Deck is super fun to play and does surprisingly well but I can't help but feel I'm missing something. Need to apply more pressure more times than not it seems, can't really say anything else about it at the moment. Any thoughts? Suggestions?
I threw this deck together from some of my spares, and I'm having alot of fun playing with it. I was just wondering if you guys would have any suggestions and/or comments on it.
The main "strategy" of the deck is using enter the graveyard effects in conjunction with Goblin Grenade, while at the same time playing lots of low cost spells to trigger Shrine of Burning Rage's ability.
But seriously, after doing a quick three-minute online playtest of this deck, I can say that the Shrines, the Grenades, and all the "when dies" goblins are great. Yeah man--this seems like a great casual goblins deck, and I can't wait to see its final incarnation. I might post a decklist myself some time.
I take inspiration for this deck from the user EliteTurian. However, his / her deck had at least some emphasis on attacking, and this one doesn't. I've done solo online playtesting with it, and it tends to win around turn 5-6. (This is in a "goldfish" situation, though, with all possible damage being directed at an imaginary opponent.) What do y'all think? Is this deck too weak compared to the Goblins and burn archetypes? I'd like to get some feedback. Thanks!
EDIT: Whoa, forgot to post the decklist. Let me do that:
I am new and threw together a goblin deck. It seems to do pretty well against the other nerds I play with, but I know it could be way better any suggestions?
Sledder is currently a placeholder. I am thinking either fanatic or lackey. If I get lackey i might just take my aether vials from my slivers and go a more traditional route. Is the traditional route possible without piledrivers (budget and all)?
i might just take my aether vials from my slivers and go a more traditional route. Is the traditional route possible without piledrivers (budget and all)?
I play legacy goblins, and I must say aether vial does tricks that will win you games, if you use it correctly.
First of all, stingscourger. This guy can go T2 after a lackey and open the path for our little buddy to connect. Not only that, but he can be vialed into play on your declare blocker's step, allowing you to bounce a bigger guy and chump block other (especially good if it's */2). Not to mention it's an emrakul and friends silverbullet.
Other goblin that should be looked after, is goblin ringleader. He is insane with recruiter, but even without him, it's still our drawing engine. Of course it's not meant for decks using lots of non-goblin spells.
Now, for the piledrivers. Yes, they are pretty damn strong and exell at aplying pressure. But you could go with goblin pyromancer in addition to goblin lookout, especially if you're going the token way.
Lastly, don't use that many kings. Go for chieftains, haste is very important. I would recommend warchief over chieftain, if you were running more goblin spells.
Anyone have a good answer for Black Sun's Zenith? I've been running a token deck and my m8 decided it would be the best of times to get a playset for one of his decks to face mine (day-of testing he went to a shop and picked up a playset ).
Deck quoted for referance;
Not as fast as a normal goblin deck - best I've been able to do is drop 8x tokens on turn 3. I'm still looking to swap cheiftans out for kings since I do tend to use the Blood Moon's out of the sideboard in multiplayer, and I'm not really attacking with the tokens unless the board advantage is already favorable.
I just hate that one single card can wreck this deck, so early, and so repeatedly.
edit; Reason why I'm worried - I'm wanting to make this my default 2-headed giant deck due to the Wheel of Fortunes. But it would be quite a let-down for my partner if I could be cleared so easily by my m8's single card. I understand things like Evacuation are going to get me as well, but this specific card comes out as early as turn-3... I could do some awsome damage by turn-5.
coat of arms? It's slow and will help other tribal decks, but at some point he won't be able to wipe your board. As far as I'm concerned, as it says "each creature", you could just give your creatures hexproof. steely resolve is great at that point, were it not green.
I play legacy goblins, and I must say aether vial does tricks that will win you games, if you use it correctly.
First of all, stingscourger. This guy can go T2 after a lackey and open the path for our little buddy to connect. Not only that, but he can be vialed into play on your declare blocker's step, allowing you to bounce a bigger guy and chump block other (especially good if it's */2). Not to mention it's an emrakul and friends silverbullet.
Other goblin that should be looked after, is goblin ringleader. He is insane with recruiter, but even without him, it's still our drawing engine. Of course it's not meant for decks using lots of non-goblin spells.
Now, for the piledrivers. Yes, they are pretty damn strong and exell at aplying pressure. But you could go with goblin pyromancer in addition to goblin lookout, especially if you're going the token way.
Lastly, don't use that many kings. Go for chieftains, haste is very important. I would recommend warchief over chieftain, if you were running more goblin spells.
Yeah, moment I saw krenko I decided to do this. Lackey is sadly above my price range still (i thought he was less) so I am going to go with warren instigator. Probably going to pick up a load of recruiters and cheiftains today. Thanks for the stingscourger tip though, that's amazing. I've been running some tests and this thing can generate over 20 gobs by turn 4.
I already have a few ringleaders but am concerned about him ever seeing play with CMC 4, especially considering how much slower instigator is compared to lackey.
Edit: I built this thing, have ringleader, works like a charm at times (if i can connect once with instigator, otherwise it has issues). Waiting for krenko to come out.
Any thoughts appreciated. I've gotten a lot of wins with this, but am always looking to improve. I'm especially wondering if I have my Mana right as I recently changed it.
Ok, so this is my current list. I am considering dropping lightning bolt fpr pyrokinesis. Will the tempo loss from card disad hurt me more than sweeping a load of blockers for instigator to connect?
I've had tons of fun with this deck over the years. When I thought about Fodder & Command & Wardriver I thought this might be a fun new direction to take it.
between piledriver and lackey can I safely assume that there is no real budget concern? If so, why not swap grappler for aether vial and lightning bolt for pyrokinesis? I recently swapped bolt for pyro (and swap it out vs combo for stingscourger) and i have found it to be a rather potent insert, often clearing three creatures out so lackey or warren instigator can connect and win.
I've had tons of fun with this deck over the years. When I thought about Fodder & Command & Wardriver I thought this might be a fun new direction to take it.
My old version used to run something like this, and it was awesome. Still, I found that to properly abuse empty the warrens you need a way to up your storm count. I'd recommend something like rite of flame, which also lets you land krenko or warchief a turn earlier, which is always nice. The card disadvantage is reduced by your ringleaders, the downside being that they cannot draw the rites.
Hey all, new here. Not sure if this deck belongs here or in general casual.
So, I haven't played Magic in years until a guy I knew roped me back in. My group plays mostly casual under Vintage rules (i.e. if its broken, don't use it). None of us has the card power to be overly abusive, but I will occasionally run into "game-over" cards like Necropotence and Mind Twist. But the primary emphasis is on having fun, and for me, fun on a budget. (like, $20 budget)
My favorite card in the game is Goblin Grenade. Why? It's hilarious! The concept of one of the dumb little green guys scrambling over to the opponent going "Heehee ... BOOM!" just cracks me up. Around the time I stopped playing they came out with something similar: Shrapnel Blast. What's better than 4 Grenades? 8 Grenades! I never got around to making a decent deck around the two before I quit playing, and to be honest, I don't think the cards existed to do so. (A deck that makes Goblin Replica a keystone? C'mon ...)
Well, I'm back in the game, so here's my 1st crack at the budget artifact goblin deck based on the 'Nade and the Blast. All cards I already own, or are pretty darn cheap. I'd definitely be happy with some input.
Goblin Burrows: I own one, hence the single inclusion. I don't know how much getting a playset would cost, but probably not much.
Great Furnace: Blast target. Also, remember, vintage rules, so not banned. Besides, my affinity deck running artifact lands doesn't auto-win in my meta. Although, I also only have one Ravager and no Skullclamps ... so ya know, I guess that makes sense ... whatever, tangent!
I could probably do some more shenanigans with lands, I just haven't done the research on cheap lands to get that would work in the deck.
Creatures
Adaptive Automaton: What the Replica wishes it was back when I first attempted the deck; a 2/2 artifact goblin for 3 with a good ability instead of a crappy one.
Goblin Arsonist: I stopped playing while Mogg Fanatic was still amazing. I was very sad about his downgrade when I found out about the new rules. Then I discovered the Arsonist. This guy works with the Grenade in a way the Fanatic never did.
Goblin Piledriver: Obvious choice. I happen to have one from back in the day. I'm not investing in more.
Memnite: Easy target for the Blast. More synergies to follow.
Tuktuk the Explorer: I love this guy! Got some serious flavor! Also a fantastic target for the Grenade. Plus, after being a target for the Grenade, he becomes a target for the Blast! A shoe-in. I'm running 3 because of legendary issues (and mana curve issues, for that matter), but since he's dying multiple times anyways, 4 would probably be fine.
I'm considering Goblin Sledder. Great card, especially with the Arsonist and TukTuk running around breaking stuff. Also, I hate to say, I'm still thinking of Goblin Replica. Besides being a target for both booming and blasting, I'm playing in enough of an artifact heavy meta that his ability is relevant. But at the 3 cmc slot, Goblin Chieftain is probably the much better choice. Also on the table: Goblin Bushwhacker and Goblin Wardriver. I might take out the Thopters for Signal Pests.
Other Spells
Galvanic Blast: Powers up fast between the artifact lands and 0 cmc drops.
Kuldotha Rebirth: Having 3 1/1's on turn one thanks to the 0 cmc drops is pretty slick. Also makes use of unnecessary land later on. And makes Grenade targets. I like.
Lightning Bolt: Its Lightning Bolt. Between the the Grenade and the two Blasts, I would imagine the burn efficiency of this deck would be pretty scary from the other side. Burning away what you couldn't hit with the little green guys is very doable with this deck. At least, I think so ... I haven't playtested yet.
Well there ya go. I think this will be a really fun deck to play, especially for its bargain bin pricing. Keep in mind that for any suggestions, I'd like to keep it to under a dollar. Unless its a REALLY REALLY good suggestion. (i.e. tell me why I should put it in, and what I should take out. If I'm gonna shell out money, there better be a good reason.)
Hey all, new here. Not sure if this deck belongs here or in general casual.
So, I haven't played Magic in years until a guy I knew roped me back in. My group plays mostly casual under Vintage rules (i.e. if its broken, don't use it). None of us has the card power to be overly abusive, but I will occasionally run into "game-over" cards like Necropotence and Mind Twist. But the primary emphasis is on having fun, and for me, fun on a budget. (like, $20 budget)
My favorite card in the game is Goblin Grenade. Why? It's hilarious! The concept of one of the dumb little green guys scrambling over to the opponent going "Heehee ... BOOM!" just cracks me up. Around the time I stopped playing they came out with something similar: Shrapnel Blast. What's better than 4 Grenades? 8 Grenades! I never got around to making a decent deck around the two before I quit playing, and to be honest, I don't think the cards existed to do so. (A deck that makes Goblin Replica a keystone? C'mon ...)
Well, I'm back in the game, so here's my 1st crack at the budget artifact goblin deck based on the 'Nade and the Blast. All cards I already own, or are pretty darn cheap. I'd definitely be happy with some input.
Goblin Burrows: I own one, hence the single inclusion. I don't know how much getting a playset would cost, but probably not much.
Great Furnace: Blast target. Also, remember, vintage rules, so not banned. Besides, my affinity deck running artifact lands doesn't auto-win in my meta. Although, I also only have one Ravager and no Skullclamps ... so ya know, I guess that makes sense ... whatever, tangent!
I could probably do some more shenanigans with lands, I just haven't done the research on cheap lands to get that would work in the deck.
Creatures
Adaptive Automaton: What the Replica wishes it was back when I first attempted the deck; a 2/2 artifact goblin for 3 with a good ability instead of a crappy one.
Goblin Arsonist: I stopped playing while Mogg Fanatic was still amazing. I was very sad about his downgrade when I found out about the new rules. Then I discovered the Arsonist. This guy works with the Grenade in a way the Fanatic never did.
Goblin Piledriver: Obvious choice. I happen to have one from back in the day. I'm not investing in more.
Memnite: Easy target for the Blast. More synergies to follow.
Tuktuk the Explorer: I love this guy! Got some serious flavor! Also a fantastic target for the Grenade. Plus, after being a target for the Grenade, he becomes a target for the Blast! A shoe-in. I'm running 3 because of legendary issues (and mana curve issues, for that matter), but since he's dying multiple times anyways, 4 would probably be fine.
I'm considering Goblin Sledder. Great card, especially with the Arsonist and TukTuk running around breaking stuff. Also, I hate to say, I'm still thinking of Goblin Replica. Besides being a target for both booming and blasting, I'm playing in enough of an artifact heavy meta that his ability is relevant. But at the 3 cmc slot, Goblin Chieftain is probably the much better choice. Also on the table: Goblin Bushwhacker and Goblin Wardriver. I might take out the Thopters for Signal Pests.
Other Spells
Galvanic Blast: Powers up fast between the artifact lands and 0 cmc drops.
Kuldotha Rebirth: Having 3 1/1's on turn one thanks to the 0 cmc drops is pretty slick. Also makes use of unnecessary land later on. And makes Grenade targets. I like.
Lightning Bolt: Its Lightning Bolt. Between the the Grenade and the two Blasts, I would imagine the burn efficiency of this deck would be pretty scary from the other side. Burning away what you couldn't hit with the little green guys is very doable with this deck. At least, I think so ... I haven't playtested yet.
Well there ya go. I think this will be a really fun deck to play, especially for its bargain bin pricing. Keep in mind that for any suggestions, I'd like to keep it to under a dollar. Unless its a REALLY REALLY good suggestion. (i.e. tell me why I should put it in, and what I should take out. If I'm gonna shell out money, there better be a good reason.)
Whaddaya think?
Welcome to MTGSalvation Forums, Caomhanach. A couple of years ago, when Zendikar and Scars of Mirrodin blocks were legal in Standard, I played a hyper-aggressive red-artifact deck called Kuldotha Red. It was capable of winning by turns 3 or 4 with a nut-draw, and your deck reminds me of it.
Here are some card choices to consider for your deck:
Goblin Guide: I know he's over your budget (he's worth about 5$ now), but he's pretty much one of the best Goblins around and he allows for some pretty aggressive starts. A 2/2 creature with haste for one mana is nothing to sneeze at.
Goblin Bushwhacker: I've won a lot of games thanks to its kicker. He can literally come out of nowhere and win you the game.
Signal Pest: He pumps your team while being and artifact to pitch to Blast and Rebirth. Plus, he has evasion so he's kinda hard to get rid of for certain decks.
Goblin Chieftain: Again, I know he may be a bit over your budget, but I think he's a better choice than Adaptive Automaton in this deck.
Chimeric Mass: If you need more artifacts to sacrifice, he's a pretty good choice. He can come down on turn one for 0 to be sacrificed to Kuldotha Rebirth. Also, he can't be killed by sorcery-speed removal, which can be relevant sometimes.
The Guide is a great card. Scratch that. It is an amazing card. When I first saw it, I knew I wanted a playset ... then I saw the pricetag. So unfortunately, he's a no go. If I shell out money for a deck, it'll probably be to upgrade either my Zombie or Affinity deck.
The Bushwhacker and the Pest look great, and as I pointed out, I'm already considering them. The question is, what do I take out? This may be determined while playtesting, since I'm getting a playset of both anyways for a straight Goblin deck and my Affinity deck. But I do welcome suggestions on what to take out for these guys.
Great call on the Chimeric Mass! I like the versitility. I think they its a much better fit for this deck than the Thopters. +4 Mass, -4 Thopters.
As for the Chieftain, normally, I would agree wholeheartedly. Another one of the guys that I mentioned I was already considering. He's a great lord, and I know how brutal haste can be in an aggro deck. However, the Automaton can synergize with more cards. In the curent build, if I had the Chieftains, he can pump 11 other goblins plus the Rebirth tokens, and is a Grenade target. The Automaton can do all that, plus pump the artifact creatures if I get low Goblin/high Construct draw, is a target for both Shrapnel Blast and Rebirth, and aides Galvanic Blast. The Chieftain will synergize with 19 cards, while the Automaton can do so with 35 cards. In other words, every other card in the deck except for the Bolts, nearly twice that of the Chieftain (when using Chimeric Mass instead of the Thopters). So the question is, does haste outweigh all the extra synergy? I'm not convinced, but I also wouldn't be surprised. Not all the extra synergy is that great. The Chieftain is actually under a dollar and under budget (cheaper than the Automatons actually), and I'm getting a playset anyways for a straight Goblin deck, so we'll see what happens in playtesting. I'm gonna stick with the Automatons for now, but the Chieftains may be the right call in the long run.
Two questions though: Do you think there is a place for Goblin Sledder? And any land suggestions?
I have made two decks based around goblins. One is dual green red, and the other is dual green black. I'm not having any problem getting the Goblins I need, but I can't decide which color is better to splash.
Green
Red has zero enchantment destruction. It has happened too many times where someone has placed Pariah on an indestructible creature and there's nothing I can do.
Black
Creature destruction makes Black much more attractive to me with cards like Terminate and Go For The Throat.
I also feel like I'm underutilizing the colors I'm splashing in.
My two decks look like this
Also I have no idea whether to include Coat of Arms or Eldrazi Monument. I thought coat of arms was better until I tripple blocked an Emrakul and killed it after sacking six land. I have no idea what to do.
Unless I run 3 colors which I'm assuming is stupid.
8 Swamp
8 Mountain
4 Evolving Wilds
4 Festering Goblin
4 Knucklebone Witch
4 Mad Auntie
4 Goblin Deathraiders
4 Dralnu's Crusade
4 Death Baron
4 Goblin Piledriver
4 Geth's Verdict
Deck is super fun to play and does surprisingly well but I can't help but feel I'm missing something. Need to apply more pressure more times than not it seems, can't really say anything else about it at the moment. Any thoughts? Suggestions?
Thanks in advance!
19x Mountain
Creatures:
4x Goblin Arsonist
2x Goblin Fireslinger
3x Skirk Prospector
4x Mudbutton Torchrunner
1x Goblin Chieftain
4x Lightning Bolt
4x Crimson Wisps
3x Incinerate
4x Goblin Grenade
4x Dragon Fodder
4x Shrine of Burning Rage
3x Raid Bombardment
1x Boggart Shenanigans
The main "strategy" of the deck is using enter the graveyard effects in conjunction with Goblin Grenade, while at the same time playing lots of low cost spells to trigger Shrine of Burning Rage's ability.
19x Mountain
Creatures:
4x Goblin Arsonist
2x Goblin Fireslinger
3x Skirk Prospector
4x Mudbutton Torchrunner
1x Goblin Chieftain
4x Lightning Bolt
4x Crimson Wisps
3x Incinerate
4x Goblin Grenade
4x Dragon Fodder
4x Shrine of Burning Rage
3x Raid Bombardment
1x Boggart Shenanigans
I think, though, that the Raid Bombardments aren't needed. I'd take those out, as well as Crimson Wisps, and the Goblin Chieftain. Even the Goblin Fireslingers seem unnecessary and underwhelming--they don't do anything when sacced. I'd add some number (beyond one) of Skullclamps for draw and sac--they could easily replace the Wisps; a Tuktuk the Explorer (in place of the Chieftain); maybe a Goblin Recruiter(?); Mogg War Marshals; possibly a Skirk Drill Sergeant or two; Reckless Abandon for redundancy; Perilous Myr(?); and even maybe a Goblin Gardener. Wow. Sorry for the undiluted idea torrent there.
But seriously, after doing a quick three-minute online playtest of this deck, I can say that the Shrines, the Grenades, and all the "when dies" goblins are great. Yeah man--this seems like a great casual goblins deck, and I can't wait to see its final incarnation. I might post a decklist myself some time.
Food Chain Goblins: [Competitive Goblins]
14 Mountain
4 Taiga
4 Wooded Foothills
4 Elvish Spirit Guide
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Piledriver
4 Goblin Ringleader
4 Goblin Recruiter
4 Skirk Prospector
4 Gempalm Incinerator
2 Goblin Sharpshooter
2 Siege-Gang Commander
2 Goblin Matron
Aggro Goblins: [Casual Goblins]
16 Mountain
Gobins
4 Warren Instigator
4 Mogg Fanatic
4 Raging Goblin
4 Goblin Chieftain
4 Goblin Wardriver
4 Gempalm Incinerator
4 Goblin Bushwacker
4 Mogg War Marshal
3 Goblin Ringleader
1 Goblin Piledriver
4 Goblin Grenade
2 Quest for the Goblin Lord
2 Goblin Assault
EDIT: Whoa, forgot to post the decklist. Let me do that:
4 Mudbutton Torchrunner
4 Goblin Arsonist
4 Skirk Prospector
3 Mogg War Marshal
1 Tuktuk the Explorer
4 Goblin Grenade
4 Lightning Bolt
4 Dragon Fodder
3 Incinerate
2 Reckless Abandon
4 Shrine of Burning Rage
3 Skullclamp
Lands:
17 Mountain
3 Barbarian Ring
Goblin Recruiter if you have them. I use him to set up a chain and then go off.
Goblin Bombardment is fun, but paired w/Boggart Shenanigans goes a lot further.
Another one I rely on very heavily in mine is Mogg War Marshall. Him & Siege Gang Commander..stupid amounts of tokens for saccing.
Goblin War Strike says 'hi' as well.
Happy to see Skirk Prospector, as he is CRUCIAL here. Shrine is also an autorun. Looooove that card in so many red decks.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
3 Goblin Chieftain
2 Goblin King
2 Warren Instigator
3 Raging Goblin
1 Horde of Boggarts
1 Goblin Bushwhacker
2 Goblin Arsonist
2 Hearthfire Hobgoblin
2 Ember Hauler
2 Goblin Wardriver
1 Goblin Lackey
1 Boggart Ram-Gang
2 Siege-Gang Commander
1 Goblin Snowman
2 Skullclamp
1 Goblin Charbelcher
Other Spells
2 Goblin Grenade
4 Dragon Fodder
2 Lightning Bolt
1 Banefire
1 Disintegrate
1 Shared Animosity
1 Furnace of Rath
3 Valakut, the Molten Pinnacle
18 Mountain
4 Siege-Gang Commander
4 Gempalm Incinerator
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Matron
4 Goblin Sledder
2 Goblin Grappler
2 Goblin Taskmaster
3 Skirk Prospector
3 Goblin Sharpshooter
Signature and Avatar by Inkfox Aesthetics
-2 Goblin Sharpshooters
-2 Goblin Taskmasters
+4 Goblin Grenade
finishing Touches
-3 Siege Gang
+3Tarfire or something that burns
Hope this helped...
4 Rite of Flame
4 Goblin Grenade
4 Goblin Sledder
4 Dragon Fodder
4 Goblin Lookout
4 Empty the Warrens
2 Voracious Dragon
Sledder is currently a placeholder. I am thinking either fanatic or lackey. If I get lackey i might just take my aether vials from my slivers and go a more traditional route. Is the traditional route possible without piledrivers (budget and all)?
I play legacy goblins, and I must say aether vial does tricks that will win you games, if you use it correctly.
First of all, stingscourger. This guy can go T2 after a lackey and open the path for our little buddy to connect. Not only that, but he can be vialed into play on your declare blocker's step, allowing you to bounce a bigger guy and chump block other (especially good if it's */2). Not to mention it's an emrakul and friends silverbullet.
Other goblin that should be looked after, is goblin ringleader. He is insane with recruiter, but even without him, it's still our drawing engine. Of course it's not meant for decks using lots of non-goblin spells.
Now, for the piledrivers. Yes, they are pretty damn strong and exell at aplying pressure. But you could go with goblin pyromancer in addition to goblin lookout, especially if you're going the token way.
Also you should look after krenko, mob boss.
Lastly, don't use that many kings. Go for chieftains, haste is very important. I would recommend warchief over chieftain, if you were running more goblin spells.
::MODERN:: BG BGx midrange
::COMMANDER:: WBG Karador Witness
coat of arms? It's slow and will help other tribal decks, but at some point he won't be able to wipe your board. As far as I'm concerned, as it says "each creature", you could just give your creatures hexproof. steely resolve is great at that point, were it not green.
::MODERN:: BG BGx midrange
::COMMANDER:: WBG Karador Witness
Yeah, moment I saw krenko I decided to do this. Lackey is sadly above my price range still (i thought he was less) so I am going to go with warren instigator. Probably going to pick up a load of recruiters and cheiftains today. Thanks for the stingscourger tip though, that's amazing. I've been running some tests and this thing can generate over 20 gobs by turn 4.
I already have a few ringleaders but am concerned about him ever seeing play with CMC 4, especially considering how much slower instigator is compared to lackey.
Edit: I built this thing, have ringleader, works like a charm at times (if i can connect once with instigator, otherwise it has issues). Waiting for krenko to come out.
4 Aether Vial
4 Goblin Grenade
4 Warren Instigator
4 Goblin Recruiter
4 Mogg War Marshall
3 Goblin Lookout
4 Goblin Chieftain
2 Goblin Ringleader
2 Krenko, Mob Boss
4 Lightning Bolt
21 Mountain
Creatures:
4x Goblin King
4x Goblin Warchief
4x Goblin Chieftain
4x Goblin Wardriver
3x Siege-Gang Commander
4x Goblin Shortcutter
1x Goblin Razerunners
1x Goblin Bushwhacker
2x Goblin Arsonist
Spells:
4x Incinerate
2x Volcanic Hammer
1x Lightning Bolt
1x Dragon Fodder
Enchantments:
4x Quest for the Goblin Lord
Lands:
4x Goblin Burrows
19x Mountain
Any thoughts appreciated. I've gotten a lot of wins with this, but am always looking to improve. I'm especially wondering if I have my Mana right as I recently changed it.
4 Skirk Prospector
4 Warren Instigator
4 Goblin Recruiter
4 Mogg War Marshall
3 Goblin Lookout
4 Goblin Chieftain
2 Goblin Ringleader
2 Krenko, Mob Boss
4 Aether Vial
The Splodey
3 Goblin Grenade
4 Pyrokinesis
22 Mountain
4 Lightning Bolt
4 Stingscourger
3 Shattering Spree
4 Pyroblast
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
So I did some changing and heres what I'm at now. It seems to run alot faster now. What do you guys think?
4 Goblin Sledder
4 Goblin Grappler
4 Goblin Piledriver
4 Mogg War Marshal
4 Goblin Matron
4 Goblin Warchief
1 Siege-Gang Commander
1 Krenko, Mob Boss
1 Goblin Sharpshooter
4 Goblin Grenade
21 Mountains
Signature and Avatar by Inkfox Aesthetics
4 Goblin Recruiter
4 Goblin Wardriver
4 Mogg War Marshal
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin War Strike
4 Krenko's Command
4 Dragon Fodder
2 Empty the Warrens
16 Mountains
I've had tons of fun with this deck over the years. When I thought about Fodder & Command & Wardriver I thought this might be a fun new direction to take it.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
between piledriver and lackey can I safely assume that there is no real budget concern? If so, why not swap grappler for aether vial and lightning bolt for pyrokinesis? I recently swapped bolt for pyro (and swap it out vs combo for stingscourger) and i have found it to be a rather potent insert, often clearing three creatures out so lackey or warren instigator can connect and win.
My old version used to run something like this, and it was awesome. Still, I found that to properly abuse empty the warrens you need a way to up your storm count. I'd recommend something like rite of flame, which also lets you land krenko or warchief a turn earlier, which is always nice. The card disadvantage is reduced by your ringleaders, the downside being that they cannot draw the rites.
20 Mountains
//CREATURES (24)
04 Warbreak Trumpeter
04 Skirk Prospector
04 Mogg War Marshal
04 Gempalm Incinerator
03 Goblin Lookout
03 Skirk Drill Sergeant
02 Sparksmith
04 Tarfire
04 Goblin Grenade
04 Dragon Fodder
03 Goblin War Strike
01 Empty the Warrens
So, I haven't played Magic in years until a guy I knew roped me back in. My group plays mostly casual under Vintage rules (i.e. if its broken, don't use it). None of us has the card power to be overly abusive, but I will occasionally run into "game-over" cards like Necropotence and Mind Twist. But the primary emphasis is on having fun, and for me, fun on a budget. (like, $20 budget)
My favorite card in the game is Goblin Grenade. Why? It's hilarious! The concept of one of the dumb little green guys scrambling over to the opponent going "Heehee ... BOOM!" just cracks me up. Around the time I stopped playing they came out with something similar: Shrapnel Blast. What's better than 4 Grenades? 8 Grenades! I never got around to making a decent deck around the two before I quit playing, and to be honest, I don't think the cards existed to do so. (A deck that makes Goblin Replica a keystone? C'mon ...)
Well, I'm back in the game, so here's my 1st crack at the budget artifact goblin deck based on the 'Nade and the Blast. All cards I already own, or are pretty darn cheap. I'd definitely be happy with some input.
4 Darksteel Citadel
1 Goblin Burrows
4 Great Furnace
11 Mountain
Creatures (20)
4 Adaptive Automaton
4 Goblin Arsonist
1 Goblin Piledriver
4 Memnite
4 Ornithopter
3 Tuktuk the Explorer
4 Galvanic Blast
4 Goblin Grenade
4 Kuldotha Rebirth
4 Lightning Bolt
4 Shrapnel Blast
Definitely room for improvement. The curve is kind of awkward at the 2 cmc slot. Suggestions are more than welcome.
Logic behind card choices
Lands
Darksteel Citadel: Blast target, indestructible until then.
Goblin Burrows: I own one, hence the single inclusion. I don't know how much getting a playset would cost, but probably not much.
Great Furnace: Blast target. Also, remember, vintage rules, so not banned. Besides, my affinity deck running artifact lands doesn't auto-win in my meta. Although, I also only have one Ravager and no Skullclamps ... so ya know, I guess that makes sense ... whatever, tangent!
I could probably do some more shenanigans with lands, I just haven't done the research on cheap lands to get that would work in the deck.
Creatures
Adaptive Automaton: What the Replica wishes it was back when I first attempted the deck; a 2/2 artifact goblin for 3 with a good ability instead of a crappy one.
Goblin Arsonist: I stopped playing while Mogg Fanatic was still amazing. I was very sad about his downgrade when I found out about the new rules. Then I discovered the Arsonist. This guy works with the Grenade in a way the Fanatic never did.
Goblin Piledriver: Obvious choice. I happen to have one from back in the day. I'm not investing in more.
Memnite: Easy target for the Blast. More synergies to follow.
Ornithopter: See above.
Tuktuk the Explorer: I love this guy! Got some serious flavor! Also a fantastic target for the Grenade. Plus, after being a target for the Grenade, he becomes a target for the Blast! A shoe-in. I'm running 3 because of legendary issues (and mana curve issues, for that matter), but since he's dying multiple times anyways, 4 would probably be fine.
I'm considering Goblin Sledder. Great card, especially with the Arsonist and TukTuk running around breaking stuff. Also, I hate to say, I'm still thinking of Goblin Replica. Besides being a target for both booming and blasting, I'm playing in enough of an artifact heavy meta that his ability is relevant. But at the 3 cmc slot, Goblin Chieftain is probably the much better choice. Also on the table: Goblin Bushwhacker and Goblin Wardriver. I might take out the Thopters for Signal Pests.
Other Spells
Galvanic Blast: Powers up fast between the artifact lands and 0 cmc drops.
Goblin Grenade: "Heehee ... BOOM!" -'Nough said.
Kuldotha Rebirth: Having 3 1/1's on turn one thanks to the 0 cmc drops is pretty slick. Also makes use of unnecessary land later on. And makes Grenade targets. I like.
Lightning Bolt: Its Lightning Bolt. Between the the Grenade and the two Blasts, I would imagine the burn efficiency of this deck would be pretty scary from the other side. Burning away what you couldn't hit with the little green guys is very doable with this deck. At least, I think so ... I haven't playtested yet.
Shrapnel Blast: "Heehee ... BOOM! ... Again!"
Well there ya go. I think this will be a really fun deck to play, especially for its bargain bin pricing. Keep in mind that for any suggestions, I'd like to keep it to under a dollar. Unless its a REALLY REALLY good suggestion. (i.e. tell me why I should put it in, and what I should take out. If I'm gonna shell out money, there better be a good reason.)
Whaddaya think?
Welcome to MTGSalvation Forums, Caomhanach. A couple of years ago, when Zendikar and Scars of Mirrodin blocks were legal in Standard, I played a hyper-aggressive red-artifact deck called Kuldotha Red. It was capable of winning by turns 3 or 4 with a nut-draw, and your deck reminds me of it.
Here are some card choices to consider for your deck:
Goblin Guide: I know he's over your budget (he's worth about 5$ now), but he's pretty much one of the best Goblins around and he allows for some pretty aggressive starts. A 2/2 creature with haste for one mana is nothing to sneeze at.
Goblin Bushwhacker: I've won a lot of games thanks to its kicker. He can literally come out of nowhere and win you the game.
Signal Pest: He pumps your team while being and artifact to pitch to Blast and Rebirth. Plus, he has evasion so he's kinda hard to get rid of for certain decks.
Goblin Chieftain: Again, I know he may be a bit over your budget, but I think he's a better choice than Adaptive Automaton in this deck.
Chimeric Mass: If you need more artifacts to sacrifice, he's a pretty good choice. He can come down on turn one for 0 to be sacrificed to Kuldotha Rebirth. Also, he can't be killed by sorcery-speed removal, which can be relevant sometimes.
The Guide is a great card. Scratch that. It is an amazing card. When I first saw it, I knew I wanted a playset ... then I saw the pricetag. So unfortunately, he's a no go. If I shell out money for a deck, it'll probably be to upgrade either my Zombie or Affinity deck.
The Bushwhacker and the Pest look great, and as I pointed out, I'm already considering them. The question is, what do I take out? This may be determined while playtesting, since I'm getting a playset of both anyways for a straight Goblin deck and my Affinity deck. But I do welcome suggestions on what to take out for these guys.
Great call on the Chimeric Mass! I like the versitility. I think they its a much better fit for this deck than the Thopters. +4 Mass, -4 Thopters.
As for the Chieftain, normally, I would agree wholeheartedly. Another one of the guys that I mentioned I was already considering. He's a great lord, and I know how brutal haste can be in an aggro deck. However, the Automaton can synergize with more cards. In the curent build, if I had the Chieftains, he can pump 11 other goblins plus the Rebirth tokens, and is a Grenade target. The Automaton can do all that, plus pump the artifact creatures if I get low Goblin/high Construct draw, is a target for both Shrapnel Blast and Rebirth, and aides Galvanic Blast. The Chieftain will synergize with 19 cards, while the Automaton can do so with 35 cards. In other words, every other card in the deck except for the Bolts, nearly twice that of the Chieftain (when using Chimeric Mass instead of the Thopters). So the question is, does haste outweigh all the extra synergy? I'm not convinced, but I also wouldn't be surprised. Not all the extra synergy is that great. The Chieftain is actually under a dollar and under budget (cheaper than the Automatons actually), and I'm getting a playset anyways for a straight Goblin deck, so we'll see what happens in playtesting. I'm gonna stick with the Automatons for now, but the Chieftains may be the right call in the long run.
Two questions though: Do you think there is a place for Goblin Sledder? And any land suggestions?
Green
Red has zero enchantment destruction. It has happened too many times where someone has placed Pariah on an indestructible creature and there's nothing I can do.
Black
Creature destruction makes Black much more attractive to me with cards like Terminate and Go For The Throat.
I also feel like I'm underutilizing the colors I'm splashing in.
My two decks look like this
Deck
4x Krenko, Mob Boss 4x Goblin Chieftain 4x Goblin Wardriver 4x Goblin Recruiter 4x Goblin Matron
4x Rite of Flame 4x Terminate 3x Anarchy4x Eldrazi Monument 2x Everlasting Torment 12x Mountian 7x Swamp 4x Dragonskull Summit
Dual green deck is the same except swap Rite of Flame for Birds of Paradise, Terminate for Naturalize, and Eldrazi Monument for Coat of Arms.
Also I have no idea whether to include Coat of Arms or Eldrazi Monument. I thought coat of arms was better until I tripple blocked an Emrakul and killed it after sacking six land. I have no idea what to do.
Unless I run 3 colors which I'm assuming is stupid.