"Of course I know how to use this thing! What's so hard about swish, swish, stab?"
"... Which of these, peak, your profane desires?"
Hello guys! I wanted to make a thread for us Goblin lovers, and how our love can be applied in the Standard meta. Now, obviously, goblins haven't been getting much love. They were rather horrendous in M12 (with the exception of Chief) and in Scars. It was nice to have a break from them in Innistrad, because more goblins would have been the flogging of a dead horse with another dead horse. But now, I think it's time for their comeback. m13 gave some hope for goblin support. While their are some major elements lacking in these m13 goblins (Lords and pump effects), these new guys are better in their own way. Usually goblins run the theme of suicide or 'Red Deck Wins'. Blah blah blah yeah yeah yeah, now m13 gives us a new refreshing strategy: Swarming. Yes, with Krenko, Mob Boss we have a new era of mischief. But in addition to that, we red players have a new exciting feature in our arsenal. Card Advantage.
Wait wait, whaaaaaat?? Red? Card advantage? So this advantage is random? No, not at all Well, not exactly. You see, I lied, its not REALLY card advantage. Cards like Wild Guess and Faithless Looting don't fill your hand with more cards, which is the definition of card advantage. Instead, they filter any unwanted cards in your hand for cards that will actually help you. For example, if your mana flooded, you can use these cards to get rid of those unwanted lands for new cards, hopefully creatures or spells. Lands are no longer dead draws with these cards. Instead, they can be filtered for a better draw.
Well, I will try to update this thread as much as possible to adjust through the standard meta for this year. I will probably update this thread, until the end of our new Ravnica block. If you are thinking of playing Goblins, but not quite sure, or cannot make up your mind, here are some tips to persuade you:
You'll like Standard Goblins, if...
A) You love Goblins as a tribe, and much more.
B) You love to play red.
C) You want to take a new, fresh approach to playing red.
D) All of the above.
You'll dislike Standard Goblins, if...
A) You dislike tribes, especially Goblins.
B) You are very, very, unoriginal (You probably play a Delver deck. Shame on you :facepalm:)
C) You're on the other side of the table
D) You could say 'All of the above' but really it's because you're on the other side of the table.
So, you on board, mate? Ready to dive into the depths of a great, fun, deck archetype? Awesome! Currently we are in the limbo stages of standard. What does this mean? It means that we have access to cards that will be not legal in a matter of months. So, if you want to enjoy this build at it's full strength, start building now, and play now. This is a very fun and budget friendly build. My guess is goblin support will emerge in the new Ravnica set. More specifically, probably from the Gruul Guild. This will mean Goblins will be able to splash green. Psst, don't tell anyone, but that means we can use Rancor. What's this? A Goblin with Rancor? Unheard of? You better believe it, buster!
Let's get this party started, you've probably heard enough of my jibber jabber. So, here is my (personal) decklist. Please keep this in mind, before you people start trolling all over the thread. This deck is NOT the best build ever made. However, it is the ideal start and direction you want to take with this deck. Keep in mind, this deck isn't exactly Wolf Run (Win every game), but this is (Beat the living crap out of your opponent, even if he wins). Hehehe, the big 'IF'. This is a strong, hard aggro build with card advantage to give us fuel if we happen to run into a late game. Any goblin deck that claims it can last through a late game without losing steam, is pretty badass if I do say so myself. This decklist isn't PERFECT, but it is a start. Hopefully, people will post their own decklists on this thread. So if you really don't like my list, or my thread, suck it up buttercup and keep scrolling down because I'm sure there will be a decklist that will tickle your fancy.
Now, if you haven't fallen asleep due to boredom, or just fallen asleep, I give you, my Standard Goblin Decklist!!!! MUHAHAHAHAHA!!!
Goblin Arsonist: Many people have mixed feelings about this card. Well, I'm here to tell you, this card is so crucial. First, he is one of our only one drops, which tells you something. This may be a deck that storms out of the gates, but it's also a deck to ensure you'll usually never get a dead draw. The arsonist is amazing, due to the fact that he drops early, and punishes your opponent for killing him. You're opponent won't pay attention to him at first, but after a while, he actually demands an answer. Those fragile utility creatures your opponent is packing? Bye bye...
Krenko, Mob Boss: Alright. I'm in love with this guy. He just warms my heart in a way no one has before. He screams with flavor, happens to be the biggest body in your entire arsenal, and increases your tokens exponentially. You thought goblins were dumb? "I attack you with the power of math!" Well, Krenko can start a good sized army on his own, but if you drop him on turn four, with a Chief out, he simply explodes. I recommend 2-3.
Goblin Chieftain: Speaking of Chief!! An amazing Goblin lord, I'm scared to say this but one of the best. Your goblins really need this boost to become a real threat. Haste makes all your little guys friggin scary! Always run four. Sadly, he will be gone once m12 rotates out, so please, enjoy him while you can.
Goblin Wardriver: Another card to enjoy while you can, Battle Cry is not to be underestimated. This guy has won me games. No seriously, turn four win with this guy. Earlier even. He is simply so amazing and powerful. Make sure to play him before Chief, then drop tokens to swing with giggly amounts of damage.
Hellrider: Yes yes, he's not a Goblin, and strays from the Goblin Tribal theme. Well, due to the lack of Goblin support given to us for the past year or so, Wizards and the current meta have left us no choice. Behold HELLRIDER!! All of your tokens now slam into your opponent before they deal damage. Amazing! This card can easily end the game turn 4 or 5, which is ideal in these speed decks. As I said before, he is not tribal, but he is amazing utility. When Chief and friends rotate out, this guy will be out knight in shinning armor.
Spikeshot Elder: Burn on a stick is always nice, and Spikeshot can get rid of utility In a flash. He has a number of problems though. Spikeshot was intended to be in a Equipment heavy deck, and therefor you'll find him in Hippo Blade decks. Also, his three mana cost for little damage is pretty discouraging. However, we run the Elder as a late game mana drain.
Krenko's Command: A red Gather the Townsfolk? Yesshhhhh. This guy is incredible, and allows you to swarm your opponent. Overwhelming, my lord. This spell is awesome. Only problem? Sorcery speed. But hey, that's okay. I have to wait till my turn to whoop you good.
Brimstone Volley: One thing this build lacks is red burn at instant speed. This is as close as we're going to get. Use when nessesary, don't wait for the Morbid trigger to go off. Sometimes, when you gotta burn, you gotta burn. The trigger should be easy to set off, since your sacing your Goblins on a normal basis.
Goblin Grenade: This card will WIN you games. Seriously. Five damage?!? That's 1/4 of your opponents life total. A quarter of your job is done for one mana and a goblin. You can always sac tokens, or even a Arsonist for a extra kick.
Wild Guess: This is a good card in this deck. Double red? No problem. Card filter or hand interaction in Red is unheard of. It's like... Gamble was reprinted for standard (Okay, that is a exaggeration) but still, this can restock your hand as well as filter any other card out.
Pillar of Flame and Devil's Play: Much more direct burn spells if you really need to bomb the crap out of someone. This sideboard does need a lot of help, so anyone with suggestions would be awesome.
Flames of the Firebrand: Pardon my crude reference, but many people consider burn spells as point and shoot. Really, it seems like there is nothing to them. Drop an opponent's life totally to 0, blah blah blah. Go polish your Esper Control, whinny butt. This burn spells is nice because it can divide the damage. No more overkill. Now you can use those left over points on other things.
Traitorous Blood: A weakness of this deck is its ability to totally shut down when a board sweep hits. We have no way to recover, since our hand has been exaughsted and very few of our burn spells have flashback. This is one of the only ways to bounce back: Take your opponent's bomb and go in for the kill.
Chandra's Phoenix: Not a goblin, so it strays from the tribal theme. However, this is the only recurable red creatures. So, basically, this is one of our other ways to bounce back from a board sweep. Very useful
Gut Shot: I'm getting pretty sick of Snapcasters that come up, then get swords slapped on and swing. This is how we deal with those pesky weaklings.
Corrosive Gale: We have little protection from flying, so two life and any amount of mana will do for th sake of our Goblins hides.
"A single dedicated mind can bring about the greatest destruction. That, or goblins—goblins work too."
Coming Soon!
Phew, that was quite something. I hope you all enjoyed the thread. I'll keep it updated as much as I can. Please leave your input and feedback. If you really likes the thread, Please please please let me know. Something you want to see in the thread? Go ahead let me know. I would like to add a playtest section, so if you want to input on some decks you would like to see these Goblins go up against, please PM me and I'll see what I can do. You're welcome to post your own decklists here for me or others to comment or help you. If you're seeking my personal help, you can always PM me about your list. Hmmm... Besides that, this was fun, and hope you guys enjoyed reading it as much as I did writing it!
Not sure how I feel about arc trail. Definitely doesn't feel goo enough to be a 4 of, but maybe pull out a brimstone volley and a volt charge for it and side the other 2 for ww?
I'm also testing Goblins, here is my list (its on another thread) I think if the meta is slow enough and we do see more Mid-range decks then the Five damage from Brimstone Volley and Goblin Grenade maybe enough to push the deck other the top
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i think that cheap/fast equipment is the way to go with goblins
i mean sylvok lifestaff, infiltration lens, flayer husk, and bonehoard for the late (if there is any)
you can do some degenerate stuff with t1 goblin gaveleer and t2 lifestaff and equip... and use it later on a spikeshot...
if the game goes beyond turn 4 you may finish it with hero or bonehoard equipped to signal pest (evasion), goblin gaveleer (trample), spikeshot elder (nuclear launch detected) or by itself with germ token...
Arc Trail makes since, Its better that I thought at first glance, especially vs. WW and any mono red. So out with the Incinerate and in with the trails.
Heavily considering Either of the plainswalkers, Chandra's forking is nice, Koth's Mountains = I win is too. /discuss
In my current build I have Arc Trails only in the side as Incinerate is generally better against non-creature decks.
I'm not very hopeful without Bushwhacker and Guide, but I want goblins to work though. Should be interesting to see what happens.
Oh, I just noticed you don't have Goblin Arsonist. I think it's a better card than Fireslinger because it makes people decide whether to block it or not. And with grenade you can kill any number of popular X/1 creatures at the same time.
You definitely want Goblin Arsonist. That card + Goblin Grenade = kill a titan if you need to get through, or deal the last 6 damage.
That aside, I don't know if I really like Brimstone Volley. Sure, it's a potential five damage, but I like Incinerate more since it's cheaper. Perhaps even Blisterstick Shaman could fit in the deck, but he's probably a questionable choice.
============================
Hooked on Magic since The Dark.
Blue Rules. Berserk, Fork, Fork, Fork, Fork
"Does trample go around the table?"
============================
Kuldotha Rebirth just doesn't feel right without the artifacts, and the total goblin package is stronger than either of those options in my opinion.
Basically you have to get 2 cards in hand for kuldotha rebirth to work. It'd take 6-8 card spots away from goblins and burn to make those artifacts reliable cause you're not gonna sac a shrine or an adaptive to feed it.
Bushwhacker and Guide were good, but I don't think we're going to hurt too much without them. The whole meta seems to be a bit slower now, if goblins can still maintain good speed, then I think we will be ok.
Also updated the deck to reflect the switch to arsonists and to bring back incinerate.
signal pest sounds interesting, basically flying without being flying, and would help use kuldotha rebirth. Bushwhacker is hard to replace but it would come close. I'm still trying to figure out if we can use koth or chandra too.
Maybe 2 automations, 3 arsonists and 3 signal pest?
Deck Creatures 22 4 Goblin Chieftain 4 Spikeshot Elder 4 Goblin Wardriver 4 Goblin Arsonist 4 Signal Pest 2 Grim Lavamancer Sorceries and Instants 13 4 Goblin Grenade 1 Dismember 3 Brimstone Volley 3 Arc Trail 2 Incinerate Enchants and Artifacts 4 4 Shrine of Burning Rage Land 21 21 Mountain Sideboard 15 2 Manabarbs 3 Vulshok Refugee 2 Act of Aggression 2 Dismember 2 Curse of Stalked Prey 3 Manic Vandal 2 Mental Misstep This is how I would currently play this deck, though if a prominent deck has a blatant weakness to Werewolves, Kruin Outlaw may sneak into my Sideboard. Mutagenic Growth is good in the mirror and makes Spikeshot Elder very scary. If 2x Koth were in the deck, Spikeshot Elder would really get there but that would require a slight increase of lands. I need to playtest. Dismember is a must vs Infect. Phyrexian Crusader is a serious contender in the new meta, as White and Red clamour over aggro prowess. The one deck that has any chance to directly race us is probably infect. A green splash for Ancient Grudge may help us get there versus aggro and tempered steel, and the Scars and M12 lands can make this a very easy thing to do. A splash of blue on the other hand is harder to do but gives us a cantripping answer to that evil tree of doom (Twisted Image gets there)
I don't think Curse of Stalked Prey is really what this deck wants. Do you really want to be durdling around with an enchantment that doesn't increase your board prescence on turn 2? Doubtful. You want to be playing your guys every turn and beating face and then after that burn them out if your Goblins can't get there alone. If Goblins had a way of playing multiple guys on turn 1 then I think Curse might be a good option but as is it seems like win-more at best, and a terrible card at worst.
If you really want to play Curse then I think you need to play a Kuldotha-Rebirth style deck with Mox Opals and Memnites so you can go turn one Rebirth into turn two Curse.
I think old Kuldotha Red lists were lost in the purge. I'd get rid of the Gaveleer and the equipment and add the Rebirths and the Opals, or ax one set of artifact creatures and add more equipment. Gaveleer is going to need more than 4 Sledges to function properly.
"... Which of these, peak, your profane desires?"
Wait wait, whaaaaaat?? Red? Card advantage? So this advantage is random? No, not at all Well, not exactly. You see, I lied, its not REALLY card advantage. Cards like Wild Guess and Faithless Looting don't fill your hand with more cards, which is the definition of card advantage. Instead, they filter any unwanted cards in your hand for cards that will actually help you. For example, if your mana flooded, you can use these cards to get rid of those unwanted lands for new cards, hopefully creatures or spells. Lands are no longer dead draws with these cards. Instead, they can be filtered for a better draw.
Well, I will try to update this thread as much as possible to adjust through the standard meta for this year. I will probably update this thread, until the end of our new Ravnica block. If you are thinking of playing Goblins, but not quite sure, or cannot make up your mind, here are some tips to persuade you:
You'll like Standard Goblins, if...
A) You love Goblins as a tribe, and much more.
B) You love to play red.
C) You want to take a new, fresh approach to playing red.
D) All of the above.
You'll dislike Standard Goblins, if...
A) You dislike tribes, especially Goblins.
B) You are very, very, unoriginal (You probably play a Delver deck. Shame on you :facepalm:)
C) You're on the other side of the table
D) You could say 'All of the above' but really it's because you're on the other side of the table.
So, you on board, mate? Ready to dive into the depths of a great, fun, deck archetype? Awesome! Currently we are in the limbo stages of standard. What does this mean? It means that we have access to cards that will be not legal in a matter of months. So, if you want to enjoy this build at it's full strength, start building now, and play now. This is a very fun and budget friendly build. My guess is goblin support will emerge in the new Ravnica set. More specifically, probably from the Gruul Guild. This will mean Goblins will be able to splash green. Psst, don't tell anyone, but that means we can use Rancor. What's this? A Goblin with Rancor? Unheard of? You better believe it, buster!
Let's get this party started, you've probably heard enough of my jibber jabber. So, here is my (personal) decklist. Please keep this in mind, before you people start trolling all over the thread. This deck is NOT the best build ever made. However, it is the ideal start and direction you want to take with this deck. Keep in mind, this deck isn't exactly Wolf Run (Win every game), but this is (Beat the living crap out of your opponent, even if he wins). Hehehe, the big 'IF'. This is a strong, hard aggro build with card advantage to give us fuel if we happen to run into a late game. Any goblin deck that claims it can last through a late game without losing steam, is pretty badass if I do say so myself. This decklist isn't PERFECT, but it is a start. Hopefully, people will post their own decklists on this thread. So if you really don't like my list, or my thread, suck it up buttercup and keep scrolling down because I'm sure there will be a decklist that will tickle your fancy.
Now, if you haven't fallen asleep due to boredom, or just fallen asleep, I give you, my Standard Goblin Decklist!!!! MUHAHAHAHAHA!!!
4 Goblin Arsonist
4 Goblin Wardriver
4 Goblin Chieftain
2 Spikeshot Elder
3 Hellrider
3 Krenko, Mob Boss
4 Krenko's Command
4 Brimstone Volley
3 Pillar of Flame
4 Goblin Grenade
3 Wild Guess
Lands (22)
22 Mountain
4 Traitorous Blood
2 Gut Shot
2 Corrosive Gale
2 Devil's Play
2 Chandra's Phoenix
3 Flames of the Firebrand
"You can call me... the Gobfather."
Krenko, Mob Boss: Alright. I'm in love with this guy. He just warms my heart in a way no one has before. He screams with flavor, happens to be the biggest body in your entire arsenal, and increases your tokens exponentially. You thought goblins were dumb? "I attack you with the power of math!" Well, Krenko can start a good sized army on his own, but if you drop him on turn four, with a Chief out, he simply explodes. I recommend 2-3.
Goblin Chieftain: Speaking of Chief!! An amazing Goblin lord, I'm scared to say this but one of the best. Your goblins really need this boost to become a real threat. Haste makes all your little guys friggin scary! Always run four. Sadly, he will be gone once m12 rotates out, so please, enjoy him while you can.
Goblin Wardriver: Another card to enjoy while you can, Battle Cry is not to be underestimated. This guy has won me games. No seriously, turn four win with this guy. Earlier even. He is simply so amazing and powerful. Make sure to play him before Chief, then drop tokens to swing with giggly amounts of damage.
Hellrider: Yes yes, he's not a Goblin, and strays from the Goblin Tribal theme. Well, due to the lack of Goblin support given to us for the past year or so, Wizards and the current meta have left us no choice. Behold HELLRIDER!! All of your tokens now slam into your opponent before they deal damage. Amazing! This card can easily end the game turn 4 or 5, which is ideal in these speed decks. As I said before, he is not tribal, but he is amazing utility. When Chief and friends rotate out, this guy will be out knight in shinning armor.
Spikeshot Elder: Burn on a stick is always nice, and Spikeshot can get rid of utility In a flash. He has a number of problems though. Spikeshot was intended to be in a Equipment heavy deck, and therefor you'll find him in Hippo Blade decks. Also, his three mana cost for little damage is pretty discouraging. However, we run the Elder as a late game mana drain.
Krenko's Command: A red Gather the Townsfolk? Yesshhhhh. This guy is incredible, and allows you to swarm your opponent. Overwhelming, my lord. This spell is awesome. Only problem? Sorcery speed. But hey, that's okay. I have to wait till my turn to whoop you good.
Brimstone Volley: One thing this build lacks is red burn at instant speed. This is as close as we're going to get. Use when nessesary, don't wait for the Morbid trigger to go off. Sometimes, when you gotta burn, you gotta burn. The trigger should be easy to set off, since your sacing your Goblins on a normal basis.
Goblin Grenade: This card will WIN you games. Seriously. Five damage?!? That's 1/4 of your opponents life total. A quarter of your job is done for one mana and a goblin. You can always sac tokens, or even a Arsonist for a extra kick.
Wild Guess: This is a good card in this deck. Double red? No problem. Card filter or hand interaction in Red is unheard of. It's like... Gamble was reprinted for standard (Okay, that is a exaggeration) but still, this can restock your hand as well as filter any other card out.
Pillar of Flame and Devil's Play: Much more direct burn spells if you really need to bomb the crap out of someone. This sideboard does need a lot of help, so anyone with suggestions would be awesome.
Flames of the Firebrand: Pardon my crude reference, but many people consider burn spells as point and shoot. Really, it seems like there is nothing to them. Drop an opponent's life totally to 0, blah blah blah. Go polish your Esper Control, whinny butt. This burn spells is nice because it can divide the damage. No more overkill. Now you can use those left over points on other things.
Traitorous Blood: A weakness of this deck is its ability to totally shut down when a board sweep hits. We have no way to recover, since our hand has been exaughsted and very few of our burn spells have flashback. This is one of the only ways to bounce back: Take your opponent's bomb and go in for the kill.
Chandra's Phoenix: Not a goblin, so it strays from the tribal theme. However, this is the only recurable red creatures. So, basically, this is one of our other ways to bounce back from a board sweep. Very useful
Gut Shot: I'm getting pretty sick of Snapcasters that come up, then get swords slapped on and swing. This is how we deal with those pesky weaklings.
Corrosive Gale: We have little protection from flying, so two life and any amount of mana will do for th sake of our Goblins hides.
"A single dedicated mind can bring about the greatest destruction. That, or goblins—goblins work too."
Coming Soon!
Just added! Yeeaahhh!
8/27/12
+ 1 Krenko
- 1 Spikeshot Elder
Epic Signature by the one and only Ace in Ace of Spades Studio
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BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
4 Goblin Chieftain
4 Spikeshot Elder
4 Goblin Wardriver
3 Goblin Arsonist
3 Goblin Gaveleer
3 living weapon of some sort
4 Goblin Grenade
3 Arc Trail
3 Incinerate
Enchants and Artifacts 8
4 Shrine of Burning Rage
4 Inquisitor's Flail or sword of x and x
Land 21
21 Mountain
2 Manabarbs
3 Vulshok Refugee
2 Act of Aggression
3 Manic Vandal
2 Combust
3 Dismember
Not to sure about the sideboard at all. The gobbos ramp up quick and have nice synergy as always and Curse of Stalked Prey is very nice with them. Volt Charge works great with both Curse of Stalked Prey and Shrine of Burning Rage.
Assuming Spikeshot Elder survives, he works for good for spot removal as well as a win condition.
Any thoughts?
Not sure how I feel about arc trail. Definitely doesn't feel goo enough to be a 4 of, but maybe pull out a brimstone volley and a volt charge for it and side the other 2 for ww?
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
i mean sylvok lifestaff, infiltration lens, flayer husk, and bonehoard for the late (if there is any)
you can do some degenerate stuff with t1 goblin gaveleer and t2 lifestaff and equip... and use it later on a spikeshot...
if the game goes beyond turn 4 you may finish it with hero or bonehoard equipped to signal pest (evasion), goblin gaveleer (trample), spikeshot elder (nuclear launch detected) or by itself with germ token...
just my 2 cents...
Chile!
Arc Trail makes since, Its better that I thought at first glance, especially vs. WW and any mono red. So out with the Incinerate and in with the trails.
Heavily considering Either of the plainswalkers, Chandra's forking is nice, Koth's Mountains = I win is too. /discuss
I'm not very hopeful without Bushwhacker and Guide, but I want goblins to work though. Should be interesting to see what happens.
Oh, I just noticed you don't have Goblin Arsonist. I think it's a better card than Fireslinger because it makes people decide whether to block it or not. And with grenade you can kill any number of popular X/1 creatures at the same time.
the big enablers for goblins were bushwhacker and guide...
we have to try to emulate its speed
Chile!
That aside, I don't know if I really like Brimstone Volley. Sure, it's a potential five damage, but I like Incinerate more since it's cheaper. Perhaps even Blisterstick Shaman could fit in the deck, but he's probably a questionable choice.
I second this. Goblin Arsonist is a great card.
Also want to recommend Kuldotha Rebirth and Ichor Wellspring or Memnite. I really like this combo with a Chieftain.
Hooked on Magic since The Dark.
Blue Rules.
Berserk, Fork, Fork, Fork, Fork
"Does trample go around the table?"
============================
both are there, 8 chances to get a 3 drop +1/+1 to all instead of 4.
Kuldotha Rebirth just doesn't feel right without the artifacts, and the total goblin package is stronger than either of those options in my opinion.
Basically you have to get 2 cards in hand for kuldotha rebirth to work. It'd take 6-8 card spots away from goblins and burn to make those artifacts reliable cause you're not gonna sac a shrine or an adaptive to feed it.
Bushwhacker and Guide were good, but I don't think we're going to hurt too much without them. The whole meta seems to be a bit slower now, if goblins can still maintain good speed, then I think we will be ok.
Also updated the deck to reflect the switch to arsonists and to bring back incinerate.
you can get stronger shenanigans earlier...
and gives you space to play more threaats in a single turn
Chile!
Maybe 2 automations, 3 arsonists and 3 signal pest?
you can also work around kuldotha rebirth while playing nice amazing stuff in the meantime
Chile!
If you really want to play Curse then I think you need to play a Kuldotha-Rebirth style deck with Mox Opals and Memnites so you can go turn one Rebirth into turn two Curse.
Have been playing around with this:
4 Goblin Wardriver
4 Goblin Gaveleer
4 Goblin Chieftain
4 Goblin Arsonist
4 Memnite
4 Signal Pest
4 Spikeshot Elder
20 Mountain
Spells 12
4 Goblin Grenade
4 Arc Trail
4 Piston Sledge
4 Combust
3 Crush
2 Vulshok Refugee
3 Act of Aggression
3 Shrine of Burning Rage
Could look at possibly fitting in Kuldotha Rebirth somehow.
Also like playing Perilous Myr with the rebirth.
I think old Kuldotha Red lists were lost in the purge. I'd get rid of the Gaveleer and the equipment and add the Rebirths and the Opals, or ax one set of artifact creatures and add more equipment. Gaveleer is going to need more than 4 Sledges to function properly.
4x Goblin Arsonist
4x Spikeshot Elder
4x Goblin Wardriver
4x Goblin Chieftain
4x Perilous Myr
4x Goblin Grenade
4x Shrine of Burning Rage
3x Artilerize
3x Brimstone Volley
3x Arc Trail
3x Incinerate
2x Contested War Zone
18x Mountain
Let me know your thoughts.