The main idea of this deck is to use Eldrazi Spawn and Goblin tokens so you always have many creatures on the board. Then, Raid Bombardment gets devastating pretty quickly.
As additional support, I play two planeswalkers, Garruk and Sarkhan, who both have pumping abilities and who I can both consistently play turn 3, thanks to Birds, Elves and Nest Invaders.
4 of each planeswalker might seem to much, but I tested it and I was never unhappy to draw them, since I can cast them by turn three. If I draw two Garruks, I just "burn" through one producing beast tokens. Two Sarkhans is not so great, but they'll aggressively attack him anyway, so one will soon be gone.
I'm looking forward to your inputs. I'm also undecided about the manabase yet, but I chose not to include any lands which (unconditianally) etb tapped since this deck needs to curve out.
(Note: This is a bit of a spawn token deck and a bit of a goblin deck, but nothing really matches, so I decided to make an own thread)
some thoughts. As you said, I kind of think the 4 of each walker is too much. I also think 4x SGC is probably too much as they're at the absolute top of your curve.
6 mana-dorks seems a little short for getting them in the opening hand consistently, going up to 7 is probably a little better.
Lastly...this deck needs more Awakening Zone. Quite the potent 2nd turn play for a raid bombardment/token beatdown deck.
I was considering doing something along these lines with black red, using bloodghast and Goblin Assault
For you're purposes bloodghast is no good, but the assault could be worth it. the only downside to the card is that goblins have to attack every turn, but at the same rate you will always have a goblin on the board.
Thank you for your feedback. You're probably right in that I'm playing too much high-curve stuff, but they just win games right there A Sarkhan followed by a SGC is devastating.
I think curving into the 4/5-mana stuff is what makes the deck strong - it can do so nicely through the "1 mana dorks" and the Nest Invaders.
I won't cut too many of them, but cutting each walker and SGC down to three should be fine.
I'm not too sure about Awakening Zone. I tried it and it always was a bit slow for me, took too long until it had an impact and most often was worthless when I didn't have a Bombardment out.
Goblin Assault might be worth a try since the token is 1/1 haste, much better than 0/1.
I'll post a new version of the deck once I've tested it.
I think the goblin assault will be quite counterproductive. You have too many other goblins in the deck so the drawback on it will be devastating.
What about devastating summons? As a final FU to the face, you can float mana, summons then vol or bushwhacker for a giant swing. Doesn't play nice with bombardment, but it's a cheap alternate win-con that plays well with the existing core.
I haven't tested, so obviously don't know about awakening zone. Could be too slow ofc. Seems like chumpers/mana accel is always useful, let's you go all-in with your other stuff more freely.
I'm trying real hard to find a reason to not play such a "bad" deck at regionals but I can't find one. No one hhas a SB for these decks and these decks destroy so many of the popular decks our there, especially when you start SB extra lands along with thornlings and MotWH's.
The Devastating Summons sound like a good idea, I'll try them out as a 2-of (since you generally don't want to draw more than one).
With that amount of haste, they finish nicely and in long games, where I often end up with too much land, I can use it for creating a threat.
spanner, thanks for your decklist, definitely include Raid Bombardment if you want to play it. That card is awesome, two tokens are actually already a threat if it's out.
The Beastmaster Ascension looks interesting. I might test it as well, but I think it takes too long until it does something - while the 'walkers or the Bombardment do something immediately they enter.
This is basically just rementioning things from the Spawn Beatdown deck, but you could really make good use of Hissing Iguanar and maybe Comet Storm/Banefire depending on your amount of Spawns. Also, Might of the Masses hurts with a lot of tokens.
@ brasil_dude: Thanks for your input, the X spells aren't interesting for me since I produce more Goblin tokens than spawns. The rest looks interesting, but I need many slots for token producers, so the rest must really give a big power-up, like the Raid Bombardment or Sarkhan does. These just don't seem to be worth the slot. (And the Iguanar would be better for spawns, too)
As additional support, I play two planeswalkers, Garruk and Sarkhan, who both have pumping abilities and who I can both consistently play turn 3, thanks to Birds, Elves and Nest Invaders.
4 Birds of Paradise
2 Llanowar Elves
4 Goblin Bushwhacker
4 Nest Invader
4 Dragon Fodder
4 Siege-Gang Commander
4 Raid Bombardment
4 Garruk Wildspeaker
4 Sarkhan Vol
4 Lightning Bolt
9 Mountain
9 Forest
4 Rootbound Crag
4 of each planeswalker might seem to much, but I tested it and I was never unhappy to draw them, since I can cast them by turn three. If I draw two Garruks, I just "burn" through one producing beast tokens. Two Sarkhans is not so great, but they'll aggressively attack him anyway, so one will soon be gone.
I'm looking forward to your inputs. I'm also undecided about the manabase yet, but I chose not to include any lands which (unconditianally) etb tapped since this deck needs to curve out.
(Note: This is a bit of a spawn token deck and a bit of a goblin deck, but nothing really matches, so I decided to make an own thread)
6 mana-dorks seems a little short for getting them in the opening hand consistently, going up to 7 is probably a little better.
Lastly...this deck needs more Awakening Zone. Quite the potent 2nd turn play for a raid bombardment/token beatdown deck.
So like... -1 Garruk, -1 Sarkhan, -2 SGC, +1 llanowar elves, +3 awakening zone.
Might even go -1 something else for the 4th zone if they work well...perhaps -1 raid bombardment?
For you're purposes bloodghast is no good, but the assault could be worth it. the only downside to the card is that goblins have to attack every turn, but at the same rate you will always have a goblin on the board.
I think curving into the 4/5-mana stuff is what makes the deck strong - it can do so nicely through the "1 mana dorks" and the Nest Invaders.
I won't cut too many of them, but cutting each walker and SGC down to three should be fine.
I'm not too sure about Awakening Zone. I tried it and it always was a bit slow for me, took too long until it had an impact and most often was worthless when I didn't have a Bombardment out.
Goblin Assault might be worth a try since the token is 1/1 haste, much better than 0/1.
I'll post a new version of the deck once I've tested it.
What about devastating summons? As a final FU to the face, you can float mana, summons then vol or bushwhacker for a giant swing. Doesn't play nice with bombardment, but it's a cheap alternate win-con that plays well with the existing core.
I haven't tested, so obviously don't know about awakening zone. Could be too slow ofc. Seems like chumpers/mana accel is always useful, let's you go all-in with your other stuff more freely.
Here's my decklist for refrence
2 Rootbound Crag
4 Mountain
4 Forest
4 Scalding Tarn
4 Misty Rainforest
4 Raging Ravine
4 Llanowar Elves
4 Nest Invader
4 Kozilek's Predator
4 Plated Geopede
4 Bloodbraid Elf
2 Rakka Mar
4 Eldrazi Monument
4 Beastmaster Ascension
4 Goblin Assault
4 Awakening Zone
I'm trying real hard to find a reason to not play such a "bad" deck at regionals but I can't find one. No one hhas a SB for these decks and these decks destroy so many of the popular decks our there, especially when you start SB extra lands along with thornlings and MotWH's.
With that amount of haste, they finish nicely and in long games, where I often end up with too much land, I can use it for creating a threat.
spanner, thanks for your decklist, definitely include Raid Bombardment if you want to play it. That card is awesome, two tokens are actually already a threat if it's out.
The Beastmaster Ascension looks interesting. I might test it as well, but I think it takes too long until it does something - while the 'walkers or the Bombardment do something immediately they enter.
4 Birds of Paradise
3 Llanowar Elves
3 Goblin Bushwhacker
4 Nest Invader
4 Dragon Fodder
4 Siege-Gang Commander
2 Devastating Summons
4 Raid Bombardment
3 Garruk Wildspeaker
3 Sarkhan Vol
4 Lightning Bolt
9 Forest
9 Mountain
4 Rootbound Crag
@ brasil_dude: Thanks for your input, the X spells aren't interesting for me since I produce more Goblin tokens than spawns. The rest looks interesting, but I need many slots for token producers, so the rest must really give a big power-up, like the Raid Bombardment or Sarkhan does. These just don't seem to be worth the slot. (And the Iguanar would be better for spawns, too)