Showing posts with label goats. Show all posts
Showing posts with label goats. Show all posts

Tuesday, February 15, 2011

"SPOON!" Or, if you prefer, "NOT IN THE FACE!"

Well, last week was Battle Cry Week over at the mothership, so perhaps I’m a bit late to the party, but as this IS the Command Zone, EDH takes priority. Now that my current EDH deckbuilding experiment is more or less wrapped up (the decklist is posted, at least), I’m already thinking about my next EDH deck. But before I jump on to that, I wanted to take this window of opportunity to talk about Battle Cry…

This is really going to be more of an idea dump, as I haven’t actually built any 60-card decks with the mechanic (or anything from MBS, for that matter). But in between EDH decks, I plan on building up a few casual 60-card decks as there are plenty of cool cards in Besieged that I really want to play with, but aren’t really all that impressive in EDH.

Most of the Battle Cry creatures fit squarely in that category. EDH is the land of multiple Wrath effects, so it usually is a better idea to have one or two really big threats over a whole swarm of little guys… some decks can pull it off, and some playgroups will let it happen, but in my metagame it’s just not a viable strategy. Sure, Hero of the Bladehold comes pre-packaged with her own army starter-kit, but you’ll need a lot more than a couple of 1/1 soldiers to really put a dent in your opponent's 40 life.

Simply put, for Battle Cry to really work the way it’s supposed to, you have to over-extend and pray you don’t see a Wrath of God come down. In EDH that is likely to be a futile prayer, so for me Battle Cry needs to be applied outside the EDH format. The basic premise of Battle Cry is almost Neanderthal in its simplicity: play creatures, attack. It is definitely an aggressive, creature-oriented strategy. In fact, Battle Cry only appears on creatures because, unlike Exalted, the permanant that actually HAS Battle Cry has to attack to trigger it... so it won't work on Enchantments as written. (Which really sucks, because I was hoping for a Battle Cry version of Finest Hour.)
An interesting bit of trivia: Battle Cry appears at every rarity except Rare. There are commons, and uncommons, and then two Mythics, but no rare Battle Cry dudes… weird. The commons are crap – playable in Limited but overcosted anywhere else. Fortunately the 3 uncommon guys and both Mythics are all highly playable. Signal Pest, Accorder Paladin and Goblin Wardriver comprise the uncommon trio, and all three are quite good. Hero of Oxid Ridge is fantastic, but I am still of the opinion he could easily have been a Rare. And of course Hero of Bladehold is an absolute bomb.

The cool thing about Goblin Wardriver and Accorder Paladin is that their creature types are as relevant as their Battle Cry ability. Goblin Wardriver would be fantastic in a Goblin deck, and the Paladin will fit right in with Knight Exemplar and Co., even as the only Battle Criers in their respective decks. There are plenty of creatures that play well with Battle Cry, like Boros Swiftblade or Mirran Crusader for example. Creatures with Doublestrike effectively get twice as much benefit from Battle Cry, so that seems like a natural pairing to me.

So Battle Cry likes lots of creatures attacking all at once, huh? Well, Goblin decks also love to attack with hoards of little guys. Cards like Mogg War Marshal, Dragon Fodder and Siege-gang Commander all provide multiple Goblins off a single card. Goblin Cheiftan and Goblin Guide bring Haste to the party, which is perhaps the second best keyword to pair with Battle Cry. Now if only we had a Goblin with Doublestrike… oh wait, we do! Goblin Bushwhacker and Quest for the Goblin Lord compliment the power-boosting effects of Battle Cry nicely.

Round out the rest of the deck with whatever good mono-red cards you think might help…

4 Goblin Guide
4 Goblin Bushwhacker
4 Mogg War Marshal
4 Goblin Wardriver
4 Warren Instigator
4 Goblin Cheiftan
3 Seige-gang Commander

4 Quest for the Goblin Lord
1 Red Sun’s Zenith
1 Koth of the Hammer
4 Lightning Bolt

4 Teetering Peaks
1 Valakut, Molten Pinnacle
18 Mountain

There are basically an infinite number of playable Red Goblins in the wide world outside of standard, so there’s a LOT of room for customization here. You can also add black for some fantastic Lorwyn-block Boggarts. I just wanted to make it as simple as possible to highlight the implications of Battle Cry in an already aggressive deck like this.

A mono-White Knight deck could look much the same, but let’s take a look anyway.

4 Student of Warfare
4 Accorder Paladin
4 Leonin Skyhunter
4 Mirran Crusader
4 Knight Exemplar
4 Hero of the Bladehold

4 Honor the Pure
4 Journey to Nowhere
3 Brave the Elements
1 Ajani Goldmane

1 Emeria, the Sky Ruin
2 Sejiri Steppe
20 Plains

Same basic idea applies – a critical mass of cheap, aggressive creatures, some buffs and other relative finishers. I decided to restrict my pool to Standard for this one, but like Goblins, Knights are a deep tribe (not nearly as deep as Goblins, but still…) so you can very greatly from my list and wind up with the same basic effect.

Now, obviously, Battle Cry itself doesn’t care about creature type. It’s not a racist ability, so there’s no reason at all to limit yourself to tribal decks. In fact you can easily pair it up with other colors. I’m sure there are creatures in Black and Green and maybe even Blue that would love to get some Battle Cry action. Again, I’m going to go the most obvious route and pair up the two actual Battle Cry colors – White and Red – so that I can maximize my Battle Cry potential. In addition to letting me run all of the good Battle Criers, it also gives me access to some good Doublestrikers. Another advantage to abandoning the tribal theme is access to Signal Pest, the official 1-drop of the Battle Cry mechanic. He’s better than he looks at first glance…

4 Signal Pest
3 Boros Swiftblade
4 Accorder Paladin
3 Goblin Wardriver
4 Hearthfire Hobgoblin
3 Hero of Oxid Ridge
3 Hero of the Bladehold

3 Strider Harness
1 Basilisk Collar
4 Lightning Helix
1 Elspeth, Knight Errant
3 Glory of Warfare

24 Lands

Battle Cry is a Mirran mechanic by design, but WotC made Signal Pest an artifact creature to allow Phyrexia to cheat and run a Battle Cry creature to compliment their Infect guys. The fact that he’s a 1-drop and comes down before any other Infect creatures is kinda lame (for the Mirran side, at least). I won’t post a deck list, but suffice it to say, Signal Pest can be a potent ally along side an army of Infect creatures.

Perhaps the most awesome use for Battle Cry is to supplement an already-awesome strategy: Goat Tokens!

As 0/1’s, Goat tokens need help doing damage, but that’s part of what makes them so awesome. Remember when it was embarrassing to be killed by a swarm of 1/1 Squirrel Tokens? Well, Squirrels are somehow way more dangerous than Goats in the Magic universe. It’s especially emasculating to realize you just died to creatures with ZERO Attack Power!

4 Soul Warden
4 Accorder Paladin
2 Boros Guildmage
2 Mirran Crusader
4 Hearthfire Hobgobin
4 Springjack Shepherd
3 Hero of the Bladehold
1 Cloudgoat Ranger

4 Glory of Warfare
4 Journey to Nowhere
2 Rise of the Hobgoblins
2 Ajani Goldmane

4 Springjack Pasture
20 Other Land

Hero of the Bladehold is almost strictly better than Cloudgoat Ranger here, but I want to keep at least one copy of the Giant, partly for flavor reasons, and partly because he can fly if needed. Glory of Warfare provides some redundancy with Battle Cry to help make Goats lethally offensive. Journey to Nowhere is removal that helps power up Springjack Shepherd, which is partially the reason for many card choices such as Ajani and Boros Guildmage. We need as many white-mana symbols on the battlefield as possible, in order to get as many goats as possible. Hobgoblin is a perfect fit here, because his mana cost is worth three goats off the Shepherd and because Doublestrike plays so well with Battle Cry and Glory of Warfare.

One final aspect of Battle Cry that I have yet to touch on is that the ability is stackable. The implications of this are probably quite obvious when you have multiple Battle Cry dudes on the table. But what might go unnoticed is that you can trigger the same guy multiple times, via additional attack phases. This is what made Finest Hour so damn good, because like Exalted, Battle Cry triggers every time you attack with the creature.

Card like World at War or Waves of Aggression can push Battle Cry over the top. If you attack with two Accorder Paladins once, they’re both 4/1’s but if you untap and attack again that same turn, they’ll be 5/1 each. 18 damage in one turn, from two 2-mana creatures is pretty enticing, no? The best part is that basically every card that does this is Red, with the exceptions of Finest Hour (which is slightly anti-synergistic with Battle Cry) and Waves of Aggression which is the sole option for a mono-White deck. Try Dolmen Gate or Safe Passage to keep your guys from dying in combat, ensuring your army will actually survive to see the second assault.

Just remember: The single most important part of playing any Battle Cry deck is to have an effective battle cry that you yell at your opponents as you declare attackers. Otherwise, you don't get the +1/+0 bonus! At least that's how it works in my mind...

Enjoy!

Tuesday, August 3, 2010

Goat Deck Wins

Another silly casual deck today, but this time with a twist. This deck was built to go along with a customer Planechase planar deck. If you don't know what that is, check this out. Planechase is a pretty fun twist on Multiplayer, although it can be used in duels just as readily. Alternately, sometimes in Planechase game, on player will end up feeling like the Planar cards dominated the game too much and they lost more to their opponent getting lucky chaos rolls while they always came up blanks.

My experience with Planechase has been mixed, but overall I quite like it. I usually just play with a stack of all the Planes in one deck (minus a very select few that my entire table just doesn't like, such as Skybreen and Eon Fog), and usually with EDH decks to boot.

However, I wanted to try to build a 60 card deck and a 10 card Planar deck in tandem, to be played in "normal" Planechase games. One of my favorite Planar cards is Goldmeadow. Goldmeadow makes 0/1 Goat tokens. One token each time you roll Chaos, and three(!) each time a land enters play under your control. God, why couldn't they have made Rampaging Baloths make 0/1 Goats instead of 4/4 Beasts??? Any dork can win with a horde of 4/4's, but it takes some degree of ingenuity to win with 0/1 Goats.

Anyway, I don't want to toot the ingenuity horn too much, as I did have some help and inspiration from the interwebs, notably this article here. I also found a few other goat deck examples on various forums, but most were in the W/U realm with Mirrorweave and Momentary Blink. Godhead of Awe was an inspired choice in many decks, but since I couldn't take credit for it, I left it out.


Going back to Jacob Van Lunen's build for a jumping off point, I nonetheless made it my own deck, with quite a bit more removal - JVL's had none, in fact. Here's the list I came up with, but keep in mind that I haven't battle-tested this yet, and will likely make some adjustments. I'll update if that is the case:

4 Auriok Champion
4 Boros Guildmage
4 Springjack Shepherd
4 Hearthfire Hobgoblin
2 Furystoke Giant
4 Cloudgoat Ranger

4 Lightning Helix
4 Journey to Nowhere
4 Glory of Warfare
2 Rise of the Hobgoblins

3 Spingjack Pasture
3 Ancient Ampitheater
3 Rugged Prairie
3 Arid Mesa
6 Plains
5 Mountain

Notes: The mana base listed is pretty much what I'd run given the card pool, but most of my good R/W duals are in the Ajani/Searing Meditation deck posted earlier. Just use whatever you've got, but leave plenty of Basics, because a couple of the Planechase planes will want to have basics to fetch.

Auriok Champion seems good here. I was intending to add some Volcanic Fallouts initially, thinking that the Champions would survive them handily, plus having a Glory of Warfare out means none of my critters bite the dust, so long as I cast it on my opponents turn (which you generally prefer to do anyway). Somehow the Fallouts got cut, but the Aurioks seemed worth keeping in regardless.

Boros Guildmage is a card I'm not sold on, but I do really think I want at least two in there. I just couldn't figure out what else to run. Haste and First Strike are both abilities this deck will like to have now and again, but the Guildmage doesn't play well with the Auriok Champions, alas. Weird, because the Boros chick totally looks like a lesbian... maybe she tried to hit on the Auriok hottie once and got shot done, now she holds a grudge? Or maybe it's just the Protection from Red thing...

Anyway, the remaining creatures are no-brainers and absolutely belong in the deck. The spells are all pretty self-explanitory too.

Lightning Helix kills smaller things, whilst Journey to nowhere removes obstacles of the toughness-four-or-greater variety. Anything these two fine spells can handle, you'll just have to overrun them with Goats and hope they get there. Glory of Warfare is kinda one of the mainstays of the deck, and shouldn't be removed lightly, but if you have something just plain better, let me know at once!

Rise of the Hobgoblins can be cast early, but they're mostly in there to recover from Wrath effects. You can usually make 5 or 6 goblins with it immediately after a boardsweeper, leaving your opponent feeling depressed, probably.


There are a lot of different ways you could take the deck, naturally, but the core of the deck: Glory of Warfare, Cloudgoat Ranger, Springjack Sheperd, and Spingjack Pasture can't really be cut without it becoming a whole different deck. Some cards I had on the mind when building:


Volcanic Fallout (may go back in if Journey doesn't cut the mustard)
Ajani Goldmane (already in my OTHER R/W deck)
Kitchen Finks (Spoils the lovely R/W aesthetic, but a damn fine card anyway)
Noblis of War (One of the worst of this cycle, but a decent fit here, or at least an acceptable replacement for the Glory of Wars if you don't have them)
Godhead of Awe (makes everything 1/1, but YOUR guys will be 3/1 or 1/3, depending on whose turn it is)
Boros Swiftblade (excellent with Glory of Warfare, but I kinda feel he wants to be in a different deck with Glory)




And now, M. Night Shamalamadingdong fans... the twist ending:

A Planechase deck to compliment the Goat deck, each plain was hand-picked to add something to the deck. Some do what the deck already does, others bring something off-color that the deck could utilize.


Goldmeadow
Velis Vel
Murasa
Horizon Boughs
Isle of Vesuva
Agyrem
Minamo
The Aether Flues
Sokenzan
Krosa

Goldmeadow, duh, makes Goats. Seems relevant, no?
Velis Vel is basically Coat of Arms, which I here is pretty good in token decks.
Murasa gets you lands, which are going to come in handy.
Horizon Boughs: couldn't find it in Gatherer, but it's Awakening, basically and its Chaos ability grabs you 3 basic lands. Holy cow!
Isle of Vesuva - play a Cloudgoat Ranger with this as the active Plane. It's fun!
Agyrem- because, yes, your guys will die. This plane will discourage them from targeting your token-makers, and if they just Wrath, you basically get it all back.
Minamo- Draw cards. Now draw more cards. Wash, rinse, repeat. (yeah, the Chaos is useless to you, but DRAW CARDS DAMMIT).
Aether Flues - you'll have plenty of tokens to sac to this, so why not?
Sokenzan: +1/+1 and Haste? Shit yeah, helluva deal. The Chaos can pack the game in right there, too.
Krosa is the iffy one here. The Chaos isn't great, but CAN randomly power out a Cloudgoat on turn 2, but really it's just there for the +2/+2.

Really, Minamo could be Panopticon, and Krosa could be Stronghold Furnace... I dunno, what do you all think?