oops, messed up there and didn't catch it... Curse of Stalked Prey needs to be maybe boarded.. my bad
March 22, 2012 11:46 a.m.
Kuldotha Rebirth decks existed in a format that did not have , Goblin Arsonist, Spikeshot Elder From there I stop playing cards until my opponent alters the board state. I don't want to have more than two to three creatures out at any given time because then we're overextending bigtime. At that point, my deck's job is just to apply pressure while the Shrine builds up. You would be shocked how consistent this can be.
March 22, 2012 11:52 a.m.
thewordisbranch
No shit, you're a keen one. I didn't say he should change it, if you actually read the posts.
That's a good angle, jkarnes. I find when I play my deck which is similar to this one it runs out of gas pretty quick. You don't like Stormblood Berserker, though? Chandra's Phoenix? I find Stromkirk Noble just isn't what he used to be. With Tragic Slip in conjunction with Gut Shot and Sword of War and Peace a big deal, he just doesn't get the job done.
March 22, 2012 12:22 p.m.
This is how i see it, and i'll play it both play and draw, play first:
You T1: Memnite+KuldothaOp. T1: Champion (which should be Gut Shotted), Doomed Traveler (Next turn if they block with him, then gut shot).You T2: Curse of Stalked Prey, Swing three.Op. T2: Thalia, Gather the Townsfolk, Elite inquisitor (However you spell that).You T3: Cheiften, burn spells, another curse, any of the cheap goblins. Swing Swing 5-11Op. T3: Most likely a timely, or even other small one-two drops. Stall movment.You T4: Koth, or if a goblin cheiften is in play, as many one drop goblins as possible, or Hellrider. Swing roughly 17 (Depending how many of your creature were killed).Op. T4: If you played Koth, they will try to kill him (If you save some blocker, block), or attacks you, then followed by a day.You T5: If you kept Koth alive, minus two, lots of goblins and a cheiften NEED to be played and then swing, most likely for game.If the game follows like this, they'll continue to stall, so hold onto the memnites and rebirth's to wait, and do that. post the rest later.
March 22, 2012 12:39 p.m.
Ohthenoises says... #6
So a kuldotha pacakge in sideboard wouldn't be a bad idea in my view because they are going to side in more targeted removal and less mass removal at least that is the trend I've seen so far
March 22, 2012 1:11 p.m.
Planning out turns is useless. An ideal play is great, so what? I think Kuldotha is fine in here, Noises. Pump from Cheif, extra damage from Hellrider. It's too bad Chancellor of the Forge costs as much as it does to cast. However, for Kuldotha you need artifacts, which you have none, which will mean you'd need to put some in, which will alter the angle of your deck considerably. I used to run it in mine, but the artifacts I had to run in order to make it work often were not very good, which is obvious, you don't really want to sac good artifacts. Signal Pest was nice. Memnite was okay for a first turn hand drop, but they were so terrible late game when I couldn't find a Rebirth, and when I had a Rebirth and no artifact.. ugh.
March 22, 2012 2:03 p.m.
Flinty has a great point about that to tell the truth, that's the only problem about the rebirth combo... But still,like ohthenoises said, it's good on game two because they add more stall and spot removal, and will take a little less of the mass removal out.
March 22, 2012 3:24 p.m.
Ohthenoises says... #9
My idea was to have a complete package to make game 2 a completely different game because the original build is weak to spot removal so if I make it rebirth deck game two it would completely floor them.
March 22, 2012 3:30 p.m.
ok, let me thin, a full side board of rebirth and memnites, a full set of curse of stalked prey, that 12, and three cages because you said it's a problem :) that seems good:
4 Memnite4 Kuldotha Rebirth4 Curse of Stalked Prey3 Grafdigger's Cage
March 22, 2012 3:41 p.m.
My only quip would be you'd need all 4 memnites and all 3 Cages if you plan on running all 4 Kuldothas. Like I said, it sucks when you have Kuldotha in your hand and no artifact to cast it on. A 1:1 ration of Kuldotha to artifact generally ended up that way for me.
March 22, 2012 5:28 p.m.
Ohthenoises says... #15
it would completely change the way the deck operated lol i doubt people would see it comng... now my question is this .. when i make the swap what do i swap for? i know not the chieftains but what to swap out?
March 22, 2012 11:38 p.m.
Ohthenoises says... #17
already had this discussion. IV does not allow me to copy an opponents spells. look in the most recent update for more on that lol.
March 23, 2012 12:05 a.m.
Ohthenoises says... #18
Also, just playing with different sideboard options .. Reverberate + Kuldotha Rebirth is MEAN!
March 23, 2012 12:30 a.m.
Theophilus says... #19
My version of this deck has Arc Trail, Goblin War Paint, and Runechanter's Pike...
March 23, 2012 9:17 a.m.
Playing only 4 Memnite to activate Kuldotha Rebirth is crazy (as I assume you wouldn't want to sacrifice the Grafdigger's Cage).
Chimeric Mass isn't too far fetched to be kind of main board. I would put some serious consideration into that.
Panic Spellbomb is an okay choice as well because you can rebirth on T2 after your land drop and still draw a card.
March 23, 2012 11:11 a.m.
Personally, I'd replace the Memnites with Signal Pests, that way you could use their Battle Cry ability with your Goblin Wardrivers for maximum effect, along with sacrificing them for your Kuldotha Rebirth.
Another combo I noticed: Spikeshot Elder and Curse of Stalked Prey. That's a scary combo, especially with being able to pump that ability. If you have the mana for it, that could get nasty very fast.
Playtested it, also. It's a very well constructed deck. +1'd!
March 23, 2012 3:02 p.m.
Hmm.... I think that the first thing on game two that should be replaced is the galvanic blast, the fire slinger also, hmm.. the TWO koths when you get the other, thats 9... hm, the, and i guess the hellrider, even though he swings for a bunch.. or actually two brimstones and one incenerate avtaully, because if there is no feild wipe on turn four (you should win game one) a hellrider swinging with a bunch of the kuldotha goblins RAPE- Scuse my french
March 23, 2012 3:59 p.m.
this is for Clarquestone: See the problem with a signal pest is that on turn one you want the three goblins because the turn two curse is important, because the 2/2 Goblins are important, because their tougher to kill.
March 23, 2012 4:09 p.m.
@Nazsmith: I see your point. I take back what I said about Signal Pests. Well played!
Nazsmith says... #1
ok, a well made deck usiong the kuldotha rebirth goblin game two, on turn one, requires a turn two curse of stalked prey so those goblins on turn two are 2/2's and can keep coming back, i think that you should option out the Arc Trails for Curse of Stalked Prey so even late game, letting a creature through is just PURE wrong unless they field wipe every time you pump goblins out... Side baord swap, -3 Acr, -3 Combust (only because it's creatures) and +3 Kuldotha Rebirth, +3 memnite... Plus after turn one the opponent will try to stop you early game and put in (like Karnes said) timely versus you that is turn THREE, so on turn three you have 2/2s swinging and they have three 1/1s, so if they don't field wipe the next turn, a koth followed up by his minus -2 to get a Hellrider too swing, hitting him for 4 instantly, followed by something like that. P.S. When playing against humans, i've learned to hold onto the Chieften late game after a wrath, to put him down, minus two on Koth and pump out as many wimpy goblins with haste as possible :P
March 22, 2012 11:42 a.m.