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4 Frenzied Goblin
4 Tin Street Hooligan
4 Feral Animist
4 Goblin King
4 Rabble-Rouser
3 Kiki-Jiki, Mirror Breaker
2 Patron of the Akki

4 Shock
4 Moldervine Cloak
4 Blazing Shoal

9 Mountain
4 Stomping Ground
4 Karplusan Forest
3 Forest
2 Gruul Turf
1 Skarrg, the Rage Pits

Evil Otto.

Description of deck by its author (quoted):
Another Guildpact card that caught my attention was Feral Animist. After releasing Feral Thallid, Feral Deceiver, Feral Shadow, Feral Throwback, Feral Lightning, I figured the least they could do was to make a Feral Animist. The most spiritual of all the goblins, the Animist believes that ordinary objects, as well as animate beings, have a soul. Everything is conscious to the animist, from rocks and trees, to oversized novelty wolf hands. This fellow is not to be confused with the Feral Animalist, who believes that humans are merely animals with no spiritual nature and who is indifferent to all but the physical appetites, like eating, drinking, and playing Magic Online. Also do not confuse the Animist with the Feral Anime-ist, who rabidly collects Duel Masters cards and foams at the mouth while watching Sailor Moon cartoons. They're totally different things.

With its ability to effectively double its power, Feral Animist is reminiscent of the formerly-restricted Vintage card, Berserk. Unlike Berserk, however, to double the Animist's power, you need three times as much mana. Without the aid of any other cards, three mana will get you a power increase of two, going from two to four. A second activation will get you an eight-power creature. To be honest, that really isn't too exciting. For six mana, Feral Animist gets +6/+0? That's the same as Firebreathing (albeit with less strict mana requirements), and nobody's oohing-and-ahhing about Sandstone Warrior (except maybe his mother).

The thing is, creature pump as simple as Giant Growth, combined with the ability to double its power, makes Feral Animist a whopping 10/4. Over. And. Out. With seven mana and a Giant Growth, Feral Animist swings for twenty! Better yet, with a Blazing Shoal (removing an eight-mana card), you would only need to use the Animist's ability once to deal twenty.

Does that get your rabble roused?

I quickly threw together a deck, with Feral Animist, Tin Street Hooligan, Frenzied Goblin, and some other Gruul cards. After a few rounds of testing, I discovered that with all the one-toughness creatures, the deck would just roll over, fetch a stick, shake a paw, and die to cards like Electrolyze. Or Darkblast. Or Night of Souls' Betrayal. Or Tibor (What a jerk! Lumia was cool, though). Or Gelectrode. Or Plagued Rusalka. You get the picture. It wasn't pretty. It was the opposite of that. It was un-pretty. As a result, I added a full set of Goblin Kings, and replaced the Giant Growths with the more expensive, but more reliable, Moldervine Cloak. It's just so good.

Rabble-Rouser is another card that can pump up Feral Animist for little cost, and it makes another nice target for Blazing Shoal. Kiki-Jiki, on the other hand, is great for pitching to Blazing Shoal (the same goes for Patron of the Akki), but is also good for making extra copies of Feral Animist, Goblin King, and Frenzied Goblin, depending on the situation.

A few other cards I considered include equipment like No-Dachi, Sword of the Paruns, and Sunforger (which would, of course, require a White splash). Kiki-Jiki, while no Parun by any means, really likes their sword. Kiki-Jiki makes a Hasty token, untaps with the Sword, and makes another Hasty token, both of which get +2/+0! Sweet! All the deck would need is some Siege-Gang Commanders to make lots of tokens and Goblin Warchiefs to give them all Haste. Nah. That's an obvious noob deck.

If you have some, I'd try out Invigorate, one of the alternate-play-cost spells from Mercadian Masques. If you control a Forest, you can play it for zero mana if you have an opponent gain three life. Playing it this way would normally net you +1 damage, but with the Animist's ability to double its power, it makes the life-gain much less relevant.

One thing I noticed was that this is very close to being a Shaman deck, on top of being a Goblin deck, since Feral Animist, Rabble-Rouser, and Kiki-Jiki are all Shamans. If you wanted to go that route, it would be a pretty simple. Just straight-up substitute the Tin Street Hooligans and Goblin Kings for something like Sakura-Tribe Elders and Viridian Shamans. Maybe add a few copies of Sachi, Daughter of Seshiro, the de facto Shaman Lord. The card I'd be most excited about adding to the deck is Skarrgan Skybreaker, who gets along very well with Kiki-Jiki. If you left Standard, Spikeshot Goblin is a natural inclusion for either deck, being a Goblin Shaman whose ability keys off its power.

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by Chris Millar @ www.wizards.com

TRIBAL: Goblins - Feral Animist / Goblin King

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