Instant, Sorcery, Enchantment, Artifact (9) | |||
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$0.47 | |||
$1.09 | |||
$16.34€12.16 | |||
Creature (27) | |||
$0.20€0.130.01 | |||
$0.73 | |||
$0.270.03 | |||
$0.25€0.260.01 | |||
$0.46 | |||
$0.25€0.350.03 | |||
$0.40€0.660.03 | |||
$14.27 | |||
Land (24) | |||
18
Mountain
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$0.35€0.170.03 | ||
$3.32 | |||
$0.92€0.940.03 | |||
$0.25€0.180.03 |
$4.63 | |||
$0.30€0.24 | |||
$30.00 | |||
$0.58 |
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Learn more Download For WindowsI've been obsessed with Slobad but well it's in the name. I've tried dozens of decks with little success. This is the first that is decent and maybe even..good? Slobad's popoff potential fueling giant artifacts matched with free artifacts from Chimil and Brass's Tunnel-Grinder (flipped).
Slobad, Iron Goblin is the build-around. He's basically mega ramp with his sacrifices. His sacrifices also proc the tunnel grinder. Plus you can bring them back with Dollhouse. Pro-tip: Copies made with Dollhouse also have the original's mana value, meaning you can bring creatures from the graveyard for 1 mana and then sacrifice to Slobad and gain the casting cost in red (for artifacts only of course).
Dollhouse of Horrors pairs nicely with all the other discards. A key combo is Cityscape Leveler, the haste lets you attack in quickly and get a removal trigger. Also with Threefold Thunderhulk, since the base power/toughness is equal to the number of constructs with Dollhouse tokens, he'll come on the field as 4/4 or greater, meaning that many more Gnome tokens, plus he can attack right away and generate even more.
Brass's Tunnel-Grinder // Tecutlan, the Searing Rift triggers pretty easily with Demolition Field, Field of Ruin, discarding Twinshot Sniper for 2 damage, or Scrapwork Mutt draw/discard. Then once it flips, it becomes an extra land. And given the high curve of the deck, if you cast a massive card, good chances are you'll Discover another massive card. Casting a Leveler and getting a free Leveler is amazing. And bad discovers can be sacrificed by Slobad as mana fuel.
Twinshot Sniper - as above to proc Tunnel Grinder, or play it to get 4 mana to ramp with on next turn.
Threefold Thunderhulk - offensive threat, plus the gnomes he create make great chump blockers, stopping non-trample decks.
Rabbit Battery - Probably the most swappable card, it does help you be aggressive and cheaply proc Automaton. It's especially brutal if you have 9 mana (which you often do considering Slobad) and a Leveler, letting you get 2 Destroys and swing in and often end the game.
Thran Spider - ramp from powerstone, or ramp from sacrificing it, plus the reach is nice. Plus card draw from the ability.
Chimil, the Inner Sun - free artifacts, watch your opponent die inside as it summons a free Dollhouse. Discover casts do also power up Automaton.
Scrapwork Mutt - draw and offensive threat.
Patchwork Automaton - Sometimes lets you even go aggro. Plus since it's a construct it powers up Dollhouse tokens. Basically no downside to bringing it back with Dollhouse too, as you still get +1/+1 counters on every cast so it can grow quite huge.
Cityscape Leveler - Removal and game finishing.
Sokenzan, Crucible of Defiance - also procs Descend for Tunnel-Grinder.
Sideboard
Collector's Vault - 2 slot pretty full so skipped
Portal to Phyrexia - pretty good but not being able to bring it back with Dollhouse hurts deck synergy.
Skitterbeam Battalion - Had this instead of Thunderhulk but Thunderhulk mostly does the job better. It gives huge ramp with Slobad, since if you cast it, each copy gets 5 mana from Slobad. Plus if you sac it and bring it back with Dollhouse that token's worth 9 mana. But only getting 1 creature with Dollhouse makes it a bit worse than Thunderhulk.
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