Kicker R (You may pay an additional R as you cast this spell..)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
For this deck believe a good goblin lineup courtesy of Goblin Recruiter is Foundry Street Denizen + Goblin Bushwhacker . If you're holding a Krenko's Command or a Dragon Fodder this sequence should give you a 5/1, and three 2/1 hasty goblins until the end of turn for five red mana. If you can connect with them all, that's 11 points of damage.
This is a really casual kitchen table deck. If you want to make it more competitive I would suggest dropping down to 60 cards as previously suggested. Then take a hard look at what you want the focus of your deck to be. Is it suppose to be an artifact goblin deck? Good. Then take a look at Shrapnel Blast Kuldotha Rebirth Signal Pest Ornithopter Goblin Guide Goblin Bushwhacker Goblin Grenade are all good starting points
I see you're on a budget, so i won't reccomend anything expensive.
Goblin Bushwhacker to break Krenko. cast a kicked Bushwhacker, when his ETB goes on the stack activate Krenko, then get a bunch of +1/0 hasty goblins!
Goblin Rabblemaster , Goblin Shortcutter , Mogg War Marshal , Goblin Bushwhacker , Goblin Guide , Legion Loyalist , Goblin Grenade , Lightning Bolt some of these cards are pricey, they are the cream of the crop for goblin aggro though
Take a look at the Mirrodin Beseiged event deck "Into the breach". It is very similar to this deck.
Also, Goblin Bushwhacker
Instead of wardriver you could run with Goblin Bushwhacker or even both.
colinam, sorry to get back to you pretty late. I've been a little busy, and I wanted to give your suggestion plenty of time for testing.
Since you left your comment, I've played probably 50 to 100 games with Simian Spirit Guide , and what I found basically confirmed my suspicions regarding it. While it is true that running the Simian over one of the Elvish Spirit Guide s helps you cast Gamble more consistently, the matches where this happened tended to be less explosive, slower, and ultimately more prone to being Force of Will 'd on average compared to games played with 3 ESG. This seems pretty counter-intuitive, since your reasoning for running SSG was perfectly valid, but I can try to explain it based on my observations.
Gamble is definitely the most flexible card in the deck, and I wouldn't want to run anything in its place, and while casting it generally will play a big role in your winning the game, it isn't a necessary condition to do so. On the other hand, Glimpse of Nature is very much a necessary condition for winning; without it you can't storm out for Grapeshot or get enough bodies out for Goblin Bushwhacker . Casting it as early as possible, i.e. before your opponent has many chances to draw Force of Will , is the optimal play. By replacing an ESG with an SSG, you lower your chances of having a Green source early in the game and, in effect, increase your chances of losing.
While casting a turn one or two isn't always possible even in the build with 3x ESG, and while the deck can certainly durdle very well, comboing out turn 3+ and durdling aren't where the deck wants to be, since every draw, every resource you give your opponent before you go off increases the chances they'll be able to stop you, so the right choice in building the deck is to maximize your speed. In short, running SSG over ESG doesn't do that.
|0.08 TIX||0.18 TIX|
|Power / Toughness||1/1|
|Avg. draft pick||4.6|
|Avg. cube pick||7.24|
|Commander / EDH||Legal|