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View Full Version : Wort, Boggart Auntie - Unleash the Broggarts



boneclub24
08-06-2012, 03:04 AM
General: 1
1 Wort, Boggart Auntie

Goblins: 32
1 Beetleback Chief
1 Boggart Harbinger
1 Earwig Squad
1 Frogtosser Banneret
1 Gempalm Incinerator
1 Goblin Chieftain
1 Goblin Chirurgeon
1 Goblin Lackey
1 Goblin Matron
1 Goblin Piledriver
1 Goblin Recruiter
1 Goblin Ringleader
1 Goblin Ruinblaster
1 Goblin Sharpshooter
1 Goblin Sledder
1 Goblin Tinkerer
1 Goblin Warchief
1 Goblin Wizard
1 Ib Halfheart, Goblin Tactician
1 Kiki-Jiki, Mirror Breaker
1 Krenko, Mob Boss
1 Lightning Crafter
1 Mogg Fanatic
1 Mogg War Marshal
1 Sensation Gorger
1 Siege-Gang Commander
1 Skirk Prospector
1 Sparksmith
1 Stingscourger
1 Tuktuk Scrapper
1 Weirding Shaman

Other Creatures: 2
1 Moggcatcher
1 Necrotic Ooze

Sorcery: 7
1 Decree of Annihilation
1 Diabolic Tutor
1 Living Death
1 Patriarch's Bidding
1 Reanimate
1 Warren Weirding
1 Wheel of Fortune

Instants: 1
1 Chaos Warp

Enchantments: 9
1 Dark Prophecy
1 Elemental Mastery
1 Goblin Bombardment
1 Mana Echoes
1 Oversold Cemetery
1 Phyrexian Arena
1 Shared Animosity
1 Stranglehold
1 Vicious Shadows

Artifacts: 14
1 Akroma's Memorial
1 Cloudstone Curio
1 Coat of Arms
1 Eldrazi Monument
1 Gemstone Array
1 Lightning Greaves
1 Rakdos Signet
1 Skullclamp
1 Sol Ring
1 Talisman of Indulgence
1 Thornbite Staff
1 Umbral Mantle
1 Umezawa's Jitte
1 Winter Orb

Lands: 34
16 Mountain
1 Auntie's Hovel
1 Barren Moor
1 Blackcleave Cliffs
1 Blood Crypt
1 Bloodstained Mire
1 Bojuka Bog
1 Cavern of Souls
1 City of Brass
1 Command Tower
1 Dragonskull Summit
1 Forgotten Cave
1 Graven Cairns
1 Homeward Path
1 Lavaclaw Reaches
1 Rakdos Guildgate
1 Strip Mine
1 Sulfurous Springs
1 Tresserhorn Sinks

This is my current EDH deck. I figured it would satisfy my love of hyper-efficient cheap creatures while not being something like my old Karador deck. Obviously there is the dilemma of playing into sweepers, but I try and remedy that the best I can, and always try and keep a value dude in hand.

Aggro_zombies
08-06-2012, 12:27 PM
Things that stand out to me:

Forty lands and only one piece of artifact acceleration seems wrong. For one thing, your curve isn't too bad; for another, acceleration is definitely better than hitting every land drop. I would shave into the land count for more artifact ramp: Rakdos Signet, Mana Vault, Talisman of Indulgence, Coalition Relic, and Mana Crypt and some Moxen if you can get them.
For a fairly aggressive creature deck, you're lacking ways to break through ground stalls. In addition to Eldrazi Monument, I'd strongly consider Akroma's Memorial and Goblin Charbelcher, and perhaps one-sided damage spells like Bonfire of the Damned to selectively soften up people.
You're missing a few Goblins that seem like they'd be relevant: Arms Dealer (decent removal), Battle Squadron (beefy and evasion), Beetleback Chief and Goblin Marshal (allow swarming), Bloodmark Mentor (makes your small creatures more relevant in combat versus tokens or on defense), Caterwauling Boggart (quasi-unblockability), Goblin General and Goblin Wardriver (mediocre, but additional lord effects), Goblin Sharpshooter (combined with deathtouch equipment like Basilisk Collar to blow out creature decks; blows out tokens as-is), Zo-Zu the Punisher (gives you more staying power vs. ramp decks that would otherwise quickly obsolete your creatures).
You're missing a few non-Goblins that seem like they'd be relevant: Phyrexian Arena and Staff of Nin (allow you to play a longer game without running out of gas and getting flattened by ramp), Goblin Offensive (late-game mana sink that allows swarming), direct damage spells like Red Sun's Zenith or Fanning the Flames, Dralnu's Crusade (another lord effect, harder to answer), and some land destruction spells.

boneclub24
08-07-2012, 01:16 AM
That's some good advice, thanks.

I mostly didn't add much artifact acceleration because I figured my curve was so low I wouldn't need it. The colorless mana rocks didn't seem great either because I have so very little colorless cost requirements.

Memorial I'll definitely get as well. Being able to get over opposing walls of guys is really helpful. As for Belcher, I'm not sure how great it would be? Besides the obvious interaction with Recruiter, it seems too random :eyebrow: And would I be able to get enough mana out to make non-miracle Bonfire/other X-sweepers relevant? IDK

Out of those guys you suggested, I used to run Wardriver, General, Arms Dealer, Boggart, Sharpshooter, and Marshal. They all felt too underwhelming for their mana costs. I'll try out Mentor and Squardon, they seem nice. Zo-Zu might get me targeted too much, though, so I don't quite know about that one.

I'm planning on adding in Decree of Annihilation for the "I Win" button. The only other MLD I can think of besides Wake of Destruction and Ruination (everyone I play with runs heavy basics) kills creatures, so that didn't seem great for this.

I'll also add in some of those reach cards. Gonna dig around and see if I can find the 'ole Arena, and Staff shouldn't be too expensive to pick up. Again with the X-Spells, I'm not sure I could reach a critical mass of mana in order to make them worth it :\

I appreciate the post a lot, thanks! I'll update the list when I next get cards for it (should be the weekend).

Hunding Gjornersen
08-07-2012, 12:20 PM
Urborg Volcano and Akoum Refuge are strictly better than the Vivid lands in a two-color deck. They're also dirt cheap, unlike some other strictly "better" options for the mana base (Badlands, Bloodstained Mire, Blood Crypt, etc). There are a few reasonably priced mana fixers, too, like Sulfurous Springs and Graven Cairns. Also, I've personally been in love with Haunted Fengraf lately, and think that almost any deck that can stand to include another colorless-producing land should definitely run it. True, it's probably worse here than in other places, since your creatures are not individually impressive for the most part. But a free card is a free card.

As for spells, I'm a little uneasy about Boggart Birth Rite and Footbottom Feast. There are inexpensive ways to recur creatures and gain card advantage at the same time, like Disturbed Burial and Grim Harvest.

Aggro_zombies
08-07-2012, 12:21 PM
That's some good advice, thanks.

I mostly didn't add much artifact acceleration because I figured my curve was so low I wouldn't need it. The colorless mana rocks didn't seem great either because I have so very little colorless cost requirements.
True, but then you also don't need 40 lands. 37 tends to be the standard, and if your curve is low you can drop to 35-36, especially with acceleration. As for the mana rocks: I suggested them because, as an aggro deck, you really want to come out of the gates as explosively as possible; if the game goes long, you'll probably lose to a combination of Wraths, haymakers, and tokens. The artifact accel not only lets you cast multiple spells per turn early in the game, it lets you stay ahead of the ramp decks.


As for Belcher, I'm not sure how great it would be? Besides the obvious interaction with Recruiter, it seems too random :eyebrow: And would I be able to get enough mana out to make non-miracle Bonfire/other X-sweepers relevant? IDK
Belcher doubles damage on a mountain, so even if you just reveal, say, five cards into mountain, that's 10 damage. It might be a little too variable during normal use, but it seems like a fine way to finish people off outside the combat step.

As for Bonfire, possibly? I could see this deck stalling out a lot in multiplayer given the right combination of token-based and control opponents.


I'm planning on adding in Decree of Annihilation for the "I Win" button. The only other MLD I can think of besides Wake of Destruction and Ruination (everyone I play with runs heavy basics) kills creatures, so that didn't seem great for this.
Bust, Tectonic Break, and Thoughts of Ruin also destroy lands without hitting creatures.

boneclub24
08-07-2012, 02:15 PM
Urborg Volcano and Akoum Refuge are strictly better than the Vivid lands in a two-color deck. They're also dirt cheap, unlike some other strictly "better" options for the mana base (Badlands, Bloodstained Mire, Blood Crypt, etc). There are a few reasonably priced mana fixers, too, like Sulfurous Springs and Graven Cairns. Also, I've personally been in love with Haunted Fengraf lately, and think that almost any deck that can stand to include another colorless-producing land should definitely run it. True, it's probably worse here than in other places, since your creatures are not individually impressive for the most part. But a free card is a free card.

As for spells, I'm a little uneasy about Boggart Birth Rite and Footbottom Feast. There are inexpensive ways to recur creatures and gain card advantage at the same time, like Disturbed Burial and Grim Harvest.

I'm also planning on updating the mana base this weekend. I didn't think about cutting the vivids for those lands, but I was planning on getting them. Thanks.

Fengraf seems better in a deck where the targets are limited (I.E. not the one with millions of guys :D), so it would be a bit too random here for my tastes.

I can see cutting Birth Rite, but the beauty of Footbottom Feast is that you can stack somewhere between 4 and whatever (depending on how many land you have) and then put a Ringleader on top. I've also had games where I EOT Feast for Ringleader, Kiki-Jiki, and 8 goblins and proceeded to draw 8 the next turn. It's a really nice recovery card for this deck.


True, but then you also don't need 40 lands. 37 tends to be the standard, and if your curve is low you can drop to 35-36, especially with acceleration. As for the mana rocks: I suggested them because, as an aggro deck, you really want to come out of the gates as explosively as possible; if the game goes long, you'll probably lose to a combination of Wraths, haymakers, and tokens. The artifact accel not only lets you cast multiple spells per turn early in the game, it lets you stay ahead of the ramp decks.


Belcher doubles damage on a mountain, so even if you just reveal, say, five cards into mountain, that's 10 damage. It might be a little too variable during normal use, but it seems like a fine way to finish people off outside the combat step.

As for Bonfire, possibly? I could see this deck stalling out a lot in multiplayer given the right combination of token-based and control opponents.


Bust, Tectonic Break, and Thoughts of Ruin also destroy lands without hitting creatures.

That's true about the land count as well. I'll definitely be cutting back, and maybe adding in some colored mana rocks.

Belcher does seem nice, but once I update the space here will be so tight :frown: I'll see if I can fit it in, though.

No one in my group plays tokens, though there are a few control decks around. Again, I'll see what I can do about Bonfire. I have a copy so budget isn't a concern on that one.

And thanks for pointing those cards out.

Again, I'll be updating the list this weekend. I would update the digital one, but the changes always seem to got off somewhere between that and the IRL ones.

One more thing: Wouldn't Dolmen Gate just destroy in this deck? I think it would.

Hunding Gjornersen
08-07-2012, 02:54 PM
Fengraf seems better in a deck where the targets are limited (I.E. not the one with millions of guys :D), so it would be a bit too random here for my tastes.

I can see cutting Birth Rite, but the beauty of Footbottom Feast is that you can stack somewhere between 4 and whatever (depending on how many land you have) and then put a Ringleader on top. I've also had games where I EOT Feast for Ringleader, Kiki-Jiki, and 8 goblins and proceeded to draw 8 the next turn. It's a really nice recovery card for this deck.


I'll certainly concede that Haunted Fengraf is better in a deck where targets are limited, but it's still solid in decks where targets are abundant. Especially considering your impending mana-base upgrade I think the deck wouldn't suffer from one more colorless-producing land. Sure, you won't always fish your wish with it, but it's a land that comes into play untapped that you can cash in for another goblin.

Footbottom Feast is only sometimes card advantage whereas Disturbed Burial and Grim Harvest are almost always card advantage. In the grand scheme of EDH your guys aren't going to get the job done unless there's a bazillion of them.

Also, Bojuka Bog is almost too good to describe, and it has nice synergy with Rakdos Carnarium.

Aggro_zombies
08-07-2012, 03:00 PM
One more thing: Wouldn't Dolmen Gate just destroy in this deck? I think it would.
Eh...not sure. I feel like the biggest issue for you is getting chumped, not getting your guys killed in combat. The latter will certainly happen, but later in the game when you're trying to force through the last few points of damage. The biggest risk is opponents stabilizing/sweeping you and Dolmen Gate doesn't really help with either.

boneclub24
08-07-2012, 05:45 PM
I'll certainly concede that Haunted Fengraf is better in a deck where targets are limited, but it's still solid in decks where targets are abundant. Especially considering your impending mana-base upgrade I think the deck wouldn't suffer from one more colorless-producing land. Sure, you won't always fish your wish with it, but it's a land that comes into play untapped that you can cash in for another goblin.

Footbottom Feast is only sometimes card advantage whereas Disturbed Burial and Grim Harvest are almost always card advantage. In the grand scheme of EDH your guys aren't going to get the job done unless there's a bazillion of them.

Also, Bojuka Bog is almost too good to describe, and it has nice synergy with Rakdos Carnarium.

I think I will try the Fengraf actually. No harm in it, right? :tongue:

Footbottom Feast I don't think as a card advantage card, I think of it more as a card to get me back in the game (Like a weaker Bidding).


Eh...not sure. I feel like the biggest issue for you is getting chumped, not getting your guys killed in combat. The latter will certainly happen, but later in the game when you're trying to force through the last few points of damage. The biggest risk is opponents stabilizing/sweeping you and Dolmen Gate doesn't really help with either.

The more I think about it, the worse it seems actually. Not to mention I can easily get completely blown out by instant-speed artifact destruction :cry:

boneclub24
09-07-2013, 07:08 PM
I did a huge overhaul on the deck. It's now way more competitive, with quite a few combos going for it now.