Monday, August 20, 2012

Goblins...Goblins...Goblins...


I'm not the best player in the world...or even in the house...but I like playing with a deck that involves imagination, rather than a straight "bring 'em out and win" deck.

This is why my deck is full of Goblins. They're hilariously stupid, and potentially very dangerous.

We'll start with the simple ones...


Crazed Goblins are cheap and can come out first turn. 

The Good: They attack every turn they can, for one point of damage.
The Bad: They attack every turn they can, for one point of damage.

In short, basic cannon fodder - but with potential: 

With Firebreathing, they can become more dangerous.
With Goblin Grenade, they do 5 points of damage to anything I choose.

So even a basic 1/1 land creature can be more of a threat with the right combination.

Next up is Goblin Chirurgeon.


It's a 0/2, so it can be used to block even though it can't attack. However...it lets you sacrifice a Goblin to regenerate another creature.

The Bad: There's no casting cost to sacrifice the Goblin, so Mana Burn is a concern.
The Good: Goblin Chirurgeon...is a Goblin...so you can sacrifice it to bring back another creature.



Goblin Balloon Brigade is one of the very few Goblin-themed cards that can fly.

The Good: You have to spend another Mountain to make it fly - therefore less Mana Burn, plus, you don't have to make it fly if you don't want to, or if you don't have the mana to spend.
The Bad: Another low damage creature.

More cannon fodder, but with the same potential as Crazed Goblins.

Another card like this is Goblin Digging Team...


Another 1/1 land creature...with the same potential as the others, but here's the benny - you can sacrifice it to destroy a target wall.

In other words, they dig underneath the target wall, which brings the wall down...on top of them.

That's damn funny. And that's why I love Goblins so much in this game.

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