Wednesday, August 22, 2012

Goblins 4 & up...


Now we're getting serious. As serious as can be where a card game featuring Goblins is concerned anyway...


Goblin Battle Jester is cool because of it's ability. Any successfully cast red spell allows you to pick a creature that cannot be used to block this turn. So say you're playing someone with an all-Green deck...and that person brings out a 7/7 worm-thing with Trample...you're on the ropes, but so is she. Casting any red spell, including making your Goblin Balloon Brigade fly, allows you to make that worm-thing unable to block this turn. Throwing everything you have at your opponent, (including GBJ by the way, since the ability doesn't involve tapping) could win you the game...or kill you off because of Mana Burn. Not that I'd know anything about that...or anything.


Skirk Outrider is a 2/2 land creature, but gains +2/+2 and Trample as long as you have a Beast in play. For the moment, let's assume there is no Beast in play. With Goblin Chieftain, this is now a 3/3 creature. With Flamestick Courier, it's a 4/4. Throw down a Beast of your choice, and this could be a 5/5 or a 6/6. With Trample.

THAT'S what I'm talking about...


Goblin Dynamo is the highest casting cost Goblin I have. Yes, it's only a 4/4 land creature, but if you use it right it could win you the game next turn.

I haven't used it right...yet.

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