Sideboard


8 whack is a goblin tribal deck that gets its name from having 4x Goblin Bushwhacker and 4x Reckless Bushwhacker; 2 playsets worth of exactly what this deck wants to be doing. Lets break it down shall we?

The Creatures

4x Foundry Street Denizen: Just Gross. Doesn't have haste, but gets large quickly.

4x Goblin Guide: I don't need to explain this one.

4x Legion Loyalist:Or this one either really. If you play Modern (which is probably why you are looking at this deck) you know these 2 cards are gross.

4x Mogg War Marshal: makes tokens and stuff. Good with Goblin Grenade. Alright! It's becoming apparent to me that I'm wasting my time explain all of this! Let's just break down the questionable crap!

deep breath

Questionable Stuff

Goblin Rabblemaster: people might say "Sergal, Rabblemaster forces all your guys to attack every turn, and sometimes that's gonna really be bad for you". To that, I say Bull. We want our creatures to be attacking all the time. Maximize damage as often as possible. He generates dudes, so if we lose our guys or trade some guys, it doesn't hurt as bad, but we don't want the game to go long anyway or we lose. Plus it gets huge and can rebuild out board after a sweeper and win games by itself. Well worth the inclusion.

Atarka's Command: I don't know why I don't see more 8 whack decks splash green for this and sideboard cards. This card is insane for this archetype. If anybody questions this card, I welcome you to leave the deck alone.

Contested War Zone: "oh Sergal, if they hit you with a dude, you lose a land and give them some ammo. Seems pretty bad" I like to look at the plus sides compare to the downsides. This card is freaking insane for the deck. Way more benefit than downside. Perfect inclusion to the deck. Does way more work than a couple extra basic mountains.

Boros Charm: Makes the little splash of white worth it. This and some sideboard slots. 4 damage to the dome, protect the squad from a wrath, or give a big ass Rabblemaster some double striking action. Come on. I don't need to justify this inclusion.

The Breakdown

This deck wants to slam dudes on the table and turn dudes sideways. That's about it. Get your homies pretty big and go wide. Kill your opponent quickly and have time for a smoke break in between matches. I think that just about sums it up right?

I'd like to apologize for being so aggressive earlier. This deck just gets me kinda fired up ya no? Listen, if you like to murder people quickly and be the guy at the FNM straight embarrassing people, maybe give this deck a whirl. If not, it is what it is. Regardless, give it an upvote, because you know this deck is fucking sweet. Have a nice day everyone, and thanks for taking the time to read the description.

Suggestions

Updates Add

Okay, since making this deck Naya, I have been playtesting it non-stop with some solid results. I have playtested it in 35 matches and here is my analysis as of now:

This deck is fast and fun. It just never seems to run out of excitement. I have noticed a few issues with the new Landbase, that I promised a user I would go over.

19 lands (8 of which are fetches) might seem like a bit too little. And, you might not be wrong in saying that. I very rarely got stuck on 1 land (1 time in all 35 matches) and when I did, it wasn't for more than 2 turns, but I did frequently get stuck on 2 lands (13 times in 35 matches). This might seem like a HUGE problem, but what I noticed is, I still either won or came close in all of those situations. This deck can consistently present Gas on 2 lands, considering there are only 8 cards in the deck that aren't castable off of 2. I generally had enough gas to make it to the next land drop (which was still frequently within the next 2 turns). Now, this did prevent me from winning faster, but almost always, I won the turn the 3rd land came down, usually because I would hold off on the burn spells, and run out dudes when I was hurting on lands, then the land would come down, and I would fire off burn spells to the done and solidify the W.

I went 29-5-1 in the matches.

I won against 4 Tron decks, 2 Death's Shadow (1 Grixis, 1 Jund), 2 "Old Jund" Decks (I'm assuming this deck is coming back thanks to Sam Black), 3 Titan Shift Decks, 4 Storm Decks, 2 Bant Eldrazi Decks, 1 Affinity Deck, 2 U/W Control Decks, 1 Super friends Deck, and then a fair assortment of Brews.

I lost to 2 Elves Decks, 2 Affinity Decks, and 1 Skred Deck (God, Skred is my favorite deck, and this matchup made me realize why. He fucking Slaughtered me.)

I drew to U/W Taking Turns, because I'm a jerk and made him kill me. I got him game 1, he got me game 2, and we drew.

If anybody wants to know specific match up details, please feel free to ask in the comments. I'm more than willing to help to understand this deck better. I did much better than i thought I would do against the current meta. I feel, in a way, this deck I tailored to play against decks like tron, and storm and titan shift, that just can't do much against a very fast, go-wide strategy. Hope This helps you all get a better understanding. Feel free to ask questions.

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Revision 11 See all

(3 years ago)

+2 Goblin Wardriver main
Top Ranked
  • Achieved #5 position overall 6 years ago
Date added 6 years
Last updated 3 years
Splash colors WG
Legality

This deck is Modern legal.

Rarity (main - side)

28 - 5 Rares

16 - 8 Uncommons

12 - 2 Commons

Cards 60
Avg. CMC 1.62
Tokens Goblin 1/1 R
Folders Budget Modern, Gobbos, Modern
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