puppy528
2.4k views18 months ago
Modern
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Stadium Headliner
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
, Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
, Sacrifice this creature: It deals damage equal to the number of creatures you control to target creature.
Creature - Goblin Warrior

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{"ops":[{"insert":"I own this deck IRL. \n\nA turn-2 is technically doable a couple different ways, but turn-3 is much more reliable. Ideally you'll want 2-3 lands by then, but a 1-land opening hand is significantly less risky than a 3-land one; you never want to draw into 4+ lands, ever, even with half of them being Canopy lands to help mitigate when it does happen. I like running Callous Sell-Sword over Thud because adding the extra Kiln Fiend/prowess trigger to the damage is worth the extra risk. Plus, you do keep your guy if they Force of Negation it. \nI know a lot of people hate on Vexing Devil, but in this deck, it's a one-mana Boros Charm, that can double as a finisher with Callous Sell-Sword or Monstrous Rage once they do decide to not pay the life. Feel free to run Goblin Guide if you really just can't stand Vexing Devil, but I think it comes out slightly ahead in this build, and the math seems to support that. \nExpect to see a lot of Chalice of the Void and/or Engineered Explosives games 2 and 3. Luckily EE usually gives a bit of warning before they pop it, and Chalice, while painful, does not stop prowess/Kiln Fiend triggers, even when the spell is auto-countered. If you are overly worried about seeing a turn-2 Chalice, there's nothing wrong with siding out Light Up the Stage for Cast into Fire, just to be safe. \n\n\t::"},{"attributes":{"bold":true},"insert":"Match-Ups"},{"insert":"::\n\n"},{"attributes":{"bold":true},"insert":"Rhinos"},{"insert":": I haven't played against the post-ban version of Rhinos that runs Leyline of the Guildpact and Scion of Draco, but the classic version is pretty favorable for you. I've had multiple games where they resolved a turn-3 cascaded Crash of Rhinos, and I still had enough for lethal, thanks to trample tokens from Monstrous Rage and enough Kiln Fiend triggers. Draco giving the Rhinos lifelink is more of a concern than anything else they're running, but if they don't turn-0 their Guildpact, just push through any blockers they do manage. I don't even side in my Void Mirrors in this match-up, as they will often sideboard into Domain Zoo against you, anyway.\n\n"},{"attributes":{"bold":true},"insert":"Amulet Titan"},{"insert":": This is by far your worst match-up, due to their own speed and their ability to slow you down with 0/3 blockers until they combo off, and their Primeval Titans are basically unstoppable for you once they hit the table. You have to hope they go slow enough that you can out-race them, and then side in the Cast into Fires, etc, for games 2 and 3. Good luck.\n\n"},{"attributes":{"bold":true},"insert":"Boros Burn"},{"insert":": Possibly the second-worst match-up for you, thanks to their inherent creature removal and life-gain. Try your best to bait out their burn on your creatures, saving any last-ditch Mutugenic Growths or Monstrous Rages available, to come out on top of the gambit. With any luck, they'll tear through so many spells killing your creatures that you'll be able to out-burn them afterwards. \n\n"},{"attributes":{"bold":true},"insert":"Tron"},{"insert":": Strongly favors you. By turn-3, they'll often be lucky to have their land base fixed, and may not have played even a single blocker. Doesn't mean they can't get an early Wormcoil Engine and beat you, but that's why I run Cast Into Fire in the sideboard over Smash to Smithereens.\n\n"},{"attributes":{"bold":true},"insert":"Yawgmoth"},{"insert":": I feel this favors you, as well. Between your burn removal and just trampling over their 1/1s with Monstrous Rage, you should be able to at least disrupt them, if not kill them, before their combo even hits the table. \n\n"},{"attributes":{"bold":true},"insert":"Hardened Scales"},{"insert":": A pretty even match-up. They play more cheap creatures than you do, but if you can aggressively mulligan into some burn spells, you can usually disrupt their Modular enough to put them on the defensive, and then punch through.\n\n"},{"attributes":{"bold":true},"insert":"Creativity"},{"insert":": Strongly favors you to win, but absolutely, absolutely hang on to a burn spell at all times until you have lethal (Lava Dart in the graveyard counts in a pinch, but you still have to worry about Fable of the Mirror-Breaker's 2/2 goblins). If they resolve Creativity at all, you lose.\n\n"},{"attributes":{"bold":true},"insert":"Murktide"},{"insert":": A fairly even fight, but throwing a Gut Shot at a non-delirious DRC feels so nice. A well-delved Murktide is always pretty scary, but hopefully by the time they get one out, they are forced to block Kiln Fiend with it and trade, while you throw the pump spells themselves on whatever else you have out. Be certain to side in Eidolons as soon as possible, siding out either 3x Vexing Devils or 2x Light Up the Stage (and 1x Vexing Devil) depending on how counterspell heavy they seem to be.\n\n"},{"attributes":{"bold":true},"insert":"Scam"},{"insert":": One of the tougher match-ups. A double-Grief takes out a lot of gas, and Sheoldred's Edicts are also very painful for you. Luckily, if you survive (or aren't subjected to) those, you're probably gold. Be certain to side in your Void Mirrors and the Relic when you can.\n\n"},{"attributes":{"bold":true},"insert":"HammerTime"},{"insert":": Like with Hardened Scales, you may have to aggressively mulligan to some burn spells, as they cannot untap with, well, just about any one of their creatures. This would be a pretty difficult matchup for you, but luckily, they're likely going to avoid chump-blocking and losing their Puresteel or Stoneforge, not realizing you already have lethal in hand. The math adds up fast, and in your favor. \n\n"},{"attributes":{"bold":true},"insert":"Death's Shadow"},{"insert":": Enjoy the free win.\n\n"},{"attributes":{"bold":true},"insert":"Living End"},{"insert":": I haven't played against this since the banning of Violent Outburst. Probably comes down to how early they cascade into Living End off of Sleeper Agent. As with HammerTime, a less-experienced opponent might risk waiting a turn too long so that they can get an extra cycler or two in the graveyard, not realizing you literally already have lethal on your turn. Plus, you still get to use Void Mirror in games 2 and 3, pretty much risk-free.\n\n"}]}




















