of the new blue overload cards in RTR might be worth running. Maybe even in place of Stormtide. I think they'd more reliably make sure your Scroll Thieves can get through earlier in the game. Unfortunately there arent any blue/black cards in RTR, you wont see that guild until the next set. Blue/white might be worth looking into though if you wanted to play with more control.
A few decks and ideas I'd be happy to have suggestions on: My primary Legacy deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=367913 A Modern Merfolk deck idea: http://www.mtgvault.com/ViewDeck.aspx?DeckID=387476 And a crazy (and possibly bad) idea for RTR Standard: http://www.mtgvault.com/ViewDeck.aspx?DeckID=382170
You're wrong, you can only have 4 of any card except basic lands (and relentless rats). Even other lands are limited to 4 of.
Natural Order is generally a much faster and more reliable way to play Progenitus than trying to actually hard cast him with a 5 color deck. Just put the combo in an elf deck with Piper as backup to keep it from getting stuck in your hand.
Its difficult to believe this deck manages to include 4 black lotus and still only has a chance of winning in a perfect "magic christmasland" scenario. Even then, it loses to "umm.. I'll just counter that spell?". You cant design a deck with 4 black lotus and then just ignore the existence of force of will.
I used to play a deck largely based around this combo, personally I went with a white/red defensive burn type strategy, but you might be better off with a white/blue control approach. Regardless where you go with it, you do not want to be running 4x of each of those. Its going to make you topdeck extra bridges that you dont need every game. You need to just run 1 or 2 with plenty of ways to search your deck for them. Enlightened Tutor is pretty decent, plus it lets you grab Leyline of Sanctity as well. Your key weakness is going to be artifact destruction, Hanna's Custody can be a nice way to protect your defenses depending on what your meta is like.
Flash is banned in legacy, and this certainly appears to be legacy legal. I'd suggest dropping the Bitter Ordeal combo, its much less reliable. Empty the Warrens makes for a better backup plan. Try looking into Ad Nauseam and Ill Gotten Gains as other common storm enablers. Also Burning Wish can be used to retrieve a Tendrils from your sideboard while increasing storm count.
I think this is a bit creature heavy, I would add more spells that allow you to respond to stuff your opponent might do. That aside, why 3 Phyrexian Dreadnoughts and 4x of the others? Its the best out of the bunch. I'd focus on the Dreadnought and Hunted Horror. Maybe Avatar of Discord but even it feels a bit slow. Eater of Days just isnt worth the risk of playing it. You pay 4 for only a 9/8 and if they destroy your Torpor Orb in response you basically lose the game by skipping two turns. You can also add Stifle or Trickbind, which can be used both to counter the ETB triggers if you dont have a Torpor Orb yet as well as potentially messing with a lot of stuff your opponent wants to do. Also, Nyxathid and Diregraf Ghoul do not work with Torpor Orb. These are not triggered abilities. They are static abilities, essentially statements of fact about the card, not something you can counter. Plus Diregraf Ghoul would be horrible in this deck even if it did work with Torpor Orb. You have a 1 drop 12/12 trampler, you hardly need a 2/2.
Adding this comment appears to have added 3 likes to this deck without me clicking "like". I'd hazard a guess that this is the reason random troll decks regularly get on the front page.
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