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Turn One Twenty Goblins go...

Modern* Aggro Goblins Mono-Red Tokens

GoblinElectromancer


Sideboard


This deck is a mono red janky type of deck that can have incredibly explosive plays and get out a win condition turn one or two. But after it plays something big on turn one or two it usually doesn't do anything else for the whole game. It does this by casting a lot of mana execration and rituals
Desperate Ritual: It gives you extra mana. What other reasons do you need?

Pyretic Ritual: It also gives you extra mana and increases storm count.

Manamorphose: This isn't in here just to get two extra goblins from Empty the Warrens. It also shortens your deck by four cards and gives you if you have a Gemstone Caverns and a mountain. This is one of the first cards to sideboard out.

Infernal Plunge: This is a red version of Dark Ritual with an additional cost of sacrificing a creature. It gives you more mana than Desperate Ritual and Pyretic Ritual but it's harder to play. This allows you to keep one or zero land hands and still get sufficient mana.

Empty the Warrens: This deck is based off of this card. It gives you two goblins for every spell you've cast that turn. And on top of that they can't just counter it. All the copies will still resolve. This is probably the best card to play after you have gotten a ton of mana and a lot of times casting it will just win you the game.

Serum Powder: The deck needs this to get a keepable hand. Without this card this deck would be way more inconsistent and a lot of times mulligan down to three or four cards. Serum Powder helps this deck a lot and is very, very good.
Chandra, Torch of Defiance: Chandra isn't a card you want to see every game. Exiling to top card of your library and allowing you to play to it or Shock your opponent isn't too powerful. Why Chandra is in the deck is because she can kill creatures, get fast mana, and allow you to cast things on top of your library. Putting those together you get a red Jace, the Mind Sculptor.

Koth of the Hammer: Often with koth you will only be using his first ability. It both untaps a land and animates it until end of turn. He's great against Liliana of the Veil because players can only activate planewalker abilities at sorcery speed. It can't make you sacrifice creatures and discarding a card won't kill you. The land won't die to bolt and even if it does die you can animate another mountain.

Memnite: This is in here to sacrifice to Infernal Plunge and increase your storm count by one. It can also give your opponent a 20 turn time clock.

Ornithopter: It flies! It can chump block be sacrificed or attack and deal zero damage to your opponent. Usually the last option is the most useful and can win games.

Simian Spirit Guide: It gives you one extra mana until end of turn just like Pyretic Ritual but it has one con: It doesn't increase your storm count. It also allows you to keep zero land hands. You usually won't cast it unless you have Chandra or the game is going really long.

Goblin Rabblemaster: This is like a backup win condition. If you can't cast anything that's really big on turn one then cast Goblin Rabblemaster. You can also keep a four card hand and still get Goblin Rabblemaster out on turn on. If you cast Goblin Rabblemaster on turn one you can deal lethal damage on turn four.

Neheb, Dreadhorde Champion: As four drops go this isn't the most powerful. A 5/4 body for isn't a game winner. In this deck this card is powerful. Usually you aren't going to get out a lot of land. You are going to get out fast mana and cast a good card. Neheb, Dreadhorde Champion's effect for attacking is great in this deck. It allows you to discard unless cards for better cards and get mana to cast things. It doesn't die to bolt and it doesn't care if you have land or not. In this deck that's great. It's only a two of because a 5/4 body usually ins't a game winner and it doesn't have haste. It dies to Dismember and a revolted Fatal Push.

Blood Moon: If you cast Blood Moon turn one your opponent may just concede on the spot. It stops them from cracking fetches and makes every non basic land tap for red. The trouble is after you cast it you just can't do anything else. There are three on the sideboard along with extra land to make this work better. Still it can pick up free wins and that's always fun.
Ensnaring Bridge: Don't get me wrong. This is a very, very good card and most of the time this deck attacks with 1/1 goblin tokens. It's not in here because of lack of land and because it takes up 1/75 cards in this deck. In opening hand you want rituals and something to cast with the mana from them. If you cast a bunch of rituals and get out Ensnaring Bridge that's all you will be able to do. Often after that you'd just lose because you can't keep your hand empty. It might go on the sideboard. The sideboard has extra land and game 2 and 3 will be longer and often after Sideboarding you will be playing something similar to mono-red prison.

Chalice of the Void: In this deck you have no way of changing the amount of counters on it. It won't win you the game and it won't slow down your opponent a ton unless they are playing burn or storm.

Karn, the Great Creator: It's not in here because of lack of sufficient main deck land and by itself it won't win you the game.

Irencrag Feat: At first glance this card is perfect for this deck. A way to get a ton of mana and then cast one more spell. The problem with Irencrag Feat is that it cost four mana. To play this you have to have four mana and a win condition in hand. This deck mulligan a lot and you want mana execration in hand and a something pretty big. This card takes up slots and it's just not worth playing for its effect.

Geosurge: This has much the same problem of Irencrag Feat: Pay four mana for 7 then cast something big. Except this only lets you cast creatures and artifacts.

Usually for a hand to be keepable it needs the mana to cast something huge turn one and the huge thing to cast. Serum Powder allows this deck to mulligan a lot and still get a seven card hand. The worst hand you should have to keep is a turn two Goblin Rabblemaster. Any worse then that and it might be worth conceding just so your opponent won't know what deck you're playing. If you have to cast stuff turn three the hand is probably not keepable. You sometimes just mulligan until you see Serum Powder so you can have seven cards.
Getting out 20 goblins turn 1 is possible. To do it you need to play a turn one land or exile Simian Spirit Guide then play a Memnite or Ornithopter and sacrifice it to Infernal Plunge. After that you'r going to play all 4 Manamorphose. After that you can do three things: either play another zero drop creature and then play two rituals and Empty the Warrens. Or you can just play three rituals and Empty the Warrens. Or you just play a zero drop and sacrifice it to Infernal Plunge, play a ritual spell, and then play Empty the Warrens.
After playing game one and hopefully getting an explosive start and fast win your opponent knows what you're doing. What you are going to do now is change the deck a bit. After sideboarding your deck will be slower. Now it will be a mono-red prison deck instead of a fast goblin deck. Most games you'll be siding in the three Blood Moon to try and stop the opponent from doing anything. Lots of decks won't be able to survive you playing a turn one Blood Moon and then a turn three Goblin Rabblemaster. The sideboard has land that will go in to help you be able to cast more things game two.
Thanks for looking at my deck! Suggestions and ideas are always welcome.

Suggestions

Updates Add

I'm taking Koth of the Hammer out of main board for Chandra, Torch of Defiance. I never quite realized how busted Chandra was. Another change was taking out the two main board Krenko, Tin Street Kingpin for Goblin Rabblemasters. If you play Goblin Rabblemaster t1 and keep attacking and they have no blockers it's a t4 win while with Krenko, Tin Street Kingpin it's a turn five win.

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Top Ranked
Date added 4 years
Last updated 3 years
Exclude colors G
Legality

This deck is not Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

12 - 14 Rares

8 - 0 Uncommons

24 - 0 Commons

Cards 60
Avg. CMC 2.24
Tokens Emblem Chandra, Torch of Defiance, Goblin 1/1 R
Folders Fun Deck To Try, Jank Wins
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