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|Tenth Edition (10E)||Rare|
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Creature — Goblin
Other Goblin creatures get +1/+1 and have mountainwalk. (They can't be blocked as long as defending player controls a Mountain.)
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Goblin King Discussion
2 months ago
If you like Goblin Kaboomist, Arms Dealer and Frenzied Goblin then you should play with them! The most important thing is that you enjoy playing your deck! Ultimately magic is about building the deck one likes and having fun with friends. A hilarious card I played earlier was Sensation Gorger, it can be great when you actually get to draw those extra cards, and can be good against control. Ultimately I found it too slow for local meta, but it's really funny! If you want to invest some money then Blood Moon can be great for goblins, especially with Goblin King.
Some SB tips: A fun card I'm trying out in my SB right now is Everlasting Torment. It's not the best card there is, but it's thematically fitting. I SB it in against midrange decks with big creatures, since it means that even a blocked goblin can be a good trade for you. It completely shuts down any decks that build on life gain as well. Regarding GY-hate in SB I personally prefer Tormod's Crypt for goblins, since it doesn't cost any mana to cast you won't loose any of your momentum.
2 months ago
Fun deck! I too have a Goblin deck, so I know how fun they are to play! I have some tips regarding your cards if you're interested. You seem to have 62 cards in the deck, it's never a good idea to have more than 60 card - consistency is king! In general you want a curve that is as low as possible, since you need to keep a pressure all the time. If you don't win turn 4 or 5, you will probably loose the game.
The lands look good, what you need is red mana and you've got it. A tapped land can be dangerous since you need to keep a pressure! I'm trying to run Contested War Zone in my goblin deck, it's risky since it only produce colorless mana, but it's +1/0 ability can be game winning.
Card you can consider adding, price tag in (parenthesis):
Goblin Guide - (Expensive), but really good!
Foundry Street Denizen - Can get really big really quick, (cheap).
Legion Loyalist - Devastating against token heavy decks, first strike can be really good if your goblins are buffed. (Kind of expensive).
Goblin Piledriver - Get really big, game winner with Legion Loyalist's trample, (average price), well worth the cost!
Goblin Rabblemaster - Creates you a massive goblin army, constant pressure, one of these can totally dominate the battlefield, two of them wins you the game. Recently reprinted, so it's (cheap) for what it does. Great if Quest for the Goblin Lord.
Lightning Bolt - 4x.
Goblin Bushwhacker - One of the best one/two drops for goblins, (cheap).
Warren Instigator - Haven't tried myself but he can be really powerful. (Average).
Mogg War Marshal - I like it more than cards like Krenko's Command, since it gives you a bit more resistance against sweepers. It's also a great gobling to sacrifice for Goblin Grenade.
Additional card to consider, mainly for sideboard:
Cards I'd cut:
Obelisk of Urd - In my experience, Obelisk of Urd is rarely a good card aggro or modern in general. Too expensive, or forces you to not attack a turn if you want it early.
Arms Dealer - Too slow, isn't a threat in it's own.
Goblin Kaboomist - Too unreliable.
Frenzied Goblin - There are better 1-drops.
Fury Charm - Not really a good card.
Hope you appreciate the tips and make sure to ask if you have any questions!
2 months ago
Hey there! Looks like a solid deck to me! There are a few cards that I would consider adding, though, mostly just EDH staples:
- Blasphemous Act
- Chaos Warp
- Reforge the Soul
- Temple of the False God
- Mind Stone
- Outpost Siege
- Vance's Blasting Cannons Flip
- Hammer of Purphoros
- Forgotten Cave
- Solemn Simulacrum
- Nykthos, Shrine to Nyx
- Ogre Battledriver
- Faithless Looting
- Zealous Conscripts (goes infinite with Kiki-Jiki)
- Dualcaster Mage
- Magus of the Wheel
- Mana Geyser
- Burnished Hart
- Dictate of the Twin Gods
And then some cards that work particularly well with Purphoros:- Rakka Mar- Flameshadow Conjuring- Tooth and Claw- Pia and Kiran Nalaar- Goblin Warchief- Goblin Matron- Ogre Battledriver- Embermaw Hellion- Burn at the Stake- Goblin King
Some cards that I would consider cutting:
- Dragon Fodder
- Krenko's Command
- Fiery Gambit
- Molten Birth
- Thatcher Revolt
- Generator Servant
- Harsh Mentor
- Kari Zev, Skyship Raider
- Zurgo Bellstriker
In any case, sweet deck! Good luck!
2 months ago
2 months ago
KillJoyChief: It is a ton of fun to play!
I spent a lot of time working on finding a balance of buffs that didn't make me leery of sacrificing Goblins. I think the biggest things that helped with that was Raid Bombardment and Shared Animosity. Goblin Chieftain and Goblin King do a good job of making a few tokens feel more impactful, but Bombardment and Animosity manage to do it without making them feel indispensable.
I'm really happy with where the deck has ended up, as it is really rare that I don't have a huge impact on every game, even the ones I don't win.
3 months ago
Why Manic Vandal over Tuktuk Scrapper? I see it is 1 CMC less, but if you ran 4x Goblin Warchief like most legacy decks you could easily drop for 1-3 mana in most games, or just Vial it in. Plus, it won't go to the bottom of your deck with a ringleader drop pull.
Krenko, Mob Boss is a 1x staple for most decks now.
You don't see many decks in this format running Warren Instigator since it an RR and there are much rougher choices for a 2 drop for goblins I think like Mogg War Marshal, or obviously Goblin Piledriver.
I agree with the above comment that Goblin Grenade is not good in legacy. I do however, think a 1x Legion Loyalist is worth it to give your other goblins great buffs as a 1 drop, especially piledrivers.
Boggart Mob can get pretty out of control and lets you retrigger matrons and ringleaders with a sac mechanism like Goblin Sledder or as most decks run, 1x Skirk Prospector. This isn't a popular choice, but worth considering. I run it in my RB goblin deck, but thats for casual. The champion effect of Lightning Crafter has the same retrigger potential.
Frogtosser Banneret could help you reduce costs of some of your goblins just like a Goblin Warchief, but you have neither. I think these are important for tribal goblins (most run warchief over frogtosser for the haste/monored).
1-2x Ancient Tomb seems to have dropped off most top8 decklists, but I like running 2 in mine. I run Food Chain Goblins and dirty kitty though, so my mechanic is different (and more vulnerable, but faster) than vial gobs.
Kiki-Jiki, Mirror Breaker is nuts.
As for the sideboard, many people like running Krosan Grip if they splash with green. Also consider Thoughtseize. I also think that Blood Moon like stated above is great for MONORED in the sideboard if you choose to drop black. I think a 1x Goblin King is nice in the sideboard as well. Red Elemental Blast might help in the side as well.
3 months ago
You will want to remove 1 Wort, Boggart Auntie, 1 Skirk Prospector, 1 Kiki-Jiki, Mirror Breaker (unless you remove siege gang from the side), 1 Goblin King, 4 lands (Polluted Delta, Marsh Flats, Bojuka Bog, and Pendelhaven are all suspect), 1 warden weirding, and 3 Tarfire for other/better cards.
wort is slow, goblins are not trying to be slow. Skirk Prospector is only worthwhile if running more token producers to quickly cast siege gang to then cast more siege gangs. kiki-jiki is too slow and bringing it out with lackey just get's it removed before you can activate it for a good cause. Goblin King is too narrow. warden weirding, while tutorable by matron, is too narrow. Tarfire, though tutorable by matron / pullable by ringleader, is too narrow. 4 lands are 4 too many. Chances are that you would also be fine with 18 lands. Your toolbox of lands, while cute, are limited and many times too narrow. turn 2 Pendelhaven doesn't stop the "dies to bolt" if used on a lackey. In the late game its 1:2 buff is not good enough (maybe if it was 2:1). Bojuka Bog is just a tapped land in some match ups, and not tutorable in the worthwhile matchups. This leaves us with 11 cards.
The eleven cards are fairly simple: 1 Goblin Warchief, 3 Goblin Piledriver, 4 Lightning Bolt, 2 Goblin Rabblemaster, 1 Gempalm Incinerator. Lines of play such as--turn 1 lackey, turn 2 hit with lackey -> warchief -> rabblemaster, turn 3 piledriver -> piledriver -> attack for ~30 damage (and this is BEFORE your opponent can play Toxic Deluge, AND only requires 2 lands)-- are much more accessible now. This is important, as your current setup is geared towards the endgame, which you cannot win. 4 warchief's is a must, it is painful to play less than 4. the same holds true for the piledriver, as they are cheap (1 mana) and grow to Tarmogoyf size quite easily. protection from blue just means that you smash through merfolk, true-name, delver, snapcaster, and leovold). 4 Lightning Bolt: the 1 damage is worth it, there is no other way to put it. While Tarfire is used, there are too many situations where you would rather have the additional point of damage (at the player or at the creature / planeswalker i.e. jace). Goblin Rabblemaster is a threat that must be answered the turn he is cheated into play. The Gempalm Incinerator's cycling ability makes him worth a 2-of.
edit: don't run skirk fire marshall. goblin pyromancer would be marginally better, but still bad.
4 months ago
Goblin Warchief, Goblin Chieftain, Goblin King, Throne of the God-Pharaoh, Goblin Bombardment, Goblin Ringleader, Skullclamp, Massive Raid, Goblin Grenade, Mogg Infestation, Swiftfoot Boots, Lightning Greaves, Shared Animosity, Blood Moon, Mana Echoes, Outpost Siege, Raid Bombardment