Creature (24) | |||
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$0.40€0.300.02 | |||
$0.20€0.110.03 | |||
$0.25€0.140.03 | |||
$0.50€0.330.03 | |||
$0.39€0.220.03 | |||
$0.20€0.120.03 | |||
$0.20€0.150.03 | |||
$0.25€0.140.03 | |||
$0.20€0.120.03 | |||
$0.25€0.180.03 | |||
$0.20€0.110.03 | |||
$0.22€0.120.03 | |||
$0.16€0.040.03 | |||
$0.20€0.100.03 | |||
$0.25€0.190.03 | |||
$0.25€0.170.03 | |||
$0.39€0.230.02 | |||
$0.30€0.300.03 | |||
$0.86€0.650.02 | |||
$0.70€0.310.03 | |||
$1.30€0.810.02 | |||
$0.75€0.500.02 | |||
$0.50€0.310.02 | |||
$5.50€3.870.02 | |||
Instant, Sorcery, Enchantment, Artifact (11) | |||
$0.82€0.570.02 | |||
$4.95€3.300.02 | |||
$0.40€0.240.02 | |||
$0.710.44 | |||
$0.70€0.800.05 | |||
$15.77€11.700.03 | |||
1
Banefire
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$0.75€0.480.02 | ||
$7.29€5.670.02 | |||
$10.07€5.730.17 | |||
$0.20€0.090.03 | |||
$0.24€0.170.03 | |||
Land (24) | |||
11
Mountain
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$0.49€0.340.03 | |||
$11.02€10.370.88 | |||
$2.92€2.200.03 | |||
$0.610.01 | |||
$0.47€0.210.02 | |||
$2.25€1.380.02 | |||
$0.30€0.200.03 | |||
$1.85€1.150.02 | |||
$0.50€0.540.03 | |||
$5.54€4.180.15 | |||
3
Forest
|
$0.25€0.150.03 |
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Learn more Download For WindowsGrumgully's Generous Goblins!
Psst, c'mere! Eat these shrooms and get ready, for we're going on a historic trip through Goblin-town! Grumgully is bringing the Gruul beatdowns with his wacky band of goblins, in this hilariously red-skewed deck! This deck is tuned for maximum goblin shenanigans and mischief, so get ready for some nonsense!
If you're expecting a refined gameplan on this one, this ain't it. It's goblin time and goblins don't give a hoot about refinement. The deck runs a bunch of Goblins, some anthem effects to pump them up, and a bunch of cards that either have goblins in the art or say 'goblin' on it. Also a Banefire. [explosion sounds?]
Lil Aggro Goblins:
Plan A of the deck is hit them with goblins. So are plans B through Z. They're goblins, it's what they do. We have everyone's favorite diagonal monkey Fanatical Firebrand, we've got hasty evasive Tin Street Dodger, we've got Torch Courier and w've got Goblin Motivator to smash face extremely fast as often as possible. We are not running Cavalcade of Calamity because we will be buffing these goblins, so instead we run Goblin Banneret to teach his fellow goblins how to truly shine in combat. We also have Weaselback Redcap who can also pack quite a punch with enough mana, and Rigging Runner can be a first-striking 2/2 for R if we attacked the turn we play him, which should be quite easy with all our low-drops. We run Goblin Instigator because more goblins is always the way to go, and Zhur-Taa Goblin because he's the only other Gruul goblin, plus he's got great stats for his cost in comparison to other goblins. Goblins, goblins, goblins.
The Cheating:
We are in green, and as such we have access to some of the best ramp in the game, but we're not gonna use it. Ramping is cheating, and those racist elves are allowed nowhere near our beautiful goblin friends! Instead, we have goblin ramp, with Skirk Prospector sacrificing other goblins for mana, Wily Goblin giving us a treasure token, and Goblin Warchief making all our goblin spells cost 1 less mana and gives them all haste. For traditional artifact ramp we have Arcane Signet for either red or green mana and Mind Stone as a colorless mana rock we can sacrifice later for card draw.
The 'Smarter' Goblins:
Some goblins are just wired differently, and they're surprisingly able to do things other than smashing face. They still love smashing face primarily, but these goblins give us some extra utility. Dark-Dweller Oracle gives us the ability to impulsively draw from the top of our deck by sacrificing goblins for a greater cause, a common theme in this deck. Goblin Matron is the blast from the past that makes historic goblins worth trying, as it is basically a tutor for any goblin we might need in any given situation. Krenko, Tin Street Kingpin and Legion Warboss are both powerful threats that, if left unchecked, can take over the board and get in for a lot of damage over the turns. Squee, the Immortal is a goblin we can always have access to, for whatever reason we might need, and Goblin Ringleader is a way to get some card advantage by drawing a couple of goblins, if we're lucky.
The Hurty Goblins:
These are the goblins that bring the pain, shooting our opponent and their stuff in various ways. Ember Hauler is a goblin that can become a shock when necessary, and Goblin Cratermaker provides us with some creature and colorless removal. Goblin Chainwhirler is a goblin all-star with its decent stats and First Strike, with an enters-the-battlefield effect that puts token decks in a little box. Volley Veteran is a decent body that's pretty good at removing annoying blockers, and Siege-Gang Commander is the all-star turn-your-goblins-into-lethal card in Arena. Goblin Barrage isn't a goblin per se, but it's a decent bit of direct damage and removal at the cost of sacrificing a goblin or artifact, and it's quite flavorful so it goes in.
The Pump:
Altogether we have 4 cards to embiggen our goblins and steamroll over our opponents. Icon of Ancestry lets us find goblins as well as growing them, Goblin Trashmaster is a goblin lord that provides us with good artifact removal, and Vanquisher's Banner lets us draw whenever we cast a goblin while letting them grow. The Immortal Sun is one of our big "haymakers" as a way to completely shut down planeswalkers as well as making everything we do cheaper, better, and stronger.
Wait, These Aren't Goblins!
They might not be goblins, but they either have goblins in the art or are too good not to have. Cindervines serves as our enchantment removal, and a way to annoy the hell out of counterspell and control decks. Makeshift Munitions is here mostly because there's a goblin in the art, and it should probablt be a Rhythm of the Wild but it's way funnier to fling goblins at people. Guardian Project is hilariously, the only other green card in the deck, but it gives us a lot of consistency when it sticks, letting us draw anytime we cast a goblin. Embercleave is just an awesome card and a super fun finisher, and Banefire is for those wanting to get oldschool channelling fireball for lethal.
Lands:
This is an aggro deck, so most importantly we run no tapped lands here, because we want to play creatures on every turn of the game. We run Castle Embereth to pump all our goblins and Unclaimed Territory as a good dual land to cast our commander or any of our creatures. Arch of Orazca provides us with value later in the game if we're stalling out, and Detection Tower to get around annoying hexproof creatures, or Shalai, Voice of Plenty giving our opponent hexproof. Field of Ruin is a way of dealing with annoying lands that might be giving our opponent too much value, and Karn's Bastion is our way of sinking a ton of mana to pump any creatures we grew with our commander.
And yeah, goblins! I wish there were more options for better creatures in this tribe because it's absolutely hilarious, but alas this is what we have. Hopefully it's enough to spread the mayhem and catch those greedy control decks off guard.
Follow my twitter at https://twitter.com/EverydayDeck for more Brawl decks, everyday!
Most of these decks are atrocious, some are just bad.
If I did not include a specific mythic or rare card it is because I do not own it yet for I am a plebian.
Feel free to take any of these ideas and make them your own, I do not 'own' any of these decks and I probably have NOT made the right card decisions.
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