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After some thinking I've decided to add Goblin Guide in place of Knucklebone Witch . Because of this I decided I might as well remove the x2 Mad Auntie and to add +1 Goblin Chieftain and +1 Goblin King . This way I keep the +1/+1, but remove the black mana. I also feel the haste/mountain walk get more use than the "tap to regenerate goblin" ability. Due to these, the 1 Boggart Mob is also being removed, so it'll just be mono-red. That card never really did anything useful, in it's place I'll either add another cheap creature, or just another mountain.
I didn't want to make the deck mono-red originally, because, well 2 colors just seems more fun, but I just decided these creatures are better suited, and there weren't many black goblins that fit. As usual, feedback is appreciated.
Thanks, I'll definitely look into those. I think the main reason I didn't have Lightning Bolt instead of Searing Spear was because I was trying to make it standard, but since I decided to just go with modern I'll definitely want those instead. As for the other two, I'll have to mess around with some play testing, they both sound pretty good though.
Goblin King + Blood Moon and drop Siege-Gang Commander hes too costly for what you get. With krenko you wont have a problem with # of tokens. I would also drop goblin grenade for more Dragon Fodder / Goblin Rally spells. Cleaver Riot is costly as well for what you get when you're running Legion Loyalist. Fervor should find its way into your mainboard so you can use krenko's tap ability when you play him and also to attack with the tokens you generate. Terminate is better than Ultimate Price so you might as well run 4 of those. Although I would consider dropping them altogether. Surgical Extraction should make it into your sideboard. I like the base that you have here and I've actually thought about running something similar to this as a 2nd goblin deck. (Pyrogoblins is my main Modern deck.)
Hey, thanks for the tips, I was actually just looking at your deck earlier today, and I really like the burn focus of it, to the point where I was considering giving something like that a shot instead. I decided to stick with this general idea though. As for the suggestions, The Terminate vs Ultimate Price suggestion definitely makes sense. As far as I can see, the only advantage to Ultimate price is I can play it with just double swamps, but looking at my deck, my swamps come from dual lands, so I'd never have that problem :P. I'll definitely switch those for 2 more terminates. The reason I had Fervor taken out of the main board was because of the Goblin Chieftain pretty consistently coming out and giving everyone haste, so it just seemed redundant. If I took the Goblin Chieftain all out, and put in 4x Goblin King instead though, as you suggested I'll still get the +1/+1 for goblins, and won't have the haste redundancy, plus that Blood Moon combo sounds great (though the card is costly...). How many Blood Moons would you suggest I run? And yeah I've been considering taking Cleaver Riot out regardless, and will definitely add Surgical Extraction to the side board. Thanks for the advice, and great deck yourself!
I've moved things around taking your suggestions into account and am going to playtest it some more. I'm hoping to just make the deck more consistent at the very least. I think the suggestions will help. Though my budget is definitely going to be hurting... I might have to hold off on some expensive cards. Also, what do you think of the AEther Vial suggestion? It seems like it could be alright running 1 or 2, and just keeping it at 3 charges since I have a bunch of 3 drops in the deck, but I don't know if its worth it.
Yeah no problem. Now that you mention it I would leave Goblin Chieftain in and leave Fervor out. I would try to fit Goblin King with keeping the other goblin buffers in. With Krenko, Mob Boss Goblin King Goblin Chieftain and Mad Auntie you are going to want as many tokens on the field as possible which is why I would suggest taking out the burn and destroy cards that you do have and replacing them with more token sorceries. I would run 3x Goblin King and 2x Blood Moon (since they are pricey) To fit these in I would look at losing Siege-Gang Commander and possibly Relentless Assault. And depending on your mana curve you could possibly drop 2 mountains out and run 22 land.
I would take out Relentless Assault completely. If you land a Blood Moon with a Goblin King there will be no need for a second assault phase. And with goblin decks using Krenko, Mob Boss you want the most goblins on the field as possible to make his tap ability just insanely powerful. I would consider stacking 4x Dragon Fodder 4x Krenko's Command and 2 or 3 Goblin Rally. A 2 mana card to drop 2 1/1 goblins that are easily buffed up to 3/3s or 5/5s with mountain walk and haste when your opponents lands are all mountains? yeah fun times.
After taking a second look at Blood Moon I'm kind of going back and forth with it. I guess I'm just trying to figure out the specifics for how it works. It turns non basic lands into mountains.. I'm assuming on both sides of the battlefield. Which lets the mountainwalk destroy everything. Seems really good. Can those lands that are turned into mountains still be tapped for whatever they were originally, or do they literally just work as if they were basic mountains? I think the combo is definitely worth the money though. And alright, I think I'll give it a shot without the burn and kill spells then. I kinda like having them in to keep the board clear early on, but I guess the idea is to mass&buff tokens, and just attack around them. Plus the Legion Loyalist and Goblin King combo would make this even quicker. I like it. How many Krenko, Mob Bosss do you think I should run? And yeah taking out Relentless Assault Might be worth while, or at least just leaving one in there kind of like Burn at the Stake as an alternate win condition. I'll probably sideboard the burn, and maybe some other things I'm taking out. Any other sideboard suggestions?
Alright I've made the changes, it's at 60 cards again, with 2 Goblin Grenade and 2 Lightning Bolt still. So if you still think it's worth trying it without those 4 cards, suggestions? I can still add a 4th Krenko, Mob Boss which sounds worth it since this deck pretty much relies on getting it out. (My only reason for not running 4 was because once I have one out, drawing any more would just waste a draw, though I doubt the game would go long enough that I'd draw more than one consistently, so I guess having 4 to help the odds of getting one is definitely logical). I could also add more Goblin Rally still, which is obviously a great card, it's just expensive mana wise, and sort of wastes space in my hand for the first few turns, so I knocked it down to 2. Again thanks for the advice, it's really appreciated.
Blood Moon doesn't change any supertypes it just makes them mountains as well. I believe you'd still be able to tap for the lands original mana types. But you're right the rules aren't very clear. My question is what happens to the Urza land combo Urza's Tower? I think it works as such: Simic Guildgate counts as both an island and a forest as it taps for both g and u mana. If you play Blood Moon, Simic Guildgate would then be able to tap for all three mana g / u / r and count as an island, forest, and mountain.
Hmm. The mechanics of the card are definitely something that could be worth looking up, if for no other reason than to answer questions an opponent might have about it lol. Either way though, I like how it works in this deck. Again, it's definitely something I'd sideboard out if a) my opponent doesn't have a significant amount of non-basic lands, or b) they have their own mountains. In which case I'd probably just re-add the burn spells, or something else depending on the deck.
I like what you've got a lot. The mana curve is a bit lopsided as all of your buffing goblins are 3 or 4 mana although I believe they're all worth keeping. It might be worth runing 3 of each of them and running another 4 of a 1 mana goblin such as Goblin Guide (really costly but extremely good) otherwise you risk drawing lopsided hands that you can't play. Knucklebone Witch would be another good 1 mana goblin for this deck. And you're right your sideboard is there for just such a reason.
Hmm I'd probably have to pass on the Goblin Guide because of that price, but Knucklebone Witch is affordable, and adds more black to my deck :P which has turned almost mono-red lol. (I just like the idea of having more than one color in general. For no real reason other than preference). Another interesting idea, do tokens count as going to the graveyard before they sort of just "disappear" lol? Just wondering if they'd give the +1/+1 counters to the Knucklebone Witch or not. I might take that advice and look around for some more 1/2 drop goblins that still fit in the general flow of this deck.
I'm not sure, dont quote me, but I believe they just disappear since they do not stay in the graveyard. It is good to have black in this deck as it may give you opportunities for your sideboard that I do not have a chance to play with my mono red goblins. I know there is a decent goblin 2 (maybe 3) drop that allows you to play goblins from your hand without playing there mana cost when it does damage to an opponent. maybe Infernal Plunge would be worth taking a look at to speed things up.
So I went through a few peoples goblin decks and these are the one or two drops I found that looked like they might fit, and are still modern:Goblin Bushwhacker, Goblin Wardriver, Bloodmark Mentor, Weirding Shaman.
They all seem pretty decent. Bushwhacker looks decent since I can still kick it in later turns and get pretty good effects from it, plus it's another source of haste, Wardriver's battlecry couldn't hurt though, and it doesn't even have Battalion's "at least 2 other creatures" requirement (though it won't buff itself), The Mentor is pretty straightforward, free first strike for everyone, though Legion Loyalist should give me that anyways, theorhetically, and the Shaman is a 2 drop 2/1, which seems decent, and can sacrifice a token to add 2 more. Seems a little slow though, so probably not. What do you think?
Than I think the witch would do really well in this deck since you will ave tons of blockers in your tokens. The card I was thinking of is Warren Instigator although he is more pricey than Goblin Guide. I would stick with the witch in this case. And you're right sacing one goblin for 2 more really doesn't add much to this deck when you have 8 cards that cost 2 mana to do the same thing. Again I would look at running 3 of each of the chieftain, auntie, and king along with krenko. you really dont want to end up 4 of those in your hand to begin with.
Lol yeah and damn it is expensive. Hmm : silly budget, messing with my decks potential lol. Really good though... I think I'll put it in, just to playtest with it, but when it comes to actually buying these cards, I'll probably hold off on it, at least for a little while.
Yeah haha. I mean I have the money where I couldddd buy the whole thing. The problem is that I don't actually know if I play enough right now to justify a 100+ dollar deck lol. I guess once I have a good deck, I could probably find more opportunities to play though. Thanks again for all the advice, I'm really happy with the changes.
Yeah, no problem. I'm glad I could help. I've always loved goblins they were the first deck that I crafted myself when I started getting into magic years ago. And it is always hard when you see such a price tag on a single deck although when you find modern tournies to play in you will be glad you did.
I really like Shared Animosity, I don't really know about Spikeshot Elder though. I already have so many 3 mana things to do, and I'm not sure if it really fits in. I've definitely been looking at Goblin Wardriver already as another 2 drop. I'm not sure about taking all of those out though. Burn at the Stake I like as a extra win condition, if other things aren't going well. And right now the deck is focused around getting tokens out, and lots of +1/+1s on them, so getting rid of a Krenko, and 4 token cards seems like it will completely change things. Whats your rationale behind these changes?
As for the maybe cards, I get first strike through Legion Loyalist, even if only when attacking, so I'm not sure I need Bloodmark Mentor. I really like how Boggart Mob looks and might add one or two of him. Ib Halfheart, Goblin Tactician is also interesting, I haven't ran across him before. Considering if my goblins are being blocked they are probably going to die anyways... do I HAVE to sacrifice it and activate that ability, or is that optional? The more I look at Knucklebone Witch the more I think it's worth messing with. Thanks for the suggestions.
Spikeshot Elder will get buffed from your Goblin Chieftains, Goblin Kings and Mad Aunties passively. He would also get buffed from Goblin Wardriver if they were attacking, as well as Shared Animosity. so you could do well over 20 damage with 3 mana from all of that. With just the passive effects (utilizing Warren Instigator to get them out), you would do 10 damage for 3 mana. It's not something that needs to be done, it's just a backup, or can just be used to kill off things like Baneslayer Angel. Considering that you already have so many ways to pump him, it's not a bad option as a 1 of.
I'm suggesting take out the Burn at the Stake and Goblin Rally for Spikeshot Elder and Shared Animosity respectfully. Both are 5 drops, and you shouldn't be sitting on that much mana in a goblin deck. You really don't want to have to go past 3 on most games, but 4 is nice for Krenko, Mob Boss if you are at a standstill. Spikeshot Elder can give you an alternate win condition. If you have enough goblins to win with Burn at the Stake (which can be countered after you tap your creatures, leaving you wide open), then you should have enough to make Spikeshot Elder do some damage with the help of Shared Animosity.
I'm suggesting taking out 1 Krenko, Mob Boss , 1 Dragon Fodder , 1 Krenko's Command for 3 Goblin Wardriver as it is a little faster, and the extra power it will give to your army, is better than the spawn the other 2-drops produce.
As for the land suggestions. -2 Mountain and -1 Blackcleave Cliffs for 2 Cavern of Souls and 1 Swamp. Trading in the Mountains for Cavern of Souls allows you to access the black mana for Mad Auntie, but the main reason is that it will make your goblins uncounterable. Subbing out 1 Blackcleave Cliffs for a Swamp because it will still allow you access to black mana if you have a Blood Moon out, it can be searched if a goblin gets hit with Path to Exile, and Blackcleave Cliffs will probably come in tapped more often than Dragonskull Summit.
It's like you were reading my mind with this build. Mad Auntie and Knucklebone Witch are both super-nifty goblins- I really like what you've got going so far. I'm not sure if anyone has mentioned this card yet because some of those texts were so long, but Lightning Crafter is just awesome in my book. A 3 damage pinger? Yaaaaay! Anyway, great deck good luck with it! +1 :)
I do agree with the idea to remove the 5 drops from this deck. Spikeshot Elder is an interesting recommendation but do you think running only one would make it truly worth while? I understand that spikeshot could be a 3 mana kill shot but odds are you wont see him in a game which is why I'd rather have another 3 / 4 of card than just one spikeshot. I also agree with dropping the 1 Krenko, Mob Boss and the other 2 drop sorceries for the Goblin Wardriver for the pump. Virlym makes some very good suggestions on what to take out and gives you some options on what you'd like to put in. I would definitely get Shared Animosity into your deck and like you said Knucklebone Witch would do very well in here too.
Nice to hear a second opinion, thanks to both of you. The details are very helpful. I was thinking something along the same lines with Spikeshot Elder, that only one wouldn't make a huge difference, if I were to run him I'd probably want more. I'd like to fit in the Goblin Wardriver, Shared Animosity, and Knucklebone Witch all if possible. Just not sure all of what to take out. It looks like I might just get rid of some token cards. With all these one and two drops I'll still be getting a lot of goblins out there, and I could still multiply them with Krenko, Mob Boss so perhaps this slightly more creature-less-token focus will work well.
As for Lightning Crafter I do like it, a 3 damage ping is definitely worth considering... just not sure where to fit it in, especially as a 4 drop. And thanks for the +1!
Bloodmoon could certainly be sideboarded so you could sub it in when you do run up against a deck using non-basic land. And then in the mean time run more creatures. It just works extremely well when you've got Goblin King giving every goblin the ability to strike without being blocked. You could drop it altogether because of the cost if you dont want to spend that much per card it isn't a make or break combo.
Only thing I can think of is that warren instigater and goblin guide would insure early board presence and get creatures on the battlefield without needing to cast them if you get instigater to connect. You really should get Caverns at least 2. Spikeshot elder is awsome with claws of Valicuut or volcanic strength. He wins games by himself. Goblin piledriver is your SB against control and having good 1 drops like goblin guide and goblin bushwacker and arsonist help make piledriver a bird in hand vs control. Recommend 4 Goblin guides 4 goblin bushwackers 2 goblin arsonist for your 1 drop creatures and 3 warren instigaters 3 krenko's command for your 2s and side in 3 piledrivers for K Command if playing aggainst blue. Clickslither is also a great 4 drop for modern Goblins.
After playtesting it a bit, I found if your opponent doesn't get much creature removal, you don't really need the Ib Halfheart, Goblin Tactician. I would probably replace him with Bloodmark Mentor for the off chance you need to play defensively, or something like Volcanic Fallout for some board control (you don't really have much against things like Lingering Souls).
I still feel you should take out a Blackcleave Cliffs or a Mountain for a Swamp, especially now that you have added more black.
Also, with your side, you should probably drop 1 of each Goblin Grenade, Surgical Extraction, and Slaughter Games for 3 Shattering Spree or Rakdos Charm (if robots are more popular in your area, I'd go with Shattering Spree, otherwise go with Rakdos Charm as it helps against artifacts, reanimator, and Splinter Twin-like decks).
I had switched the land around, but since I took Blood Moon out, I changed it back, since I don't need the basic swamps. I would definitely put some basic swamps in if I decide to play with Blood Moon. I like the idea of having Volcanic Fallout in the deck, it could definitely help keep the board clear in case I can't be consistently keeping it empty with Lightning Bolt and Goblin Grenade. And I will probably take both those side board recommendations, since right now it is mostly just cards I've taken out of the main board. Bloodmark Mentor also couldn't hurt. I think the Volcanic Fallout would be more useful however, especially since I can only really run one of them.
So I've playtested this deck a couple dozen times against various different decks, and I've noticed I don't think I've ended up using Krenko, Mob Boss once. Anytime I get him out, he tends to just get removed immediately. Given I've been playing a lot of decks with cards such as Terminate and Lightning Bolt. Do you guys think taking him out for some of the other suggested cards, or to up some of the creatures that give +1/+1 might be worth trying? Or perhaps some enchants. I dunno. It feels like he is under-performing in this deck. That being said, if I get his ability off, it would work wonders, obviously.
I would keep him. If you can bring him out with haste (with the chieftain) and even if you only get his ability off once it'd still be worth the 4 mana. You also might want Glaring Spotlight in this deck as an alternate wincon. And to protect your goblins from any type of board clearing.
I think I'm going to take the Spikeshot Elder s out, and put in one more Shared Animosity because it's done really well for me, and maybe 2 Glaring Spotlight s. I also found the card Slagstorm which could be good verse other aggro decks, which I am thinking about fitting in, I might just end up side boarding it though. Any thoughts?
I'm also tossing around the idea of upping it back to 3 Krenko, Mob Boss .
I'll sideboard the Glaring Spotlight s and put in the Goblin Bushwhacker instead. I think I'll get more use of it than the other two. I've noticed that I don't often use Krenko in playtesting, more often then not the game is over without him, so he's more of a nice bonus if I get to a point where he can be used. I think kicking the Bushwhacker will probably be the more useful of those 3 cards. Thanks.
I would not do 4 Krenko, Mob Boss because he is legendary. With 4, most of the time you will have a dead card in your hand because you cant play 2 of them at the same time. I would stay with 3. Good odds of getting one, but less likely to draw a dead card.
Foundry Street Denizen looks promising too.
Goblin Wardriver seems like your weakest card, so if you need to make cuts, I'd start there.
I subbed the Goblin Bushwhacker and Lightning Bolt s, I still am not sure I like Foundry Street Denizen because I've been focusing more on getting permanent counters out than "till the end of turn" ones. I think I might try 2 or 3 Dynacharge s for a while in place of the remaining Goblin Wardriver and maybe a Krenko's Command or just take out one of the one drops.
It's easier to get past enemy creatures if they get some with higher toughness out. I mean it's not a "needed" thing, just a preference I guess, since most of the cards in this deck give them permanent ones as is. I guess this way it's just easier to use the cards to block if need be. I think Foundry Street Denizen will go in if I decide against the Dynacharge , or even if I decide to skip on some more expensive cards until I have more money.
It'd certainly speed up the first couple turns haha. So there are two problems I have been having with this deck. One is that, I can't draw goblins fast enough to get them out. I end up dropping my hand onto the board, and if I don't win with that (things get removed, ect) then I'm pretty much topdecking and not going nearly at goblin speed. And the second being if I don't win in 4 or 5 turns, I have no good ways to deal with larger creatures. For the second part, I added the dragons and other bigger goblin. I don't know what to do about drawing cards faster though (in a way that won't slow the deck down). I was thinking about finding some cards with cycling as an ability. I know in duels of the planeswalkers there is a goblin you can cycle that also does damage equal to number of goblins out. And I've also seen a land that can be cycled (if I have enough lands already). Does anyone know these cards, or have other ideas? Or think they are even worth while?
@Jaeyx can work or does work?
I understand how It can get a lot of damage through, but you have to be playing creatures too.
I just found that when I had them in hand(when I play-tested your deck), I'd rather be playing creatures at that point in the game instead
I also noticed that your curve is a little steep for 20 lands. I'll leave it up to you to decide which side of that issue you want to address.
It all depends on how it actually plays. You should play-test this deck a little more to see how it feels
After looking at a few other modern goblins decks, I found one that I kinda liked. It was very similar to my idea, but it ran 4 Dragon Fodder and 4 Krenko's Command . No burn. (Because like you just said, he'd rather draw more goblins). And a set of Bushwhacker and Chieftains. Then just various one drops. Shared Animosity combined with Legion Loyalist was pretty much his win condition and it was pretty consistent. While I don't want to completely take that idea, I think making room for more goblin token generators would really help my problem of not being able to get enough goblins out quick enough. I'll have to mess around some to meet in the middle, as far as not wanting to drop the Kings, and working on the mana curve some.