Tuesday Night Takeover

Subira, Tulzidi Caravanner Goblins Pauper EDH

“Brick by brick, by brick.”

Art:Subira, Tulzidi Caravanner by Leesha Hannigan

Thanks to Wizards for the downshift; as a Pauper EDH player, there is nothing more awesome than a downshift of a creature that was once rare. Subira is quite strong and works perfectly for pretty much any aggro shell. I chose to go goblins because they are not only a blast to pilot but have an absolute ton of support since they are one of magic’s oldest creature types. Goblins is a ton of fun to play in Pauper EDH and giving a creature unblockable as well as having supplemental card draw from our commander. If you love goblins or any form of aggro I think you are going to love this one! Without further adieu, let’s get it!

The Deck:

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Subira, Tulzidi Caravanner Goblins!

Commander (1)
Subira, Tulzidi Caravanner

Creatures (33)
Goblin Arsonist
Goblin Bushwhacker
Goblin Chirurgeon
Goblin Javelineer
Goblin Motivator
Goblin Sledder
Impulsive Pilferer
Skirk Prospector
War-Torch Goblin
Battle-Scarred Goblin
Dark-Dweller Oracle
Goblin Glider
Goblin Instigator
Goblin Lookout
Goblin Trailblazer
Goblin Tunneler
Kyren Glider
Mogg War Marshal
Mudbrawler Cohort
Ornery Goblin
Stingscourger
Goblin General
Goblin Matron
Goblin Smuggler
Lavafume Invoker
Raging Redcap
Redcap Thief
Skirk Commando
Witty Roastmaster
Battle-Rattle Shaman
Beetleback Chief
Caterwauling Boggart
Goblin Battle Jester

Instants (9)
Balduvian Rage
Big Score
Brightstone Ritual
Gnawing Crescendo
Incinerate
Lightning Bolt
Massive Raid
Unexpected Windfall
You Come to the Gnoll Camp

Sorceries (13)
Awe for the Guilds
Coronation of Chaos
Cosmotronic Wave
Crash Through
Dragon Fodder
Goblin Grenade
Goblin War Strike
Hordeling Outburst
Krenko’s Command
Pirate’s Pillage
Renegade Tactics
Seismic Stomp
Smash to Dust

Artifacts (5)
Beamtown Beatstick
Prying Blade
Fire Diamond
Wedding Invitation
Bonder’s Ornament

Enchantments (5)
Sticky Fingers
Impact Tremors
Makeshift Munitions
Goblin War Drums
Raid Bombardment
Lands (34)
Desert of the Fervent
Dwarven Mine
Evolving Wilds
Forgotten Cave
25 Mountain
Path of Ancestry
Smoldering Crater
Smoldering Spires
Terramorphic Expanse
The Autonomous Furnace

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Why Subira, Tulzidi Caravanner?

Subira is a great piece of utility for the deck; if they keep getting killed or we can’t cast them for whatever reason, the core gameplan of the deck still works, but we prefer to have them out as much as possible. Subira only costs three mana and comes with haste, a way to make one of our smaller goblins unblockable and can provide card draw. If we have a big board, using Subira’s second ability allows us to get a ton of cards, and since we run pretty low on cards because of low cost, discarding our hand is rarely a penalty. Subira is awesome and a card I always try to cast on turn three.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

We have an absolute ton of creatures, so let’s talk about some of the best! Caterwauling Boggart is a very cool card that is a second copy of Goblin War Drums for the deck. Goblin Battle Jester is another amazing utility card for the deck and can make blocking and combat in general for that turn an absolute nightmare for our opponents. Since we have a lot of small creatures, they often die to removal or through combat, so Goblin Chirurgeon is a great way to get them back if our other goblins happen to die. Goblin Lookout is a great goblin that buffs up our board and is a great way to put a ton of pressure on our opponents, and can be a great for a one-shot. Goblin Smuggler and Goblin Tunneler are two awesome creatures that both have the same ability as our commander. The unblockable is a great way to guarantee some damage. Speaking of great creatures to give unblockable, I love Skirk Commando in the deck since we can attack, get a little damage in, and start picking off opponents’ creatures, which makes follow-up combats much easier for us. We only have one non-goblin in the deck, and they are extremely important, Witty Roastmaster is a second copy of Impact Tremors for the deck, and when both are out, we deal an absolute ton of non-combat damage.

Instants:

Some of the most important cards in our instant package are the card draw we have in Big Score and Unexpected Windfall, which are a little expensive but give us additional cards and mana production which can be very strong, especially in a mono-red deck. There is another pair of cards that work very well together, and I have been having a blast with in Brightstone Ritual and Balduvian Rage. Ritual allows us to produce an absolute ton of mana, and depending on how much mana we have, rage can be an easy finisher for the deck. If we have a ton of goblins for our ritual, we also have a ton of goblins for Massive Raid, which is another huge damage spell that can easily end the game or, if not, deal a ton of damage to our opponents. Incinerate and Lightning Bolt are nothing more than strong creature removal for the deck, taking out any problematic threats or just creatures that would be great blockers for our opponents in combat.

Sorceries:

The main focus of our sorcery package is stopping opponents’ creatures from blocking and allowing us to chip in for some damage, and, if we have our commander active, some cards as well. Some of the best in the deck are Cosmotronic Wave and Seismic Stomp, which are great ways to guarantee we hit some damage. I also love Coronation of Chaos because the inability to block is quite nice, but where it really shines is the goad, which can cause a ton of chaos for our opponents. We also have some strong goblin token production in Hordeling Outburst and Krenko's Command, which are great ways to make more attackers/blockers and synergize very well with cards like Goblin War Strike and Massive Raid. Goblin Grenade is another sweet card that can take out most creatures/commanders and can be a great way to get some damage in.

Artifacts:

Bonder's Ornament and Fire Diamond are great mana rocks and additional mana sources that help us get ahead on mana. We also have some pretty strong equipment that provides nice buffs like Beamtown Beatstick and Prying Blade, which not only buff up a creature and let them hit harder, but we get additional mana production which is quite strong as well. Last but certainly not least is Wedding Invitation, which is card draw and unblockable for a creature and one of my pet cards for the format, so it absolutely had to be there!

Enchantments:

Impact Tremors and Raid Bombardment are both very strong additional sources of damage for the deck, and whittling down our opponents is basically our whole gameplan, so these cards fit quite nicely. Sticky Fingers gives a creature menace, which is, but we mostly use it for the extra treasure tokens, especially for cards like Balduvian Rage. Sticky Fingers is nice, and Menace is always nice, but it’s much better with Goblin War Drums, which gives all of our creatures menace and makes us quite hard to deal with in combat. Makeshift Munitions is a great way to finish off an opponent, or if our board is getting killed, whether through a board wipe or through combat, we can turn our already dying creatures into damage or removal as needed.

Land Base:

Being in mono-red allows us to play over 20 mountains, and these mountains comprise a good majority of our landbase. Even though we are quite low on non-basics, we do have some pretty impactful ones. Path of Ancestry is a great land for any deck that focuses on creature types, and the scry is perfect for our deck. My favorite land in the deck is Smoldering Spires, which makes a creature an opponent controls unable to block for a turn and can allow us to get in some damage and get some card draw as needed. As always, we have some supplemental card draw within our landbase like The Autonomous Furnace and Desert of the Fervent. I like this landbase a lot and think it is quite strong for the deck. We are running lower than the average because of the overall low cost throughout the deck.

Strengths of the Deck:

  • Our commander makes a creature more evasive and can guarantee damage. They also provide supplemental card draw from the deck.
  • Since we are a combat-focused deck, we have a ton of ways to stop opponents from blocking, like Awe for the Guilds and Seismic Stomp.
  • While we are a primary combat-focused deck, we have ways to win outside of combat, like Massive Raid, Goblin War Strike, and Impact Tremors.

Weaknesses of the Deck:

  • We do have supplemental card draw, but because of the low cost throughout the deck, we can easily run out of cards.
  • We are generally pretty weak to creature hate.
  • We are quite strong in the early game but our creatures do get worse once our opponents start establishing boards.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops in the deck. We are a combat deck through and through. We typically win the game through combat; we can also make combat quite difficult for our opponents because of cards like Cosmotronic Wave and Coronation of Chaos, which make blocking quite hard for our opponents. We also have some other non-combat ways to win the game, like burning down an opponent with Massive Raid or Goblin War Strike. When we have our board built up we can easily kill an opponent through either of these methods.

Conclusion:

Subira is a very fun commander who is the perfect commander for a goblins deck, providing unblockable for a creature and giving us a decent amount of supplemental card draw. Since goblins are one of the oldest creature types in the game, there is a ton of support at common, and it allows us to play a goblin-focused deck with a ton of payoffs. This deck is a ton of fun, and if you love aggro, I hope you loved this one. Stay tuned for fallout week starting this Saturday. Thanks for reading to the end and for all of your support!