Goblin Recruiter is broken in my deck. Almost all of my creatures are goblins - and not just goblins, but goblins that create goblins when entering the battlefield. Unless I already have Goblin Recruiter in my hand, Goblin Matron 100% tutors for Goblin Recruiter. Having all your goblins on the top of your deck means that you're not drawing into lands to slow you down. I also top deck Goblin Ringleader when I look for all my goblins. That way with even a single cantrip, I draw into Goblin Ringleader which then lets me draw into 4 more goblins. I very rarely lose a game after resolving Goblin Recruiter.
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I'm also thinking of adding Fire diamond and Star compass because I can't afford the really good fast mana. Those would be my only rocks besides sol ring and ruby medallion but I'm not sure if rocks are really what this deck wants.
It's usually not run in this deck. Let's look at same-turn and next-turn requirements for getting benefit from it. In both I'll assume only using lands for mana to cast it since it's going to be inconsistent to have fast-mana sources before going off, and because I don't want to look at optimal scenarios but instead look at liabilities.
To benefit from it same-turn, having tapped 3 mountains to cast it and exiling one of the tapped ones, you would have to have at least 4 other mountains (total 7) in play to benefit. And at that point you can make 8 R from those 4 mountains, but could have made 7 R without the Lens. That's not much of a ritual (unless you have way more lands). 2: That's a fairly late turn to have 7 mountains (at least in the combo-ish Arcane version).
To benefit from it on your next turn the requirements are a bit lower. You could have 3 lands on turn 3, cast this and exile one, then drop a new third mountain on turn 4 and have 6 mana. However, the Lens has to survive. If it gets blown up (and someone will gleefully do so if they are able) then the damage to your tempo is huge because not only are you down a land but you spent all your mana for a turn for naught. It's like a combination of missing a land drop and doing nothing for a turn. Even if one misses a land drop, there are things one should do to advance board position in early turns that are not "lightning rods".
Extraplanar Lens works better if it can stick around for a couple of turns, at least. It also works better not in early-game, but mid- or late-game when one has more lands. In my opinion it's the kind of thing I might run in Big Mana Green as third- or fourth-string mana acceleration since the ramp and the other land-mana accelerators greatly diminish the downsides of losing the Lens (and the imprinted land) before benefiting from it.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
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BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
To benefit from it same-turn, having tapped 3 mountains to cast it and exiling one of the tapped ones, you would have to have at least 4 other mountains (total 7) in play to benefit. And at that point you can make 8 R from those 4 mountains, but could have made 7 R without the Lens. That's not much of a ritual (unless you have way more lands). 2: That's a fairly late turn to have 7 mountains (at least in the combo-ish Arcane version).
To benefit from it on your next turn the requirements are a bit lower. You could have 3 lands on turn 3, cast this and exile one, then drop a new third mountain on turn 4 and have 6 mana. However, the Lens has to survive. If it gets blown up (and someone will gleefully do so if they are able) then the damage to your tempo is huge because not only are you down a land but you spent all your mana for a turn for naught. It's like a combination of missing a land drop and doing nothing for a turn. Even if one misses a land drop, there are things one should do to advance board position in early turns that are not "lightning rods".
Extraplanar Lens works better if it can stick around for a couple of turns, at least. It also works better not in early-game, but mid- or late-game when one has more lands. In my opinion it's the kind of thing I might run in Big Mana Green as third- or fourth-string mana acceleration since the ramp and the other land-mana accelerators greatly diminish the downsides of losing the Lens (and the imprinted land) before benefiting from it.
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
It's really amazing since it will generate a ton of mana.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!