Lands:
24 Mountain
Creatures:
4 Crimson Kobolds
4 Crookshank Kobolds
4 Kobolds Of Kher Keep
Other Spells:
4 Cloudstone Curio
4 Genesis Chamber
4 Scroll Rack
4 Kyren Negotiations
4 Mages' Contest
4 Gamble |
KoboldStone.
Description of deck by it's author
(quoted):
There are other ways to abuse the Curio of
course. You could use, say, a zero casting cost creature from Legends.
Actually, there were three of them printed. You could use the Kobolds.
By playing a Kobold for zero mana, you could return any
creatures of yours to your hand. Why would you want to do this? Well, you
could return another Kobold. After all, you can play with twelve in your
deck, so having two at the same time is no great feat. Return the Kobold,
and then play it for no mana, returning the first Kobold. Repeat this loop
ad nauseam and you can play and bounce creatures repeatedly.
Why is this powerful? Well, let's just say that there
are several interactions this can cause. Would you like to see a few?
Genesis Chamber: What's better than making a horde of
creatures with your Kobold engine? As long as you play Kobolds, you can
keep making as many creatures as you desire. You can go ahead and swing
right now with haste effects like Anger, Fervor, or Concordant Crossroads.
Alternatively, you can just wait and attack every player in one big swing
the following turn, hitting all of the players for thousands of damage
each. You can also use the untapping Blasting Station to kill with direct
damage in case something like Reverence prevents you from attacking.
Special Rules Note: You can make any number of Myrs with
just one Kobold, you don't need a second. The Myr coming to play will
trigger the Curio and bounce back the daddy Kobold that made it.
Kyren Negotiations: Tap a Kobold to deal a damage. Then
bounce it by playing a Kobold. Tap the newly played Kobold for a damage,
then repeat.
Here we have just one version of the Curio / Kobold
engine that you could build. In this version, I chose to have a Genesis
Chamber and Negotiations in order to have two winning conditions.
Since we have twelve Kobolds, I didn't feel the need to
have tutors specifically for them. With four each of the Negotiations and
Chambers, I didn't feel the need to have tutors for them either. On the
other hand, with just four Curios, I wanted a way to get them quickly.
Gambles and Scroll Racks both can find the desired combo
pieces, and both require you to keep a bigger hand for best effect, so
don't play extra lands or Kobolds unless you need to.
I find it ironic that I use Mages' Contest from the
previous Silly Card Tricks article to help protect a card combo here. |
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