196 views40 days ago
Commander
Size: 100Salt sum: 36.11
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Samuel_Antão_Amazonas

196 views40 days ago
Commander
Size: 100Salt sum: 36.11

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{"ops":[{"attributes":{"italic":true},"insert":"🎪 Welcome to the Midnight Show!"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"The name Midnight Goblin Circus isn't just for show—it represents the way our game unfolds:"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"🎪 The Circus Opens: We drop our initial setup pieces."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"🎡 The Attractions Roll In: Myra starts assembling the amusement park."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"👺 The Goblins Swarm: The board fills with an endless wall of defensive tokens."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"🌙 “Midnight” Strikes: The synergy reaches its peak, and our engine becomes unstoppable."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"💥 The Grand Finale: The circus closes the show—and our opponents' hopes along with it!"},{"insert":"\n\n\n🎡 The Core Principle: Defense is the Best Offense\n\nBuilding a viable casual deck around Myra the Magnificent can be a daunting task. In my local meta, Spellslinger and Attraction strategies often struggle to survive against hyper-aggressive decks and fast combo lines. If you can’t protect Myra and your Attractions, your engine falls apart instantly.\n\nTo solve this vulnerability, I looked for a way to clog up the board with an endless army of blockers. While searching for efficient instant and sorcery token-generators (Dragons, Soldiers, Elementals), a perfect pattern emerged: Goblins.\n\n"},{"attributes":{"bold":true},"insert":"Why is Myra leading Goblins?"},{"insert":"\n\nThe answer isn't simply \"because Goblins are good.\"\n\nIt's because "},{"attributes":{"bold":true},"insert":"Goblins solve the deck's core defensive problem, buying Myra the time she needs to turn her Attraction engine into a tribal powerhouse"},{"insert":"\n\n\nGoblins protect you ➔ You gain time ➔ Myra keeps the engine running ➔ Attractions generate value ➔ The Goblin army grows ➔ That same army becomes your win condition!\n\n\nRed offers an incredible suite of low-cost Goblin token spells ([[Krenko's Command]], [[Hordeling Outburst]]). By exiling these spells under Myra's Attractions, the deck can repeatedly create a relentless defensive wall of tokens without paying their mana costs. What started purely as a defensive strategy to survive aggression quickly evolved into an explosive, synergistic, and highly unusual Izzet Goblin horde. Welcome to the Midnight Goblin Circus!\n\n⚙️ The Engine: Assembling the Goblin Puzzle\n\nWith a solid core of Goblin instants and sorceries in hand, the next step was ensuring consistency. I didn't want just a random pile of token generators; every piece needed to interact seamlessly. To achieve this, I integrated high-impact enchantments, artifacts, and legendary Goblins, along with proven Goblin tribal payoffs that allow the Attraction-generated horde to transition from defense into a lethal board. \n\nOnce the Goblin foundation was set, it was time to oil the gears for our star commander, Myra.I included several fundamental dice-rolling support pieces [[Barbarian Class]], [[Pixie Guide]], [[Wyll, Blade of Frontiers]] and [[Bamboozling Beeble]] to help ensure our Attraction deck triggers reliably.\n\nAdditionally, the deck features critical utility and win conditions:\n[[Purphoros, God of the Forge]] The ultimate finisher alongside our endless token generation.\n[[Hydroelectric Specimen // Hydroelectric Laboratory]] A crucial MDFC that acts as a spell-deflection shield to keep Myra alive.\n[[Pinnacle Monk // Mystic Peak]] Another invaluable MDFC that recovers our asymmetrical board wipes when needed.\n[[Hexing Squelcher]] An absolute powerhouse in this list, ensuring our high-value spells stamped onto Attractions cannot be countered.\n[[Vexing Puzzlebox]] An absolute powerhouse. It rapidly builds charge counters whenever we roll dice to visit our Attractions or activate its own ability, eventually allowing us to tutor game-ending artifacts (like [[Coat of Arms]]) directly onto the battlefield.\n\n\n🔮 Enchantments & Looting Engines: Fueling the Graveyard\n\nTo maximize Myra’s ability, I needed efficient ways to discard high-value spells into the graveyard while digging for answers. \n[[Artist's Talent]] & [[Sorcerer Class]] These are perfect looting engines that streamline our hand, filter our draws, and reward us for casting instants and sorceries.\n[[Cool but Rude]]: A powerhouse Class card from the TMNT set. Level 1 gives us a free attack-trigger loot effect to sculpt our hand, but Level 2 is where the magic happens. Since its ability is uncapped, whenever we use our lands or spells to discard cards into our graveyard for Myra, this Class burns each opponent for 2 damage per discard. It quickly turns our card-filtering into a lethal machine.\n\n[[Barbarian Class]] An absolute must-have in any die-rolling strategy, drastically increasing the odds of hitting our Attraction numbers.\n[[Braid of Fire]] A hidden gem here. The cumulative upkeep adds a massive amount of red mana during our upkeep, which perfectly fuels Myra’s activated ability or interacts with instant-speed looting and utility lands before the main phase.\nFinally, to weaponize our Goblin horde, I included two explosive tribal enchantments:\n[[Quest for the Goblin Lord]] & [[Shared Animosity]] These cards transform our tiny 1/1 chump blockers into a lethal, game-ending vanguard in a single combat step.\n\n⚙️ Artifacts: Fast Mana & Tribal Anthems\n\nThe artifact suite focuses on balancing rapid mana development with explosive tribal payoffs and vital commander synergy. Alongside standard mana rocks that ensure Myra hits the board early, I integrated high-impact tribal finishers and utility pieces:\n\n[[Banner of Kinship]] & [[Coat of Arms]] These act as our ultimate anthems. With the sheer volume of Goblin tokens generated by our Attractions, these two artifacts instantly scale our board presence into lethal, game-ending power levels.\n[[Patriar's Seal]] A hidden MVP. Beyond fixing our mana, its untap ability lets us activate Myra multiple times in a single turn cycle, doubling our rate of stamping spells onto Attractions.\n[[Lightning Greaves]] & [[Swiftfoot Boots]] Essential for survival. They keep Myra safe from targeted removal the moment she lands, while the zero-cost equip on Greaves allows us to instantly grant Haste to crucial utility Goblins like Krenko.\n[[Patchwork Banner]] A perfect dual-purpose mana rock that fixes our colors early on and acts as an efficient static anthem for our chosen Goblin type.\n\n🗺️ Lands: Filtering, Protection, and Synergistic Utility\n\nThe land base was crafted to maximize deck consistency and utility, prioritizing options that facilitate card filtering while doubling as interactive spell slots and theme-heavy pieces.\n\nLooting & Filtering Lands ([[Desolate Lighthouse]], [[Geier Reach Sanitarium]], [[Agna Qel'a]], [[Fomori Vault]], [[Fogwell's Gym]]): These are vital for our strategy. They keep our hand fresh and allow us to pitch high-value instant and sorcery spells directly into the graveyard to be stamped by Myra.\n[[Minamo, School at Water's Edge]]:An incredible inclusion that acts as a second copy of Patriar's Seal, allowing us to untap Myra for additional activations.\n[[Archway of Innovation]] & [[Fomori Vault]]: These speak the exact language of our Attraction deck. Archway gives our spells improvised casting costs using our Attractions, while Fomori Vault digs deep into our deck based on our artifact count.\n[[Castle Embereth]]:The perfect tactical land for our Goblin horde, serving as an efficient mana sink to pump our tokens right before damage.\n[[Otawara, Soaring City]] & [[Mistrise Village]]: Crucial defensive slots that offer uncounterable bounce removal and spell protection without taking up valuable non-land card slots.\n\n🎡 Attractions: The Heart of the Show\n\nWhile Attractions can be controversial to some and unthinkable to others, to players like me, they are pure gold. They bring a unique spark and endless extra possibilities to the game. For this specific list, I want to highlight the stars of our Attraction deck:\n[[Kiddie Coaster]], [[Roller Coaster]] & [[Swinging Ship]]: These provide massive power boosts to our Goblin army and grant invaluable extra combat phases.\n[[Ferris Wheel]]: An absolute powerhouse that can phase out opposing commanders, sometimes locking them out of the game entirely in the right situations.\n[[Merry-Go-Round]]: Makes our Goblins unblockable, letting them ride straight through enemy lines like true knights.\n[[Trash Bin]]:Perfectly matches the looting nature of the deck by recycling resources.\n[[Hall of Mirrors]]:** The craziest interaction in the deck, transforming our entire Goblin token army into a clone horde of Myra herself.\n[[Clown Extruder]] & [[Balloon Stand]]: Consistently expand our defensive wall of tokens.\n[[Storybook Ride]], [[Pick-a-Beeble]], [[Fortune Teller]] & [[Information Booth]]:** These provide incredible consistency by digging for answers and generating pure card advantage.\n\nEven low-impact options like [[Costume Shop]] were carefully selected to maximize our trigger efficiency. Crucially, every single Attraction was chosen with the highest possible active numbers (like 4, 5, and 6) to perfectly synergetically align with our dice-manipulation package: [[Bamboozling Beeble]], [[Barbarian Class]], [[Pixie Guide]], [[Wyll, Blade of Frontiers]], and [[Monitor Monitor]].\n\n🎬 Final Show: The Grand Finale\n\nAn Izzet Goblin tribal deck is always a surprise on its own, but when you throw a rogue amusement park into the mix, things get beautifully chaotic. I hope you enjoy piloting or playing against this unique engine! As more custom token generators and new Attractions are printed in the future, the creative space for the Midnight Goblin Circus will only grow bigger. Enjoy the show!\n\n"}]}

Commander

Qty: 1 Price: $1.29
Myra the Magnificent
Whenever you cast an instant or sorcery spell from your hand, open an Attraction.
,
: Exile target instant or sorcery card with mana value X from your graveyard and choose an Attraction you control that doesn't have a midway counter on it. Put a midway counter on it. For as long as that Attraction is on the battlefield, whenever you visit it, copy the exiled card. You may cast the copy without paying its mana cost.
Legendary Creature - Human Performer
Myra the Magnificent (unf) 267

Commander

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Artifact

Qty: 11 Price: $76.29
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (woc) 145
Banner of Kinship
As this artifact enters, choose a creature type. This artifact enters with a fellowship counter on it for each creature you control of the chosen type.
Creatures you control of the chosen type get +1/+1 for each fellowship counter on this artifact.
Artifact
Banner of Kinship (fdn) 127
Coat of Arms
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
Artifact
Coat of Arms (exo) 131
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (blc) 278
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (tdc) 102
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (blb) 247
Patriar's Seal
: Add one mana of any color.
,
: Untap target legendary creature you control.
Artifact
Patriar's Seal (clb) 332
Sol Ring
: Add
.
Artifact
Sol Ring (woc) 149
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (tdc) 328
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (m3c) 308
Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact
Vexing Puzzlebox (clb) 343

Artifact

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Creature

Qty: 22 Price: $154.76
Bamboozling Beeble
Protection from Robots
,
: The next time target player would roll one or more dice this turn, instead they roll that many dice plus one and you choose one of those rolls to ignore.
Creature - Beeble
Bamboozling Beeble (unf) 37
General Kreat, the Boltbringer
Whenever one or more Goblins you control attack, create a 1/1 red Goblin creature token that's tapped and attacking.
Whenever another creature you control enters, General Kreat deals 1 damage to each opponent.
Legendary Creature - Goblin Soldier
General Kreat, the Boltbringer (j25) 48
Goblin Chieftain
Haste (This creature can attack and
as soon as it comes under your control.)
Other Goblin creatures you control get +1/+1 and have haste.
Creature - Goblin
Goblin Chieftain (m11) 141
Goblin Chirurgeon
Sacrifice a Goblin: Regenerate target creature.
Creature - Goblin Shaman
Goblin Chirurgeon (fem) 54a
Goblin King
Other Goblins get +1/+1 and have mountainwalk.
Creature - Goblin
Goblin King (10e) 207
Goblin Trashmaster
Other Goblins you control get +1/+1.
Sacrifice a Goblin: Destroy target artifact.
Creature - Goblin Warrior
Goblin Trashmaster (m19) 144
Goblin Warchief
Goblin spells you cast cost
less to cast.
Goblins you control have haste.
Creature - Goblin Warrior
Goblin Warchief (j22) 548
Hexing Squelcher
This spell can't be countered.
Ward—Pay 2 life.
Spells you control can't be countered.
Other creatures you control have "Ward—Pay 2 life."
Creature - Goblin Sorcerer
Hexing Squelcher (ecl) 145
Hobgoblin Bandit Lord
Other Goblins you control get +1/+1.
,
: This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
Creature - Goblin Rogue
Hobgoblin Bandit Lord (afr) 147
Howlsquad Heavy
Start your engines!
Other Goblins you control have haste.
At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token attacks this combat if able.
Max speed —
: Add
for each Goblin you control.
Creature - Goblin Mercenary
Howlsquad Heavy (dft) 134
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Krenko, Mob Boss
: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
Legendary Creature - Goblin Warrior
Krenko, Mob Boss (fdn) 204
Krenko, Tin Street Kingpin
Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.
Legendary Creature - Goblin
Krenko, Tin Street Kingpin (j25) 572
Monitor Monitor
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
Once each turn, you may pay
to reroll one or more dice you rolled.
Creature - Human Employee
Monitor Monitor (unf) 52
Pashalik Mons
Whenever Pashalik Mons or another Goblin you control dies, Pashalik Mons deals 1 damage to any target.
, Sacrifice a Goblin: Create two 1/1 red Goblin creature tokens.
Legendary Creature - Goblin Warrior
Pashalik Mons (dmr) 133
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Pixie Guide
Flying
Grant an Advantage — If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Creature - Faerie
Pixie Guide (afr) 66
Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God
Purphoros, God of the Forge (cmm) 246
Rundvelt Hordemaster
Other Goblins you control get +1/+1.
Whenever this creature or another Goblin you control dies, exile the top card of your library. If it's a Goblin creature card, you may cast that card until the end of your next turn.
Creature - Goblin Warrior
Rundvelt Hordemaster (dmu) 142
Siege-Gang Lieutenant
Lieutenant — At the beginning of combat on your turn, if you control your commander, create two 1/1 red Goblin creature tokens. Those tokens gain haste until end of turn.
, Sacrifice a Goblin: This creature deals 1 damage to any target.
Creature - Goblin
Siege-Gang Lieutenant (m3c) 113
Skirk Prospector
Sacrifice a Goblin: Add
.
Creature - Goblin
Skirk Prospector (dmr) 137
Wyll, Blade of Frontiers
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warlock
Wyll, Blade of Frontiers (clb) 208

Creature

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Enchantment

Qty: 7 Price: $57.23
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost
less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class
Artist's Talent (blb) 124
Barbarian Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
Enchantment - Class
Barbarian Class (afr) 131
Braid of Fire
Cumulative upkeep—Add
. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Enchantment
Braid of Fire (csp) 78
Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class
Cool but Rude (tmt) 89
Quest for the Goblin Lord
Whenever a Goblin you control enters, you may put a quest counter on this enchantment.
As long as this enchantment has five or more quest counters on it, creatures you control get +2/+0.
Enchantment
Quest for the Goblin Lord (wwk) 86
Shared Animosity
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
Enchantment
Shared Animosity (lcc) 231
Sorcerer Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have "
: Add
or
. Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Enchantment - Class
Sorcerer Class (afr) 233

Enchantment

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Instant

Qty: 14 Price: $124.46
Battle Hymn
Add
for each creature you control.
Instant
Battle Hymn (avr) 128
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (moc) 273
Confounding Riddle
Choose one —
• Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
• Counter target spell unless its controller pays
.
Instant
Confounding Riddle (lci) 50
Confusticate and Bebother
Choose one —
• Counter target spell unless its controller pays
.
• Draw two cards, then discard a card.
Instant
Confusticate and Bebother (hob) 35
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 40
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Delayed Blast Fireball (clb) 676
Goblin Surprise
Choose one —
• Creatures you control get +2/+0 until end of turn.
• Create two 1/1 red Goblin creature tokens.
Instant
Goblin Surprise (j25) 16
Goblin Wizardry
Create two 1/1 red Goblin Wizard creature tokens with prowess. (Whenever you cast a noncreature spell, they get +1/+1 until end of turn.)
Instant
Goblin Wizardry (clu) 136
Rush of Inspiration
Draw two cards. Then discard a card at random unless you pay
(two energy counters).
Instant
Rush of Inspiration // Crackling Falls (mh3) 257Rush of Inspiration // Crackling Falls (mh3) 257
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 75
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
You Find the Villains' Lair
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
Instant
You Find the Villains' Lair (afr) 84
You See a Pair of Goblins
Choose one —
• Charge Them — Creatures you control get +2/+0 until end of turn.
• Befriend Them — Create two 1/1 red Goblin creature tokens.
Instant
You See a Pair of Goblins (afr) 170

Instant

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Land

Qty: 31 (36 w/ MDFC)Price: $219.19
Agna Qel'a
This land enters tapped unless you control a basic land.
: Add
.
,
: Draw a card, then discard a card.
Land
Agna Qel'a (tla) 264
Archway of Innovation
This land enters tapped unless you control an Island.
: Add
.
,
: The next spell you cast this turn has improvise. (Your artifacts can help cast that spell. Each artifact you tap after you're done activating mana abilities pays for
.)
Land
Archway of Innovation (mh3) 214
Castle Embereth
This land enters tapped unless you control a Mountain.
: Add
.
,
: Creatures you control get +1/+0 until end of turn.
Land
Castle Embereth (tdc) 347
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (woc) 156
Desolate Lighthouse
: Add
.
,
: Draw a card, then discard a card.
Land
Desolate Lighthouse (clb) 890
Fogwell's Gym
: Add
. This land deals 1 damage to you.
,
, Discard a card: Draw a card.
Land
Fogwell's Gym (msc) 754
Fomori Vault
: Add
.
,
, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Land
Fomori Vault (big) 29
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (lcc) 335
Island
(
: Add
.)
Basic Land - Island
Island (woe) 270
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (plst) CHK-279
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Molten Tributary
(
: Add
or
.)
This land enters tapped.
Land - Island Mountain
Molten Tributary (dmu) 251
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (woe) 273
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (dmu) 255
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (rvr) 288
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (vow) 265
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (dmr) 258
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434
Volatile Fjord
(
: Add
or
.)
This land enters tapped.
Snow Land - Island Mountain
Volatile Fjord (khm) 273

Land

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Sorcery

Qty: 14 Price: $13.13
Disrupt Decorum
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Disrupt Decorum (mkc) 151
Dragon Fodder
Create two 1/1 red Goblin creature tokens.
Sorcery
Dragon Fodder (fdn) 535
Empty the Warrens
Create two 1/1 red Goblin creature tokens.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Empty the Warrens (dmr) 118
Fast Forward
This spell costs
less to cast for each opponent you attacked this turn.
Goad all creatures your opponents control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Fast Forward (tmc) 24
Goblin Gathering
Create a number of 1/1 red Goblin creature tokens equal to two plus the number of cards named Goblin Gathering in your graveyard.
Sorcery
Goblin Gathering (rna) 104
Goblin Rally
Create four 1/1 red Goblin creature tokens.
Sorcery
Goblin Rally (j22) 546
Goblin Scouts
Create three 1/1 red Goblin Scout creature tokens with mountainwalk. (They can't be blocked as long as defending player controls a Mountain.)
Sorcery
Goblin Scouts (mir) 178
Goblin War Party
Choose one —
• Create three 1/1 red Goblin creature tokens.
• Creatures you control get +1/+1 and gain haste until end of turn.
Entwine
(Choose both if you pay the entwine cost.)
Sorcery
Goblin War Party (plst) MH1-131
Goblin War Strike
Goblin War Strike deals damage to target player or planeswalker equal to the number of Goblins you control.
Sorcery
Goblin War Strike (scg) 96
Hordeling Outburst
Create three 1/1 red Goblin creature tokens.
Sorcery
Hordeling Outburst (onc) 100
Krenko's Command
Create two 1/1 red Goblin creature tokens.
Sorcery
Krenko's Command (j25) 140
Mogg Alarm
You may sacrifice two Mountains rather than pay this spell's mana cost.
Create two 1/1 red Goblin creature tokens.
Sorcery
Mogg Alarm (nem) 93
Volcanic Torrent
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Sorcery
Volcanic Torrent (otc) 184
Wash Out
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Wash Out (2x2) 67

Sorcery

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Attraction

Qty: 22 Price: $70.78
Balloon Stand
Visit — Choose one.
• Create a 1/1 red Balloon creature token with flying.
• Sacrifice a Balloon. If you do, target creature gains flying until end of turn.
Artifact - Attraction
Balloon Stand (unf) 200d
Bounce Chamber
Visit — Return a creature you don't control with the lowest toughness among creatures you don't control to its owner's hand. (If multiple creatures are tied, choose any one of them.)
Artifact - Attraction
Bounce Chamber (unf) 201d
Bumper Cars
Visit — Target creature must be blocked this turn if able.
Artifact - Attraction
Bumper Cars (unf) 202f
Clown Extruder
Visit — Create a 1/1 white Clown Robot artifact creature token.
Artifact - Attraction
Clown Extruder (unf) 204d
Concession Stand
Visit — Create a Food token. (It's an artifact with "
,
, Sacrifice this artifact: You gain 3 life.")
Artifact - Attraction
Concession Stand (unf) 205d
Costume Shop
Visit — You may put a sticker on a nonland permanent you own.
Artifact - Attraction
Costume Shop (unf) 206f
Drop Tower
Visit — Target creature gains flying until end of turn, or until any player rolls a 1, whichever comes first.
Artifact - Attraction
Drop Tower (unf) 209f
Ferris Wheel
Visit — Choose target creature that hasn't been phased out with this Attraction. That creature phases out until you roll a 3 or less while rolling to visit your Attractions.
Artifact - Attraction
Ferris Wheel (unf) 210
Foam Weapons Kiosk
Visit — Put a +1/+1 counter on target creature you control. That creature gains vigilance until end of turn.
Artifact - Attraction
Foam Weapons Kiosk (unf) 211d
Fortune Teller
Visit — Scry 1.
Artifact - Attraction
Fortune Teller (unf) 212f
Hall of Mirrors
Visit — Choose target creature you control. Each other creature you control becomes a copy of that creature until end of turn, except it isn't legendary.
Artifact - Attraction
Hall of Mirrors (unf) 216b
Haunted House
Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step.
Artifact - Attraction
Haunted House (unf) 217b
Information Booth
Visit — Draw a card.
Artifact - Attraction
Information Booth (unf) 218d
Kiddie Coaster
Visit — Creatures you control get +1/+0 until end of turn.
Artifact - Attraction
Kiddie Coaster (unf) 219f
Merry-Go-Round
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn. (They can't be blocked except by creatures with horsemanship.)
Artifact - Attraction
Merry-Go-Round (unf) 222b
Pick-a-Beeble
Visit — Roll a six-sided die. Put a number of luck counters on Pick-a-Beeble equal to the result and create a Treasure token. Then if there are six or more luck counters on Pick-a-Beeble, claim the prize!
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Artifact - Attraction
Pick-a-Beeble (unf) 223f
Roller Coaster
Visit — Creatures you control get +2/+0 until end of turn.
Artifact - Attraction
Roller Coaster (unf) 225d
Spinny Ride
Visit — Tap target creature an opponent controls.
Artifact - Attraction
Spinny Ride (unf) 227f
Storybook Ride
Visit — Exile the top X cards of your library, where X is the number of Attractions you've visited this turn (including this one). You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them on the bottom of your library in any order.
Artifact - Attraction
Storybook Ride (unf) 229a
Swinging Ship
Visit — After the first combat phase this turn, there's an additional combat phase. At the beginning of that combat, untap all creatures that attacked this turn.
Artifact - Attraction
Swinging Ship (unf) 231b
Trash Bin
Visit — Mill two cards, then return a card at random from your graveyard to your hand. (To mill a card, a player puts the top card of their library into their graveyard.)
Artifact - Attraction
Trash Bin (unf) 232d
Tunnel of Love
Visit — Choose an opponent. They choose a creature they control, then you choose a creature you control. You may exile the chosen creatures. If you do, return them to the battlefield under their owners' control at the beginning of the next end step. Otherwise, the chosen creatures fight each other.
Artifact - Attraction
Tunnel of Love (unf) 234b

Attraction

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
18 pips - 14 cards
29 mana - 29 cards
0 pips - 0 cards
0 mana - 5 cards
61 pips - 47 cards
31 mana - 31 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"italic":true},"insert":"🎪 Welcome to the Midnight Show!"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"The name Midnight Goblin Circus isn't just for show—it represents the way our game unfolds:"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"🎪 The Circus Opens: We drop our initial setup pieces."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"🎡 The Attractions Roll In: Myra starts assembling the amusement park."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"👺 The Goblins Swarm: The board fills with an endless wall of defensive tokens."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"🌙 “Midnight” Strikes: The synergy reaches its peak, and our engine becomes unstoppable."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"💥 The Grand Finale: The circus closes the show—and our opponents' hopes along with it!"},{"insert":"\n\n\n🎡 The Core Principle: Defense is the Best Offense\n\nBuilding a viable casual deck around Myra the Magnificent can be a daunting task. In my local meta, Spellslinger and Attraction strategies often struggle to survive against hyper-aggressive decks and fast combo lines. If you can’t protect Myra and your Attractions, your engine falls apart instantly.\n\nTo solve this vulnerability, I looked for a way to clog up the board with an endless army of blockers. While searching for efficient instant and sorcery token-generators (Dragons, Soldiers, Elementals), a perfect pattern emerged: Goblins.\n\n"},{"attributes":{"bold":true},"insert":"Why is Myra leading Goblins?"},{"insert":"\n\nThe answer isn't simply \"because Goblins are good.\"\n\nIt's because "},{"attributes":{"bold":true},"insert":"Goblins solve the deck's core defensive problem, buying Myra the time she needs to turn her Attraction engine into a tribal powerhouse"},{"insert":"\n\n\nGoblins protect you ➔ You gain time ➔ Myra keeps the engine running ➔ Attractions generate value ➔ The Goblin army grows ➔ That same army becomes your win condition!\n\n\nRed offers an incredible suite of low-cost Goblin token spells ([[Krenko's Command]], [[Hordeling Outburst]]). By exiling these spells under Myra's Attractions, the deck can repeatedly create a relentless defensive wall of tokens without paying their mana costs. What started purely as a defensive strategy to survive aggression quickly evolved into an explosive, synergistic, and highly unusual Izzet Goblin horde. Welcome to the Midnight Goblin Circus!\n\n⚙️ The Engine: Assembling the Goblin Puzzle\n\nWith a solid core of Goblin instants and sorceries in hand, the next step was ensuring consistency. I didn't want just a random pile of token generators; every piece needed to interact seamlessly. To achieve this, I integrated high-impact enchantments, artifacts, and legendary Goblins, along with proven Goblin tribal payoffs that allow the Attraction-generated horde to transition from defense into a lethal board. \n\nOnce the Goblin foundation was set, it was time to oil the gears for our star commander, Myra.I included several fundamental dice-rolling support pieces [[Barbarian Class]], [[Pixie Guide]], [[Wyll, Blade of Frontiers]] and [[Bamboozling Beeble]] to help ensure our Attraction deck triggers reliably.\n\nAdditionally, the deck features critical utility and win conditions:\n[[Purphoros, God of the Forge]] The ultimate finisher alongside our endless token generation.\n[[Hydroelectric Specimen // Hydroelectric Laboratory]] A crucial MDFC that acts as a spell-deflection shield to keep Myra alive.\n[[Pinnacle Monk // Mystic Peak]] Another invaluable MDFC that recovers our asymmetrical board wipes when needed.\n[[Hexing Squelcher]] An absolute powerhouse in this list, ensuring our high-value spells stamped onto Attractions cannot be countered.\n[[Vexing Puzzlebox]] An absolute powerhouse. It rapidly builds charge counters whenever we roll dice to visit our Attractions or activate its own ability, eventually allowing us to tutor game-ending artifacts (like [[Coat of Arms]]) directly onto the battlefield.\n\n\n🔮 Enchantments & Looting Engines: Fueling the Graveyard\n\nTo maximize Myra’s ability, I needed efficient ways to discard high-value spells into the graveyard while digging for answers. \n[[Artist's Talent]] & [[Sorcerer Class]] These are perfect looting engines that streamline our hand, filter our draws, and reward us for casting instants and sorceries.\n[[Cool but Rude]]: A powerhouse Class card from the TMNT set. Level 1 gives us a free attack-trigger loot effect to sculpt our hand, but Level 2 is where the magic happens. Since its ability is uncapped, whenever we use our lands or spells to discard cards into our graveyard for Myra, this Class burns each opponent for 2 damage per discard. It quickly turns our card-filtering into a lethal machine.\n\n[[Barbarian Class]] An absolute must-have in any die-rolling strategy, drastically increasing the odds of hitting our Attraction numbers.\n[[Braid of Fire]] A hidden gem here. The cumulative upkeep adds a massive amount of red mana during our upkeep, which perfectly fuels Myra’s activated ability or interacts with instant-speed looting and utility lands before the main phase.\nFinally, to weaponize our Goblin horde, I included two explosive tribal enchantments:\n[[Quest for the Goblin Lord]] & [[Shared Animosity]] These cards transform our tiny 1/1 chump blockers into a lethal, game-ending vanguard in a single combat step.\n\n⚙️ Artifacts: Fast Mana & Tribal Anthems\n\nThe artifact suite focuses on balancing rapid mana development with explosive tribal payoffs and vital commander synergy. Alongside standard mana rocks that ensure Myra hits the board early, I integrated high-impact tribal finishers and utility pieces:\n\n[[Banner of Kinship]] & [[Coat of Arms]] These act as our ultimate anthems. With the sheer volume of Goblin tokens generated by our Attractions, these two artifacts instantly scale our board presence into lethal, game-ending power levels.\n[[Patriar's Seal]] A hidden MVP. Beyond fixing our mana, its untap ability lets us activate Myra multiple times in a single turn cycle, doubling our rate of stamping spells onto Attractions.\n[[Lightning Greaves]] & [[Swiftfoot Boots]] Essential for survival. They keep Myra safe from targeted removal the moment she lands, while the zero-cost equip on Greaves allows us to instantly grant Haste to crucial utility Goblins like Krenko.\n[[Patchwork Banner]] A perfect dual-purpose mana rock that fixes our colors early on and acts as an efficient static anthem for our chosen Goblin type.\n\n🗺️ Lands: Filtering, Protection, and Synergistic Utility\n\nThe land base was crafted to maximize deck consistency and utility, prioritizing options that facilitate card filtering while doubling as interactive spell slots and theme-heavy pieces.\n\nLooting & Filtering Lands ([[Desolate Lighthouse]], [[Geier Reach Sanitarium]], [[Agna Qel'a]], [[Fomori Vault]], [[Fogwell's Gym]]): These are vital for our strategy. They keep our hand fresh and allow us to pitch high-value instant and sorcery spells directly into the graveyard to be stamped by Myra.\n[[Minamo, School at Water's Edge]]:An incredible inclusion that acts as a second copy of Patriar's Seal, allowing us to untap Myra for additional activations.\n[[Archway of Innovation]] & [[Fomori Vault]]: These speak the exact language of our Attraction deck. Archway gives our spells improvised casting costs using our Attractions, while Fomori Vault digs deep into our deck based on our artifact count.\n[[Castle Embereth]]:The perfect tactical land for our Goblin horde, serving as an efficient mana sink to pump our tokens right before damage.\n[[Otawara, Soaring City]] & [[Mistrise Village]]: Crucial defensive slots that offer uncounterable bounce removal and spell protection without taking up valuable non-land card slots.\n\n🎡 Attractions: The Heart of the Show\n\nWhile Attractions can be controversial to some and unthinkable to others, to players like me, they are pure gold. They bring a unique spark and endless extra possibilities to the game. For this specific list, I want to highlight the stars of our Attraction deck:\n[[Kiddie Coaster]], [[Roller Coaster]] & [[Swinging Ship]]: These provide massive power boosts to our Goblin army and grant invaluable extra combat phases.\n[[Ferris Wheel]]: An absolute powerhouse that can phase out opposing commanders, sometimes locking them out of the game entirely in the right situations.\n[[Merry-Go-Round]]: Makes our Goblins unblockable, letting them ride straight through enemy lines like true knights.\n[[Trash Bin]]:Perfectly matches the looting nature of the deck by recycling resources.\n[[Hall of Mirrors]]:** The craziest interaction in the deck, transforming our entire Goblin token army into a clone horde of Myra herself.\n[[Clown Extruder]] & [[Balloon Stand]]: Consistently expand our defensive wall of tokens.\n[[Storybook Ride]], [[Pick-a-Beeble]], [[Fortune Teller]] & [[Information Booth]]:** These provide incredible consistency by digging for answers and generating pure card advantage.\n\nEven low-impact options like [[Costume Shop]] were carefully selected to maximize our trigger efficiency. Crucially, every single Attraction was chosen with the highest possible active numbers (like 4, 5, and 6) to perfectly synergetically align with our dice-manipulation package: [[Bamboozling Beeble]], [[Barbarian Class]], [[Pixie Guide]], [[Wyll, Blade of Frontiers]], and [[Monitor Monitor]].\n\n🎬 Final Show: The Grand Finale\n\nAn Izzet Goblin tribal deck is always a surprise on its own, but when you throw a rogue amusement park into the mix, things get beautifully chaotic. I hope you enjoy piloting or playing against this unique engine! As more custom token generators and new Attractions are printed in the future, the creative space for the Midnight Goblin Circus will only grow bigger. Enjoy the show!\n\n"}]}
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