I want to quickly flood the battlefield with goblins

Deck Help forum

Posted on Nov. 13, 2019, 9:22 p.m. by Cmeche

I'm making two decks for two friends. This is one of them.



What I want to do is get a ton of goblins onto the field in a short amount of time and just relentlessly overwhelm everyone. The deck is almost all creatures, all of them goblins. Most of the creature cards generate goblin tokens. I'm hoping to stay under $50.

I figured there would be no point in pumping each other up because of Raid Bombardment , and not much reason to make each other cheaper because of Ib Halfheart, Goblin Tactician , at which point each 1/1 goblin is getting a possible 4 additional damage, and another possible 4 damage if blocked. Is this a good move?

I've also included Brightstone Ritual and Indomitable Creativity for the mid-game when my hand gets low, I can sac a bunch of tokens and literally throw a ton of goblins onto the battlefield from the library. Good move?

How did I do?

  1. If you want to make a awesome goblin deck, that is FAST, you need to be willing to pay $75 to $100 to $150.

$50 against competition that is spending a lot more then that, isnt going to be competitive.

Unless the competition is also budget competition.

  1. You can budget build deck in a way that allows to gradually, eventually budget build up to the $150 deck.

  2. 4 cmc is too much except for maybe 1, 2,3 of a 4 cmc, that is a semi finisher(AKA Krenko Mob Boss)

  3. If going to put a 4 cmc in deck you need a ramp mechanic, either a goblin that produces mana or Mox Opal . While Mox Opals arent cheap, are expensive, you can still have 4 of them in your deck, and still only have your deck costing $150. And of course if you have Opals, in there then going to need artifacts to metalcraft Opal.

  4. I know you like your raid enchantment, and building deck around it, but at 3 cmc, its bad. And here why:

  5. You can achieve the same, better, best results thru PUMP, and there are creatures that Pump. Why do the 3 cmc Raid enchantment when can use those slots for either goblins that pump other goblins,creatures, or for things like Goblin Grenade .

  6. Any good tribal goblin aggro, speed deck will do the following:

  7. Get Goblins, creatures out FAST. Go WIDE, so that cant get blocked, get em thru.

  8. PUMP them up.

  9. Remove threats, related to point 8 about going wide.

  10. Have your removal also do burn to help finish off opponents.

  11. There is little to almost no difference between 22,23 creatures and 30 creatures, in game play terms.

Either way your going to get lots of goblins out, because your going to draw lots of goblins, creature cards.

The difference is that the 21,22,23,24 creature, goblin cards allows you to put non creature things like:

Lightning Bolts, Goblin Grenades, etc.

  1. Your goblin deck doesnt follow the basic guideline, and is not as fast, effective as could be.

  2. My Goblin deck does follow these guidelines, and is effective, and wins on turns 2,3,4. If doesnt win by, on turn 4, at usual latest, then wins turns 5,6 at latest.

Deck can also go midrange, late game with 50/5 Goblins on board on turns 4,5,6,7.

Deck has done a max damage of 429 damage by, on turn 5.

My Goblin deck only cost about $137 mid price(If shop around)

Not saying you have to build your deck exactly same, etc, like my goblin deck, but my deck should ve a good example of the basic guidelines, principles that talking about. And the deck will probably give you help ideas.

I also recommend that you follow at least about 33% to 50% to 67% of my deck, and follow 75% to 75% to 95% of the basic ideas of my deck of getting goblins out fast, pumping them up, removing threats, etc.

My Goblin deck is at another site, but in process of moving it here to this site.

So I will just post whats in deck, etc, in another comment here.

November 14, 2019 4:50 p.m.

Ok here my Goblin Deck:

Creatures, Goblins, 22:

4 Goblin Bushwhacker

4 Memnite

4 Signal Pest

2 Goblin Piledriver

2 Goblin Wardriver

2 Goblin Chieftain

2 Goblin Rabblemaster

2 Krenko, Tin Street Kingpin (3 cmc that permanent +1,+1 counter to itself every turn. and when attacks puts out a number of 1/1 goblins equal to uts power), not great by itself, but when its pumped is almost as good as Krenko Mob Boss, but cheaper 3 cmc, FASTER, doesnt TIE up mana like with Mob Boss, so actually better then 4 cmc Mob Boss.

Noncreatures:

4 Kuldotha Rebirth

4 Mox Opal

4 Goblin Grenade

3 Shrapnel Blast

2 Narset's Reversal

Lands

21 lands:

4 SteamVents

1 City of Brass

1 Cavern of Souls

2 Castle Embereth

4 Darksteel Citadel

1 Raging Ravine

Stomping Ground

1,2,3,4 Mountains

2,3,4 Wooded Foothills

2,3,4 Bloodstained Mire .

The general idea of how tgis deck works is:

Get goblins, creatures out FAST:

Either Kuldotha Rebirth either a Mox Opal, or a Memnite turn 1, or 2 memnites, 1 signal pest, or best ia 1 signal pest, 1, 2 memnites, 3 1/1 goblin tokens from rebirth.

Turn 2:

Signal pest, or Wardriver, or Bushwhacker, or Chieftain,or Krenko Kingpin

Turn 3: kingpin, Rabblemaster, Piledriver, Goblin Grwnade

Turn 4: Rabblemaster, Piledriver, Kingpin, Goblin Grenade.

So this gets goblins out fast. Then pumps them up, then Krenko Kingpin, in addition to Kuldotha Rebirth puts out lots goblins that pump up Piledriver, Rabblemaster, STUPIDLY BIG.

So deck goes wide, and stupidly big, and fast, and removes threats, and uses the removal to burn, finiah opponents off.

Also on rare bad draws, can do 15 damage to opponent on turns 3,4 by Goblin Grenade, then Narset Reversal Copy it, for 10 damage then Genade goes back to hand, where I can recast it for 5 more damage for 15 total damage.

This also works great for destroying 10/10, 15/15 tramplers.

So here is a optimal draw, play.

Turn 1: 1,2 Memnites, 2 Mox Opal, use 1 Mox to Rebirth 3 1/1 goblins. 1 signal pest.

Board: 1 Pest, 1,2 Memnites, 3 1/1 goblins, 1 Mox Opal

Turn 2: Chieftain: everything attacks.

Board: 3, 3/2 goblin tokens, 1,2, 2/1 memnites, 1, 3/2 Chieftain. For 16 possible damage.

Turn 3: Kingpin, Pest.

Everything attacks

Kingpin: +1 to 1/2 itself. 2/2. +1 +1 from Chieftan, 3/3, +1 from pest. 4/3. Kingpin makes 4, 1/1 goblins that hasted by Chieftain.

Goblin tokens:

3+4(from Kingpin)=7

7 3/2 goblin tokens.

2, 2/1 memnites

1 3/2 Chieftan

1 4/3 Kingpin

32 max damage possible turn 3.

Turn 4: Piledriver, Wardriver.

Kingpin: +1 to itself, 3/3, +1 +1 from Chief, 4/4, +1 from Pest, 5/4, +1 from pest, 6/4, +1 from Wardriver, 7/4.

Kingpin makes 7, 1/1 goblins hasted, pumped by Chief.

Goblin tokens:

7 + 7 more from kingpin =

14 5/2 goblin tokens, pumped by 2 pest, 1 Wardriver, 1 Chief

1 5/3 Wardriver

1 5/2 chieftain

1 7/4 kingpin

2, 4/1 memnites

2, 2/1 Pest

1 39/3 Piledriver

142 max possible damage turn 4.

November 14, 2019 6:19 p.m.

My deck is 60 cards, 21 lands

November 14, 2019 6:21 p.m.

Cmeche says... #5

Thank you for all the great advice so far. There's some really good advice in here. I feel like I should bring up that this deck won't be seeing any tournament play (at least not at first). This is going to be for weekends at the dinner table with friends.

Very much like when my good friend helped me make my first elf deck many years ago. I want just enough to give him a very decent starter deck.

November 14, 2019 7:18 p.m.

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