Wort was my first real EDH deck and I've been tweaking and refining it for a couple of years now. I like this deck because it is fairly aggressive and proactive, but it doesn't fold to a board wipe or two. You can play a long game with most decks. There is plenty of decision making and options as you play, there are often ways to win if you can find them.
I always enjoy seeing other people's takes on Wort and comparing them to mine, so here is my list in case others want to do the same.
I am hoping to edit this later with a more detailed breakdown of my card choices and how the deck plays out.
If you want to play goblins and are looking for a strong but fair deck with lots of interaction, this could be a solid starting point.
Mogg War Marshal, Beetleback Chief, Siege-Gang Commander, Goblin Marshal: Army builders. These are the guys that bring more goblins with them, all four are excellent. Copying with Kiki-Jiki or recurring them is one of the ways to assemble a board full of green men.
Weirding shaman: Mostly a mana sink to make more goblins. Occasionally useful as an expensive sac outlet.
Goblin Lackey, Warren Instigator: Dumping goblins into play for free is great. In my build I don't have as high a concentration of goblins as some, so you don't always have something to dump out but they are still great. People are worried by either of these, making them lightning rods for removal and hopefully clearing the way for the real threats. Double strike on the instigator makes him strong with pump or equipment as well.
Tuktuk Scrapper: Scrapper is simply the best artifact removal goblin. I've tried others and none of them do the job as well. He doesn't need to connect, no waiting for summoning sickness and no extra cost. Copying him with Kiki-Jiki destroys another two artifacts since both the original and the copy trigger.
Goblin Grenadiers: Recurring removal. Most people read this twice the first time they see it. Once when I play it and a second time when I sac it, because they assumed it said "or" instead of "and". Works well politically, as often someone will let them through in order to see big threats removed. Nice surprise value with haste as well.
Spikeshot Elder: One of those guys that can seem weak until you actually play with him. Without pumps he kills off utility guys, messes with combat math and provides a mana sink. If you get him out with a couple of lords or equipment he can simply kill your opponents. Silly with Jitte once it has some counters.
Goblin Sharpshooter: Machine gun. He keeps the board clear of X/1s, and turns every other death into damage. Can function similarly to goblin bombardment, letting you burn things out with your goblin tokens.
Gempalm Incinerator: Solid cantripping removal that you can recur with Wort.
Lightning Crafter: He taps to lightning bolt! Champion also lets you hide away Wort or another important goblin to come back after a board wipe. You can also pull him out of your library with Moggcatcher to counter targeted removal. Copying him with Kiki-Jiki lets you do the same thing. He also goes infinite with Kiki-Jiki and a sac outlet, but that is not an intended function of the deck.
Boggart Mob: Another army builder, if people can't stop you getting through with a few guys this gets out of control quickly. Has the same hide-a-goblin tricks as Lightning Crafter.
Skirk Prospector, Goblin Chirurgeon: Sac outlets. Prospector can sometimes let you do silly things by providing you with extra mana. Chirgeon is excellent protection. Note that he can regenerate any creature, not just goblins.
Goblin Matron: One of the best cards in the deck. Because of all the goblin options, she provides you with the best tool when you need it. Recurring tutor! Tutor for Kiki-Jiki, then copy her to tutor again is a very strong play.
Goblin Wizard: Dropping goblins in for a free at instant speed is very good. Giving out pro white isn't relevant too often, but when it is, it's very good.
Krenko, Mob Boss: Exciting new addition. This guy ramps your goblin count to lethal very quickly.
The other guys
I try to keep the non-goblin creature count to a minimum. These are the ones that are strong and synergistic enough to make it despite their lack of green skin.
Moggcatcher: One of the most dangerous cards in the deck. If not dealt with quickly, it will usually win you the game. Similarly to Matron, tutoring out Kiki-Jiki, then copying the catcher to tutor again is a powerful play.
Urabrask the Hidden: Another source of the critical haste, slowing down any blockers is a big plus.
Necrotic Ooze: A card I haven't seen played too often, the Ooze is amazing in a goblin deck. There are 14 abilities in my own deck to access, including ones like Kiki-Jiki and Krenko. Other people often have nifty toys for him as well, which can make him a really varied and fun creature to play with.
Phyrexian Plaguelord: Another sac outlet. I like his as a free way to use your tokens to kill off dangerous opposing creatures.
Patron of the Akki: The attacking bonus is pretty big. Goblin offering is what makes him good enough, since flashing him in eot and then swinging gives you a much bigged attack then people were ready for. He also swings for 7 by himself which is not too shabby.
Harvester of Souls: Running out of cards sucks, this guy keeps that from happening.
I always enjoy seeing other people's takes on Wort and comparing them to mine, so here is my list in case others want to do the same.
I am hoping to edit this later with a more detailed breakdown of my card choices and how the deck plays out.
If you want to play goblins and are looking for a strong but fair deck with lots of interaction, this could be a solid starting point.
1 Wort, Boggart Auntie
1 Mogg War Marshal
1 Beetleback Chief
1 Siege-Gang Commander
1 Goblin Marshal
1 Weirding shaman
1 Goblin Lackey
1 Warren Instigator
1 Tuktuk Scrapper
1 Goblin Grenadiers
1 Spikeshot Elder
1 Goblin Sharpshooter
1 Gempalm Incinerator
1 Lightning Crafter
1 Boggart Mob
1 Mad Auntie
1 Goblin King
1 Goblin Warchief
1 Goblin Chieftain
1 Skirk Prospector
1 Goblin Chirurgeon
1 Goblin Matron
1 Goblin Wizard
1 Kiki-Jiki, Mirror Breaker
1 Krenko, Mob Boss
Other Creatures
1 Moggcatcher
1 Urabrask the Hidden
1 Necrotic Ooze
1 Phyrexian Plaguelord
1 Patron of the Akki
1 Harvester of Souls
1 Anger
1 Malevolent Awakening
1 Patriarch's Bdding
1 Torrent of Souls
1 Living Death
1 Corpse Dance
1 Phyrexian Reclaimation
Pump
1 Coat of Arms
1 Eldrazi Monument
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Umezawa's Jitte
1 Basilisk Collar
1 Lightning Greaves
1 Skullclamp
Card Draw
1 Promise of Power
1 Phyrexian Arena
1 Underworld Connections
Removal
1 Terminate
1 Warren Weirding
1 Plague Wind
1 Decree of Pain
1 Grave Pact
1 Nevinyrral's Disk
1 Shattering Pulse
Other
1 Sol Ring
1 Mimic Vat
1 Demonic Tutor
1 Helm of Possession
1 Vicious Shadows
1 Goblin Bombardment
1 Expedition Map
1 Sudden Spoiling
1 Temple of the False God
1 Tower of the Magistrate
1 High Market
1 Kher Keep
1 Tectonic Edge
1 Reliquary Tower
1 Volrath's Stronghold
1 Bojuka Bog
1 Urborg, Tomb of Yawgmoth
1 Spinerock Knoll
1 Auntie's Hovel
1 Lavaclaw Reaches
1 Akoum Refuge
1 Tainted Peak
1 Dragonskull Summit
1 Rakdos Carnarium
1 Blackcleave Cliffs
1 Shadowblood Ridge
1 Graven Cairns
1 Badlands
1 Blood Crypt
1 Cavern of Souls
1 Sulferous Springs
1 Arid Mesa
1 Rocky Tar Pit
6 Mountain
5 Swamp
Card choices:
The Goblins
Mogg War Marshal, Beetleback Chief, Siege-Gang Commander, Goblin Marshal: Army builders. These are the guys that bring more goblins with them, all four are excellent. Copying with Kiki-Jiki or recurring them is one of the ways to assemble a board full of green men.
Weirding shaman: Mostly a mana sink to make more goblins. Occasionally useful as an expensive sac outlet.
Goblin Lackey, Warren Instigator: Dumping goblins into play for free is great. In my build I don't have as high a concentration of goblins as some, so you don't always have something to dump out but they are still great. People are worried by either of these, making them lightning rods for removal and hopefully clearing the way for the real threats. Double strike on the instigator makes him strong with pump or equipment as well.
Tuktuk Scrapper: Scrapper is simply the best artifact removal goblin. I've tried others and none of them do the job as well. He doesn't need to connect, no waiting for summoning sickness and no extra cost. Copying him with Kiki-Jiki destroys another two artifacts since both the original and the copy trigger.
Goblin Grenadiers: Recurring removal. Most people read this twice the first time they see it. Once when I play it and a second time when I sac it, because they assumed it said "or" instead of "and". Works well politically, as often someone will let them through in order to see big threats removed. Nice surprise value with haste as well.
Spikeshot Elder: One of those guys that can seem weak until you actually play with him. Without pumps he kills off utility guys, messes with combat math and provides a mana sink. If you get him out with a couple of lords or equipment he can simply kill your opponents. Silly with Jitte once it has some counters.
Goblin Sharpshooter: Machine gun. He keeps the board clear of X/1s, and turns every other death into damage. Can function similarly to goblin bombardment, letting you burn things out with your goblin tokens.
Gempalm Incinerator: Solid cantripping removal that you can recur with Wort.
Lightning Crafter: He taps to lightning bolt! Champion also lets you hide away Wort or another important goblin to come back after a board wipe. You can also pull him out of your library with Moggcatcher to counter targeted removal. Copying him with Kiki-Jiki lets you do the same thing. He also goes infinite with Kiki-Jiki and a sac outlet, but that is not an intended function of the deck.
Boggart Mob: Another army builder, if people can't stop you getting through with a few guys this gets out of control quickly. Has the same hide-a-goblin tricks as Lightning Crafter.
Mad Auntie, Goblin King, Goblin Warchief, Goblin Chieftain: The lords. Straightforward but important. Chieftan is the best because haste is so good.
Skirk Prospector, Goblin Chirurgeon: Sac outlets. Prospector can sometimes let you do silly things by providing you with extra mana. Chirgeon is excellent protection. Note that he can regenerate any creature, not just goblins.
Goblin Matron: One of the best cards in the deck. Because of all the goblin options, she provides you with the best tool when you need it. Recurring tutor! Tutor for Kiki-Jiki, then copy her to tutor again is a very strong play.
Goblin Wizard: Dropping goblins in for a free at instant speed is very good. Giving out pro white isn't relevant too often, but when it is, it's very good.
Kiki-Jiki, Mirror Breaker: Insane with just about anything.
Krenko, Mob Boss: Exciting new addition. This guy ramps your goblin count to lethal very quickly.
The other guys
Moggcatcher: One of the most dangerous cards in the deck. If not dealt with quickly, it will usually win you the game. Similarly to Matron, tutoring out Kiki-Jiki, then copying the catcher to tutor again is a powerful play.
Urabrask the Hidden: Another source of the critical haste, slowing down any blockers is a big plus.
Necrotic Ooze: A card I haven't seen played too often, the Ooze is amazing in a goblin deck. There are 14 abilities in my own deck to access, including ones like Kiki-Jiki and Krenko. Other people often have nifty toys for him as well, which can make him a really varied and fun creature to play with.
Phyrexian Plaguelord: Another sac outlet. I like his as a free way to use your tokens to kill off dangerous opposing creatures.
Patron of the Akki: The attacking bonus is pretty big. Goblin offering is what makes him good enough, since flashing him in eot and then swinging gives you a much bigged attack then people were ready for. He also swings for 7 by himself which is not too shabby.
Harvester of Souls: Running out of cards sucks, this guy keeps that from happening.
Anger: More haste!
My Trade Thread
My Trade Thread