Goblin Tears

Modern Deck Help forum

Posted on Dec. 6, 2015, 7:49 p.m. by dooblydor

Hi everybody. For my Goblins deck, I'm running 4 Shared Animosity mainboard. It has hit me that having 4 3-mana enchantments mainboard is a little slow for the turn 4 kill I aim for in the deck. In place of this, I was considering running 2 Devastating Summons because they are great against land flooding which happens sometimes during testing. Any advice is certainly welcome. Link here: Goblins (by dooblydor)

(On a side note, this is the deck I'm using for my first Grand Prix next year).

I recommend you turn your mana base to:

4 Wooded Foothills

4 Bloodstained Mire

2 Arid Mesa

3 Cavern of Souls

4 Mountain

And add 3 copies of AEther Vial to the deck.

December 6, 2015 10:59 p.m.

dooblydor says... #3

thanks for commenting That_Guy_You_Know!

my problem with aether vial is that it's basically unnecessary in this deck. imagine the game starting like this: turn 1 play AEther Vial and pass. turn 2 vial in a Goblin Guide and play Dragon Fodder. however, without the vial it would be turn 1 play goblin guide and turn two play dragon fodder. so essentially it's not necessary to have aether vial in a deck that's already this fast.

however, i'm curious about your mana base suggestions. why run fetches in the deck? to me a deck that's mono colored doesn't need fetches because i have to pay life to fetch. where is the upside? because i'm only searching for mountains.

December 6, 2015 11:13 p.m.

The reason that you'd want to run fetches in a mono colored aggro deck is that as you're digging for mountains you're effectively reducing your chances of drawing land.

December 6, 2015 11:16 p.m.

dooblydor says... #5

what would the exact mana base be then if i'm not adding the 3 aether vial?

December 6, 2015 11:18 p.m.

add an additional Arid Mesa and add to more cratures, the reason you've been getting mana flooding in playtesting is because you will only ever need to get to 3 land and 20 is a bit too much. add 2 Krenko, Mob Boss or 2 Purphoros, God of the Forge.

December 6, 2015 11:21 p.m.

dooblydor says... #7

those are both good creatures, but i'm not sure they fit this deck. i'm trying to win on turn 4, so i need a bomb that either has haste or pumps my creatures up. however, i'm really not sure of any more bombs to add except maybe Obelisk of Urd, but that taps 2 creatures to get it out on t4.

December 6, 2015 11:24 p.m.

Lava Spike? Maybe.

December 6, 2015 11:27 p.m.

dooblydor says... #9

you might be right. at that point my deck runs out of hasty bombs, so a cheap burn spell could work.

December 6, 2015 11:30 p.m.

Gidgetimer says... #10

Thinning is a fallacy. You increase your chances of seeing an extra spell by about 3% on turn 5 at the cost of 2 life in every game. Modern is 25% true aggro and each deck will have a better aggro start approximately half the time. Assuming that the spell is Lightning Bolt or equivalent; you are giving your opponent a Shock that matters in 12.5% of games for a Lightning Bolt in 3% of games. Seems like a horrible trade to me.

December 7, 2015 12:14 a.m.

dooblydor says... #11

Gidgetimer you're talking about taking the 2 mountains for 2 lava spike right?

December 7, 2015 12:28 a.m.

bigguy99 says... #12

You might see an extra spell only 3% of the time (which depends on a lot of things) but it's during those times when you need an extra spell that it'll be worth it and that is why competitive decks (the aggressive ones, that is) are built the way they are - with the high saturation of fetches.

December 7, 2015 1:45 a.m.

Yes but in an aggressive deck you want to decrease your chances of drawing land, even if it's a minuscule difference.

December 7, 2015 7:53 a.m.

Gidgetimer says... #14

Apparently no one read my analysis of why it is bad. They only read up until the 3% part and then decided to comment on that. If you would like to dispute me please dispute my actual point don't go on a tangent about 3% being not insignificant. I would wholly support even a 0.5% advantage if there was no cost for it. As it stands the cost seems too great for the benefit.

  • 25% of the modern meta is true aggro.

  • In a match between 2 true aggro decks one of them is going to have a better aggro start and one is going to have to play the control.

  • The 2 life for lands matters for the control in these games.

  • 12.5% of the time the life matters.

  • 3% of the time you get an "extra" spell.

  • 2 life 12.5% of the time does not seem like a good trade for 3 life 3% of the time to me.

December 7, 2015 8:58 a.m.

dooblydor says... #15

oh, so you guys are saying in a match of aggro vs aggro, the fetchlands matter for the person who got a worse start's health? if so, that's more of a concern in burn decks, at least i think. if it actually does, then you can cut the fetchlands down a bit. after all, the new mana base has 11 fetches in it.

December 7, 2015 10:04 a.m.

bigguy99 says... #16

In aggro vs aggro, the fetch saturation will be similar between the decks.

December 7, 2015 12:28 p.m.

dooblydor says... #17

yeah. i don't think the fetches are that bad, because the goblin deck kills so fast anyway that paying a little life will really not matter.

December 7, 2015 6:13 p.m.

This discussion has been closed