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1. As many Goblin Sharpshooters as you can get out. (Doesn't untap durring your untap phase. Untap it when a creature goes from play to a graveyard. Tap to deal 1 damage to target creature or player. 1/1 for 2 or 3 and 1 red)
2. ALL of the Gratuitous Violences you can lay your hands on. (Enchantment. Damage caused by your creatures is doubled. 2 and 3 red)
3. Karmic Justice (Enchantment. Between 2 and 4 and 1 white. When an opponent's spell or ability destroys one of your non-creasture permanents, destroy one of their permanents.)
4. Lightning Greeves.
Your Goblins become free, reusable Shocks with only ONE Gratuitous Violence in play, and it doubles from then on.
The Justice and Lightning Greeves are purely optional but it is worth it quite often.
FYI I never use Furnace of Rath or Death Pits of Rath because the Furnace causes your opponents damage to be doubled as well and the Death Pits allow your oppents to pop off your creatures left and right. Being a blue trickster first and foremost, I have learned both to love and respect instants.
The card says and I quote:
"If a creature you control would deal damage to a creature or player, it deals double damage to that creature or player instead."
if the greaves are on the sharpshooters, then they can't be targeted by things that would deal one damage to them! And, they will be untapped whenever your opponents decide to summon something.
Do you really think that the Ss's are going to be the only things on the board? Not likely. Never use only one strategy to try winning the game. You should know that by now, Grasshopper.:confused:
for all of ya that didn't see what happened (all of ya except for me an jo)
I had a lot of artifacts, Atog, and a deciple of the vault out. Jo had used persuasion one my other deciple, but he was at 12 life. I, meanwhile, was at 28.
So, i started sacing things to atog, and i caused him to lose with the deciple.