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Magic the Gathering
0
BlinkXPoke
Cards and Hugs abound
Perhaps post the decklist for that soldier deck, get some suggestions from the people who check out this thread? I've only ever played at FNM, so I'm not sure how much help I'd be in making a tournament worthy deck, but I could provide some thoughts.
Speaking of FNM, yesterday during a draft, I pulled a Liliana of the Veil. Used her to get a discount on Tamiyo. I needed her for my EDH deck.
Speaking of FNM, yesterday during a draft, I pulled a Liliana of the Veil. Used her to get a discount on Tamiyo. I needed her for my EDH deck.
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sakabato24
World Warrior
Here's my soldier deck as of right now. Like I said before, I found that this deck really hasn't lost many games since I've started playing it, but I do need to remove the Ravnica cards as well as those Lighting Bolts to keep it up to Extended ruleset :
Lands - 22 :
8x Plains
8x Mountains
4x Clifftop Retreat
2x Boros Garrison
Creatures - 25 :
1x Agurs Kos, Wojeck Veteran
2x Boros Swiftblade
2x Skyknight Legionnaire
1x Odric, Master Tactician
2x Captain of the Watch
3x Elite Vanguard
2x Fiend Hunter
2x Crusader of Odric
2x Thraben Valiant
2x Doomed Traveler
1x Zealus Conscripts
2x Kessig Malcontents
3x Riot Ringleader
Spells - 17 :
2x Lighting Helix
1x Cathars' Crusade
1x Commander's Authority
2x Oblivion Ring
2x Vigilante Justice
3x Flames of the Firebrand
3x Kindled Fury
3x Lighting Bolt
Artifacts - 1 :
1x Avacyn's Collar
Lands - 22 :
8x Plains
8x Mountains
4x Clifftop Retreat
2x Boros Garrison
Creatures - 25 :
1x Agurs Kos, Wojeck Veteran
2x Boros Swiftblade
2x Skyknight Legionnaire
1x Odric, Master Tactician
2x Captain of the Watch
3x Elite Vanguard
2x Fiend Hunter
2x Crusader of Odric
2x Thraben Valiant
2x Doomed Traveler
1x Zealus Conscripts
2x Kessig Malcontents
3x Riot Ringleader
Spells - 17 :
2x Lighting Helix
1x Cathars' Crusade
1x Commander's Authority
2x Oblivion Ring
2x Vigilante Justice
3x Flames of the Firebrand
3x Kindled Fury
3x Lighting Bolt
Artifacts - 1 :
1x Avacyn's Collar
0
BlinkXPoke
Cards and Hugs abound
Seems pretty solid. All comes together pretty well. Lightning Bolt is fine, since it's still in Extended. Maybe put a fourth one since your other burn spell, Lightning Helix, isn't in Extended. Honestly not sure of much to say to change it cus there will be big gaps in the list once we take out the Ravnica stuff.
Another small change I'd make is maybe fit one more Odric in? I know he's legendary, but it's to increase the chance of drawing him as well as replace him if he gets removed somehow. His effect is really good, after all.
And this might be a great one for you, though last I checked, it was an expensive card. It's something I really want for a soldier deck of my own:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214064
It's a knight... but it makes soldiers. And an interesting thing I noticed after doing some math, just two of these will attack for exactly 20.
EDIT: Btw, here's the sets legal in Extended, should help you when searching for cards you'll want to use:
http://www.wizards.com/Magic/TCG/Resources.aspx?x=judge/resources/sfrextended
Another small change I'd make is maybe fit one more Odric in? I know he's legendary, but it's to increase the chance of drawing him as well as replace him if he gets removed somehow. His effect is really good, after all.
And this might be a great one for you, though last I checked, it was an expensive card. It's something I really want for a soldier deck of my own:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214064
It's a knight... but it makes soldiers. And an interesting thing I noticed after doing some math, just two of these will attack for exactly 20.
EDIT: Btw, here's the sets legal in Extended, should help you when searching for cards you'll want to use:
http://www.wizards.com/Magic/TCG/Resources.aspx?x=judge/resources/sfrextended
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sakabato24
World Warrior
Buying that Hero of Bladehold now. That seems like a really GOOD card for my deck.
0
BlinkXPoke
Cards and Hugs abound
sakabato24 wrote...
Buying that Hero of Bladehold now. That seems like a really GOOD card for my deck.It's an exellent card in any deck like yours, wanting to just overwhelm with numbers. Plus battle cry is always an exellent way to pile on the damage, too. Perhaps something to consider, since there are more creature with battle cry you can look for.
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Oh dear playing Magic cards was fun! I love how a lot of people were willing to teach me and be patient with me at the same time.
I have several decks now, but I'm trying to build a decent or at least playable combination of angel and soldier deck.
I'm just curious. Since I can only play one legendary at a time, which of the two is better:
http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=122049
OR
http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=259670
Also, what is the appropriate number of Planeswalker one should have in a deck?
Because at this very moment, I just received my Elspeth Knight-Errant. I'm just pondering if I should put all four of them in my deck or will one be enough?
I have several decks now, but I'm trying to build a decent or at least playable combination of angel and soldier deck.
I'm just curious. Since I can only play one legendary at a time, which of the two is better:
http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=122049
OR
http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=259670
Also, what is the appropriate number of Planeswalker one should have in a deck?
Because at this very moment, I just received my Elspeth Knight-Errant. I'm just pondering if I should put all four of them in my deck or will one be enough?
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BlinkXPoke
Cards and Hugs abound
First things first, you can play as many legendaries as you want, one of my friends has a samurai deck with lots of legendaries, it's just you cannot have two legendaries of the same name on the battlefield at the same time.
Second, it really depends, on how liberally you'll be using the planeswalkers. Some planeswalkers are only really used for their - abilities, + abilities only to keep them on the battlefield. In that case, you'd want multiple. You'd also want multiple if its a planeswalker that causes lots of problems for your opponents (which many do).
In the case of Elspeth, she's powerful, but with only + abilities until you reach ultimate (if you ever get that far), you don't need many, since extra copies in your hand don't do anything (there's a "planeswalker rule"). I'd say two, since she does become quite a target, but otherwise should stay on the field so long as you can really protect her.
As for those legendaries, use both. They combo well together. One makes soldiers whenever you take damage, the other makes it so your soldiers can get through with direct damage on the crackback.
Second, it really depends, on how liberally you'll be using the planeswalkers. Some planeswalkers are only really used for their - abilities, + abilities only to keep them on the battlefield. In that case, you'd want multiple. You'd also want multiple if its a planeswalker that causes lots of problems for your opponents (which many do).
In the case of Elspeth, she's powerful, but with only + abilities until you reach ultimate (if you ever get that far), you don't need many, since extra copies in your hand don't do anything (there's a "planeswalker rule"). I'd say two, since she does become quite a target, but otherwise should stay on the field so long as you can really protect her.
As for those legendaries, use both. They combo well together. One makes soldiers whenever you take damage, the other makes it so your soldiers can get through with direct damage on the crackback.
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Oh dear... Guess I gotta bring out all my legendaries.
Darn it, chances are I misunderstood that legendary thing. Thanks, you saved me a lot of time thinking.
Darn it, chances are I misunderstood that legendary thing. Thanks, you saved me a lot of time thinking.
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BlinkXPoke
Cards and Hugs abound
No problem, don't worry, I misunderstood a lot of rules when I first started off, too. There's a lot to learn in Magic.
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kickiluxxx wrote...
Also, what is the appropriate number of Planeswalker one should have in a deck?
Because at this very moment, I just received my Elspeth Knight-Errant. I'm just pondering if I should put all four of them in my deck or will one be enough?
2-3 at most, a good rule of thumb to follow is
1 - Never unless I can a)tutor for it/draw into it or b) max allowed by format (only comes up in EDH or Vintage
2 - It's good to see, I don't necessarily HAVE to have it, but it's good to have, have deck thinning/library manipulation to find it in a pinch
3 - I want to see at least one per game
4 - I want to see multiples of this card per game.
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Right now, this is the deck that I enjoy the most. Even though I have all versions of Chandra, I think I'll just keep it this way. Problem is, an opponent with a ton of flying creatures is a pain. I'm actually thinking of adding lightning bolts. Probably, Chandra Fireblaze too, just so I can Goblin Grenade and copy it.
4 Adaptive Automaton
4 Goblin Arsonist
4 Goblin Chieftain
4 Goblin Wardriver
4 Krenko, Mob Boss
4 Mogg Flunkies
3 Spikeshot Elder
4 Goblin Grenade
4 Krenko's Command
4 Surgical Extraction
21 Mountain
= 60 Cards
4 Adaptive Automaton
4 Goblin Arsonist
4 Goblin Chieftain
4 Goblin Wardriver
4 Krenko, Mob Boss
4 Mogg Flunkies
3 Spikeshot Elder
4 Goblin Grenade
4 Krenko's Command
4 Surgical Extraction
21 Mountain
= 60 Cards
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BlinkXPoke
Cards and Hugs abound
kickiluxxx wrote...
Right now, this is the deck that I enjoy the most. Even though I have all versions of Chandra, I think I'll just keep it this way. Problem is, an opponent with a ton of flying creatures is a pain. I'm actually thinking of adding lightning bolts. Probably, Chandra Fireblaze too, just so I can Goblin Grenade and copy it.4 Adaptive Automaton
4 Goblin Arsonist
4 Goblin Chieftain
4 Goblin Wardriver
4 Krenko, Mob Boss
4 Mogg Flunkies
3 Spikeshot Elder
4 Goblin Grenade
4 Krenko's Command
4 Surgical Extraction
21 Mountain
= 60 Cards
I'm not too sure about surgical extraction... especially as a 4 of... Youre an aggresive deck, you should just be powering through your problems, not neccessarily elimnating them after the fact. Krenko, being legendary, you don't need 4 of, especially since he's legendary (you can only have one of him on the battlefield at one time). And adaptive automaton is a nice idea... not sure its working in my mind...
You're pretty light on removal too... You want to get things out of the way. Some ones I can think of is Flame Slash, which is nice cheap removal, or Lightning Bolt, I think a definite add since it can deal damage directly to your opponent too, if the need arises.
Spikeshot elder, I'm also not really sure about. It's ability is expensive mana wise, for this deck.
With goblins, you just want to win as fast as possible, beating down the opposition before they can really set up anything. So you don't want cards that cost a lot to cast slowing down your gameplan, cus once the game goes on long enough, it's likely your assault comes to a halt due to you having nothing but small creatures to put pressure on the opponent with.
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BlinkXPoke wrote...
kickiluxxx wrote...
Right now, this is the deck that I enjoy the most. Even though I have all versions of Chandra, I think I'll just keep it this way. Problem is, an opponent with a ton of flying creatures is a pain. I'm actually thinking of adding lightning bolts. Probably, Chandra Fireblaze too, just so I can Goblin Grenade and copy it.4 Adaptive Automaton
4 Goblin Arsonist
4 Goblin Chieftain
4 Goblin Wardriver
4 Krenko, Mob Boss
4 Mogg Flunkies
3 Spikeshot Elder
4 Goblin Grenade
4 Krenko's Command
4 Surgical Extraction
21 Mountain
= 60 Cards
I'm not too sure about surgical extraction... especially as a 4 of... Youre an aggresive deck, you should just be powering through your problems, not neccessarily elimnating them after the fact. Krenko, being legendary, you don't need 4 of, especially since he's legendary (you can only have one of him on the battlefield at one time). And adaptive automaton is a nice idea... not sure its working in my mind...
You're pretty light on removal too... You want to get things out of the way. Some ones I can think of is Flame Slash, which is nice cheap removal, or Lightning Bolt, I think a definite add since it can deal damage directly to your opponent too, if the need arises.
Spikeshot elder, I'm also not really sure about. It's ability is expensive mana wise, for this deck.
With goblins, you just want to win as fast as possible, beating down the opposition before they can really set up anything. So you don't want cards that cost a lot to cast slowing down your gameplan, cus once the game goes on long enough, it's likely your assault comes to a halt due to you having nothing but small creatures to put pressure on the opponent with.
I added 4 Krenko's to increase the chances of getting him as soon as possible and in case he dies. Surgical extractions are for those people who like to use really powerful cards and have 4 of them in their deck. Not a single game yet has passed where I never got Krenko before 4 turns. The problem that I usually encounter is not enough land.
My battle plan is just simple, attack whenever possible, or pile them up for a turn or two. Goblin Grenade if necessary. If not just 5 or 6 damage to player.
Also, thanks. I just discovered a new card which is Flame Slash!!
0
BlinkXPoke
Cards and Hugs abound
kickiluxxx wrote...
BlinkXPoke wrote...
kickiluxxx wrote...
Right now, this is the deck that I enjoy the most. Even though I have all versions of Chandra, I think I'll just keep it this way. Problem is, an opponent with a ton of flying creatures is a pain. I'm actually thinking of adding lightning bolts. Probably, Chandra Fireblaze too, just so I can Goblin Grenade and copy it.4 Adaptive Automaton
4 Goblin Arsonist
4 Goblin Chieftain
4 Goblin Wardriver
4 Krenko, Mob Boss
4 Mogg Flunkies
3 Spikeshot Elder
4 Goblin Grenade
4 Krenko's Command
4 Surgical Extraction
21 Mountain
= 60 Cards
I'm not too sure about surgical extraction... especially as a 4 of... Youre an aggresive deck, you should just be powering through your problems, not neccessarily elimnating them after the fact. Krenko, being legendary, you don't need 4 of, especially since he's legendary (you can only have one of him on the battlefield at one time). And adaptive automaton is a nice idea... not sure its working in my mind...
You're pretty light on removal too... You want to get things out of the way. Some ones I can think of is Flame Slash, which is nice cheap removal, or Lightning Bolt, I think a definite add since it can deal damage directly to your opponent too, if the need arises.
Spikeshot elder, I'm also not really sure about. It's ability is expensive mana wise, for this deck.
With goblins, you just want to win as fast as possible, beating down the opposition before they can really set up anything. So you don't want cards that cost a lot to cast slowing down your gameplan, cus once the game goes on long enough, it's likely your assault comes to a halt due to you having nothing but small creatures to put pressure on the opponent with.
I added 4 Krenko's to increase the chances of getting him as soon as possible and in case he dies. Surgical extractions are for those people who like to use really powerful cards and have 4 of them in their deck. Not a single game yet has passed where I never got Krenko before 4 turns. The problem that I usually encounter is not enough land.
My battle plan is just simple, attack whenever possible, or pile them up for a turn or two. Goblin Grenade if necessary. If not just 5 or 6 damage to player.
Also, thanks. I just discovered a new card which is Flame Slash!!
Goblins are extremely fast, so you shouldn't worry about getting Krenko because he's a 4-drop. Krenko is kind of a win-more, since while his effect is really good in your deck, isn't neccessary because he costs a lot relative to your deck. 4 copies isn't neccessary.
Surgical Extraction doesnt really work out in your deck I don't think because it just doesn't do anything really meaningful if your plan is to rush. It's good to worry about cards that blow out your plans, but that kind of card is for more controlling decks I think, since they grind the game out for a long time. You should just be playing smart to try to draw out the cards you dont want cast against you on lesser targets, essentially making them waste them.
And once again, I'd suggest Lightning Bolt, too, as it is 3 damage you can send directly to the dome (to your opponent), without needing to sac one of your goblins (goblin grenade is still a nice one). It can also hit creatures, and with how fast your deck is supposed to be, 3 damage should kill most of what stands in your way.
EDIT: By the way, here's the gatherer database:
http://gatherer.wizards.com/Pages/Default.aspx
It has every single Magic card released in it. It's a nice way to confirm what cards do, what set they came from, and just to look up cards you hear about.
I'm constantly on it, always seeing in what way I can improve my decks, or just randomly coming across cards that interest me that I'd like to build around.
0
sakabato24
World Warrior
I'd also suggest as a good burn card is Flames of the Firebrand or Arc Trail. It costs a bit, but helps out a lot, especially if someone tries to match you to with mass amount of creatures. Firebrand costs 3 and Arc Trail costs 2, but again, I find it good to have options to burn multiple creatures at once as well as the player.
Also, the new tokens in RtR look BA.
Also, the new tokens in RtR look BA.
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BlinkXPoke
Cards and Hugs abound
The timmy in me wants at least three of those Wurm tokens cus I really love that 15/15 trampler.
And Good call with the Flames of the Firebrand. It's a monster in limited too, absolutely wrecks exalted decks, since it can take out three of their cheap creatures.
And Good call with the Flames of the Firebrand. It's a monster in limited too, absolutely wrecks exalted decks, since it can take out three of their cheap creatures.
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BlinkXPoke wrote...
kickiluxxx wrote...
BlinkXPoke wrote...
kickiluxxx wrote...
Right now, this is the deck that I enjoy the most. Even though I have all versions of Chandra, I think I'll just keep it this way. Problem is, an opponent with a ton of flying creatures is a pain. I'm actually thinking of adding lightning bolts. Probably, Chandra Fireblaze too, just so I can Goblin Grenade and copy it.4 Adaptive Automaton
4 Goblin Arsonist
4 Goblin Chieftain
4 Goblin Wardriver
4 Krenko, Mob Boss
4 Mogg Flunkies
3 Spikeshot Elder
4 Goblin Grenade
4 Krenko's Command
4 Surgical Extraction
21 Mountain
= 60 Cards
I'm not too sure about surgical extraction... especially as a 4 of... Youre an aggresive deck, you should just be powering through your problems, not neccessarily elimnating them after the fact. Krenko, being legendary, you don't need 4 of, especially since he's legendary (you can only have one of him on the battlefield at one time). And adaptive automaton is a nice idea... not sure its working in my mind...
You're pretty light on removal too... You want to get things out of the way. Some ones I can think of is Flame Slash, which is nice cheap removal, or Lightning Bolt, I think a definite add since it can deal damage directly to your opponent too, if the need arises.
Spikeshot elder, I'm also not really sure about. It's ability is expensive mana wise, for this deck.
With goblins, you just want to win as fast as possible, beating down the opposition before they can really set up anything. So you don't want cards that cost a lot to cast slowing down your gameplan, cus once the game goes on long enough, it's likely your assault comes to a halt due to you having nothing but small creatures to put pressure on the opponent with.
I added 4 Krenko's to increase the chances of getting him as soon as possible and in case he dies. Surgical extractions are for those people who like to use really powerful cards and have 4 of them in their deck. Not a single game yet has passed where I never got Krenko before 4 turns. The problem that I usually encounter is not enough land.
My battle plan is just simple, attack whenever possible, or pile them up for a turn or two. Goblin Grenade if necessary. If not just 5 or 6 damage to player.
Also, thanks. I just discovered a new card which is Flame Slash!!
Goblins are extremely fast, so you shouldn't worry about getting Krenko because he's a 4-drop. Krenko is kind of a win-more, since while his effect is really good in your deck, isn't neccessary because he costs a lot relative to your deck. 4 copies isn't neccessary.
Surgical Extraction doesnt really work out in your deck I don't think because it just doesn't do anything really meaningful if your plan is to rush. It's good to worry about cards that blow out your plans, but that kind of card is for more controlling decks I think, since they grind the game out for a long time. You should just be playing smart to try to draw out the cards you dont want cast against you on lesser targets, essentially making them waste them.
And once again, I'd suggest Lightning Bolt, too, as it is 3 damage you can send directly to the dome (to your opponent), without needing to sac one of your goblins (goblin grenade is still a nice one). It can also hit creatures, and with how fast your deck is supposed to be, 3 damage should kill most of what stands in your way.
EDIT: By the way, here's the gatherer database:
http://gatherer.wizards.com/Pages/Default.aspx
It has every single Magic card released in it. It's a nice way to confirm what cards do, what set they came from, and just to look up cards you hear about.
I'm constantly on it, always seeing in what way I can improve my decks, or just randomly coming across cards that interest me that I'd like to build around.
:O sweet ok well what kick is saying is true goblin decks are supposed to be rush decks where you kill them before they kill you just all in rushes. That being said you cant even really do that in the new set since most of the goblins are to high mana cost (i.e arms dealer or krenko). And until rtr comes out pure goblin decks arent going to be necesarily competitively good. (oh and side note mogg flunkies is pretty bad)
a red deck based around infernal plunge/ geosurge/ battle hymn to get temporary mana to throw down chancellor of the forge or krenko as well as alot of low mana goblins.
Now to make the deck play better the 2 best choices as far as i can tell are goblin burn decks with krenko, arms dealer, and burn at the stake as the all stars (which is what i chose its not to terribly great it beats most other decks but still loses to the better constructed delver and such decks)
Or a red white goblin deck with im assuming healer of the pride as a big one and krenko. (idk i know a guy who all he does is do goblins and i entered a tournament and saw him there and just noticed out of the corner of my eye white and red lands)
either choice is not fast at all and you probably shouldnt expect to win before turn 4 or 5 or so.
Basically for the time being just straight goblin aggro decks dont really work out too well but theres goblin tokens in rtr so im hoping to get some new options.
also with that i would definitly say run 4 krenkos, The guy dominates for a four drop. He has won me games constantly where i get down and then just stabalise at 3 health or so with just an army of chump blockers and then win with a massive swarm of goblins attacking them.
and on the note of goblins O.o i was going through magic on tcg player and found this card (hasent been released)
http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Goblin%20Rally&sn=Return%20to%20Ravnica
Set Return to Ravnica - [Price Guide]
Cost R
Card Type Sorcery
Rarity Uncommon
Card Text
Put four 1/1 red Goblin creature tokens onto the battlefield.
as far as i know this site hasnt posted incorrect information but jesus O.o i mean look at krenko's command put 2 1/1 goblins on the field for 1r this is just r and 4 1/1 goblin tokens.
Im thinking there has to be another cost to this or a typo or something if anyone can find any valadity to this card definitly let me know xD
0
BlinkXPoke
Cards and Hugs abound
Mogg Flunkies is actually kinda nice if you have so much token generation that it keeps it active, since you only need one other creature for it to rush into battle with. Also, yeah, I was kinda veering him to a hyper-aggresive Goblin deck which doesn't have many options using just the newest sets.
And I honestly doubt that card is for real... When there is such a card like Krenko's Command, making something strictly twice as good as it, especially so soon sounds unlikely. But who knows.
This is where I check, they also confirm where they got their information so I trust it:
http://mtgsalvation.com/return-to-ravnica-spoiler.html
And I honestly doubt that card is for real... When there is such a card like Krenko's Command, making something strictly twice as good as it, especially so soon sounds unlikely. But who knows.
This is where I check, they also confirm where they got their information so I trust it:
http://mtgsalvation.com/return-to-ravnica-spoiler.html