Samuel_Antão_Amazonas
196 views40 days ago
Commander
Size: 100Salt sum: 36.11
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"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
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.
, : 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

Commander
(CTRL to add secondary)
Artifact
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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.
: 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

Artifact
(CTRL to add secondary)
Creature
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.
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

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.)
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

Creature
(CTRL to add secondary)
Enchantment
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.
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

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.
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

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.
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

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.
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

Enchantment
(CTRL to add secondary)
Instant
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.)
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

Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sorcery
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.
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

Sorcery
(CTRL to add secondary)
Attraction
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.
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Artifact - Attraction

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

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

Attraction
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}





































































































