RGBRGoblins PrimerRGBR
Through magic's history the little green men, that many love or hate, have appeared block after block and set after set. They just keep coming. The same way they play in the game: Endless swarms of goblins overwhelming your opponents.
As there are over 250 differnt goblins, one has to narrow the primer down to the more popular and poweful of goblins.
One Drops:
- Goblin Lackey - If there is a goblin that makes each Goblin deck better, it is Lackey. If he comes out turn one, and you connect turn two, the game is about to be short and in your favour.
- Goblin Guide - The second of the two 1cmc guys you should make an effort to get. He is a 2/2 haste for just R. It doesn't get much better than hiting your opponent before they can play a land. His second effect is negligible because of the goblins' speed.
- Mogg Fanatic - Until the M10 rule changes fixed him, he used to be a staple in Goblins, still he remains atleast good and keeps his old fame.
- Goblin Bushwacker - This fellow has 'fun' written all over him. He can give you wins out of nowhere and punishes bad play of opponents impetuously.
- Goblin Arsonist - Similar to Festering Goblin and Fanatic, at the cost of being less flexible outside combat, he can do the Fanatic's trick in combat.
- Skirk Prospector - A combo goblin. Some builds need mana more than a bunch of bodies. He enables game winning combo turns and speeds up the game.
- Spikeshot Elder - A newcomer from SoM, so nobody knows how good he is yet. He certainly looks promising with any type of pumping effect.
- Goblin Welder - A Vintage card, that in most Goblin lists isn't relevant, but there are tons of casual applications for his unique ability.
- Knucklebone Witch - One of the cards that profits from your other green ears biting the dust. great for playing casual with Patriarchs bidding(see below)
- Festering Goblin - Basically a suicide bomber. Again, Goblins have better options to spend 1 mana on, but for mono black decks, he's your guy. i would play arsonists over him any way since it also hits players.
Two Drops:
-Goblin wardriver - Mirrodin Besieged brought us this guy. for 2 mana he pumps your entire team when they attack. not to shaby for a version that makes lots of tokens.
- Ember Hauler - He's the new Mogg Fanatic, if anyone still remembers him. He's a bear with a Shock attached. Definitly worth playing.
- Vexing Shusher - Got a Counterspell problem?
- Warren Instigator - This guy is literally two Goblin Lackeys stuck together. His doublestrike is icing on the cake when paired with pumping.
- Goblin Piledriver- The staple two drop. He gets huge very fast. Protection from blue doesn't hurt, but most often isn't terribly relevant either(eccept that $100 bills can't touch him). Expect him or your opponent to have a short lifespan.
- Mogg War Marshal- A cheap effective way to get more goblins out. Nothing to sneeze at. In conjunction with Prospector he produces an additional mana.
- Stingscourger- Useful tempo card, to meddle with the op. or enable attacks. If you want to get damage out of him he allmost demands to get haste.
- Goblin Recruiter - This dude is so good he is banned in Legacy, think about that before adding him to your Casual deck. Essentially he lets you sort your deck - for two mana. He's an important part of the Food Chain combo, and at worst like 3-4 Wordly Tutors on legs.
- Bloodmark Mentor - Allthough he doesn't give any power boost, first strike can make him relevant.
- Bazaar Trader - Another goblin to build around. If you didn't know: You can target yourself and keep Threatened creatures.
- Tin Street Hooligan - If you play green and need to deal with artifacts on a regular basis.
- Goblin Outlander - use him to beat out white stuff.
- Nath's Buffoon - You play black and have problems with other green ears?
- Frogtosser Banneret - He makes your goblins cost less and has haste. See Goblin Warchief for the better verison.
Three Drops:
- Goblin Sharpshooter - Note that he can go into machine-gun mode when you sacrifce your own dudes, or during combat with multiple creatures put into the yard after combat damage has been dealt. He tends to deal the last 'few' points of damage and pings while you get there, he's also part of Food Chain (that doesn't trigger him!) combo.
- Flamewave Invoker - A nice finisher for budget decks that have longer games.
- Hearthfire Hobgoblin - Double strike means he profits a lot from pumping.
- Boggart Ram Gang - The Gang just barrels through everything. Haste and wither make 'em a threat the turn they hit the field.
- Zo-Zu the Punisher - An efficient way to deal damage to multiple opponents - even with a single one he's though. Oh, and if the op. plays fetches, punish him for it.
- Gempalm Incinerator - Instant speed, uncounterable spot removal that cantrips for two mana and comes with a worst case body? Sign me up. This guy is a staple for Goblins.
- Goblin Matron - The tutor for Goblins. What's not to like? A good four off in allmost every build.
- Goblin King - The classic lord from Alpha, outclassed by Goblin Chieftain and you've to be careful of opposing goblins, since they also get the boost.
- Goblin Chieftain - Second best lord, he grants haste and +1/+1 speeding up the clock.
- Goblin Warchief - The best goblin lord, because he's so sick in anything remotely comboish. He allows you to swarm faster in two ways.
-[card]Arms Dealer[/cards] - turns all your goblin's into [card]flame slash
- Four creatures off one card and five mana. Efficient and advantageous. He lets you throw goblins for two points of damage, essentially he brings up to 8 points of direct damage with him that can be used to control the board or end games. Silly when cheated into play with Lakey on turn two.
- Kiki-Jiki, Mirror Breaker- Lots of synergies with him and lots of enter the battlefield triggers to abuse. Don't underestimate this guy.
- Goblin Marshal - He puts 4 totkens into play in total. Siege-Gang is a better choice, but he's a useful budget option to reach critical mass.
- Wort, Boggart Auntie- Recycle's dead goblins. 'Nuff said.
- Boggart Mob - If you can get this guy out, and keep him there, you can easily win.
- Dragon fodder and krenko's command- Gives you two goblins for two mana. Mogg War Marshall is better, but this does the trick too, if needed.
- Goblin Warrens - Breed goblins.
- Empty the Warrens - It can make loads of goblins in decks built to support it.
- [card]Mogg Infestation[card] - Definitley a card for Casual Goblins. Nuke your field and double your goblin count. Look at this card with the quest, as they have nice synergy.
- Goblin Offensive - Lots of mana -> lots of goblins.
- Goblin Assault - An endless supply of goblins. carefull though since you have to attack even if its suicide.
- goblin grenade - A classic. Throw goblins at people.
- Boggart shennanigans - Deals damage when your guys die.
- Tar fire - Goblin Shock.
- Brightstone Ritual - Accelerate, accelerate, accelerate.
- Quest for the Goblin Lord - When this get charged up it gives +2/+0 all around. Playing five guys to charge it up is a simple for quest for Goblins, best played along some of the token producing cards. F.e. Siege-Gang alone brings 4/5 of the counters needed.
- Fodder Launch - Crud but effective removal + 5 dmaage for four mana.
- Warren Weirding - An Edict that has the added benefit of you being able to target yourself for an extra goblin.
- Dralnu's Crusade - Another lord effect.
- Coat of Arms - Huge pumps, the more goblins the bigger they are.
- Door of Destinies - A slight variation on Coat of Arms. It gets around sweepers, but doesn't count what you played before it.
- Eldrazi Monument - A new toy. It makes goblins indestructible to survive sweepers and gives them evasion in the form of flying, as well as a pump. You've to sacrifice a creature per turn but you should'nt need the bonus for more than two turns, as flying is a huge help to get the damage through.
- Æther Vial - Free uncounterable goblins. what more is there to say? Oh yeah, they come at instant speed.
- Skullclamp - Goblins, like most agro decks, tend to run out of steam, and Clamp really fixes that. Note this too is banned in Legacy and sometimes frowned upon in Casual.
- Thorn of Amethyst - Since most of your stuff is creatures, it's a viable option to mess with other decks. best against combbos that try to play lots of stuff fast
- Winter Orb - If you have a low enough curve this can be useful in the same way Thorn is. best against mana hungry control decks.
- Goblin Burrows - its a land that makes gobbos bigger
- Mutavault - Worth noting that it becomes a goblin.
- Rishadan Port - This land is used in goblins, usually monored, because it allows you to keep your opponents land tapped
- Wasteland / Strip Mine / Tectonic Edge - Similar to Port, they get rid of lands in a more permanent way. Be carefull on how many to play.
- Contested war zone - a risky card that tends to pay of well when it works. it givethe pottential to make huge swings early on, especially with swams of small creatures. what out for counterstrikesgrabbing your war zone or a quick flying beat stealing your land. as a quick stategy hint, if your oppoenent does steal it, always tap it for mana. mana burn doesn't exist any more and its one less mana your opponent hasat his/her disposal that turn
- Auntie's Hovel - A virtual Badlands as you almost always have a goblin at hand to reveal.
- Pendelhaven - It pumps your 1/1 goblins into 2/3s. It's useless after a lord comes down, but still good early game.
- Mogg Hollows - Stay away from them, unless you go for flavour.
Black:
- Smother / Terror / doom blade - Quick and easy removal, conditional but effective for things goblins can't plow through.
- Terminate - Unconditional removal, definitely better than the above.
- Profane Command - A good use of late game mana. Removal, Zombify, alpha strike, and direct damage options all have uses. Unlike in MBC, in Goblins alpha striking has a lot more oopmh.
- Duress / Thoughtseize / Inquisition of Kozilek / Cabal Therapy - Disruption to handle problematic cards. Therapy profits from Goblin's usual abundance of cheap & disposable volunteers.
- Patriarch's Bidding - A powerful mass reanimator for any tribe. It has spawned its own competitive archetype, see the "Bidding Goblins" in the deck section. Your opponents also get back stuff, so be carefull in Tribal matches, as not only you will profit.
Green:
- Food Chain - A combo piece, see "Food Chain Goblins" in the deck section. Unless you go for the whole combo, this card is nothign you want.
- Fecundity - A card advantage engine similar to Skullclamp, very good along side skullclamp, as well as a combo piece. See "Fecundity goblins" in the deck section.
- Ancient Grudge - Yes it's a red card, but flashback for G is what makes this card worth playing.
- Tarmogoyf - It pains me to see Tarmogoyf in Tribal decks but people do it.
- Krosan Grip - Uncounterable removal for artifacts and enchantments.
Goblins are absolutely capable of being a dominating force to be reckoned with, but there are a few things you have to look out for:
- Mass Removal: Goblins have a tendency to over-extend because of their number counting and generally fast approach, making them prime victims of large sweeping effects like Wrath of God or Earthquake et alii.
- Spot Removal: Goblins need to get out of the gates quickly, but most of them are small until you get lords online. Sadly this means that a deck running lots of small removal spells like burn, Path to Exile ect. are going to be tough to beat. More soe when they aim at your key Goblins, like f.e. a Piledriver.
In conclusion you have to be carefull in how much you can allow yourself to commit to board position against anything that has removal for multiple 'targets'. Cards that prodcue tokens or are resilent in other ways are good to counter-act this.
Exemplary for the third weakness is Engineered Plague, the Bane of Goblins and Merfolk and Elves and Goats, aka any weenie tribe. Goblins are small and giving them all -1/-1 indefinitely means half of them never even get to hit the field without a lord. But this is ofcourse not limited to enchantment based removal, longer players know how frustrating a Circle of Protection: Red can be. Red can not deal with enchantments, this a reason why some decks splash green or white.
Kiki-Jiki, Mirror Breaker + Skirk Prospector + Lightning Crafter
With those three in play you tap Kiki to put a token into play that is a copy of Crafter. You have to champion a goblin so you champion Kiki. As the token has haste, tap it to deal 3 damage. Then sacrifice it to Prospector for R. When the token leaves play champion kicks in bringing back Kiki - untaped. Repeat this as many times as you want for inifinte mana and damage.
You can also use Goblin Bombardment and Changling Berserker as substitutes.
Goblin Recruiter + Goblin Ringleader
Cast Recruiter, take what ever you want but make sure to stack Ringleader on top of four goblins. Next turn, draw Ringleader, cast him and get the top four cards of your deck into your hand. You can chain multiple Ringleaders after each another (Leader, three gobos, Leader, three gobos, Leader, three gobos, Leader, four gobos) this is part of the Food Chain combo. The Legacy primer surely explains this into detail.
Skullclamp + Mogg War Marshal
Cast War Marshal, you get a 1/1 token, as you probly won't want to pay the echo cost next turn so he's going to die any way, so Clamp him. You draw two cards plus get a replacement goblin token. that 2 cards plus 2 goblin tokens for 2R. Cheap and efficiencient. Also works with other goblin token producers.
Wort Boggart Auntie + Warren Weirding
Wort brings back a goblin at the beginning of each of your upkeeps - it doesn't say creature. so... bring back f.e. Warren Weirding. Either start striping away your opponents' creatures or continuously sac your own tokens to make them multiply.
Also works with the changling spells most notably Nameless Inversion
Notable sets and cards to look for when getting into Goblins:
- Duel Decks: Elves vs. Goblins
- Goblin Lackey from From the Vault: Exiled.
- List of promo goblins
- Lorwyn block prominently featured goblins. It is hard to open a pack from one of the four sets without seeing goblins.
- Onslaught block features many goblins.
- Zendikar block features many goblins.
- Kamigawa block had a goblin tribe but aside from Zozu and Kiki there isn't much exiting going on.
- Both Mirrodin blocks contain a number of goblins, some of which can be played.
- Every Core set has contained some number of goblins and most contain a goblin lord (usually Goblin King or Chieftain)
Deck Examples:
Here are some Goblin Decks to give an idea of how most goblin decks work and the vairous options available. Note that some cards in competitive decks are specific meta-calls for the tornament they were played in.
Legacy is the format which showcases most of the more powerful goblins together. Here's a fairly basic RB Goblins list (known as Vial Goblins) as an example:
As a general note, combo decks are harder to build and pilot than normal agro goblins. I suggest a lot of practicing with them.
RG Fecundity Goblins (a.k.a Kitty Goblins a.k.a Goblin Storm)
This deck uses Fecundity to draw a card every time a goblin dies. The idea is to use Goblin Sledder and Skirk Prospector to sacrifice your goblins, draw cards, play more goblins and eventually draw Empty the Warrens and get a lot of goblin to swing for lethal damage. If not, sacrifice those goblins for more mana and more cards, play more goblins and another larger Empty the Warrens. Also note that each time you sacrifice a goblin, you can untap Goblin Sharpshooter to deal and extra damage.
RG Food Chain Goblins
This deck is seen in both Legacy and Vintage. The Vintage one gets better because of the access to the Ringleader-Recruiter card advanatage engine. The idea behind it is to cast goblins then exile them for mana. since you get more mana out with food chain than you put in to cast them, eventually you work your way up to bigger goblins like Siege-Gang Commander, once you get enough goblins out, you attack and win (or use Sharpshooter).
Goblin Biddings gets its name from its key card, Patriarchs Bidding. Tt allows you to bring back every goblin in your graveyard. The deck functions like most other agro goblin decks with the exception of abusing sacrifice effects more and having that extra bang later in the game. It's only partially a combo but its close.
Standard is the most popular format right now, but with the recent rotation, it's hard to tell where it's going presently. Still, here is a 'Goblins' deck even though it runs quite a few non-goblins.
Here is a general outline for a goblin deck. By no means is it the be all end all recipe or you had to strictly follow it. It is mearly a suggestion, however you should make an effort to run a large number of creatures:
8+ one drops
4-8 two drops
8 lord effects
4 tutors effects
4 Removal goblins
2-4 high end goblins
4 removal spells
~4-6 "metagame" slots
20-24 (lands depending on your curve)
Also note that Goblins can fill multiple rolls on this list freeing up more space to play around. F.e. Ember Hauler fills a two drop slot, as well as a removal slot. Siege-Gang Commander does the same, except for the high cost slot.
As an example here is a more casual list (as opposed to the previous lists which all run the same ~35 cards over and over)
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Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
+1 internets to you sir as i wanted a goblin primer when i made my goblin deck but was forced to look at every card on my own and at decks to see what is good.
Very nice post. Also, on the list of helpful splash cards, be sure to include doubling season! That, in addition with skirk prospector and goblin warrens means infinite goblin tokens! (or infinite red mana, whichever you'd prefer).
Throw in a goblin sledder and that's also infinite +1/+0 pumps!
Also, you gots to have Lightning Bolt in there for spells.
Besides that, looks *****in'.
DRum
Lightning bolt is there, in the casual budget deck. Non-casual versions don't have room for it.
I don't play much Goblins but Toady seems really bad, 2/2 for 2 with a drawback? There are much better options. Quest, like all the other quests, aren't good. Too win-more and they are all terrible topdecks. Better one-drops than Raging Goblin too like Prospector and Fanatic.
OP: I just skimmed through it but it looks very solid.I think you should format the decks a little better though so that it's easier to read.
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Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Great job, some nice options in there. My friends don't like playing against my Goblins; I might try some of the more casual ones in the places of Lackey, Vial, and Piledriver.
I don't know if you plan on including sideboard options (I suppose most casual players don't use one anyway).
Pithing Needle
Anarchy / Perish
Earwig Squad
Red Elemental Blast / Pyroblast
Leyline of the Void / Tormod's Crypt
Pyrokinesis
Lightning bolt is there, in the casual budget deck. Non-casual versions don't have room for it.
I beg to differ. I run them in my mono-red build (and many others do too, with lots of success) and they're great for clearing the way for Lackey or dealing the last few points of damage. Sure you have to draw into em since Ringleader doesn't pull em and they're untutorable, but one and a Lackey in your opening hand oftentimes means gg.
Mono red's manabase should be able to support Wastes / Ports / Tectonic Edge with no trouble (besides budget). Goblin Chieftan > Goblin King. Equips are bad in Goblins (tempo loss, dilution of your Ringleader count). If you really want to run Skullclamp, Mogg War Marshal goes nicely with it (and any other sac effects, for that matter - like your Goblin Grenades and SGC). You'll want more removal than just the bolts - try Gempalm Incinerator and maybe 1-2 Stingscourgers. AEther Vial makes Goblins broken if you can afford it. And any reason you aren't running a set of Matrons? They're pretty invaluable for tutoring up Ringleaders or answers or whatever else you need, and off an Instigator, you can Matron -> find SGC/whatever -> play it.
Mono red's manabase should be able to support Wastes / Ports / Tectonic Edge with no trouble (besides budget). Goblin Chieftan > Goblin King. Equips are bad in Goblins (tempo loss, dilution of your Ringleader count). If you really want to run Skullclamp, Mogg War Marshal goes nicely with it (and any other sac effects, for that matter - like your Goblin Grenades and SGC). You'll want more removal than just the bolts - try Gempalm Incinerator and maybe 1-2 Stingscourgers. AEther Vial makes Goblins broken if you can afford it. And any reason you aren't running a set of Matrons? They're pretty invaluable for tutoring up Ringleaders or answers or whatever else you need, and off an Instigator, you can Matron -> find SGC/whatever -> play it.
well i kno i should take out the equipments, i just put them there for fun. ill probably take them out for 2 matrons. on the other removal i dont know what i would take out to put incinerator and stingscourger
I've been working on a goblin Sacrifice deck for a year or two and it plays out fine except I think it plays out kinda slow, like I'm not getting enough 1/1 goblins out fast enough. I would be very thankful for any tips.
I like Mogg War Marshall but I don't know what I should get rid of for it.
I don't really like the first 2 because I'm allredy sacrificing creatures for damage. the Siege-Gang Commander cost 5 mana witch seams too high to me.
Edit: I didn't see Gempalm Incinerator before. I would love to place 2 of those in the deck.
SGC is definitely worth the 5 mana investment, and skirk prospector helps you get the mana you need and gives you a sac outlet to trigger your Boggart Shenanigans.
The idea of this deck is to get a Sensation Gorger and an Uba Mask and lock your opponent out of their hand and then either killing them with a swarm of goblins or milling them out with the mask. I really need more cards that would help this strategy work. I'm willing to splash if there is a card that REALLY fits the theme (considering black, for instance). I know this idea is ridiculous, but I really want to make it work (even if it works less than often).
I use a Goblin deck that I only really use against my brother. He uses an elf deck focused around Joraga Warcaller, and we're pretty evenly matched usually. I'd like to gain some kind of upper hand on him, so I decided to edit my deck, and I'd appreciate input on the following. I've considered a few other cards, but can't seem to find room for them.
Joraga Warcaller is a pretty hard card to play around if he's using it right. The big problem is his ability to pump Elves up to be so large, so you're either going to have to win in the first couple turns (not likely), or pack some extra hate to kill off his mana ramp creatures. I would recommend some more burn spells, or, if you're managing to get your lords out early enough, mass removal. The big problem is that both decks use similar strategies, so it becomes a swarm race.
The primer seems to be missing Mudbutton Torchrunner and Goblin Grenade unless I just can't read. Both are very good options for Goblins, and are expecially potent together. (At least in Casual)
I use a Goblin deck that I only really use against my brother. He uses an elf deck focused around Joraga Warcaller, and we're pretty evenly matched usually. I'd like to gain some kind of upper hand on him, so I decided to edit my deck, and I'd appreciate input on the following. I've considered a few other cards, but can't seem to find room for them.
Consider adding more Ringleaders and Matrons. They're pretty invaluable for maintaining CA and searching up threats/answers.
If your budget allows, AEther Vial, Lackey, and Piledriver are great (maybe not Piledriver in this case, as he'll just get chump blocked). Gempalm Incinerator is amazing - removal that cantrips for 1R.
You can use AEther Vial to bounce Warcaller with Stingscourger at instant speed. Pyrokinesis and Lightning Bolt might help to clear the board. Goblin Sharpshooter is MVP here, since most elves are 1/1. He alone would win you this matchup.
Quest is too slow and isn't a Goblin.
Black isn't getting you a whole lot. Chieftain is superior to Mad Auntie and Frogtosser, and Warchief is better than both. Terminate is too costly (unless late-game Warcallers are a big problem) and isn't a Goblin, unlike Gempalm/Tarfire. You might consider going mono red for more consistency, especially without fetches, since having the right mana is absolutely crucial.
If you're allowed to play Recruiter, you could splash green for Food Chain and win pretty early and consistently.
Not a fan of Arsonist (or Fanatic either tbh, although I know some still like Fanatic for some reason and I suppose he could kill an early Llanowar/Fyndhorn/Heritage.) If you can't afford Lackeys, Goblin Guide is a decent replacement.
This is my first post, so forgive me if the formatting goes wrong, or anything like that.
My first pre-con deck i bought was a scourge goblin deck, and i just digged it out of a corner and want to rebuild it. I wanted to get your advice, if i may.
Keep in mind this is just a rough set list, please.
RGBR Goblins Primer RGBR
Through magic's history the little green men, that many love or hate, have appeared block after block and set after set. They just keep coming. The same way they play in the game: Endless swarms of goblins overwhelming your opponents.
As there are over 250 differnt goblins, one has to narrow the primer down to the more popular and poweful of goblins.
One Drops:
- Goblin Lackey - If there is a goblin that makes each Goblin deck better, it is Lackey. If he comes out turn one, and you connect turn two, the game is about to be short and in your favour.
- Goblin Guide - The second of the two 1cmc guys you should make an effort to get. He is a 2/2 haste for just R. It doesn't get much better than hiting your opponent before they can play a land. His second effect is negligible because of the goblins' speed.
- Mogg Fanatic - Until the M10 rule changes fixed him, he used to be a staple in Goblins, still he remains atleast good and keeps his old fame.
- Goblin Bushwacker - This fellow has 'fun' written all over him. He can give you wins out of nowhere and punishes bad play of opponents impetuously.
- Goblin Arsonist - Similar to Festering Goblin and Fanatic, at the cost of being less flexible outside combat, he can do the Fanatic's trick in combat.
- Skirk Prospector - A combo goblin. Some builds need mana more than a bunch of bodies. He enables game winning combo turns and speeds up the game.
- Spikeshot Elder - A newcomer from SoM, so nobody knows how good he is yet. He certainly looks promising with any type of pumping effect.
- Goblin Welder - A Vintage card, that in most Goblin lists isn't relevant, but there are tons of casual applications for his unique ability.
- Knucklebone Witch - One of the cards that profits from your other green ears biting the dust. great for playing casual with Patriarchs bidding(see below)
- Festering Goblin - Basically a suicide bomber. Again, Goblins have better options to spend 1 mana on, but for mono black decks, he's your guy. i would play arsonists over him any way since it also hits players.
Two Drops:
-Goblin wardriver - Mirrodin Besieged brought us this guy. for 2 mana he pumps your entire team when they attack. not to shaby for a version that makes lots of tokens.
- Ember Hauler - He's the new Mogg Fanatic, if anyone still remembers him. He's a bear with a Shock attached. Definitly worth playing.
- Vexing Shusher - Got a Counterspell problem?
- Warren Instigator - This guy is literally two Goblin Lackeys stuck together. His doublestrike is icing on the cake when paired with pumping.
- Goblin Piledriver- The staple two drop. He gets huge very fast. Protection from blue doesn't hurt, but most often isn't terribly relevant either(eccept that $100 bills can't touch him). Expect him or your opponent to have a short lifespan.
- Mogg War Marshal- A cheap effective way to get more goblins out. Nothing to sneeze at. In conjunction with Prospector he produces an additional mana.
- Stingscourger- Useful tempo card, to meddle with the op. or enable attacks. If you want to get damage out of him he allmost demands to get haste.
- Goblin Recruiter - This dude is so good he is banned in Legacy, think about that before adding him to your Casual deck. Essentially he lets you sort your deck - for two mana. He's an important part of the Food Chain combo, and at worst like 3-4 Wordly Tutors on legs.
- Bloodmark Mentor - Allthough he doesn't give any power boost, first strike can make him relevant.
- Bazaar Trader - Another goblin to build around. If you didn't know: You can target yourself and keep Threatened creatures.
- Tin Street Hooligan - If you play green and need to deal with artifacts on a regular basis.
- Goblin Outlander - use him to beat out white stuff.
- Nath's Buffoon - You play black and have problems with other green ears?
- Frogtosser Banneret - He makes your goblins cost less and has haste. See Goblin Warchief for the better verison.
Three Drops:
- Goblin Sharpshooter - Note that he can go into machine-gun mode when you sacrifce your own dudes, or during combat with multiple creatures put into the yard after combat damage has been dealt. He tends to deal the last 'few' points of damage and pings while you get there, he's also part of Food Chain (that doesn't trigger him!) combo.
- Flamewave Invoker - A nice finisher for budget decks that have longer games.
- Hearthfire Hobgoblin - Double strike means he profits a lot from pumping.
- Boggart Ram Gang - The Gang just barrels through everything. Haste and wither make 'em a threat the turn they hit the field.
- Zo-Zu the Punisher - An efficient way to deal damage to multiple opponents - even with a single one he's though. Oh, and if the op. plays fetches, punish him for it.
- Gempalm Incinerator - Instant speed, uncounterable spot removal that cantrips for two mana and comes with a worst case body? Sign me up. This guy is a staple for Goblins.
- Goblin Matron - The tutor for Goblins. What's not to like? A good four off in allmost every build.
- Goblin King - The classic lord from Alpha, outclassed by Goblin Chieftain and you've to be careful of opposing goblins, since they also get the boost.
- Goblin Chieftain - Second best lord, he grants haste and +1/+1 speeding up the clock.
- Goblin Warchief - The best goblin lord, because he's so sick in anything remotely comboish. He allows you to swarm faster in two ways.
-[card]Arms Dealer[/cards] - turns all your goblin's into [card]flame slash
- allowing you to remove blockers and other pests.
- -rummaging goblin - looting is new to red. here it is on a goblin
-
- - Boggart Harbinger - This guy doesn't get played alot since Goblin Matron is just better, he's however a good option on a budget or in non-red decks.
- - Mad Auntie - The black goblin lord.
- Four and Higher a.k.a the bigger guns
- - Goblin Ringleader - This is the card advantage engine of Goblins. It has excellent synergy with Recruiter and Kiki-Jiki.
- - Lightning crafter - A repeatable Lightning Bolt, often comboed with Kiki-Jiki. I'll come to that under Notable Synergies.
- - Murderous Redcap - Damage and bodies, profits from lord effects.
- Goblin Ruinblaster - If people in your playgroup play toomany expensive lands just blow them up. Fetches are bad targets.
- - Boartusk Liege - This dude is on the larger end as 3/4 trample. Even better he pumps most goblins and some from Shadowmoor even twice.
- - Goblin Pyromancer - Use him to alpha-strike. +3/+0 to everyone should win you the game. Good for killing multiple people at once.
- -krenko, mob boss - utterly bomby doubles your goblin count each turn.
- - [cards]Siege-Gang Commander
- Four creatures off one card and five mana. Efficient and advantageous. He lets you throw goblins for two points of damage, essentially he brings up to 8 points of direct damage with him that can be used to control the board or end games. Silly when cheated into play with Lakey on turn two.- Kiki-Jiki, Mirror Breaker- Lots of synergies with him and lots of enter the battlefield triggers to abuse. Don't underestimate this guy.
- Goblin Marshal - He puts 4 totkens into play in total. Siege-Gang is a better choice, but he's a useful budget option to reach critical mass.
- Wort, Boggart Auntie- Recycle's dead goblins. 'Nuff said.
- Boggart Mob - If you can get this guy out, and keep him there, you can easily win.
- Dragon fodder and krenko's command- Gives you two goblins for two mana. Mogg War Marshall is better, but this does the trick too, if needed.
- Goblin Warrens - Breed goblins.
- Empty the Warrens - It can make loads of goblins in decks built to support it.
- [card]Mogg Infestation[card] - Definitley a card for Casual Goblins. Nuke your field and double your goblin count. Look at this card with the quest, as they have nice synergy. - Goblin Offensive - Lots of mana -> lots of goblins.
- Goblin Assault - An endless supply of goblins. carefull though since you have to attack even if its suicide. - goblin grenade - A classic. Throw goblins at people.
- Boggart shennanigans - Deals damage when your guys die.
- Tar fire - Goblin Shock.
- Brightstone Ritual - Accelerate, accelerate, accelerate.
- Quest for the Goblin Lord - When this get charged up it gives +2/+0 all around. Playing five guys to charge it up is a simple for quest for Goblins, best played along some of the token producing cards. F.e. Siege-Gang alone brings 4/5 of the counters needed.
- Fodder Launch - Crud but effective removal + 5 dmaage for four mana.
- Warren Weirding - An Edict that has the added benefit of you being able to target yourself for an extra goblin.
- Dralnu's Crusade - Another lord effect.
- Coat of Arms - Huge pumps, the more goblins the bigger they are. - Door of Destinies - A slight variation on Coat of Arms. It gets around sweepers, but doesn't count what you played before it.
- Eldrazi Monument - A new toy. It makes goblins indestructible to survive sweepers and gives them evasion in the form of flying, as well as a pump. You've to sacrifice a creature per turn but you should'nt need the bonus for more than two turns, as flying is a huge help to get the damage through. - Æther Vial - Free uncounterable goblins. what more is there to say? Oh yeah, they come at instant speed.
- Skullclamp - Goblins, like most agro decks, tend to run out of steam, and Clamp really fixes that. Note this too is banned in Legacy and sometimes frowned upon in Casual.
- Thorn of Amethyst - Since most of your stuff is creatures, it's a viable option to mess with other decks. best against combbos that try to play lots of stuff fast
- Winter Orb - If you have a low enough curve this can be useful in the same way Thorn is. best against mana hungry control decks.
- Goblin Burrows - its a land that makes gobbos bigger
- Mutavault - Worth noting that it becomes a goblin.
- Rishadan Port - This land is used in goblins, usually monored, because it allows you to keep your opponents land tapped
- Wasteland / Strip Mine / Tectonic Edge - Similar to Port, they get rid of lands in a more permanent way. Be carefull on how many to play.
- Contested war zone - a risky card that tends to pay of well when it works. it givethe pottential to make huge swings early on, especially with swams of small creatures. what out for counterstrikesgrabbing your war zone or a quick flying beat stealing your land. as a quick stategy hint, if your oppoenent does steal it, always tap it for mana. mana burn doesn't exist any more and its one less mana your opponent hasat his/her disposal that turn
- Auntie's Hovel - A virtual Badlands as you almost always have a goblin at hand to reveal.
- Pendelhaven - It pumps your 1/1 goblins into 2/3s. It's useless after a lord comes down, but still good early game. - Mogg Hollows - Stay away from them, unless you go for flavour.
Black:
- Smother / Terror / doom blade - Quick and easy removal, conditional but effective for things goblins can't plow through.
- Terminate - Unconditional removal, definitely better than the above.
- Profane Command - A good use of late game mana. Removal, Zombify, alpha strike, and direct damage options all have uses. Unlike in MBC, in Goblins alpha striking has a lot more oopmh.
- Duress / Thoughtseize / Inquisition of Kozilek / Cabal Therapy - Disruption to handle problematic cards. Therapy profits from Goblin's usual abundance of cheap & disposable volunteers.
- Patriarch's Bidding - A powerful mass reanimator for any tribe. It has spawned its own competitive archetype, see the "Bidding Goblins" in the deck section. Your opponents also get back stuff, so be carefull in Tribal matches, as not only you will profit.
Green: - Food Chain - A combo piece, see "Food Chain Goblins" in the deck section. Unless you go for the whole combo, this card is nothign you want.
- Fecundity - A card advantage engine similar to Skullclamp, very good along side skullclamp, as well as a combo piece. See "Fecundity goblins" in the deck section. - Ancient Grudge - Yes it's a red card, but flashback for G is what makes this card worth playing.
- Tarmogoyf - It pains me to see Tarmogoyf in Tribal decks but people do it. - Krosan Grip - Uncounterable removal for artifacts and enchantments.
Goblins are absolutely capable of being a dominating force to be reckoned with, but there are a few things you have to look out for:
- Mass Removal: Goblins have a tendency to over-extend because of their number counting and generally fast approach, making them prime victims of large sweeping effects like Wrath of God or Earthquake et alii.
- Spot Removal: Goblins need to get out of the gates quickly, but most of them are small until you get lords online. Sadly this means that a deck running lots of small removal spells like burn, Path to Exile ect. are going to be tough to beat. More soe when they aim at your key Goblins, like f.e. a Piledriver.
In conclusion you have to be carefull in how much you can allow yourself to commit to board position against anything that has removal for multiple 'targets'. Cards that prodcue tokens or are resilent in other ways are good to counter-act this.
Exemplary for the third weakness is Engineered Plague, the Bane of Goblins and Merfolk and Elves and Goats, aka any weenie tribe. Goblins are small and giving them all -1/-1 indefinitely means half of them never even get to hit the field without a lord. But this is ofcourse not limited to enchantment based removal, longer players know how frustrating a Circle of Protection: Red can be. Red can not deal with enchantments, this a reason why some decks splash green or white.
Kiki-Jiki, Mirror Breaker + Skirk Prospector + Lightning Crafter
With those three in play you tap Kiki to put a token into play that is a copy of Crafter. You have to champion a goblin so you champion Kiki. As the token has haste, tap it to deal 3 damage. Then sacrifice it to Prospector for R. When the token leaves play champion kicks in bringing back Kiki - untaped. Repeat this as many times as you want for inifinte mana and damage. You can also use Goblin Bombardment and Changling Berserker as substitutes.
Goblin Recruiter + Goblin Ringleader
Cast Recruiter, take what ever you want but make sure to stack Ringleader on top of four goblins. Next turn, draw Ringleader, cast him and get the top four cards of your deck into your hand. You can chain multiple Ringleaders after each another (Leader, three gobos, Leader, three gobos, Leader, three gobos, Leader, four gobos) this is part of the Food Chain combo. The Legacy primer surely explains this into detail.
Skullclamp + Mogg War Marshal Cast War Marshal, you get a 1/1 token, as you probly won't want to pay the echo cost next turn so he's going to die any way, so Clamp him. You draw two cards plus get a replacement goblin token. that 2 cards plus 2 goblin tokens for 2R. Cheap and efficiencient. Also works with other goblin token producers.
Wort Boggart Auntie + Warren Weirding
Wort brings back a goblin at the beginning of each of your upkeeps - it doesn't say creature. so... bring back f.e. Warren Weirding. Either start striping away your opponents' creatures or continuously sac your own tokens to make them multiply. Also works with the changling spells most notably Nameless Inversion
Some off-site articles for Goblin players:
- Drakdrium13's Mtg: Top 30 Goblins
- Salient's Faces of Legacy: Goblins
- Dan Paskins' A Guide to Goblins - Noel deCordova's Goblin Fruit Salad
- Adam Styborski's The Goblin Compass
- Mark Rosewater's Mons made me do it - Sean McKeown's Magical Hack – Goblin Lore
Notable sets and cards to look for when getting into Goblins:
- Duel Decks: Elves vs. Goblins
- Goblin Lackey from From the Vault: Exiled.
- List of promo goblins
- Lorwyn block prominently featured goblins. It is hard to open a pack from one of the four sets without seeing goblins. - Onslaught block features many goblins.
- Zendikar block features many goblins.
- Kamigawa block had a goblin tribe but aside from Zozu and Kiki there isn't much exiting going on.
- Both Mirrodin blocks contain a number of goblins, some of which can be played. - Every Core set has contained some number of goblins and most contain a goblin lord (usually Goblin King or Chieftain)
Deck Examples:
Here are some Goblin Decks to give an idea of how most goblin decks work and the vairous options available. Note that some cards in competitive decks are specific meta-calls for the tornament they were played in.
Legacy is the format which showcases most of the more powerful goblins together. Here's a fairly basic RB Goblins list (known as Vial Goblins) as an example:
3x Goblin Chieftain
4x Goblin Lackey
4x Goblin Matron
4x Goblin Piledriver
4x Goblin Ringleader
4x Goblin Warchief
2x Siege-Gang Commander
1x Stingscourger
2x Warren Instigator
2x Warren Weirding
4x Aether Vial
1x Arid Mesa
2x Badlands
4x Bloodstained Mire
3x Rishadan Port
1x Scalding Tarn
1x Swamp
4x Wasteland
1x Goblin Sharpshooter
1x Goblin Tinkerer
1x Vexing Shusher
1x Anarchy
1x Nature's Ruin
2x Perish
3x Chalice of the Void
2x Thorn of Amethyst
As a general note, combo decks are harder to build and pilot than normal agro goblins. I suggest a lot of practicing with them.
RG Fecundity Goblins (a.k.a Kitty Goblins a.k.a Goblin Storm)
This deck uses Fecundity to draw a card every time a goblin dies. The idea is to use Goblin Sledder and Skirk Prospector to sacrifice your goblins, draw cards, play more goblins and eventually draw Empty the Warrens and get a lot of goblin to swing for lethal damage. If not, sacrifice those goblins for more mana and more cards, play more goblins and another larger Empty the Warrens. Also note that each time you sacrifice a goblin, you can untap Goblin Sharpshooter to deal and extra damage.
2x Goblin Sharpshooter
4x Goblin Sledder
4x Goblin Warchief
4x Mogg Fanatic
4x Mogg War Marshal
4x Skirk Prospector
4x Rite of Flame
4x Fecundity
3x Chrome Mox
1x Blood Crypt
4x Bloodstained Mire
3x Mountain
1x Pendelhaven
3x Stomping Ground
4x Wooded Foothills
RG Food Chain Goblins
This deck is seen in both Legacy and Vintage. The Vintage one gets better because of the access to the Ringleader-Recruiter card advanatage engine. The idea behind it is to cast goblins then exile them for mana. since you get more mana out with food chain than you put in to cast them, eventually you work your way up to bigger goblins like Siege-Gang Commander, once you get enough goblins out, you attack and win (or use Sharpshooter).
4x Goblin Lackey
4x Goblin Matron
4x Goblin Piledriver
4x Goblin Recruiter
4x Goblin Ringleader
1x Goblin Sharpshooter
4x Goblin Warchief
2x Siege-Gang Commander
2x Skirk Prospector
4x Food Chain
1x Black Lotus
1x Lotus Petal
1x Mox Ruby
1x Sol Ring
7x Mountain
1x Strip Mine
4x Taiga
4x Wasteland
4x Wooded Foothills
2x Gempalm Incinerator
4x Naturalize
3x Pyroblast
1x Pyrokinesis
3x Blood Moon
RB Goblin Biddings
Goblin Biddings gets its name from its key card, Patriarchs Bidding. Tt allows you to bring back every goblin in your graveyard. The deck functions like most other agro goblin decks with the exception of abusing sacrifice effects more and having that extra bang later in the game. It's only partially a combo but its close.
4x Frogtosser Banneret
3x Gempalm Incinerator
4x Goblin Matron
4x Goblin Piledriver
1x Goblin Pyromancer
4x Goblin Ringleader
1x Goblin Sharpshooter
4x Goblin Warchief
4x Mogg Fanatic
4x Skirk Prospector
2x Patriarch's Bidding
4x Auntie's Hovel
2x Blood Crypt
4x Bloodstained Mire
4x Mountain
2x Mutavault
1x Pendelhaven
2x Wooded Foothills
2x Earwig Squad
1x Goblin King
1x Lightning Crafter
4x Cabal Therapy
3x Tormod's Crypt
Standard is the most popular format right now, but with the recent rotation, it's hard to tell where it's going presently. Still, here is a 'Goblins' deck even though it runs quite a few non-goblins.
4x Goblin Bushwhacker
4x Goblin Chieftain
4x Goblin Guide
4x Memnite
3x Tunnel Ignus
4x Lightning Bolt
2x Devastating Summons
3x Forked Bolt
3x Kuldotha Rebirth
2x Panic Spellbomb
2x Smoldering Spires
4x Teetering Peaks
Here is a general outline for a goblin deck. By no means is it the be all end all recipe or you had to strictly follow it. It is mearly a suggestion, however you should make an effort to run a large number of creatures:
8+ one drops
4-8 two drops
8 lord effects 4 tutors effects
4 Removal goblins
2-4 high end goblins
4 removal spells ~4-6 "metagame" slots
20-24 (lands depending on your curve)
Also note that Goblins can fill multiple rolls on this list freeing up more space to play around. F.e. Ember Hauler fills a two drop slot, as well as a removal slot. Siege-Gang Commander does the same, except for the high cost slot.
As an example here is a more casual list (as opposed to the previous lists which all run the same ~35 cards over and over)
4x Mogg Fanatic
2x Skirk Prospector
4x Mogg War Marshal
2x Ember Hauler
4x Goblin Chieftain
4x Mad auntie
4x Boggart Harbinger
1x Kiki Jiki, Mirror Breaker
1x Lighting Crafter
4x Warren Weirding
2x Lighting Bolt
8x Mountain
4x Swamp
4x Graven Cairn
2x Mutavault
To Be added: Facing other tribes and decks(elves, zombies, MUC, discard and angel?)
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ill post my deck sometime later in the thread.
For budget goblins, I was surprised to not see: Goblin Cadets, Raging Goblin, Mogg Flunkies, Mogg Toady, Quest for the Goblin Lord.
Also, you gots to have Lightning Bolt in there for spells.
Besides that, looks *****in'.
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Throw in a goblin sledder and that's also infinite +1/+0 pumps!
I don't play much Goblins but Toady seems really bad, 2/2 for 2 with a drawback? There are much better options. Quest, like all the other quests, aren't good. Too win-more and they are all terrible topdecks. Better one-drops than Raging Goblin too like Prospector and Fanatic.
OP: I just skimmed through it but it looks very solid.I think you should format the decks a little better though so that it's easier to read.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
lighting bolt i didn't include because its a general red card and just a general staple not really a goblin card.
whats the point to mogg toady?
i'll add some of the other things later. im out for the night but i'll add it when i get a chance
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Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Ebay Stuff
4 lightning bolt
4 goblin grenade
1 skullclamp
1 sword of light and shadow
3 goblin lackey
2 goblin bushwhacker (here untill i get more piledrivers)
4 goblin recruiter
3 warren instigator
1 goblin piledriver
4 goblin king
4 goblin ringleader
3 siege-gang commander
post any comments or suggestions if u want
and a better mogg toady would be mogg flunkies
I don't know if you plan on including sideboard options (I suppose most casual players don't use one anyway).
Pithing Needle
Anarchy / Perish
Earwig Squad
Red Elemental Blast / Pyroblast
Leyline of the Void / Tormod's Crypt
Pyrokinesis
I beg to differ. I run them in my mono-red build (and many others do too, with lots of success) and they're great for clearing the way for Lackey or dealing the last few points of damage. Sure you have to draw into em since Ringleader doesn't pull em and they're untutorable, but one and a Lackey in your opening hand oftentimes means gg.
Mono red's manabase should be able to support Wastes / Ports / Tectonic Edge with no trouble (besides budget). Goblin Chieftan > Goblin King. Equips are bad in Goblins (tempo loss, dilution of your Ringleader count). If you really want to run Skullclamp, Mogg War Marshal goes nicely with it (and any other sac effects, for that matter - like your Goblin Grenades and SGC). You'll want more removal than just the bolts - try Gempalm Incinerator and maybe 1-2 Stingscourgers. AEther Vial makes Goblins broken if you can afford it. And any reason you aren't running a set of Matrons? They're pretty invaluable for tutoring up Ringleaders or answers or whatever else you need, and off an Instigator, you can Matron -> find SGC/whatever -> play it.
Legacy Gobbyboogers R
well i kno i should take out the equipments, i just put them there for fun. ill probably take them out for 2 matrons. on the other removal i dont know what i would take out to put incinerator and stingscourger
here's the list of cards in my deck
1 Goblin king
1 Goblin Chieftain
1 Patron of the Akki
1 Goblin Goon
1 Goblin lookout
1 Goblin General
1 Goblin Taskmaster
2 Goblin Matron
2 Goblin Chirurgeon
2 Fodder Cannon
2 Skull catapult
2 Akki Drillmaster
2 Goblin warchief
2 Dragon Fodder
2 Empty the Warrens
2 Frenzied Goblin
2 Goblin Cavaliers
2 Boggart Shenanigans
2 Goblin Offensive
4 Reckless One
4 Dogpile
PS: I only plan on buying about $5 worth of cards to improve this deck unless it's a really good card.
EDIT: here's a list of other goblin cards I own that might work better but I don't know what to replace for them.
Cavaliers or Reckless one are creatures can be removed or reduced in number. Skull catapult and Fodder Cannon are also options.
What kind of lands are you playing? Goblin Burrows and/or Teetering Peeks might be good for you as well.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
I like Mogg War Marshall but I don't know what I should get rid of for it.
I don't really like the first 2 because I'm allredy sacrificing creatures for damage. the Siege-Gang Commander cost 5 mana witch seams too high to me.
Edit: I didn't see Gempalm Incinerator before. I would love to place 2 of those in the deck.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
What ones should I remove from the current deck?
4 Sensation Gorger
4 Boggart Forager
4 Goblin King
4 Goblin Recruiter
4 Goblin Guide
4 Skirk Prospector
4 Tarfire
4 Lightning Bolt
4 Browbeat
20 Mountain
The idea of this deck is to get a Sensation Gorger and an Uba Mask and lock your opponent out of their hand and then either killing them with a swarm of goblins or milling them out with the mask. I really need more cards that would help this strategy work. I'm willing to splash if there is a card that REALLY fits the theme (considering black, for instance). I know this idea is ridiculous, but I really want to make it work (even if it works less than often).
If you suggest a card to add to a deck, suggest one to take out as well.
4x Knucklebone Witch
4x Mad Auntie
3x Mogg Fanatic
3x Frogtosser Banneret
2x Goblin Arsonist
2x Goblin Recruiter
2x Goblin Ringleader
3x Goblin Piledriver
2x Goblin Matron
2x Warren Instigator
2x Wort, Boggart Auntie
2x Siege-Gang Commander
4x Tarfire
4x Terminate
2x Quest for the Goblin Lord
Land (19)
4x Auntie's Hovel
8x Mountain
7x Swamp
Goblin Grenadeunless I just can't read. Both are very good options for Goblins, and are expecially potent together. (At least in Casual)EDIT: Missed Goblin Grenade. Still, no Mudbutton?
Consider adding more Ringleaders and Matrons. They're pretty invaluable for maintaining CA and searching up threats/answers.
If your budget allows, AEther Vial, Lackey, and Piledriver are great (maybe not Piledriver in this case, as he'll just get chump blocked).
Gempalm Incinerator is amazing - removal that cantrips for 1R.
You can use AEther Vial to bounce Warcaller with Stingscourger at instant speed.
Pyrokinesis and Lightning Bolt might help to clear the board.
Goblin Sharpshooter is MVP here, since most elves are 1/1. He alone would win you this matchup.
Quest is too slow and isn't a Goblin.
Black isn't getting you a whole lot. Chieftain is superior to Mad Auntie and Frogtosser, and Warchief is better than both. Terminate is too costly (unless late-game Warcallers are a big problem) and isn't a Goblin, unlike Gempalm/Tarfire. You might consider going mono red for more consistency, especially without fetches, since having the right mana is absolutely crucial.
If you're allowed to play Recruiter, you could splash green for Food Chain and win pretty early and consistently.
Not a fan of Arsonist (or Fanatic either tbh, although I know some still like Fanatic for some reason and I suppose he could kill an early Llanowar/Fyndhorn/Heritage.) If you can't afford Lackeys, Goblin Guide is a decent replacement.
Legacy Gobbyboogers R
My first pre-con deck i bought was a scourge goblin deck, and i just digged it out of a corner and want to rebuild it. I wanted to get your advice, if i may.
Keep in mind this is just a rough set list, please.
4 Siege-Gang Commander
3 Tuktuk the Explorer
1 Reckless One
1 Goblin Chieftain
1 Goblin Warchief
2 Goblin Lackey
2 Mogg War Marshal
3 Goblin Grappler (unsure about leaving this in here)
2 Ember Hauler
3 Goblin War Strike
2 Goblin Caves
4 Splinter Twin
3 Lightning Bolt
4 Dragon Fodder
2 Goblin Offensive
2 Goblin Burrows
2 Forgotten Cave
18 Mountain
Thanks in advance!
:symw::symw::symw:Infinite Life:symw::symw::symw:
:symgu::symgu::symgu:Infinite Mana:symgu::symgu::symgu:
:symr::symr::symr:Burn, Baby Burn:symr::symr::symr:
:symg::symg::symg:Beastiality:symg::symg::symg:
:symu::symu::symu:Slippery Merfolk:symu::symu::symu:
:symb::symr::symw::symg::symu:Proxy Slivers:symu::symg::symw::symr::symb:
:symw::symu::symb::symg:Control Fungus:symg::symb::symu::symw:
:symgb::symgb::symgb:Ebola:symgb::symgb::symgb:
Are you suggesting that as the entire build, or modifying your cards into my current possible deck structure?