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8 months ago ::
Oct 01, 2012 - 6:06PM
#11
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Date Joined:
Sep 20, 2012
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OK, so I put this together but have yet to play it.
2 - Goblin Archer 2 - Hobgoblin Soldier 2 - Hobgoblin Sorcerer 1 - Goblin Champion 2 - Bugbear Berserker 2 - Feral Troll 1 - Horned Devil For order cards I only have two Tyranny sets, so I combined what I thought would be the best for this build. What I have is...
4 - Patch up 2 - Tough as Nails 4 - Undaunted Surge 3 - Forward the Horde 4 - Goblin War Cry 4 - Death Sentence 1 - Reinforcements 2 - Feral Vitality 4 - Reckless Attack 4 - Strength in Numbers 2 - Mirror Image 2 - Ray of Frost
That is it so far. I'll let you know how much better than stock it is once I get a chance to play.
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8 months ago ::
Oct 01, 2012 - 6:58PM
#12
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Date Joined:
Oct 23, 2002
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The minimum number of cards is 30 so I would cut 6 more cards. I would remove Reinforcements first, as it's probably unneeded with the expensive guys you're fielding. After that I think the least useful card is probably Goblin Warcry, since you shouldn't have that many characters on the field and a quarter of them don't benefit from it. Imagine for instance a decent loadout of one Horned Devil and two level 3s somewhere around midgame when you have 12 Leadership. I think you'll often be in this situation of having around 3, maybe 4 guys on the board, and at least one being a non-Goblinoid since they're your upper end of your creature curve. The card would only be a paltry 20 damage worth in that situation. With my band it's a lot better, being worth 20 damage only in the most desperate situations and having been worth 40 or 50 damage at least twice yesterday (in general though it's worth about 30).
The sixth card I'd remove would be either one Strength in Numbers or (more likely) one Undaunted Surge, as you're not taking advantage of the 'remove all other cards attached to this creature' clause and it is therefore not as good in multiples, especially with Tough as Nails in the deck. If you were to pack a lot of Shattered Weapons for spike damage, I'd make sure to play the maximum amount of both these and Tough as Nails.
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8 months ago ::
Oct 02, 2012 - 5:33AM
#13
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Date Joined:
Sep 20, 2012
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Great points. I was thinking the same thing about Goblin Warcry after I posted this. I'll take it out.
Is there a reason to make the deck 30 cards instead of 36? I guess like Magic it lets you focus more on the cards you want to get correct?
I originally took Shattered Weapon out because it requires Humanoid. I can't remember but are the Troll and Devil Humanoid?
I figured I would leave one Reinforcements in, in case I got a creature hand I totally didn't want. I figured it would give me a chance to reshuffle and try another new hand.
I wish someone started selling singles of these cards! For instance it would be nice to be able to buy more Fireballs or Tough as Nails. I guess if the game is successful someone will.
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8 months ago ::
Oct 02, 2012 - 10:06AM
#14
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Date Joined:
Oct 27, 2007
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Is there a reason to make the deck 30 cards instead of 36? I guess like Magic it lets you focus more on the cards you want to get correct?
This is exactly why. Pick your strongest cards and maximize the chance that you will draw them.
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8 months ago ::
Oct 08, 2012 - 5:23PM
#15
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Date Joined:
Oct 23, 2002
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New version as of the tournament I played on Sunday Oct. 9th 2012
Commander: Snig the Axe
Creature cards (12) 3x Goblin Archer 4x Goblin Cutter 2x Hobgoblin Sorcerer 1x Goblin Champion 2x Goblin Wolf Rider
Order cards (30)
(Engine) 3x Reinforcements 3x Arcane Ritual
(Aggro) 4x Goblin War Cry 4x Quick Jab 3x Shattered Weapon 3x Feint
(Mobility) 3x Nimble Strike 3x Forward the Horde
(Defense) 4x Shield
The third Reinforcements makes this warband tick and allows me to cut one Champion from the high end and add an Archer without running out of guys. With this many level 1s, you pretty much always can get a Champion in hand for your Wolf Riders. In this configuration I believe you will almost always prefer to get an Hobgoblin Sorcerer active ASAP, but you may like the Wolf Rider against bands that have a lot of range 10 attackers (that deal more than 10 damage).
Defense is light and should only be used to save a Sorcerer or set up for a huge Goblin War Cry turn. I'm pretty sure the next step is find a fourth Archer and put it in instead of the second Wolf Rider or one of the Cutters.
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