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Creature — Goblin Pirate
Raid - Rigging Runner enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn.
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Rigging Runner Discussion
21 hours ago
This looks good so far. Aggro creature decks are some of my favorites (looking at you, elves), and this looks like fun. However, there are still some tweaks I would recommend.
DISCLAIMER: I play modern mostly, not standard, but I still keep up with and watch the standard meta. Some of these choices may not be optimal, and they are all my opinion, so take what I say with a grain of salt.
Firstly, the cards I really like:
Goblin Chainwhirler: Very good choice. Almost never bad, no matter the match-up, I really like the four-of here.
Siege-Gang Commander: I like this as well. Self-propelled burn, pressure, mentor targets: this just fits very well in this deck.
Legion Warboss: I think this card in underrated. Especially in this deck that has creatures to be pumped, this fits well. It's just good, immediate, self-propelled pressure. I like the four of.
Next, the choices I think you should modify:
Manabase: You do not need 24 lands in a deck with this low of a curve. I think 22 or even 21 would be sufficient, especially with the Skirk Prospector.
Goblin Cratermaker: While this is a good card in its own right, I think it's much better suited for the sideboard. Maybe a couple in the mainboard would be fine, but it is a very flexible sideboard card that is good to board in in many situations.
Volley Veteran: This card is definitely good enough to mainboard. If you drop Skirk Prospector on one, Goblin Instigator on two, Legion Warboss or another Goblin Instigator on three, and then Volley Veteran on four, that's six damage to face and a 4/2 body for a meager four mana! The thing about goblins is that it's fast enough to avoid most of the early removal other decks may have, and Volley Veteran can likely come down before a sweeper, if they're even running a sweeper game one. That being said, if they do get a sweeper or keep your minions under control, this does close to nothing. Very good when ahead, kind of bad when behind. Consider a couple in the mainboard, just don't get too crazy.
Next, the cards I think you should cut:
Squee, the Immortal: This one stands out immediately to me. I think it's just too slow to get by in such an otherwise fast deck. It just makes the deck more unfocused in my opinion, unless I'm missing something (Skirk Prospector combo I think is too slow, if that's what you were thinking.)
Goblin Barrage: Put simply, I just don't think this has enough of an effect. One body on the board is worth a lot, and because you have to use this pre-combat for it to be good, that means one less attacking body. Minions are recurring damage, while this is a one-shot four to the face and a creature. Also, it is a little high on the curve and there are cards that do effectively the same thing for a lower cost. Consider running Lava Spikes or other burn instead (I talk more about it below).
Rummaging Goblin: Too slow. The goal of this deck doesn't include card filtering, it's just jamming a ton of creatures and swinging face. While I appreciate that this could be good in control or other grindy match-ups, I don't think you need it. There are other, more impactful cards for this, like Experimental Frenzy (see below).
Rigging Runner: I don't think this is quite impactful enough to mainboard, and I don't think it's quite flexible enough to sideboard.
Finally, the cards I think you should consider:
Experimental Frenzy: One problem fast creature decks have is running out of gas too quickly. One of the reasons I love modern Elves is that you get to run cards like Collected Company, Lead the Stampede, and Chord of Calling so you have less of a chance of not getting in those last few points of damage. I don't know if this is good mainboard, but it could be a really fun (and useful) sideboard card. In games you know are going to go long, you can slap this down and just pop off, given the right opportunity.
Some burn/removal: Cards like Lightning Strike, Shock, and Lava Spike could be good additions to the sideboard. All are good in creature match-ups to clear the way for the alpha strike, and the Lightning Strikes and Shocks are good for pressuring planeswalkers or getting that last 5 or so damage.
Risk Factor: This card is good in decks that have a lot of early pressure. It offers both burn and gas, depending on the situation, and in a fast deck like goblins, both are almost always useful. While maybe too unfocused for the mainboard, this would be a good choice for sideboard, I think. It is good into control or grindy-er games.
Anthems: While slower, anthem effects like Vanquisher's Banner can be very powerful. Vanquisher's Banner is especially powerful because of the card draw effect. Like I said above about running out of gas, incidental card draw is great for keeping this from happening. Also, this very good for dropping on turn five and alpha striking for the win. I would consider maindecking up to four of these.
Fanatical Firebrand: It's almost necessary to run four of these in the mainboard. It's early damage and a ping if you need it. Also, one drops are very good for fast decks (every point of damage matters!).
Banefire: Good as maybe a one or two of in the sideboard, this will win you games against control. If you rush them down early but they have a sweeper, this will get you your last few points of uncounterable damage.
I hope what I've said is useful for you. All in all, I think you're doing fine with your deck. Just tweak a little (biggest thing is adding removal to the sideboard) and you're well on your way to winning an FNM!
3 weeks ago
Hello so I actually played two games last night with your deck online and I ran into a few issues.
I only drew two theft cards my first game and one my second, so that mechanic just wasn't working for me.
Attacking the player with the most life turned out to be very difficult in both games, in one I had the most life most of the time, and still lost. In the second the person with the most life had a pillow fort.
The most of the pirates I was drawing where just bad, they didn't even have come into play effects which I could have used by getting them +1/+1 counters and then sacrificing them. I feel that in decks where things come back, one would want to maximize the come into play and leave play effects.
In the cone version I made of my own I found that the pirates that create treasure when they come into play are actually very good, if you can make them repeatedly come into play. All three Rishadan pirates are very good I did a board wipe before by cloning one multiple times. They are probably the best pirates for this deck in fact. And are not very expensive.
I'm making my own build, which is going to not be 100% pirates only, but I will try and keep it pirates as much as I can.
1 month ago
1 month ago
@ vaperowned: Hey, thanks for the comments!
First item: Experimental Frenzy is actually very good in the deck. We don't have much of an issue when it comes to mana, and our curve is low enough to make good use of the card. This will only get better when we get Blood Crypt next set. Vanquisher's Banner is too expensive mana-wise, and we have other forms of card advantage anyway. Radiant Destiny isn't in our colors and were won't be able to afford to splash for it.
As for Dire Fleet Poisoner...there's nothing to fix here other than to further specify that we'd need to give deathtouch to an attacking Pirate that also has first strike (so, Rigging Runner or Dire Fleet Daredevil. Yes, Lyra Dawnbringer has flying, so the trade would not be via a surprise block. Remember, the Poisoner can only give an attacking Pirate deathtouch, so I'm talking about a surprise trade for when we attack into a Lyra with a first strike Pirate. If Lyra blocks, we can flash this in to give whatever she's blocking deathtouch. As long as it's a Rigging Runner or a Dire Fleet Daredevil, they will hit each other and Lyra will die to deathtouch. Correct, we will not be trading with a Lyra when we are the ones blocking (that's not what I was referring to) — only when we are the ones attacking will we be looking to offer a surprise trade with a Lyra via a Pirate with first strike. Should have been clearer about that.
2 months ago
I'd run 4x goblin banneret over the Fanatical Firebrands, especially since they combo really well with one another. Make a Stand is an okay sideboard card and decent combat trick, Bounty Agent for the sideboard. Also, gotta run at least 1 Chance for Glory. Too spicy not to! Citywide Bust for sideboard against midrange/stompy, Conclave Tribunal or two as well for random removal against combo pieces. Maybe even try Deafening Clarion in the sideboard to clear weenies (like my elf deck) and get through for the win? I'd do 2 Rigging Runners instead of the firebrands. Dire Fleet Daredevil also for consideration. Probably go to 22 lands if you're doing all 1,2, & 3 drops.
2 months ago
Legion Warboss could find a home here from the new set. I think the prospector, goblin barrage, and shock could be adjusted to make room.
Rigging Runner seems good, but I don't know where it would fit in.
Goblin Locksmith seems good for sideboard.
2 months ago
Interesting list. Have you considered Wily Goblin or Rigging Runner in the list? I know you're considering Banefire. It seem's great against control. Perhaps The Flame of Keld may work as well? Good luck with the list!
2 months ago
Thanks for the suggestions WeaselEnergy! I'll definitely test this with Fell Flagship and Fathom Fleet Captain. I tested with Rigging Runner, but I stuck with Daring Buccaneer because I felt it was a better turn 1 option if you don't draw Fanatical Firebrand.