Sideboard

Sorcery (4)

Enchantment (2)

Creature (1)

Instant (2)


A fairly typical 8-Whack deck. The goal is to swing wide with a lot of moderately pumped goblins and then finish off with a grenade or bolt. A great advantage to this deck is that you'll save a lot by not needing Fetch or Shock lands.

Card Choice

Creatures

Foundry Street Denizen - Him or Goblin Guide are the ideal turn 1 plays. Keep in mind that his ability gives you +1/0 whenever a red creature enters the battle under your control, and this deck plays a lot of creatures, he will be attacking often.

Goblin Guide - As mentioned above, one of the more ideal turn 1 plays. I don't think I need to go into too much detail as to why this card is awesome. I have started the game with 3 in my hand and the play for turn 1. So by my opponents turn 2, they were already down to 16 before they started shock landing themselves. Not a bad start. It does have the disadvantage of your opponent picking up a land, but it's hilarious watching them pick up a land before they've had a chance to play on turn 1 and then having to discard.

Mogg Fanatic - Although he seems weak...really weak. He's the one guy you don't mind throwing back on defense. It's a decent chump blocker who can get a point of damage through or can start cleaning the board of tokens.

Legion Loyalist - When this card comes out, you're gonna have a good time. The Battalion trigger is quite easy since you're going to be swinging with a lot of creatures. First strike may mean the difference between life and death for your goblins while Trample will allow your hugeified Goblin Piledriver to get through regardless of the blockers. The final benefit, your opponents tokens aren't even good as cannon fodder.

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Goblin Bushwhacker - Strictly speaking, this card is a 1 drop. However, only under the rarest of scenarios are you only going to pay 1 manna to get this little gem going. Throw it on the battlefield kicked and you'll pump your whole crew. He pairs well with...well everything. Foundry Street Denizen will essentially become a 3/1 from him and if you've got a Legion Loyalist on the board they'll all be attacking with the +1/0, first strike, trample, sans token chump bonuses. You'll always want either whack in your hand.

Reckless Bushwhacker - Like the Goblin Bushwhacker, this one is strictly speaking a 3 drop. However, you'll almost always play this for its surge cost. Fortunately, you've got lots of 1 drops in the deck to make this viable. All the same benefits from the Goblin Bushwhacker sill apply to Reckless.

Mogg War Marshal - Although still good, this is typically one of the first to go during the sideboard process. War Marshall allows for 2 triggers on Foundry Street Denizen the turn you play him, and should the Marshall still be around on your next turn, when you refuse to pay the echo cost, Denizen will trigger again. Not a bad effect. Further, should you use him as a blocker, when he dies you'll get a free replacement.

Goblin Piledriver - Take a moment to think about this. We've set up our board, 3 or 4 goblins are on already Goblin Piledriver comes in, followed by either whacks. Now you've got all your goblins pumped 1 from the whack, and Piledriver has haste. Swing with all and Piledriver is hitting for 10...potentially with trample...and unblockable from blue (sorry Merfolk). That will often end the game right there tear.

Goblin Chieftain - He's in here as a 1 of. I started the deck with 4 and slowly reduced it. The problem with Chieftain is that since he costs 3 and can be removed with a bolt, you'll often see him in your hand and wish you had almost anything else. He's perhaps the worst card to pick up after a board wipe. However, when he enters, you'll probably have at least a turn or two with pumped Goblins which is nice. So this is why seeing him only occasionally is nice.

Instant

Lightning Bolt - If you've never heard of Lightening Bolt then welcome to the best removal Red has to offer in Magic. If you've got a bolt in hand, then you've got a keeper hand.

Sorcery

Goblin Grenade - This is an auto-include for any Goblin deck. Lots of different art available for the cheap. You'll swing in with your goblins, get them low on life, then sack a token or a Mogg Fanatic for the 5 extra points of damage. Word of caution though, your wife might start drawing up the divorce paperwork...but really, she started it by playing Slivers.

Devastating Summons - This is one of the least straight forward cards in the deck. Coincidentally, it's the riskiest one too since you're playing the Game of Thrones here. You'll win or you'll die. So, you play this one by tapping all your mana to put it in the pool. Cast Devastating Summons and sack all your land. Then with your leftover mana, empty out your hand. Yet again, Foundry Street Denizen will trigger twice with your X/X elementals coming into play along with whatever else you played (hopefully a whack). The beauty of this card is when you've stalled out at the end or are mana flooded.

Lands

Mutavault - This one's here more for late game when you need to get just a little bit wider in your attack. With how few lands are in this deck compounded by the number of red mana required, you don't really want to see more than 1 a game which is why there's only 2 in the deck.

Mountain - Well you'll need these because goblins live in the Mines of Moria with David Bowie.

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Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

14 - 3 Rares

12 - 7 Uncommons

15 - 5 Commons

Cards 60
Avg. CMC 1.41
Tokens Elemental */* R, Goblin 1/1 R
Folders Modern, Cool Decks, Interesting
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