Have you ever cast your 3 mana commander for 19 just so you could attack with your boat (Skysovereign, Consul Flagship)? Were your efforts then invalidated by a momentary blink on the Thragtusk you attempted to hit and run with said boat? Did you then also forget to draw a card with your commander’s trigger? I really hope not because that sounds devastating for anyone, but for me that was exhilarating.
Do you like eldrazi? Good, because I love when my friends play the largest, most broken spells in the game. Every card in my hand is a random card from your deck so the larger the better. Of note these are still their cards so keeping them alive is paramount if you want to keep them. They should feel grateful that you’ve made such a commitment though. They’ve been invited to an exclusive team, nevermind that team consists of the og magic villain. Sharing is caring after all. If for some reason this teamwork doesn’t sit well with you, you can easily use me as a scapegoat for annihilating your opponents for you with your cards. You’re welcome!
trust me, you didn't need these swamps anyways Lastly, always believe in the heart of the cards. Do you need a counterspell? Spending 7 mana and ditching 2 cards to target the blue player probably has like a 20% chance of hitting a counterspell and like those are odds. Do you need a board wipe? Just cycle your mana rocks like Mind Stone or Hedron Archive. You either draw a board wipe or another mana rock so what do you have to lose? Remember your commander is 3 mana and can draw you cards so sending him to the field early can really add up. If they kill him, your combo mana went from 10 to 12 like whatever you probably drew like 3 cards. Maybe you even got some brownie points from the player who really needed one more card and you’re gonna need a favor for later. Trust me ;)
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For the sake of continuity's sake, by all means this deck was inevitable given *Gestures broadly around the website you're currently browsing*. You get the point right? Good! …you’re still here? Were the goose pictures not enough? Fine, but I’m warning you. There is some poor reasoning, mostly irrelevant anecdotes, and let’s call them choices waiting for you just beyond this sloppy intro. In a cascading chorus most of my friends have asked me at some point, “Beach, you’re gonna build this deck, right?” and with varying degrees of enthusiasm I responded, “Probably,” every time. I’m sure they all had a mental image of me shrugging and then walking off or at least I hope. Though some just assumed correctly and continued on living in the never end nightmare that is spoiler season. Now on paper this commander seemed like it would be right up my alley, but it's been 10 years and I’ve explored and decorated every inch of this Thursday trash pickup of an alleyway. I have a ramp deck, a voltron equipment deck, an artifact deck, and a token deck already. To its credit though The Goose Mother has the potential to include all 4 strategies. Did I end up including them all? kinda… Ramp to Goose
Not all ramp cards are created equal. 21 of the 37 ramp cards have no additional benefits while the other 16 add to the deck’s effect pool. Legendary effects like haste from Runadi, fighting from Gargos, regrowth from Shigeki, and uhm… Urza, Lord High Artificer. Of course there are ramp cards that also draw cards because Simic would be nothing without its oatmeal mechanics, but we all know they single handedly keep our decks going. Cards like Kiora, and the other Kiora, and Urza, Lord High Artificer do their best to keep a deck of 21 do-nothing cards from top decking like a draft deck. Of course there is one ramp card above all else. The one that’s most in service of Honk, Urza, Lord High Artificer. The Notorious ThreeEvasion, draw, and protection, the three effects in every deck built with an ounce of compassion for their own commander. Of course goose fashion is an obvious inclusion for any Goose Mother deck complete with boots, cloaks, grieves, rings, and warhammers. Protective companions like Spearbreaker Behemoth and Archetype of Endurance can support the goose against even your opponent’s most mid plays. There are six generic draw spells that could be anything because let’s be honest most draw spells are interchangeable without notice. One draw spell stands above the rest though, Clan Crafter supports my deck in its darkest times. If you need cards the crafter transforms into a draw engine that can also allow a goose to double its power over time. Additionally crafter is my deck’s only haphazard answer to a Darksteel Mutation in a color combination that should really put up more of a fight against the basic concept of auras. If You Ain’t First
Of Notes and Controversy
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