Sideboard


Hello.

This is my home-made list of GOBLINS MEATS BURN for modern events I participate to.The comon way to play it is aggro during the 1-3 first turns, then finish with blasts e.g. Goblin Grenade. It is a fun deck which is stable and goes of pretty fast.The idea of this deck came to me after lots of games with a classic Full Goblins Mono-Red deck against my friends. It appeared too weak to removals like Pyroclasm, Damnation and others Wraths cards. So I decided to mix the WAAAAG in my Goblin deck with the Guns from Mono-Red Burn to still be able to come back after all my creature get wiped out. At first I was really excited because I could add an effective Bomb to the Guns of Burn in the name of Goblin Grenade. At that time I also played a playset of Goblin Chieftain but after a few games I decided that it wasn't worthy anymore since its mana cost was too big, so I removed them top play more Blasts. After a few years and a lot of changes, I think my deck is finally finished. I present you "Charge or go for the BANG" , tales of a Goblin life .

Mainboard Build

The WAAAAG :

-Your best Turn 1 cards are Foundry Street Denizen and of course Goblin Guide. The first one might be my favorite play. When it comes it does no real magic, but I like it is best for the long run in case it goes off at its best. With its ability, it can swing for 3 damages on Turn 2 if you can cast a Mogg War Marshal and on turn 3, it can swing for 5 damages with the arrival of Mogg War Marshal's death token + Goblin Bushwhacker kicked + another random goblin with mana cost . And with a Legion Loyalist giving him Trample and First Strike, it can be a late game big issue for your opponent. And considering Goblin Guide... Eh, 2/2 haste for 1 with potential land-draw drawback... Needless to say more, you have countless articles debating the greatness of this card all over the web.

-Continue on the One cost goblins with Legion Loyalist. Simply put, this is the weakest turn 1 creature you can play with the build (apart from Goblin Bushwhacker but we will talk about it just after.). 1/1 Haste for was already correct, but what makes him far superior to a mere Raging Goblin is his Battalion ability! Being able to give Trample AND First Strike to all your goblins makes your WAAAAG look far more dangerous, especially if you boost your creatures. It makes Delver of Secrets   and some other creatures less inclined to block your Goblin Guide. Your Goblin Piledriver becomes a warmachine that can encrust fear deep in your opponents'mind. Finally, it is a Knife directly thrown to the heart of any token-deck player.

-The last one mana cost creature is none other than Goblin Bushwhacker!!! But honestly I think it would be shamefull to consider it a 1 mana cost goblin... And deep in your mind, you know that in fact this goblin always trully had a mana cost of 2! Yes, because when you pay it for you always pay the Kick cost! Indeed, a 1/1 for one mana, without even haste or any other ability when on board would be amongst the worst goblin turn 1 ever. In fact, it should be a 1/1 for with "When Goblin Bushwhacker comes into play all your creatures get +1/+0 until end of turn.". Even if you have nothing else on turn one you want to wait for turn 3 just to boost these Mogg War Marshal waiting in your hand. In conclusion, it may be a good turn 2, it's definitely a great turn 3, but never...NEVER!! play it on turn one or as a one mana cost creature! (apart from one and only situation that we will see in the blasts part, or to block a fatal blow on your opponent's next turn).

-The True 2 drop goblins that are in my deck are Mogg War Marshal and Goblin Piledriver. I play a whole playset of the first one since it is most often usefull as soon as it comes on board, especially since it gives +2/+0 to the Foundry Street Denizen when it arrives on the battlefield, and another +1/+0 when it leaves since you almost never pay its Echo cost. He synergizes very well with other cards too like Goblin Grenade, but also Goblin Bushwhacker and Goblin Piledriver since this card is basically a 2 creatures for which helps your side of the battlefield grow in number, while still providing a blocker for your opponent's turn that will replace itself when it dies. Then there's the Goblin Piledriver I'm not really sure of if he is worth playing in this list or not. Sure fact is that it can't have an aggro effect before turn 3. But if he attacks with Legion Loyalist and a few of his friends, he can deal the serious huge blow that often means end of the game. I play only 1, and it mostly serves as a target for opponent's Lightning Bolt, Abrupt Decay and Path to Exile. Still not really sure of what I should do with this card.

The Bomb and Guns :

-First is Lightning Bolt. 3 damages for at instant speed is just too good. Also... I play red... in modern... playing red = playing 4 Lightning Bolt in almost every format!

-I put 2 Rift Bolt in my deck since I'm limited to only have 4 Lighning Bolt. I prefer it over Lava Spike since both are sorcery but at least I can also target creatures and that way put a threat on the board for the creatures the opponent would play.

-Goblin Grenade That is the Bomb of the deck! As soon as you are done attacking with creatures or just for the fatal blow, you can pay just and deal 5 damages to a target, making it able to deal with Spellskite even if costly! With this, each one of your goblin has a new utility,even if it's just being fuel for the BOUM. It synergizes awfully well with Mogg War Marshal since you will still remain with 2 1/1 Goblin token after dealing the fat damages. Being able to cast it is also the only reason I would approve for playing Goblin Bushwhacker without kicking it.Definitely one of the best finishers of the deck.

-Playing Ravlands and Fetchlands hurt too much? Especially against Mono-Red-Burn? The solution is Lightning Helix. I consider it as a Lightning Bolt that costs a more than just the but with the ability to heal you of 3 lifepoints on the back of your opponents or one of his creature. This gun often saved me in when facing really agressive decks.

-Let's be honest, Boros Charm mostly is a Gun that deals 4 damages at instant speed for . But it can also help save your WAAAAG, giving them indestructible until the end of turn, preventing them from dying on most of the Wraths played in the Modern format.

-Finally my second favourite finisher. This one ain't a Bomb... Oh no, it's far more pernicious... Deflecting Palm is the Landmine on which your opponent will step, not knowing it means his death! "Uuuh I play instant-reanimator and I attack you with my 15/15 flying Emrakul, the Aeons Torn, you looooooose!" SHUT UP AND EAT MY LANDMINE! 15 damages returned straight onto your face!!!! (This is a parody, your opponent isn't supposed to have enough time to reanimate this Emrakul) But let's calm down and have a better look at this card. It is PERFECT! Costing only , at instant speed of course, you can return the damages you would take from any source to its controller like Gurmag Angler. And it works also on shroud and hexproof since the "target" ISN'T targetted but choosen! It also works with infect to deal blast damages since the Deflecting Palm prevents the damages then deals it to the opponent instead of redirecting it. I think this card is even worth it using it on a Lightning Bolt since it will improve the gap of 6 life points in your favor instead of what it would have been if you didn't play it. Definitely one of my favourite card in this deck, and in my top of the cards I like in Magic The Gathering.

The Lands :

-Considering the lands I play. My ideal game would be a land on turn 1-2-3 and no more on turn 4 since I'd rather draw some damage dealers! This is the reason why I play this much fetches like Arid Mesa, so I can lower pretty fast the number of lands in my library and the probability of drawing a land when I don't need one anymore.

-Sacred Foundry is the Ravland you want to search for with your fetches.

-Blood Crypt is here to free a card slot in my sideboard and still be able to play the few spells it has. Before side, it can be considered like a simple Mountain that you'll never tutor with a fetchland before siding.

-Since Fetches and Ravlands deal you some damages, it is always great to be able to preserve your life with playing Inspiring Vantage and be able to tap it for or as it arrives, without wasting lifepoints, though it isn't fetchable. Basic Mountain works the same way when you want your fetchland to become instant mana without loosing life.

Sideboard Build

-Disenchant was the card I needed to destroy most of the things that threaten me. You can get rid of Leyline of Sanctity and Spellskite that would prevent the use of Guns and Bombs, and that represents a third of the deck (these don't work against Deflecting Palm though). It is also effective against decks like Affinity and BantHexproof. Most often, when I need it, I remove Goblin Piledriver, Rift Bolt, and one Boros Charm to put them in instead.

-Kor Firewalker is here to deal with big threats like mirror matches with other kinds of burn or aggro decks. It also proved itself very effective against U/R Storm decks. You generally make the switch with Deflecting Palm since it's less effective against these decks.

-Rain of Gore is the best against decks that gain too much life and don't want to die from burn. The switch is made with Lightning Helix

-Rest in Peace deals efficiently with decks like LivingEnd, Dredge, and the likes. Switch is made with Rift Bolt

-Finally the Surgical Extraction are here to deal with combo deck. Switch with the usual Rift Bolt and Goblin Piledriver

Performances

It's been a very long time since my last competitive games but last scores over 6 matches with each decks were:

Goblin Burn V.S W/U/R ctrl (patriot control) = 1-2

Goblin Burn V.S Affinity = 2-0

Goblin Burn V.S Monowhite life = 2-1

Goblin Burn V.S Monored burn = 2-1

Goblin Burn V.S Delver/Pyromancer = 2-0

Goblin Burn V.S MeliraPod = 0-2

Goblin Burn V.S GrixisControl = 1-2

Goblin Burn V.S MonoUTron = 2-1

Goblin Burn V.S SplinterTwin = 2-1

Goblin Burn V.S Token = 1-2

Goblin Burn V.S Monogreen aggro = 2-0

Goblin Burn V.S ElfBall = Equality.

Goblin Burn V.S Eldrazi = 2-0

The deck is really stable. Times where you can't go off are really rare since the curve is designed to be especially low.

Feel free to leave a comment and give any advice that can come to your mind. Cheers from France!

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Date added 9 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

28 - 8 Rares

14 - 3 Uncommons

16 - 4 Commons

Cards 60
Avg. CMC 1.50
Tokens Goblin 1/1 R
Folders Decks in use
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