Main Deck - 100 cards, 77 distinct
Sideboard - 0 cards, 0 distinct
No cards here. :(
|
Notes
Build Date: January 20, 2013 *RETIRED*
<img src="http://i.imgur.com/p9VfZoh.png">
About:
=====
This deck is not solely centered around Wort, though she is essential in the non-attack oriented wincon's. She certainly fuels this deck's fire, but if she's tucked -- all hope is not lost. There are many wonderful interactions that completely ignore Wort's presence, and creating an army isn't so reliant on conspiring spells. My playstyle could be described as "Johnny/Timmy", and I feel this deck displays this well. I enjoy beating face and dropping effective creatures -- but I've opted for strategy rather than girth.
Strengths:
========
* Tons of cheap, disposable creatures. Sacrifice doesn't really affect you. Most of your creatures are tokens, and the other ones are rarely your contingency plan. If they nuke one of your Lords or even Wort -- you'll be ok.
* Your creatures get big, fast, and agile. Remember all those disposable creatures? They're now 8/8 haste double-strike goblins. And you've got 20 of them. And they each get +1/+1 for every other attacking goblin.
* You get to tutor all the time. It means never relying on what's in your hand *right now*. You draw a boat-load of cards and you have plenty of means to search for land and creatures.
* Your semi-effective spells become super effective by tapping a few of your many creatures. Oh, you just Brightstone Ritual'ed for 6xR? Now it's 12xR. And so you dump it into a Banefire that you copy. That's 24 damage for an investment of R and four tapped goblin tokens. Something for nothing is always good.
Weaknesses:
==========
* There's no flying defense in this deck. At all. I'm considering Gravity Sphere/Gravity Well and some other ways of dealing. Not big in my meta until lately, so the issue never came up.
* Very little defense against blue people doing blue things. Devastation Tide is pretty damn devastating. Cancel every spell I cast -- not much to say there either. But hey, I'm RG and I've got a Pyroblast in my sideboard. What else do you want from me? :P
* Little recursion. I could add more, but I felt it would take up a lot of space for more effective creatures/answers or additional (functional) copies of my best stuff. Fortunately, the recursion I have is pretty solid.
* A request from the White players: Please stop board wiping? Please? :(
Alternate Commanders:
==================
* Thromok the Insatiable:
Make goblins, eat goblins, beat face. Running Thromok over Wort makes a lot of the spells less (read:half) as effective, but you have a more commander-damaging wincon at your fingertips. Would run more evasion/voltron in the decklist.
* Ulasht, the Hate Seed:
Get +1/+1 for your goblins, dump mana, burn your opponent alive. Same drawback as above, but focuses on burn rather than combat damage. Would run more green token generators in the decklist.
Why Play Wort?
============
* You love playing with effective red creatures that value strength in numbers.
* You love summoning massive armies of giant, fast, lethal tokens.
* You want to cast your favorite spells two, three, or even four times.
* You love tutoring for land and creatures to create a solid board presence.
* You want to destroy every creature and player on the board in one turn.
Why Not Play Wort?
===============
* You want to drop big, hulking, ETB-laden fatties.
* You like countering, stealing, and in general, being blue.
* You don't like counting heads every time you attack.
* You don't like long turns with lots of creature fetching.
* You want to combo out on turn five.
Notable Cards + Combos
==========
* Krenko, Mob Boss + Doubling Season: Are you sure you have enough dice for this?
* Conjurer's Closet: Insane abuse of ETB effects from lots of goblins. Wort, Matron, Recruiter, Seige-Gang, & Mogg.
* Wild Pair: Want to tutor almost every goblin in your deck in one turn? Wild pair gets you there, and all you need is some of your plentiful mana and a single 1/1.
* Browbeat: Conspired, this card makes Harmonize look like a child's toy. Someone takes 10 damage, or you get six cards, or you get three cards and someone takes 5. There is zero downside here.
* Warp World: Wipe the board of your opponent's stuff, and get free permanents from your tokens. Coming out of a board wipe with a hugely terrifying board presence is always fun.
* Slate of Ancestry: Want ALL the cards? Get them. This handy tool is really great to dig up Praetor's Counsel and then fetch your whole yard.
* Warstorm Surge: Ever wished Krenko read "Tap to deal X damage divided amongst any number of target creatures or players"?
* Ashnod's Altar/Skirk Prospector + Fecundity: Buckets of mana and card draw.
* Clan Defiance: It's like this card was MADE for my deck. So much destruction for GRX! Even without conspiring, it's just brutal.
<img src="http://i.imgur.com/p9VfZoh.png">
About:
=====
This deck is not solely centered around Wort, though she is essential in the non-attack oriented wincon's. She certainly fuels this deck's fire, but if she's tucked -- all hope is not lost. There are many wonderful interactions that completely ignore Wort's presence, and creating an army isn't so reliant on conspiring spells. My playstyle could be described as "Johnny/Timmy", and I feel this deck displays this well. I enjoy beating face and dropping effective creatures -- but I've opted for strategy rather than girth.
Strengths:
========
* Tons of cheap, disposable creatures. Sacrifice doesn't really affect you. Most of your creatures are tokens, and the other ones are rarely your contingency plan. If they nuke one of your Lords or even Wort -- you'll be ok.
* Your creatures get big, fast, and agile. Remember all those disposable creatures? They're now 8/8 haste double-strike goblins. And you've got 20 of them. And they each get +1/+1 for every other attacking goblin.
* You get to tutor all the time. It means never relying on what's in your hand *right now*. You draw a boat-load of cards and you have plenty of means to search for land and creatures.
* Your semi-effective spells become super effective by tapping a few of your many creatures. Oh, you just Brightstone Ritual'ed for 6xR? Now it's 12xR. And so you dump it into a Banefire that you copy. That's 24 damage for an investment of R and four tapped goblin tokens. Something for nothing is always good.
Weaknesses:
==========
* There's no flying defense in this deck. At all. I'm considering Gravity Sphere/Gravity Well and some other ways of dealing. Not big in my meta until lately, so the issue never came up.
* Very little defense against blue people doing blue things. Devastation Tide is pretty damn devastating. Cancel every spell I cast -- not much to say there either. But hey, I'm RG and I've got a Pyroblast in my sideboard. What else do you want from me? :P
* Little recursion. I could add more, but I felt it would take up a lot of space for more effective creatures/answers or additional (functional) copies of my best stuff. Fortunately, the recursion I have is pretty solid.
* A request from the White players: Please stop board wiping? Please? :(
Alternate Commanders:
==================
* Thromok the Insatiable:
Make goblins, eat goblins, beat face. Running Thromok over Wort makes a lot of the spells less (read:half) as effective, but you have a more commander-damaging wincon at your fingertips. Would run more evasion/voltron in the decklist.
* Ulasht, the Hate Seed:
Get +1/+1 for your goblins, dump mana, burn your opponent alive. Same drawback as above, but focuses on burn rather than combat damage. Would run more green token generators in the decklist.
Why Play Wort?
============
* You love playing with effective red creatures that value strength in numbers.
* You love summoning massive armies of giant, fast, lethal tokens.
* You want to cast your favorite spells two, three, or even four times.
* You love tutoring for land and creatures to create a solid board presence.
* You want to destroy every creature and player on the board in one turn.
Why Not Play Wort?
===============
* You want to drop big, hulking, ETB-laden fatties.
* You like countering, stealing, and in general, being blue.
* You don't like counting heads every time you attack.
* You don't like long turns with lots of creature fetching.
* You want to combo out on turn five.
Notable Cards + Combos
==========
* Krenko, Mob Boss + Doubling Season: Are you sure you have enough dice for this?
* Conjurer's Closet: Insane abuse of ETB effects from lots of goblins. Wort, Matron, Recruiter, Seige-Gang, & Mogg.
* Wild Pair: Want to tutor almost every goblin in your deck in one turn? Wild pair gets you there, and all you need is some of your plentiful mana and a single 1/1.
* Browbeat: Conspired, this card makes Harmonize look like a child's toy. Someone takes 10 damage, or you get six cards, or you get three cards and someone takes 5. There is zero downside here.
* Warp World: Wipe the board of your opponent's stuff, and get free permanents from your tokens. Coming out of a board wipe with a hugely terrifying board presence is always fun.
* Slate of Ancestry: Want ALL the cards? Get them. This handy tool is really great to dig up Praetor's Counsel and then fetch your whole yard.
* Warstorm Surge: Ever wished Krenko read "Tap to deal X damage divided amongst any number of target creatures or players"?
* Ashnod's Altar/Skirk Prospector + Fecundity: Buckets of mana and card draw.
* Clan Defiance: It's like this card was MADE for my deck. So much destruction for GRX! Even without conspiring, it's just brutal.
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