As weve learned, the aim of Goblin decks is to create a critical mass of Gobbos on your side of the field and then attack for lethal after dabbling in combat tricks, combos, or any other shenanigans that cash in all those little beasties into an unstoppable value train that overwhelms your opponent
The ability to put the counter elsewhere does give you some nice flexibility, but the base stat-line here is mediocre and thats kind of a problem for a creature that has to attack to be something more than a vanilla creature
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It isn't too hard to find ways to prevent the Jitte getting counters in combat with plenty of sac outlets and other trickery floating around
Here We Are Now, Entertain Us As we can see from the examples above, Wizards of the Coast seems okay printing the types of cards that lead to three categories of combo strategies in Standard: Two-card combos Damage/pump spell based combos Graveyard reanimation combos Now, it is my belief that it will be a very long time before Wizards ever prints another two-card combo in Standard, especially with the amount of permission and deck sculpting that the U/R Splinter Twin decks had in Zendikar Scars of Mirrodin Standard