3 Caller of the Claw
4 Goblin Cohort
4 Goblin Grappler
4 Goblin Sledder
2 Goblin Taskmaster
2 Krark-Clan Shaman
4 Raging Goblin
4 Skirk Prospector
4 Chrome Mox
4 Fecundity
4 Glimpse of Nature
2 Mass Hysteria
7 Mountain
4 Forest
4 Karplusan Forest
4 Wooded Foothills |
 Glimpse
of Hell.
Description of deck by it's author
(quoted):
...the deck can make itself very, very easy to
play if you get the right pieces early and your Goblins are smoothly
distributed. But a number of games have tricky considerations. When is
it right to play a second Glimpse of Nature so that you draw 3 cards per
loop iteration rather than 2? That practically guarantees you'll keep
turning up Goblins so you don't sputter out, but it also means fewer
sacrifices before your library runs out, which means fewer Bears. It's
practically always right to play a second Glimpse, but the third Glimpse
isn't as clear. Does your opponent have blockers? Has she gained life?
You may need all the Bears you can get. Note that while Fecundity's card
draw is optional, Glimpse of Nature's is mandatory. Be sure there are
enough cards left in your deck to satisfy your Glimpse of Natures when
you play Caller of the Claw or you'll deck yourself and lose. (Only the
Caller triggers the Glimpse draw, not the Bear tokens.)
Sometimes you don't have too many combo pieces, you have
too few. When is it right to start sacrificing your Goblins to start the
cycle when you have Fecundity out but you haven't seen a Glimpse of
Nature? Maybe you'll draw into it and maybe you won't. Can you wait or
not? Starting the loop prematurely might completely backfire, or it might
work partway: You'll wind up with a handful of Bear tokens and leave
yourself in good position—but you won't pull off an insta-victory, and one
Pyroclasm ends the game. Since when did Goblins require thinking? |
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