Card Of The Week – Goblin Bomb

Posted on May 25, 2009
Filed Under Card of the Week | 7 Comments

This week’s card is Goblin Bomb. Without the assistance of Krark’s Thumb or something like Clockspinning, the odds of Goblin Bomb hitting five turns later is only 1 in 32.

Comments

7 Responses to “Card Of The Week – Goblin Bomb”

  1. vandwedge on May 25th, 2009 5:03 pm

    If you lose the flip, remove the counter.

    Sure the card could have said if you lose the flip, do nothing, and it would still take an average of 32 turns to win each time you played it. But this way, the odds get considerably worse.

    And if you do finally get it to go off, it’s not even a guaranteed victory!

  2. Zora Hero on May 29th, 2009 9:59 am

    Woo Clockspinning FTW

  3. RelentlessPoker on May 30th, 2009 4:11 pm

    It doesn’t really matter how ridiculously bad or unplayable a card is, there’ll always be some nerd somewhere who’ll love it.

    It’s what keeps MaRo going.

  4. vandwedge on May 30th, 2009 7:34 pm

    Often, I think MaRo is the only person who IS that nerd.

  5. RelentlessPoker on May 31st, 2009 6:02 pm

    By his own admission, he got beat up a lot as a kid. Maybe making awful cards is his way of subconsciously get his revenge on the world? Or we can go the Freudian way and relate the creation of crap cards to his frustrated sexual preferences… XD

  6. V. Wedge on October 12th, 2009 7:39 pm

    This also sheds new light on his aversion to bananas.

  7. Darth Parallax on November 8th, 2010 6:25 pm

    ok- for the record, its obvious how you use this card. its totally broken. here’s the clue: ‘GOBLIN’ bomb. not ‘law-abiding citizen’ bomb, or ‘respect the rules’ bomb. you cheat. you play combo. you play red-blue.
    4 Goblin Bomb,
    4 ponder, 4 brainstorm, 4 preordain, 1 Ancestral Recall, 1 Time Walk
    4 clockspinning,
    4 reverberate, 4 twincast, 4 fork,
    4 Spellbook (helps both keep cards you need and Metalcraft the Opal)
    1 Mox Sapphire, Ruby
    2 Mox Diamond, 1 Tolarian Academy
    4 Volcanic Island 4 Scalding Tarn 4 Steam Vents
    4 Island 4 Mountain
    you play the bomb which will either be in your opening hand, or you draw into it, then you flip a coin. 50% of the time you get the first counter. now pop as many clockspinnings as possible and copy clockspinning as many times as possible.
    1:2 times thats a win. much better than 1:32
    blue-red likes random, so it wouldn’t feel totally right if it worked 100% of the time. 50% is just right for crazy combo win from nowhere. not broken, not utterly lame either.

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