Goblin Blast-Runner

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Goblin Blast-Runner

Creature — Goblin

Goblin Blast-Runner gets +2/+0 and has menace as long as you sacrificed a permanent this turn.

wallisface on Mono Red Burnt Goblins

3 months ago

jsimp18 I think the combination of Collateral Damage and Goblin Blast-Runner is fine - but it relies on having both cards. As it stands Collateral Damage is straight-up garbage if you haven’t drawn a Goblin Blast-Runner (and even then you need another creature to sac). Likewise Goblin Blast-Runner is only ever good if you have a sac outlet - and while you have a few options there, it’s by no-means reliable, so the card only becomes situationally good.

Ideally you want cards that are good almost-every time you draw them, instead of requiring a bunch of conditions to get value.

jsimp18 on Mono Red Burnt Goblins

3 months ago

wallisface holy shit thank you so much for all the feedback (once again).

I appreciate it all, it seems like I'm getting closer...those decks will be great inspo, I really appreciate you linking them!!

Would Collateral Damage and Goblin Blast-Runner not work well together? I guess I'm not making enough goblin tokens for it to be as reliable.

Yeah, my adjustments to my mana curve have made Goblin Anarchomancer a bit obsolete...I'll probably change that one out for another token generator.

Might just switch it all to mono red goblins with some sac+burn? I lean more into the burn, using goblins as fuel has been my focus, but I might change that too.

wallisface on Mono Red Burnt Goblins

3 months ago

Some thoughts on the 2.0 version:

  • for Grapeshot to be useful, you need to be reliably casting at least 5 spells a turn - I don’t see you reliably getting close to that and i’d suggest ditching it.

  • Collateral Damage reads like a worse Rift Bolt.

  • while Goblin Anarchomancer is good at spell-slinging, you currently don’t have enough density of cards to make use of it imo (remember it only reduces the cost of the non-coloured spell costs).

  • Goblin Blast-Runner seems interesting, but it’s likely to only be useful for a single turn of the game, as without a sacrifice happening it’s not remotely threatening.

I think at the moment your deck feels like its trying to do too many things at once (aggro goblins, burn, storm), and you need to try and narrow down what you’re wanting it to be. Below are some example lists of established archetypes which have similarities to what your deck is emulating - it might give you some inspiration as to which direction/focus you want to take the deck.

And also some more janky/budget builds:

legendofa on Why Have Creatures in Recent …

4 months ago

This rule has never been more than a guideline. Savannah Lions breaks it in Alpha, as a 2/1 for .

Still, creatures have been getting better. In the first few years of the game, creatures were generally pretty weak and inefficient. Mold Demon is a 6/6 for that requires a two-land sacrifice, and that's one of the more cost-efficient creature cards from Legends.

Since is the most creature-centric color, it's seen more "creature power creep" than other colors. It also tends to have much heavier color weight and more expensive creatures. Craw Wurm and Scaled Wurm fall below the stats = mana value curve. In fact, it isn't until 1999 when green Trained Jackal got a creature above this curve with no drawbacks or restrictions, and that's it until 2002's Elvish Warrior. Those are the only two green creatures from the pre-Modern era to be that efficient. So even vanilla creatures in the color of big efficient creatures were generally below the curve.

Current creatures tend to be more efficient, but still stay close to the rule. Out of almost 600 creatures across all colors, Brokers Initiate, Cabaretti Initiate, Cavern Stomper, Civil Servant, Cogwork Wrestler, Goblin Blast-Runner, and Goblin Tomb Raider are the only common creatures in Standard that have a stats-mana ratio above 1, so the spirit is still very much present.

Mythic rare cards are explicitly made to be powerful and have a "wow" factor, so they're going to see a higher ceiling. Even so, very few mythic rare creatures break this ratio, and those that do generally stay close to 1. The exceptions are pretty much exclusively expensive green creatures that either are multicolor or have a heavy color weight. So the efficiency of large, expensive creatures is amplified in green, the focus color for large, expensive creatures.

TheoryCrafter on Brother's War Spoilers

1 year ago

My thoughts on the Brothers' War:

One of the things going into this set I was concerned about was how they were going to take Pre and Post Mending Power levels into account without making it overpowered compared to the more recent sets. From what I've seen they seem to have done an alright Job. Urza, Planeswalker  Meld  Meld is overpowered, but the Meld requirement makes enough sense of both design and flavor.

Cards like Teferi, Temporal Pilgrim, The Temporal Anchor, and Saheeli, Filigree Master are set in the present so the post Mending Power levels apply. I think the newest Teferi is a bit underrated. If you're looking to make him look formidable, Teferi's Ageless Insight in non-standard formats is your best bet. Combine this with Jace's Archivist or another draw engine and let the shenanigans begin.

The whole flavor seems to imply that yes, All these cards are powerful, but the power level displays raw power over refined skill. The best example is One with the Multiverse. While it is cheaper than Omniscience, manawise, and let's you cast from your library, the limit is one card per turn. Since the lore states the development of the academic study of Magic didn't happen until after the war, it helps explains this.

However, despite it making sense design wise, I'm a bit at a loss on how powerstones entering the battlefield tapped works from a flavor point point of view.

Once people realize how good Calamity's Wake can be against control, flashback and stax for mono-white decks the price will go further up.

If you run Urza, Powerstone Prodigy and don't have Mirrodin Besieged in your Commander deck or Terisian Mindbreaker in your Standard deck, you may be building them wrong.

It just occurred to me as I write this that they could have done a whole 10 card cycle of Surveil land cards like the "Temple of..." Scryland cards that originated in the Theros block.

Oh, Awaken the Woods, if you only weren't hovering around $16.

The Locust God Just got some extra card draw in Symmetry Matrix.

The Stasis Coffin, Goblin Firebomb, why do all the really cool colorless control cards have to be so expensive, manawise?

Audacity should make a decent early to mid-game companion to Ram Through in Pioneer.

Alloy Animist would make more sense if the artifact became an Elemental in addition to its other types.

Goblin Arsonist and Festering Goblin, I'd like to introduce you to Goblin Blast-Runner.

Some people seemed surprised about Tocasia, Dig Site Mentor making Surveil available in Bant, but it makes sense considering Surveil can be an oppressive ability. If I were going to create a GWUB aligned faction for a set. Surveil would be my mechanic and not just my keyword.

Fortified Beachhead reminds me of the faction land cards like Murmuring Bosk from the Lorwyn/Shadowmoor block. I wonder what they're planning here.

That's pretty much it with this set. Thank you for reading me out. May you draw well.

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