_HaP
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Commander
Size: 100Est cost: $495.67Salt sum: 31.1
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{"ops":[{"insert":"Zada & the bois are extremey angry and crave blood."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nDeck mainly based on "},{"insert":{"card-link":"Zada, Hedron Grinder"}},{"insert":" ability to copy the instant and sorcery spells that target only her onto every creature on the board under control.\nThe main idea of the deck is to amass an army of goblin as fast as possible, cast Zada and pump the hell out of her and the army with her ability.\nOnce the army is all pumped, the swinging will be lethal for most opponents.\n\nThis said, the deck is a tribal goblin deck that also uses cantrips as the main source of draw, actively resolving Mono red main problem.\nIn fact, by copying the cantrips using Zada, not only the main effect of the card gets copied but also the draw effect one.\nFor example: by casting "},{"insert":{"card-link":"Crimson Wisps"}},{"insert":" on Zada, the spell gets copied for X times where X is the number of creatures on the battlefield and every istances of the copied spell targets a single different creature.\nThe result is that every creature on the battlefield gains haste and a card is drawn for every creature in control.\n3 creatures on the battlefield? 3 cards.\n12 creatures on the battlefield? 12 cards.\nThe same goes for treasure tokens: the effect that creates a treasure token like "},{"insert":{"card-link":"Reckless Ransacking"}},{"insert":" gets copied for each creature together with the big pump.\nAnother big one is "},{"insert":{"card-link":"Kari Zev's Expertise"}},{"insert":" : I revaluated this one after a second look.\nYes, it can steal one creature, but the true power comes from targeting Zada: it becomes an haste enabler and a powerfull \"ramp\" spell to cast a lot more cards if the hand is full.\nThis copying ability can also (and must) be used offensively.\nThe obvious is to pump all creatures with pump spells like "},{"insert":{"card-link":"Stolen Vitality"}},{"insert":" .\n\nAnother big chapter that I tried to integrate is the keyword enabling.\nI tried to insert the most possible cards that enable all the keyword that are important in combat focusing on haste and trample.\nThose cards are inserted in all the categories to get the max out of the deck.\nI mainly focused on those for two main reason: the object is to get our goblin in play and attack as soon as possible (either because the opponent do struggle with fast aggro and because a lot of gobling do benefict from having haste and activate their abilities as soon sa they enter, like "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" and "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":") and to make difficult the prevention of the damage.\nIf the horde has haste, can attack as soon as possible, plus if they get pumped and have trample, the defending player will have a hard time preventing the damage even if he/she has an army as well.\n\nTreat the sideboard as possible inclusion cards.\nSince no one is perfect, neither I am: if there are some mistakes, please signal them in the comments."},{"attributes":{"header":3},"insert":"\n"},{"insert":"All of them will be accepted."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nDRAW PACKAGE: "},{"attributes":{"header":1},"insert":"\n"},{"insert":"In fact this is the main skeleton of the deck: a full compartiment of the best cantrips in mono-red. \nWhitout looking at all the cards, an honorable mention goes to "},{"insert":{"card-link":"Fists of Flame"}},{"insert":" which is one of the staples of Zada, since gives an extremely boost in power to the creatures based of the number of them.\nParticular mention goes to \"No maximum hand size\" cards that are scattered in the deck: "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" , "},{"insert":{"card-link":"Decanter of Endless Water"}},{"insert":" and "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" .\nAll of those are pretty important due to the high card draw archiavable if the bouard is full.\nIt is possibile to add some more NMHS colorless cards ("},{"insert":{"card-link":"Anvil of Bogardan"}},{"insert":" or "},{"insert":{"card-link":"Venser's Journal"}},{"insert":") but it ends up taking a usefull space for something that does not fully sinergises with the deck.\nOne niche trick is to use a cantrip on the opponents turn (like "},{"insert":{"card-link":"Expedite"}},{"insert":" ) to gain card advantage before user's turn to use a not-used land.\n\nTOKEN / POPULATE PACKAGE:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The second big section of the deck are card that actualy populate our board in form of Goblin, mostly token.\nAside form the classic staples like "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" and "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" , there are some consideration to be made.\nThe first is to utilize the instant and sorceries like "},{"insert":{"card-link":"Dragon Fodder"}},{"insert":" in this package to really boost futher the token production in early turns or when the board is empty. \nThen use creatures that are token engines to consistently generate more tokens.\nBig shoutout to "},{"insert":{"card-link":"General Kreat, the Boltbringer"}},{"insert":" : not only is a good token generator engine but effectively can act as a secondary wincon.\nBy having him in play it is possible to chip away the life total of the opponents by constantly creating tokens.\nIf the production gets heavy it can remove a huge chunk of life, actively becoming another threat on the table.\nHonorable mention to "},{"insert":{"card-link":"Empty the Warrens"}},{"insert":" and "},{"insert":{"card-link":"Goblin Negotiation"}},{"insert":" (removed); both and effective way to generate token.\nThe first one can get really effective when the storm count is high enought and maybe something else has been casted before.\nThe second one makes up for a removal as well as a token generator.\nBy removing a little creature and damping a lot of mana in the spell a lot of tokens can be generated.\nOf course, for both spells a lot of mana is needed.\nTo be honest a lot of mana is needed in general for all the deck to work.\nthat's why I put a lot of attention in the ramp package as well.\n"},{"insert":{"card-link":"Young Pyromancer"}},{"insert":" came back because it is too much powerfull in a spellslinger deck to not be considered.\nLast but not least: "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" .\nIt speaks for itself; doubles all the goblin triggers, most of all Zadas ones. (if added) \n\nRAMP PACKAGE:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The overall ramp section is more or less made by staples of mono-red/turbo/spellslinger decks and sinergistic cards for Zada.\nThe usual suspects are "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" , "},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":", "},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" and "},{"insert":{"card-link":"Treasonous Ogre"}},{"insert":" ; capable of making insane mana with little effort.\nAlso "},{"insert":{"card-link":"Ragavan, Nimble Pilferer"}},{"insert":" can be added, excelent in kickstart the ramp process early on or to simply populate the board.\nLast, the soft-combo with "},{"insert":{"card-link":"Braid of Fire"}},{"insert":" (after some turns, If played at the initial turns) and a mana battery card like "},{"insert":{"card-link":"Leyline Tyrant"}},{"insert":" can really help (plus leyline and Electro as well can work as a flying defender and a political tool since, if enought mana is stored, they can explode and make a lot of damage).\nAfter more testing, it seems that having big rituals can really help in having big turns an continue to cast spells: "},{"insert":{"card-link":"Brightstone Ritual"}},{"insert":" and "},{"insert":{"card-link":"Battle Hymn"}},{"insert":" are the best for this job.\n\nINTERACTION PACKAGE:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Like the ramp package, here we have the classic interactions for mono red."},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" and all the deflecting spell make for protection of pin-point removal and deviate counterspells and my beloved "},{"insert":{"card-link":"Red Elemental Blast"}},{"insert":", "},{"insert":{"card-link":"Pyroblast"}},{"insert":" and "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" take the usual space to counter possible threats (or protect from counterspells as well).\nAs per pin-point removal of dirty enchantment (big weak point of the deck since one like "},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" can turn down all the strategy), we have, like always, the usual "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" and "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":" .\n"},{"insert":{"card-link":"Active Volcano"}},{"insert":" can be used as well like the two blasts it is limited to the fact that the permanents needs to be blue.\nI also wanted to implement more copy spells since they can be used as protection from conterspells as well (aside from copying important buff spells): by copying the adversary counterspell, the copy can target the first one countering it and, therefore, preserving our plan.\nLast, there is a dedicated group for artifact removal: "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" (primarely a deflection spell), "},{"insert":{"card-link":"Siege Smash"}},{"insert":" (primarely a pump spell) and "},{"insert":{"card-link":"Dreadmaw's Ire"}},{"insert":" .\nThis last one not only acts as a good pump spell but, if our battlefield is full enough, can be used to wipe out a lot of artifact as well.\n\nEDITS THROUGH TIME:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNote for mods:\nThe OG cheap deck does work best with 32 lands, it seems also that 31 is fine but needs further testing.\n\nVersion 1.5 edits:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands: \n1-One mountain for Arena of Glory \n2-One mountain for War room\n3-One mountain for Cavern of souls\n4-One mountain for Sandstone needle\n5-One Mountain for Castle Embereth\n\nNon-Lands:\n1- Harness by force for Deflecting Swat\n2- Electroduplicate for Return the favor\n3- Spreading Insurrection for Untimely malfunction\n4-Traitorous greed for Redirect lightning\n5-Shred of sanity for Tibald's trickery\n6-Spawning breath for Treasonous Ogre\n7-Goblin dark dwellers for Hexing squelcher\n8-Firebending student for Goblin Chieftain or Maximize velocity\n9-Runway steam-kiln for Storm-kiln artist\n10-Grishnak, brash instigator for General kreat the boltbringer\n11- Foundry street denizen for Birgi, God of Storytelling\n12-Legion warboss for Howlsquad Heavy\n13-Chaotic strike for Reckless Runsacking\n14-Kari Zev expertise for Flare of Duplication\n15-Pinnacle Monk for Active volcano \n16-Brute strenght for Stolen vitality\n17-Goblin Negotiation for Young Pyromancer\n18-Raze the effigy for Lunar Frenzy\n19-Panic for Rile\n\nVersion 2.0 edits:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands:\n1-One mountain for Sundering Eruption\n\nNon-Lands:\n1-Treasonous Ogre for Urabrask\n2-Braid of fire for Brightstone ritual\n3-Leyline tyrant for The vision and Scarlet witch or Battle hymn\n4-You see a pair of Goblin for Goblin war party\n5-Active volcano for Reverberate or Fork (needs testing)\n"}]}
Commander
Commander
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Copy
Copy
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Draw
Witch's Mark
You may discard a card. If you do, draw two cards.
Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Sorcery

Draw
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Interaction
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Interaction
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Land
Land
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Pump
Stolen Vitality
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)
Instant

Pump
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Ramp
Ramp
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Tokens / Populate
Battle Cry Goblin
: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Creature - Goblin

Tokens / Populate
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Sideboard
Ashling, Flame Dancer
You don't lose unspent red mana as steps and phases end.
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Legendary Creature - Elemental Shaman

Finale of Promise
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
Sorcery

Goblin Rabblemaster
Other Goblin creatures you control attack each combat if able.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste.
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token with haste.
Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking Goblin.
Creature - Goblin Warrior

Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Krark, the Thumbless
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy.
Partner (You can have two commanders if both have partner.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Wizard Goblin

Legion Warboss
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token gains haste until end of turn and attacks this combat if able.
Creature - Goblin Soldier

Márton Stromgald
Whenever Márton Stromgald attacks, other attacking creatures get +1/+1 until end of turn for each attacking creature other than Márton Stromgald.
Whenever Márton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Márton Stromgald.
Whenever Márton Stromgald blocks, other blocking creatures get +1/+1 until end of turn for each blocking creature other than Márton Stromgald.
Legendary Creature - Human Knight

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Urabrask
First strike
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Legendary Creature - Praetor Phyrexian


Zoyowa's Justice
The owner of target artifact or creature with mana value 1 or greater shuffles it into their library. Then that player discovers X, where X is its mana value. (They exile cards from the top of their library until they exile a nonland card with that mana value or less. They cast it without paying its mana cost or put it into their hand. They put the rest on the bottom in a random order.)
Instant

Sideboard
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Maybeboard
Breya's Apprentice
When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying.
, Sacrifice an artifact: Choose one —
• Exile the top card of your library. Until the end of your next turn, you may play that card.
• Target creature gets +2/+0 until end of turn.
, Sacrifice an artifact: Choose one —
• Exile the top card of your library. Until the end of your next turn, you may play that card.
• Target creature gets +2/+0 until end of turn.
Creature Artifact - Human Artificer

Goblin Dark-Dwellers
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
When this creature enters, you may cast target instant or sorcery card with mana value 3 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature - Goblin

Grishnákh, Brash Instigator
When Grishnákh enters, amass Orcs 2. When you do, until end of turn, gain control of target nonlegendary creature an opponent controls with power less than or equal to the amassed Army's power. Untap that creature. It gains haste until end of turn.
Legendary Creature - Goblin Soldier

Twisted Fealty
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Create a Wicked Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Create a Wicked Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Sorcery

Maybeboard
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Stickers
Stickers
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Zada & the bois are extremey angry and crave blood."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nDeck mainly based on "},{"insert":{"card-link":"Zada, Hedron Grinder"}},{"insert":" ability to copy the instant and sorcery spells that target only her onto every creature on the board under control.\nThe main idea of the deck is to amass an army of goblin as fast as possible, cast Zada and pump the hell out of her and the army with her ability.\nOnce the army is all pumped, the swinging will be lethal for most opponents.\n\nThis said, the deck is a tribal goblin deck that also uses cantrips as the main source of draw, actively resolving Mono red main problem.\nIn fact, by copying the cantrips using Zada, not only the main effect of the card gets copied but also the draw effect one.\nFor example: by casting "},{"insert":{"card-link":"Crimson Wisps"}},{"insert":" on Zada, the spell gets copied for X times where X is the number of creatures on the battlefield and every istances of the copied spell targets a single different creature.\nThe result is that every creature on the battlefield gains haste and a card is drawn for every creature in control.\n3 creatures on the battlefield? 3 cards.\n12 creatures on the battlefield? 12 cards.\nThe same goes for treasure tokens: the effect that creates a treasure token like "},{"insert":{"card-link":"Reckless Ransacking"}},{"insert":" gets copied for each creature together with the big pump.\nAnother big one is "},{"insert":{"card-link":"Kari Zev's Expertise"}},{"insert":" : I revaluated this one after a second look.\nYes, it can steal one creature, but the true power comes from targeting Zada: it becomes an haste enabler and a powerfull \"ramp\" spell to cast a lot more cards if the hand is full.\nThis copying ability can also (and must) be used offensively.\nThe obvious is to pump all creatures with pump spells like "},{"insert":{"card-link":"Stolen Vitality"}},{"insert":" .\n\nAnother big chapter that I tried to integrate is the keyword enabling.\nI tried to insert the most possible cards that enable all the keyword that are important in combat focusing on haste and trample.\nThose cards are inserted in all the categories to get the max out of the deck.\nI mainly focused on those for two main reason: the object is to get our goblin in play and attack as soon as possible (either because the opponent do struggle with fast aggro and because a lot of gobling do benefict from having haste and activate their abilities as soon sa they enter, like "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" and "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":") and to make difficult the prevention of the damage.\nIf the horde has haste, can attack as soon as possible, plus if they get pumped and have trample, the defending player will have a hard time preventing the damage even if he/she has an army as well.\n\nTreat the sideboard as possible inclusion cards.\nSince no one is perfect, neither I am: if there are some mistakes, please signal them in the comments."},{"attributes":{"header":3},"insert":"\n"},{"insert":"All of them will be accepted."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nDRAW PACKAGE: "},{"attributes":{"header":1},"insert":"\n"},{"insert":"In fact this is the main skeleton of the deck: a full compartiment of the best cantrips in mono-red. \nWhitout looking at all the cards, an honorable mention goes to "},{"insert":{"card-link":"Fists of Flame"}},{"insert":" which is one of the staples of Zada, since gives an extremely boost in power to the creatures based of the number of them.\nParticular mention goes to \"No maximum hand size\" cards that are scattered in the deck: "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" , "},{"insert":{"card-link":"Decanter of Endless Water"}},{"insert":" and "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" .\nAll of those are pretty important due to the high card draw archiavable if the bouard is full.\nIt is possibile to add some more NMHS colorless cards ("},{"insert":{"card-link":"Anvil of Bogardan"}},{"insert":" or "},{"insert":{"card-link":"Venser's Journal"}},{"insert":") but it ends up taking a usefull space for something that does not fully sinergises with the deck.\nOne niche trick is to use a cantrip on the opponents turn (like "},{"insert":{"card-link":"Expedite"}},{"insert":" ) to gain card advantage before user's turn to use a not-used land.\n\nTOKEN / POPULATE PACKAGE:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The second big section of the deck are card that actualy populate our board in form of Goblin, mostly token.\nAside form the classic staples like "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" and "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" , there are some consideration to be made.\nThe first is to utilize the instant and sorceries like "},{"insert":{"card-link":"Dragon Fodder"}},{"insert":" in this package to really boost futher the token production in early turns or when the board is empty. \nThen use creatures that are token engines to consistently generate more tokens.\nBig shoutout to "},{"insert":{"card-link":"General Kreat, the Boltbringer"}},{"insert":" : not only is a good token generator engine but effectively can act as a secondary wincon.\nBy having him in play it is possible to chip away the life total of the opponents by constantly creating tokens.\nIf the production gets heavy it can remove a huge chunk of life, actively becoming another threat on the table.\nHonorable mention to "},{"insert":{"card-link":"Empty the Warrens"}},{"insert":" and "},{"insert":{"card-link":"Goblin Negotiation"}},{"insert":" (removed); both and effective way to generate token.\nThe first one can get really effective when the storm count is high enought and maybe something else has been casted before.\nThe second one makes up for a removal as well as a token generator.\nBy removing a little creature and damping a lot of mana in the spell a lot of tokens can be generated.\nOf course, for both spells a lot of mana is needed.\nTo be honest a lot of mana is needed in general for all the deck to work.\nthat's why I put a lot of attention in the ramp package as well.\n"},{"insert":{"card-link":"Young Pyromancer"}},{"insert":" came back because it is too much powerfull in a spellslinger deck to not be considered.\nLast but not least: "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" .\nIt speaks for itself; doubles all the goblin triggers, most of all Zadas ones. (if added) \n\nRAMP PACKAGE:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The overall ramp section is more or less made by staples of mono-red/turbo/spellslinger decks and sinergistic cards for Zada.\nThe usual suspects are "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" , "},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":", "},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" and "},{"insert":{"card-link":"Treasonous Ogre"}},{"insert":" ; capable of making insane mana with little effort.\nAlso "},{"insert":{"card-link":"Ragavan, Nimble Pilferer"}},{"insert":" can be added, excelent in kickstart the ramp process early on or to simply populate the board.\nLast, the soft-combo with "},{"insert":{"card-link":"Braid of Fire"}},{"insert":" (after some turns, If played at the initial turns) and a mana battery card like "},{"insert":{"card-link":"Leyline Tyrant"}},{"insert":" can really help (plus leyline and Electro as well can work as a flying defender and a political tool since, if enought mana is stored, they can explode and make a lot of damage).\nAfter more testing, it seems that having big rituals can really help in having big turns an continue to cast spells: "},{"insert":{"card-link":"Brightstone Ritual"}},{"insert":" and "},{"insert":{"card-link":"Battle Hymn"}},{"insert":" are the best for this job.\n\nINTERACTION PACKAGE:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Like the ramp package, here we have the classic interactions for mono red."},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" and all the deflecting spell make for protection of pin-point removal and deviate counterspells and my beloved "},{"insert":{"card-link":"Red Elemental Blast"}},{"insert":", "},{"insert":{"card-link":"Pyroblast"}},{"insert":" and "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" take the usual space to counter possible threats (or protect from counterspells as well).\nAs per pin-point removal of dirty enchantment (big weak point of the deck since one like "},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" can turn down all the strategy), we have, like always, the usual "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" and "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":" .\n"},{"insert":{"card-link":"Active Volcano"}},{"insert":" can be used as well like the two blasts it is limited to the fact that the permanents needs to be blue.\nI also wanted to implement more copy spells since they can be used as protection from conterspells as well (aside from copying important buff spells): by copying the adversary counterspell, the copy can target the first one countering it and, therefore, preserving our plan.\nLast, there is a dedicated group for artifact removal: "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" (primarely a deflection spell), "},{"insert":{"card-link":"Siege Smash"}},{"insert":" (primarely a pump spell) and "},{"insert":{"card-link":"Dreadmaw's Ire"}},{"insert":" .\nThis last one not only acts as a good pump spell but, if our battlefield is full enough, can be used to wipe out a lot of artifact as well.\n\nEDITS THROUGH TIME:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNote for mods:\nThe OG cheap deck does work best with 32 lands, it seems also that 31 is fine but needs further testing.\n\nVersion 1.5 edits:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands: \n1-One mountain for Arena of Glory \n2-One mountain for War room\n3-One mountain for Cavern of souls\n4-One mountain for Sandstone needle\n5-One Mountain for Castle Embereth\n\nNon-Lands:\n1- Harness by force for Deflecting Swat\n2- Electroduplicate for Return the favor\n3- Spreading Insurrection for Untimely malfunction\n4-Traitorous greed for Redirect lightning\n5-Shred of sanity for Tibald's trickery\n6-Spawning breath for Treasonous Ogre\n7-Goblin dark dwellers for Hexing squelcher\n8-Firebending student for Goblin Chieftain or Maximize velocity\n9-Runway steam-kiln for Storm-kiln artist\n10-Grishnak, brash instigator for General kreat the boltbringer\n11- Foundry street denizen for Birgi, God of Storytelling\n12-Legion warboss for Howlsquad Heavy\n13-Chaotic strike for Reckless Runsacking\n14-Kari Zev expertise for Flare of Duplication\n15-Pinnacle Monk for Active volcano \n16-Brute strenght for Stolen vitality\n17-Goblin Negotiation for Young Pyromancer\n18-Raze the effigy for Lunar Frenzy\n19-Panic for Rile\n\nVersion 2.0 edits:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands:\n1-One mountain for Sundering Eruption\n\nNon-Lands:\n1-Treasonous Ogre for Urabrask\n2-Braid of fire for Brightstone ritual\n3-Leyline tyrant for The vision and Scarlet witch or Battle hymn\n4-You see a pair of Goblin for Goblin war party\n5-Active volcano for Reverberate or Fork (needs testing)\n"}]}











































































































































































