If someone uses a funeral charm on an 0/1 tarmogoyf; does that damage immediately resolve thus putting 'goyf in the graveyard, or does the funeral charm resolve first, hitting the graveyard making him a a 1/2 and immune to the effect?
Cairn Wanderer is nasty and works well with the synergy of the glen and hub.
Surgespanner + Springleaf drum = tons of fun, bouncing permanents :), get the threats first, and then go after their resources. Also spring leaf supplements what you don't have or what you might need.
Merfolk works with the synergy of the hub, and its just a good card for how this concept works.
Mindlash Sliver, some people are on the fence about this guy, but he works well against most every build, your getting what you need to the grave yard, and at the same time your opponent is having to discard something, now more than likely what they're discarding won't have a huge effect on the early game, but your still putting the screws to them, plus hes a 1 drop, and you might even get 2-3 swipes in before you sac him or keep him on board to be used as an accelerator with springleaf.
Mirri works great with this deck, weather shes in the grave or shes on the board, shes not to pricey to get all those wonderful abilities.
the sideboard is self explaintory, the crypt is for Graveyard hate, or the mirror match, and feldon's cane helps stop the onslaught of mil. I see jace getting alot of play.
I've refined the deck a bit more to make it work even faster and better with Oona's discard mechanic and the concept of aggro, on a dream draw you get GG out on T3, but ideally T4/5.
Also even though Oona's Prowlers discard mechanic is great; lest we forget were getting a 3/1 flyer on T2 for 1C1B. Thats great anyway you slice it, if your opponents want to protect them self from Oona they're going to have to either discard giving you card advantage or take it. A win-win situation in my book.
Also there are plenty of goblin cards in this deck to make sure Auntie's hovel doesn't come into play tapped.
Festering Goblin is great at sacing and destroying your opponents weenies, I think Goldmeadow Harrier will be getting a good amount of play.
Call To the Netherworld just makes sure that if you do get the cards on the board and your opponent sends them to the graveyard or you yourself get the miracle draw of GG + 2 Weenies + Oona + Dread Return by T3, that you can get what you need back into your hand. Also its obviously handy for brining back Oona & Big Game Hunter(IF you've brought him in from your sideboard) seeing how they're the only black non Goblin creatures in the deck that can't be brought back with Wort.
Fiery Temper obviously works great with Oona, and it isn't horrible to pay 1CRR to deal the 3 damage, but ideally your only paying R for it to happen.
Threaten allows you to take your opponents creatures for a ride, and if GG is suspended well abuse them then sac them.
The sideboard is pretty self explanatory, Big Game Hunter takes down "goyf" amongst other blunt creatures.
Also I was contemplating adding Fury Charm, either to the main or the sideboard, but will see.
As always ideas & constructive criticism is welcomed.
With this build, its possible to have Greater Gargadon out on the board by turn 3.
T1 Festering Goblin
T2 Oona's Prowler
T3 Festering Goblin > Discard GG & Dread Return via Oona's ability > Sac all 3 creatures > Bring GG into play
or provided you have the mana just wait till T4 discard GG, then cast Dread Return. Also depending on the deck I'm facing i may opt to just suspend GG and use him as the means to sac my goblins and build up knucklebone.
I've found that while Boggart Harbinger is nice in limited, if I'm going to tutor for a card, I want to make it any card in my deck, ill pay the extra mana for that ability via diabolic tutor.
Wort, is nasty, constantly brining back a tarfire or nameless inversion or Stingscourger allows you alot of flexibility; speaking of stingscourger yes paying echo stinks, so dont, allow your knucklebone witch to get fat quick and once wort is on the board, use Stingscourger as creature removal.
also playing Epochrasite via Oona's ability is very nice.
and lastly when facing off "goyf" I'll play GG suspended, threaten "goyf" and then sac him to GG.
I was under the impression that once a creatures toughness is reduced to zero it dies, unless it has some ability or something of that nature.
thanks in advance for a response.
2 Cairn Wanderer
3 Surgespanner
4 Haakon, Stromgland Scourge
2 Oona's Prowler
3 Merfolk Looter
4 Mindlash Sliver
2 Mirri the Cursed
Spells 20
4 Crib Swap
4 Oblivion Ring
3 Nameless Inversion
2 Rune Snag
2 Thoughtseize
2 Damnation
3 Springleaf Drum
3 Secluded Glen
3 Wanderwine Hub
6 Swamp
4 Island
3 Plains
1 Urborg, Tomb of Yawgmoth
2 Extirpate
3 Pull from Eternity
2 Loxdon Warhamer
2 Feldon's Cane
2 Pithing Needle
2 Thoughtseize
2 Tormod's Crypt
Cairn Wanderer is nasty and works well with the synergy of the glen and hub.
Surgespanner + Springleaf drum = tons of fun, bouncing permanents :), get the threats first, and then go after their resources. Also spring leaf supplements what you don't have or what you might need.
Merfolk works with the synergy of the hub, and its just a good card for how this concept works.
Mindlash Sliver, some people are on the fence about this guy, but he works well against most every build, your getting what you need to the grave yard, and at the same time your opponent is having to discard something, now more than likely what they're discarding won't have a huge effect on the early game, but your still putting the screws to them, plus hes a 1 drop, and you might even get 2-3 swipes in before you sac him or keep him on board to be used as an accelerator with springleaf.
Mirri works great with this deck, weather shes in the grave or shes on the board, shes not to pricey to get all those wonderful abilities.
the sideboard is self explaintory, the crypt is for Graveyard hate, or the mirror match, and feldon's cane helps stop the onslaught of mil. I see jace getting alot of play.
Constructive Criticism is always welcomed.
MWS/appr: MWS
formats: Standard (Type 2)
willing to play just about anytime I'm on aim
also ventrillo FTW, just makes playing a bit easier, if your game i'm game
I've done some tinkering, and I've come away very impressed with how it performs out of the gate.
4 Oona's Prowler
3 Festering Goblin
4 Knucklebone Witch
Black Spells(9)
3 Dread Return
2 Diabolic Tutor
2 Nameless Inversion
2 Call To the Netherworld
Red Creatures(10)
4 Greater Gargadon
3 Mogg Fanatic
3 Spark Elemental
4 Tarfire
2 Threaten
4 Fiery Temper
Gold Creatures(2)
2 Wort, Boggart Auntie
Land(18)
4 Auntie's Hovel
2 Urborg, Tomb of Yawgmoth
6 Swamp
6 Mountain
2 Thoughtseize
3 Hypnotic Specter
3 Loxodon Warhammer
2 Deathmark
2 Extirpate
3 Big Game Hunter
Also even though Oona's Prowlers discard mechanic is great; lest we forget were getting a 3/1 flyer on T2 for 1C1B. Thats great anyway you slice it, if your opponents want to protect them self from Oona they're going to have to either discard giving you card advantage or take it. A win-win situation in my book.
Also there are plenty of goblin cards in this deck to make sure Auntie's hovel doesn't come into play tapped.
Festering Goblin is great at sacing and destroying your opponents weenies, I think Goldmeadow Harrier will be getting a good amount of play.
Call To the Netherworld just makes sure that if you do get the cards on the board and your opponent sends them to the graveyard or you yourself get the miracle draw of GG + 2 Weenies + Oona + Dread Return by T3, that you can get what you need back into your hand. Also its obviously handy for brining back Oona & Big Game Hunter(IF you've brought him in from your sideboard) seeing how they're the only black non Goblin creatures in the deck that can't be brought back with Wort.
Fiery Temper obviously works great with Oona, and it isn't horrible to pay 1CRR to deal the 3 damage, but ideally your only paying R for it to happen.
Threaten allows you to take your opponents creatures for a ride, and if GG is suspended well abuse them then sac them.
The sideboard is pretty self explanatory, Big Game Hunter takes down "goyf" amongst other blunt creatures.
Also I was contemplating adding Fury Charm, either to the main or the sideboard, but will see.
As always ideas & constructive criticism is welcomed.
reading cards helps, whoops. thanks for that.
the difference being Oona's Prowler = 1337
4 Oona's Prowler
3 Festering Goblin
3 Knucklebone Witch
Black Spells(12)
4 Dread Return
2 Diabolic Tutor
2 Thoughtseize
2 Consume Spirit
2 Nameless Inversion
Red Creatures(11)
4 Greater Gargadon
3 Mogg Fanatic
2 Mogg War Marshal
2 Stingscourger
4 Tarfire
2 Threaten
Gold Creatures(3)
3 Wort, Boggart Auntie
Land(18)
4 Auntie's Hovel
2 Urborg, Tomb of Yawgmoth
6 Swamp
6 Mountain
2 Thoughtseize
3 Hypnotic Specter
3 Loxodon Warhammer
2 Deathmark
2 Extirpate
3 Epochrasite
With this build, its possible to have Greater Gargadon out on the board by turn 3.
T1 Festering Goblin
T2 Oona's Prowler
T3 Festering Goblin > Discard GG & Dread Return via Oona's ability > Sac all 3 creatures > Bring GG into play
or provided you have the mana just wait till T4 discard GG, then cast Dread Return. Also depending on the deck I'm facing i may opt to just suspend GG and use him as the means to sac my goblins and build up knucklebone.
I've found that while Boggart Harbinger is nice in limited, if I'm going to tutor for a card, I want to make it any card in my deck, ill pay the extra mana for that ability via diabolic tutor.
Wort, is nasty, constantly brining back a tarfire or nameless inversion or Stingscourger allows you alot of flexibility; speaking of stingscourger yes paying echo stinks, so dont, allow your knucklebone witch to get fat quick and once wort is on the board, use Stingscourger as creature removal.
also playing Epochrasite via Oona's ability is very nice.
and lastly when facing off "goyf" I'll play GG suspended, threaten "goyf" and then sac him to GG.
constructive criticism is welcomed.