I'm thinking about throwing in an Adaptive Automaton or 2 and maybe an extra Krenko, Mob Boss if I can get my hands on another. Any suggestions on what to put in and/or take out to make my deck better would be greatly appreciated!
Wasn't a fan of Goblins when I first started playing Magic, so I never really gave them a try.This was untill recent when Krenko, Mob Boss was introduced to me.This Guy won my time and effort.I began building a Goblin deck, Focusing on tokens and such, strategy was numbers.Later on went on adding Burn into the deck and a few days later I welcomed Artifacts, which just took the deck to a whole another level.
I'm pretty happy with what I'm running, but since this is my first Goblin Deck perhaps someone can give me some tips on how to improve this?
I was looking into changing out Coat of Arms, which only helped my once in a multiplayer match that lasted a bit longer then what I thought.
I see you have an interesting Empty the Warrens thing going on, but my ideas for the deck would gut it of what makes that card good. These are the changes I would make without breaking the bank:
I would probably then cut the Goblin Grenades and Goblin Warstrikes for being bad in multiplayer magic, making them weak casual cards in general. Good in 1v1 though.
I see you have an interesting Empty the Warrens thing going on, but my ideas for the deck would gut it of what makes that card good. These are the changes I would make without breaking the bank:
I would probably then cut the Goblin Grenades and Goblin Warstrikes for being bad in multiplayer magic, making them weak casual cards in general. Good in 1v1 though.
I'm not sure what I'd do about Coat of Arms. I wouldn't play it myself, but it can swing casual games with less fierce removal than tournament magic.
Interesting, though what you have just suggested is mainly something for multiplayer, isn't it? I focused my deck more one 1v1.I can deal Massive damage real fast.On turn two, with the right cards, I can deal 10 damage alone and even end it by turn 3 or 4.I really don't attack at all within the first few turns, I sac my Goblins for damage and/or use them as blockers if need be.Turn four up I should be doubling my numbers, thus dealing that much damage thanks to Goblin Warstrike.
Hm, and like I've Mentioned, Coat of Arms only has help me wen the game has lasted longer then expected, which it shouldn't really.Maybe I should change the 2 for 2 Skullclamp? I do need some drawing power..
Private Mod Note
():
Rollback Post to RevisionRollBack
Many Thanks to Rivenor for the Stunning Sig and Ace5301 for the Amazing Avatar.
So, my ever-favorite card, Goblin Grenade, is just a wonderfully flavorful card, and I recently discovered the poor man's Grenade, Reckless Abandon. The idea of hordes of hasty little green men running for your opponents head and then blowing themselves up is hilarious to me, so I decided to throw this together.
Am I the only one psyched for (and happily enjoying the awesomeness of):
Holy schnikies! I'm with Ixrixis here ... this guy seems like he could be REALLY good. Maybe not Guide/Lacky/Piledriver good, but there's some serious shenanigans potential here. I guess time will tell, but I'm curious to see what happens with him. Anyways, Raging Goblin upgrade, I like it.
Spells:
Going with the blowing stuff up theme, Fireblast is always fun. And I recently discovered the awesomeness of a Reverberated Fireblast. Or a Reverberated Goblin Grenade, since in both cases you don't have to do any more sacrificing. Reverberate also counters counterspells, and copies things that devastate you to send them back at your opponent, like Hymn to Tourach. Man, I hate that card when I'm not playing it.
This deck is basically just attempting to get 10-12 damage in via creatures, as the burn does the rest. Pretty effectively. There's 16 cards in this deck that can do 4-5 damage. Chances are you'll draw 2 or 3. Also, the curve is super low, only 8 cards at 2cmc including the Bushwhacker, and not including the Fireblast, as you'll almost always play it for "free".
So I've always had a thing for goblins and I'd like to make a goblin deck now. Problem is I'm just coming back from a 15 year break and have nearly no card base to build from (just some innistrad and rtr stuff). Can anyone suggest a casual and fun deck (read cheap since I have to buy every card) that I can win with now and again? In the future (when I get more $) I can upgrade some cards to make it more competitive.
Dutch, if you're still looking for a fun, casual, cheap deck (5 months later), this might fit the bill, besides the pricey Goblin Guide. I've haven't gotten the chance to really playtest it though, so I'm not sure of its consistency against different decks, but its definitely fun!
Anyways, what do you guys think? Suggestions? I know I know, I should probably replace Raging Goblin with something else.
Also, if you are wondering why I named it what I did, check here.
I did not see this interaction in the OP: Wort, Boggart Auntie + Skirk Prospector + Goblin Matron: Fetch a goblin with Matron, later pitch for mana via Prospector then get it back to the hand with Wort.
I did not see this interaction in the OP: Wort, Boggart Auntie + Skirk Prospector + Goblin Matron: Fetch a goblin with Matron, later pitch for mana via Prospector then get it back to the hand with Wort.
I used to run Clickslither before I realized if I could just max out the gobs; I do phenomenally better. On that note, I suggest you drop the hellkites for Krenko, Mob Boss or some goblin draws like Gempalm Incinerator, Goblin Recruiter, or Goblin Ringleader. My point is that you need to minimize the number of non-goblin cards to the point of having maybe 7 non-goblin (or essential goblin-oriented) cards in the deck. Everything else can be tempting, sure, but there is a goblin for nearly any effect you're looking for, and my advice is to stick with a very high gob-count.
Goblin Recruiter + Goblin Charbelcher = Hohohohoho Natural Order Elves. I thought it would be fun to play with Skullclamp/Skirk Prospector (Was this a thing in Onslaught/Mirrodin Standard?).
I posted my artifact deck yesterday and its obvisouly all over the place if you looked. This is my Goblin Deck. it is far more focused and simple. I have most of these cards just have to acquire Sharpshooter, Lackey, Warchief, Ritual.
Let me know how this combination works. I have this deck built with some filler cards but it doesn't work as fast as this deck should.
The strategy is pretty straight forward as is most goblin decks.
1) Trying to storm up a lot of goblins with empty the warrens is really something you either commit to, or eschew entirely. I would reccomend echewing. As it sits now it will probably be a double krenko's command for double the price on a good day, half the time time it will just be a double priced kreko's command, goblins tends to dump its hnd onto the board in fairly short order, where as storm decks need more build up. This is not a good way to hedge your bets, it's anti-synergy.
2) guttersnipe is not going to accomplish very much, you're not running enough intants and sorceries to make him a better call than something with goblin synergy.
3) no instant speed kill, and no sac outlets to keep sharpshooter going. Tarfire or gempalm incinerator would give you instant speed kill, which enables sharpshooter and clears a path for you to attack through.
4) if you're already running lackey, you my as well run goblin recruiter, stacking your deck is great.
5) ib halfheart, goblin tactician has some great synergy with sharphooter, though that's more of a suggestion for fun than quality.
6) goblin chieftain is worthy of consideration even with possible haste redundancy.
1. Trying to storm up a lot of goblins with empty the warrens is really something you either commit to, or eschew entirely. I would reccomend echewing. As it sits now it will probably be a double krenko's command for double the price on a good day, half the time time it will just be a double priced kreko's command, goblins tends to dump its hnd onto the board in fairly short order, where as storm decks need more build up. This is not a good way to hedge your bets, it's anti-synergy.
Ok. I understand your POV on this. But when ever I used it I always get 6 at a minimum.
2) guttersnipe is not going to accomplish very much, you're not running enough intants and sorceries to make him a better call than something with goblin synergy.
Guttersnipe is here because I play 3-4 person Free for all
3) no instant speed kill, and no sac outlets to keep sharpshooter going. Tarfire or gempalm incinerator would give you instant speed kill, which enables sharpshooter and clears a path for you to attack through.
The people I play aren't running fast decks by any means. rounds last 10+ turns before **** really begins to unfold. So I figured the Goblin War Strikes would be good enough.
4) if you're already running lackey, you my as well run goblin recruiter, stacking your deck is great.
I will refuse to run a Recruiter. The card is powerful. But I don't like it. I feel even cheaper using it.
5) ib halfheart, goblin tactician has some great synergy with sharphooter, though that's more of a suggestion for fun than quality.
I never heard of this card. But I think I will put this one in. Maybe pull guttersnipe.
6) goblin chieftain is worthy of consideration even with possible haste redundancy.
I like chieftain but I think I will be ok without.
This deck is for fun so I don't want to demolish people just looking to see whateeveryone thinks
I will refuse to run a Recruiter. The card is powerful. But I don't like it. I feel even cheaper using it.
And yet you are using lackey? Lackey is way "cheaper", but I completely understand the sentiment, and I assume that is part of the reason why piledriver isn't on the list (that and cost).
Most of my suggestions were based on the assumption of 1v1 as opposed to ffa (i'm guessing that's most people's natural assumption, even on a casual board). Given that parameter I can see the logic in some of the choices much more clearly, and I have some ideas relevant to that end.
Electrickery and/or mizzium mortars - asymmetrical sweepers are always great fun, and sweeper have a ton synergy with sharpshooter if it they don't kill sharpshooter, which these obviously don't. These two in particular are also very flexible, since they can be used early vs. a single target.
Voracious Dragon - offers a huge game ending power, while also being FTK on some serious steroids in a goblin deck. 15/15 fliers tend to be the end of a game, especially when they just did 11 damage to target creature upon entering the battlefiield.
Reckless One - similar to above, only it doesn't burn when it comes into play, doesn't kill your goblins, is a goblin and has haste. Ends opponents very quickly if you can clear a path for him.
Horde of boggarts - like reckless one, trading haste for wardrums. Easier to get a hold of (due to a more recent printing, at the same rarity), and it counts any red permanent, not just goblins, which is rarely a big difference (especially in your deck), but it's worth noting.
Mogg war marshal - does every thing krenko's command does, with several key advantages. 1) you can block with the war marshal before your upkeep, essentially creating a free blocker. 2) you can pay the echo to keep a token up your sleeve. 3) as a goblin you can put him into play with lackey, and warchief reduces his cost (though not his echo). The only loss is the lack of interaction with guttersnipe (and I am still a bit leary of guttersnipe).
Tarfire - instant speed removal, fetchable by matron.
Gempalm incinerator - goblin war strike only hits players (which can be annoying), this guy hits creatures while drawing you a card, and worst case scenario, he's another creature (albeit overcosted).
Goblin piledriver - pro blue, MASSIVE power, easy to use, costs a bundle of money.
Legion loyalist - niche, but it's a great way to get first strike and trample, while also allowing you to laugh at opponent's tokens. If you run him, he's probably a one of, and if you need him matron can grab him.
Alright Thanks for the tips. I ordered the cards to make the deck as is right now since I was ancious and jumped the gun. I think it will play solid at this capacity.
And I underdstand your point about Lackey and Recruiter. The only reason i went lackey is because I play a dude that only plays his artifact deck. He likes to landlock the heck out of me with any of his decks. So have Lackey I can at least continue to bring stuff in. He is indeed the Cheapest of goblins. But For the person I play I need this kind of answer.
I will take all your recommendatiosn to heart. Do you think the deck will play very well as is sets though? I know that with before any of these change I was still beating people up. So This should just annihale i hope.
i don't know if you noticed Reckless Abandon hiding in there, but that card essentially allows you a deck with eight Goblin Grenades. I don;t know if you've ever played a grenade on a torchrunner, or two (or three!) grenades in a single turn, but this deck does one of those two things just about every game. That on top of swinging for 2 on turn one and 4-6 on turn two, and you've basically got the game in the bag by turn four. It's not a "win-on-turn-zero" legacy game-breaker, but it's not meant to be either. It's a legacy deck that will win you local tournaments.
I'm currently investigating the prospects of Reverberate.
Enjoy
Forgive me, I'm terrible at tagging decks and am only 90% sure this is the place to post this.
Adding black because of lack of hate in red? The main thing red can't hate (enchantments), black can't either. Though it could try to get them with discard, doing so is kinda moving away from the goblin tribal concept.
Myself, I'm running a budget 8-whack deck (4 Goblin Bushwhacker + 4 Reckless Bushwhacker). It has been known to kill (a goldfish, like a combo deck just trying to set its combo) T3 on occasion and T4 with some regularity.
A better version would run Goblin Guide and Legion Loyalist, but they push the budget a lot and a little respectively. As it is my deck is only worth about $40, the Loyalists would push it above $60, and a playset of Guides alone is worth more than triple the rest of my deck.
The ideal line of play is to play your third mountain on T3, tap all three to float RRR, sac them all to a Devastating Summons, then cast a surged or kicked Bushwhacker. Then you're swinging with at least 10 power in creatures on that turn (2 4/3 elementals and a 2-power bushwhacker), plus whatever was already on board at +1 power for each. Plays like T1 Foundry Street Denizen, T2 Dragon Fodder and swing with 3/1 FSD, T3 as described above is swinging for a lethal 19 on T3 after having swung for 3 on T2.
Even without a Devastating Summons, it can get damage through pretty quickly with a few creatures on board then a 'whacker. The BTE's nicely add another body at 'no' cost, and set up a Surged Reckless Buskwhacker too (that in turn makes the BTE bigger and hasty). Should get into teens of damage quick, with bolts and grenades to mop up the rest.
It is a glass cannon, it dies hard to countermagic and to Zealous Persecution, and can't overcome a slow start, but it is budget fun, goblin-centered, and can steal a game quick.
Also consider adding in some staple goblins, and low CMC ones; like Goblin Lackey, Legion Loyalist, Goblin Piledriver, Warren Instigator, and so on. Also consider Clickslither, as he wins games by surprise
I see you have an interesting Empty the Warrens thing going on, but my ideas for the deck would gut it of what makes that card good. These are the changes I would make without breaking the bank:
-4 Kuldotha Rebirth
-8 0 creatures
-2 Empty the Warrens
-2 Goblin Wardriver
+2 Dragon Fodder
+2 Krenko's Command
+4 Mogg War Marshal
+4 Beetleback Chief
+4 Foundry Street Denizen - This guy is like mini-Goblin Piledriver with all the tokens
I would probably then cut the Goblin Grenades and Goblin Warstrikes for being bad in multiplayer magic, making them weak casual cards in general. Good in 1v1 though.
-4 Goblin Grenade
-4 Goblin Warstrike
+4 Gempalm Incinerator
+2 Skirk Prospector
+1 Goblin Sharpshooter
+1 Siege-Gang Commander
or evil package:
+3 Skirk Prospector
+1 Goblin Sharpshooter
+4 Skullclamp
I'm not sure what I'd do about Coat of Arms. I wouldn't play it myself, but it can swing casual games with less fierce removal than tournament magic.
Legacy:
RWBG Goblins
RRR Burn
WBU Affinity
UBR Sac-Land Tendrils!
BBBPox
Next possible deck: D&T, but that just wouldn't be right.
Modern: R Goblins (work in progress)
Standard: I only care about standard when Goblins is a deck.
Limited: I only care about limited when Goblins are in the set.
Pauper:
RGoblins
URCloudpost
other decks
Goblins.
Interesting, though what you have just suggested is mainly something for multiplayer, isn't it? I focused my deck more one 1v1.I can deal Massive damage real fast.On turn two, with the right cards, I can deal 10 damage alone and even end it by turn 3 or 4.I really don't attack at all within the first few turns, I sac my Goblins for damage and/or use them as blockers if need be.Turn four up I should be doubling my numbers, thus dealing that much damage thanks to Goblin Warstrike.
Hm, and like I've Mentioned, Coat of Arms only has help me wen the game has lasted longer then expected, which it shouldn't really.Maybe I should change the 2 for 2 Skullclamp? I do need some drawing power..
Many Thanks to Rivenor for the Stunning Sig and Ace5301 for the Amazing Avatar.
4 Goblin Arsonist
4 Goblin Bushwhacker
4 Goblin Guide
4 Legion Loyalist
4 Raging Goblin
4 Goblin Grenade
4 Reckless Abandon
4 Fireblast
4 Lightning Bolt
4 Reverberate
3 Teeter Peaks
17 Mountain
Creatures:
The Guide and Bushwhacker I think are pretty self explanatory. Quick early damage via haste and pump.
The Arsonist is fodder for sacrifice.
Raging Goblin: Yea, I know he's not the best, but he's funny.
Legion Loyalist:
Holy schnikies! I'm with Ixrixis here ... this guy seems like he could be REALLY good. Maybe not Guide/Lacky/Piledriver good, but there's some serious shenanigans potential here. I guess time will tell, but I'm curious to see what happens with him. Anyways, Raging Goblin upgrade, I like it.
Spells:
Going with the blowing stuff up theme, Fireblast is always fun. And I recently discovered the awesomeness of a Reverberated Fireblast. Or a Reverberated Goblin Grenade, since in both cases you don't have to do any more sacrificing. Reverberate also counters counterspells, and copies things that devastate you to send them back at your opponent, like Hymn to Tourach. Man, I hate that card when I'm not playing it.
Lastly, Lightning Bolt. Yea ...
This deck is basically just attempting to get 10-12 damage in via creatures, as the burn does the rest. Pretty effectively. There's 16 cards in this deck that can do 4-5 damage. Chances are you'll draw 2 or 3. Also, the curve is super low, only 8 cards at 2cmc including the Bushwhacker, and not including the Fireblast, as you'll almost always play it for "free".
Dutch, if you're still looking for a fun, casual, cheap deck (5 months later), this might fit the bill, besides the pricey Goblin Guide. I've haven't gotten the chance to really playtest it though, so I'm not sure of its consistency against different decks, but its definitely fun!
Anyways, what do you guys think? Suggestions? I know I know, I should probably replace Raging Goblin with something else.
Also, if you are wondering why I named it what I did, check here.
4 Skirk Prospector
4 Goblin Piledriver
3 Goblin Matron
3 Goblin Warchief
1 Goblin Chieftain
1 Lightning Crafter
2 Wort, Boggart Auntie
3 Thundermaw Hellkite
1 Steely Resolve
2 Sylvan Library
2 Rakdos's Return
4 Wooded Foothills
4 Bloodstained Mire
4 Badlands
1 Taiga
3 Stomping Ground
8 Mountain
4 Pyrokinesis
2 Krenko, Mob Boss
4 Gempalm Incinerator
2 Goblin War Cry
1 Wort, Boggart Auntie
2 Kiki Jiki, Mirror Breaker
Thundermaw and Return are the surprise.
I did not see this interaction in the OP: Wort, Boggart Auntie + Skirk Prospector + Goblin Matron: Fetch a goblin with Matron, later pitch for mana via Prospector then get it back to the hand with Wort.
Your deck really really needs Murderous Redcap
I used to run Clickslither before I realized if I could just max out the gobs; I do phenomenally better. On that note, I suggest you drop the hellkites for Krenko, Mob Boss or some goblin draws like Gempalm Incinerator, Goblin Recruiter, or Goblin Ringleader. My point is that you need to minimize the number of non-goblin cards to the point of having maybe 7 non-goblin (or essential goblin-oriented) cards in the deck. Everything else can be tempting, sure, but there is a goblin for nearly any effect you're looking for, and my advice is to stick with a very high gob-count.
4 Skirk Prospector
4 Goblin Lackey
4 Goblin Recruiter
4 Goblin Piledriver
4 Goblin Matron
3 Goblin Warchief
1 Goblin Chieftain
3 Goblin Ringleader
1 Krenko, Mob Boss
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker
4 AEther Vial
4 Skullclamp
3 Goblin Charbelcher
Lands: 19
4 Ancient Tomb
4 City of Traitors
11 Mountain
Goblin Recruiter + Goblin Charbelcher = Hohohohoho Natural Order Elves. I thought it would be fun to play with Skullclamp/Skirk Prospector (Was this a thing in Onslaught/Mirrodin Standard?).
Let me know how this combination works. I have this deck built with some filler cards but it doesn't work as fast as this deck should.
The strategy is pretty straight forward as is most goblin decks.
3 Goblin King
3 Goblin Matron
4 Guttersnipe
2 Krenko, Mob Boss
2 Goblin Sharpshooter
4 Goblin Lackey
4 Goblin Warchief
4 Krenkos Command
4 Dragon Fodder
2 Empty the Warrens
Land/Mana Makers
20 Mountains
4 Brightstone Ritual
4 Goblin War Strikes
2 Coat of Arms
2) guttersnipe is not going to accomplish very much, you're not running enough intants and sorceries to make him a better call than something with goblin synergy.
3) no instant speed kill, and no sac outlets to keep sharpshooter going. Tarfire or gempalm incinerator would give you instant speed kill, which enables sharpshooter and clears a path for you to attack through.
4) if you're already running lackey, you my as well run goblin recruiter, stacking your deck is great.
5) ib halfheart, goblin tactician has some great synergy with sharphooter, though that's more of a suggestion for fun than quality.
6) goblin chieftain is worthy of consideration even with possible haste redundancy.
Ok. I understand your POV on this. But when ever I used it I always get 6 at a minimum.
2) guttersnipe is not going to accomplish very much, you're not running enough intants and sorceries to make him a better call than something with goblin synergy.
Guttersnipe is here because I play 3-4 person Free for all
3) no instant speed kill, and no sac outlets to keep sharpshooter going. Tarfire or gempalm incinerator would give you instant speed kill, which enables sharpshooter and clears a path for you to attack through.
The people I play aren't running fast decks by any means. rounds last 10+ turns before **** really begins to unfold. So I figured the Goblin War Strikes would be good enough.
4) if you're already running lackey, you my as well run goblin recruiter, stacking your deck is great.
I will refuse to run a Recruiter. The card is powerful. But I don't like it. I feel even cheaper using it.
5) ib halfheart, goblin tactician has some great synergy with sharphooter, though that's more of a suggestion for fun than quality.
I never heard of this card. But I think I will put this one in. Maybe pull guttersnipe.
6) goblin chieftain is worthy of consideration even with possible haste redundancy.
I like chieftain but I think I will be ok without.
This deck is for fun so I don't want to demolish people just looking to see whateeveryone thinks
And yet you are using lackey? Lackey is way "cheaper", but I completely understand the sentiment, and I assume that is part of the reason why piledriver isn't on the list (that and cost).
Most of my suggestions were based on the assumption of 1v1 as opposed to ffa (i'm guessing that's most people's natural assumption, even on a casual board). Given that parameter I can see the logic in some of the choices much more clearly, and I have some ideas relevant to that end.
Electrickery and/or mizzium mortars - asymmetrical sweepers are always great fun, and sweeper have a ton synergy with sharpshooter if it they don't kill sharpshooter, which these obviously don't. These two in particular are also very flexible, since they can be used early vs. a single target.
Voracious Dragon - offers a huge game ending power, while also being FTK on some serious steroids in a goblin deck. 15/15 fliers tend to be the end of a game, especially when they just did 11 damage to target creature upon entering the battlefiield.
Reckless One - similar to above, only it doesn't burn when it comes into play, doesn't kill your goblins, is a goblin and has haste. Ends opponents very quickly if you can clear a path for him.
Horde of boggarts - like reckless one, trading haste for wardrums. Easier to get a hold of (due to a more recent printing, at the same rarity), and it counts any red permanent, not just goblins, which is rarely a big difference (especially in your deck), but it's worth noting.
Mogg war marshal - does every thing krenko's command does, with several key advantages. 1) you can block with the war marshal before your upkeep, essentially creating a free blocker. 2) you can pay the echo to keep a token up your sleeve. 3) as a goblin you can put him into play with lackey, and warchief reduces his cost (though not his echo). The only loss is the lack of interaction with guttersnipe (and I am still a bit leary of guttersnipe).
Tarfire - instant speed removal, fetchable by matron.
Gempalm incinerator - goblin war strike only hits players (which can be annoying), this guy hits creatures while drawing you a card, and worst case scenario, he's another creature (albeit overcosted).
Goblin piledriver - pro blue, MASSIVE power, easy to use, costs a bundle of money.
siege gang commander - brings friends, turns goblins into direct damage.
Lightning bolt - auto-include in any red deck
Legion loyalist - niche, but it's a great way to get first strike and trample, while also allowing you to laugh at opponent's tokens. If you run him, he's probably a one of, and if you need him matron can grab him.
And I underdstand your point about Lackey and Recruiter. The only reason i went lackey is because I play a dude that only plays his artifact deck. He likes to landlock the heck out of me with any of his decks. So have Lackey I can at least continue to bring stuff in. He is indeed the Cheapest of goblins. But For the person I play I need this kind of answer.
I will take all your recommendatiosn to heart. Do you think the deck will play very well as is sets though? I know that with before any of these change I was still beating people up. So This should just annihale i hope.
Everyone else is Magmaquake an ok card for this.
Anything that wipes your own guys is bad for goblins. unless you were building around boggart shenanigans I guess
I remember building a goblin deck during onslaught after pulling a few sharpshooters and piledrivers and I looooovvvvvveeeeeddddd Clickslither
The flavor on that guy is just beast.
On a side note, I drafted Frenzied Goblin in m15. Thought he was a cool guy if on a budget
Light Jace on Fire
4 Goblin Guide
4 Goblin Arsonist
4 Mogg Conscripts
3 Goblin Cohort
4 Goblin Bushwhacker
4 Goblin Chieftain
3 Mudbutton Torchrunner
2 Tuktuk the Explorer
4 Goblin Grenade
4 Reckless Abandon
4 Lightning Bolt
20 Mountain
i don't know if you noticed Reckless Abandon hiding in there, but that card essentially allows you a deck with eight Goblin Grenades. I don;t know if you've ever played a grenade on a torchrunner, or two (or three!) grenades in a single turn, but this deck does one of those two things just about every game. That on top of swinging for 2 on turn one and 4-6 on turn two, and you've basically got the game in the bag by turn four. It's not a "win-on-turn-zero" legacy game-breaker, but it's not meant to be either. It's a legacy deck that will win you local tournaments.
I'm currently investigating the prospects of Reverberate.
Enjoy
Forgive me, I'm terrible at tagging decks and am only 90% sure this is the place to post this.
Myself, I'm running a budget 8-whack deck (4 Goblin Bushwhacker + 4 Reckless Bushwhacker). It has been known to kill (a goldfish, like a combo deck just trying to set its combo) T3 on occasion and T4 with some regularity.
A better version would run Goblin Guide and Legion Loyalist, but they push the budget a lot and a little respectively. As it is my deck is only worth about $40, the Loyalists would push it above $60, and a playset of Guides alone is worth more than triple the rest of my deck.
Basics:
4 Goblin Bushwhacker
4 Reckless Bushwhacker
4 Burning-Tree Emissary
4 Mardu Scout
4 Foundry Street Denizen
4 Mogg Fanatic
4 Dragon Fodder
4 Lightning Bolt
4 Goblin Grenade
4 Devastating Summons
20 Mountain
The ideal line of play is to play your third mountain on T3, tap all three to float RRR, sac them all to a Devastating Summons, then cast a surged or kicked Bushwhacker. Then you're swinging with at least 10 power in creatures on that turn (2 4/3 elementals and a 2-power bushwhacker), plus whatever was already on board at +1 power for each. Plays like T1 Foundry Street Denizen, T2 Dragon Fodder and swing with 3/1 FSD, T3 as described above is swinging for a lethal 19 on T3 after having swung for 3 on T2.
Even without a Devastating Summons, it can get damage through pretty quickly with a few creatures on board then a 'whacker. The BTE's nicely add another body at 'no' cost, and set up a Surged Reckless Buskwhacker too (that in turn makes the BTE bigger and hasty). Should get into teens of damage quick, with bolts and grenades to mop up the rest.
It is a glass cannon, it dies hard to countermagic and to Zealous Persecution, and can't overcome a slow start, but it is budget fun, goblin-centered, and can steal a game quick.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!