There's nothing wrong with posting it here..? Nowhere does this place say it has to be Standard legal. This is the Casual forum, you can build by whatever B/R you want. If you're looking to play competitively within a certain format, then that format's forum's prolly more appropriate, but if you're just looking to improve your casual deck, this is the place for it.
Anyway, the Legacy core goes something like this.
4 of:
Now for budget, you could scrap the Vials, Ports, and Wastes and add more Chieftains, sub Reckless One for Piledriver, and sub Goblin Guide / Goblin Bushwhacker / Goblin Sledder for Lackeys 3-4. Kiki-Jiki, Mirror Breaker can be quite fun. Warren Instigator does a lot for Goblins' explosiveness. Stingscourger's great for, say, Emrakul, or just gaining a bit of tempo.
The War Marshals are fine and work great with Gempalm Incinerator / Chieftain.
I like Lightning Bolts in mono red as well. Great for getting Lackey through, removing problematic critters, or just dealing those last few points of damage. He's not the best, but I like Tuktuk as well (although you might consider cutting one, since he's Legendary).
You could do without Grappler and Ember Hauler. If you decide to run Ringleader, you'll want a lot fewer spells. If not, Goblin Grenade is pretty neat. I'd scrap Goblin Caves and Splinter Twin. I dunno how good the token producers are; I suppose they'd work well enough with Piledriver/Reckless One, SGC, Grenade, Gempalm, etc.
After playing magic for many moons now, I have decided to finally build my first goblin deck. I tried to center it around creating tokens using Goblin Assault, which will allow me to hopefully attack with many strong tokens each turn, with the help of my lords. I included Goblin Ringleader+Goblin Recruiter combo so i can stack my deck early on and dump key cards quick. Kiki-Jiki, Mirror Breaker+Lightning Crafter+Skirk Prospector for infinite mana/burn.
I was thinking of splashing B/G so i could run Grave Pact & Fecundity for additional effects of my horde attacking every turn, but the deck looks pretty solid as is. Also, adding Squee, Goblin Nabob could be annoying here.
Budget is obviously not a concern here, just wondering if anyone can see anyways to improve this deck, while keeping its current theme (continually swarming every turn). my main concern right now is maybe the mana curve seems a little high?
and this will be moved to the Goblin Primer pretty soon.
what i dont get with Goblin Sharpshooter is, if say...6 creatures die in a turn...do i get to tap/deal one point of dmg for each creature that dies? so..6dmg total?
If they dies all at the same time like a card such as wrath of god then no, assuming the sharpshooter was not killed in the process. If you deal 1 dmg, kill a creature, untap, do it again, untap, reapeat then it can do it an infinite number of times.
Say I have 10 1/1 saproling tokens in play. you can kill all 10 in 1 turn assuming i dont give them +X/+X in which case you could kill 1 and then deal another 1 dmg but then he would not untap.
i was thinking Eldrazi Monument makes sense in this build, due to the fact that Im dedicated to attacking every turn if Goblin Assault is in play. If so, what should I take out to make room for it?
If they dies all at the same time like a card such as wrath of god then no, assuming the sharpshooter was not killed in the process. If you deal 1 dmg, kill a creature, untap, do it again, untap, reapeat then it can do it an infinite number of times.
Say I have 10 1/1 saproling tokens in play. you can kill all 10 in 1 turn assuming i dont give them +X/+X in which case you could kill 1 and then deal another 1 dmg but then he would not untap.
thats what i thought
i didnt include him because he didnt seem aggro enough for this build
i was thinking Eldrazi Monument makes sense in this build, due to the fact that Im dedicated to attacking every turn if Goblin Assault is in play. If so, what should I take out to make room for it?
I'd go with no. It costs 5. It requires a sacrafice every turn. It can't be tutored for with your various goblin effects. It's only going to prove marginally efficient with Goblin Assault out (which isn't a great card at all to begin with).
All in all a fairly bad choice for the direction that your deck is heading.
Personally, I'd go with a build closer to Legacy to ensure efficiency, I mean you're almost there anyways:
-2x Teetering Peaks
-2x Smoldering Spires
+4x Rishidan Port
Comes into play tapped is bad here. The effects given by those lands aren't great, def not worth them coming into play tapped. The fact that their non-basic is also bad - that tradeoff better be worth playing them over basics. Rishidan Port is what you need here. It offers you mana denial all game long. Essential for a deck like this which is (ironically) a psuedo-control deck if built in the direction that you're going with it.
-2x Mountain
+2x Strip Mine
Again, you want to run 4x land removal. It's totally overpowered. Note that Strip Mine is legacy banned and vintage RESTRICTED. It's STUPID good here. If it proves to be to powerful (and it will) swap out 4x Strip Mine for 4x Wasteland.
-3x Goblin Guide
+1x Goblin Lackey
+2x Goblin Ringleader
Guide isn't that great compared to Ringleader and Lackey. Allow me to elaborate: GOBLIN LACKEY IS (perhaps) THE BEST 1-DROP GOBLIN (creature?) OF ALL TIME. You always want 4. It can swing games, creates a massive threat and, well, just play 4. Ringleader combos well with Lackey and offers you card advantage while still remaining aggressive. You also want 4 of them. Also, in a deck utilizing Wrath of God saving a Ringleader for after the Wrath drop can help you come back and ensures that you won't overextend.
-2x Reckless One
-2x Goblin Warchief
+4x Aether Vial
You won't need 4x of the Warchief. Similarly you don't need Reckless One at all. Why? Because they often act as winmore cards, don't provide enough benefits and, on top of this pale in comparison to the sheer power that Vial offers you. Aether Vial is GREAT for this deck. Cheating things into play, making things uncounterable by Force of Will/Counterspell/Mana Leak/etc., offering you combat tricks, etc. There are just to many good things to say about it. Please get four and play them!
-2x Warren Instigator
+2x Stingscourger
Offers you bounce at a low mana cost. You'll want to play this one to get rid of things that could screw you otherwise (ex. Worship). The Instiagator is alright, but isn't as fun and efficient as Lackey often proves to be.
-2x Lightning Crafter
-1x Tuktuk, the Explorer
+3x Goblin Matron
The Matron offers you a Demonic Tutor with a body. It's a great little card to have around. Tuktuk to me seems underwhelming... It's a 1/1 and unless you have a way to abuse it then it'll stay a rather underwhelming 1/1 for 3 mana... Lightning Crafter seems more like a sideboard card to me in the face of the Matron which will tutor for whatever you need in a given situation.
-4x Goblin Assault
-2x Quest for the Goblin Lord
Both of these are, well, pretty bad here. The assault can really screw your combat plan, drops late, isn't a goblin spell (Hurts ringleader/matron/etc.) and doesn't offer you much of a benefit after all of that. Basically, it has NO synergy with your deck. Quest for the Goblin Lord is similarly bad. Turn 1 you play Lackey or Aether Vial over anything else. Every other turn you'll PROBABLY have something better to play then the quest. And to top it off the quest doesn't actually do anything game winning in the end. Drop these 6 cards to bring your deck down to 60 cards.
If you end up splashing B go with:
4x Badlands
Some fetchlands. And Warren Weirding (counts as a goblin card so you can fetch it and tutor for it) amongst other things like Wort, Boggart Auntie. Basically, you pick up removal but your mana base gets slightly less stable (ie. introduction of non-basic lands).
I will comment though and say that Goblin King is, well, pretty bad comparitivly speaking.
In a deck like this you want 60 cards always to maxamize your consistancy. Goblin King and, to a lesser extent, Goblin Chieftain do very little for you. They cost 3 mana. They offer you VERY marginal benefits (haste is alright and mountainwalk is downright terrible in everything except for a few matchups like Zoo maybe).
In more detail: With a legacy (or psuedo-Legacy build as you have) Goblins are, and this is a great irony, played more like a psuedo-control deck than an aggro deck (or at least this is how it was rationalized to me). How so? Rishadan Port and Strip Mine allow you to completly destroy access to mana and obliterate multi-coloured mana bases. At the same time Goblin Lackey lets you cheat things into play (especially Seige-Gang Commando) and Aether Vial lets you play things for free.
Where do 8x Goblin Lords fit into this build? Well, to be honest, they don't. They're slow, clunky, and probably the last choice for a Lackey target. Simply put, they don't deserve 8x dedicated slots in the mainboard (in my opinion at least). Although they're lords and offer pump, they don't synergize with the decks goals to warrent 8x slots in the mainboard (or my opinion at least, and you certainly have the budget to build a powered legacy deck). +1/+1 for 3 in a deck that has access to tutors, cost reduction, the ability to cheat things into play on turn 2, a mono-coloured mana base, bounce, etc. just seems terrible when you get right down to it.
Personally, I'd:
-4x Goblin King
-2x Mountian
That brings you back to 60 cards. Again, you don't need the King mainboard in my opinion. Just toss it into the sideboard if you really must have it.
Then, I'd go with:
+2x Goblin Warchief
-2x Goblin Chieftain
The Warchief is really good. He offers you haste, but also offers you that sick, sick cost reduction. Playing almost every card in your deck for 1 less is fantastic. Especially if you're pouring mana into Rishadan Port/Strip Mine'ing things. In this regard Goblin Chiefton looks like a really poor inclusion that pales in comparison to a playset of Warchiefs.
**Also, Gempalm Incinerator, for the purposes of its cycling ability, is great in place of 2x Skirk Prospector and 2x Warren Instigator if you find that it's consistantly just impossible for your Goblin Lackey to get through blockers on turn 2. It's also useful later game for pushing through for those last few points of damage.
It looks solid, albeit the Strip Mine makes it look overpowered. At any rate for a ton more information you can check the Legacy primer. I used the same thing to figure out how to think about playing Goblins (sounds wierd I know):
*Note that the first post is slightly outdated including classics that the M10 rules have outdated like Mogg Fanatic while, at the same time, omitting a discussion of R/B builds. The later posts in the thread cover these two elements however.
It looks solid, albeit the Strip Mine makes it look overpowered. At any rate for a ton more information you can check the Legacy primer. I used the same thing to figure out how to think about playing Goblins (sounds wierd I know):
*Note that the first post is slightly classics that the M10 rules have outdated like Mogg Fanatic and, at the same time, omitting a discussion of R/B builds. The later posts in the thread cover these two elements however.
wow, seems my build isnt too far off from the legacy build although I almost exclusively play casual
thanks alot Matchbox20
There's nothing wrong with posting it here..? Nowhere does this place say it has to be Standard legal. This is the Casual forum, you can build by whatever B/R you want. If you're looking to play competitively within a certain format, then that format's forum's prolly more appropriate, but if you're just looking to improve your casual deck, this is the place for it.
Anyway, the Legacy core goes something like this.
Hope this helps!
Thanks for your advice! I'll be sure to take it.
My post got shifted through a few different forums before getting put in here, that's why i mentioned about it getting reported.
You won't need 4x of the Warchief. Similarly you don't need Reckless One at all. Why? Because they often act as winmore cards, don't provide enough benefits and, on top of this pale in comparison to the sheer power that Vial offers you.
I respectfully disagree - Warchief is an auto-4-of as a haste enabler and cost reducer. He lets you play things many turns earlier than you normally could and allows for degenerate plays like Matron for Piledriver, play Piledriver, play another Piledriver, attack for 17. If you only had 4 mana, without Warchief, all you could do that turn is Matron. Warchief lets you Warren Weirding/Stingscourger for 1, multiple Warchiefs in play let you get SGC/Ringleader out much quicker, etc. Especially if a good part of your manabase is tied up in denial, cost reduction is essential.
I'm not disputing AEther Vial's greatness. They both work well, along with Lackey and (if you run it) Warren Instigator, to cheat things into play and allow for explosive starts and quick rebounds.
I still don't understand why you don't have any Goblin Kings in this deck. I'd rock four.
King's inferior to Chieftain (lord and haste enabler), and both are inferior to Warchief (haste enabler, cost reduction > buff).
King's also really bad in the mirror (you want Chieftains, Sharpshooters, Lightning Crafters there, along with Pyrokinesis).
I respectfully disagree - Warchief is an auto-4-of as a haste enabler and cost reducer.
I typo'd, my bad haha.
To clear up any confusion, I meant to say: "You won't need 4x of Goblin Chieftain".
You want 4x Goblin Warchief all the time. You can run 2x Goblin Chiefton if you want, but it likely should never be a 4-of - it just doesn't do enough compared to the other goblins out there.
@Wej City - You might be fine without it, depending on what your opponents play. You lose out on the control aspect of Goblins, but it's only especially crucial in fast Legacy matches and 20some mountains works fine for casual.
I wouldn't recommend Vesuvas with a singleton Port - it requires you to have the Port in play, and it CITP.
If you really want a replacement, perhaps Tectonic Edge?
this deck would likely be played exclusively in casual, so i guess i could compromise the control aspect.
the decks in our meta just keep getting nastier and nastier, and i need an early game response to these
Overall you'll likely find that the deck is SIGNIFIGANTLY stronger with the Rishidan Port because of the sheer amount of resource denial (ie. control) that the Port allows you to pick up. If worse comes to worse just pick them up slowly over time. You'll end up using them in a lot of decks that you build - especially mono-coloured decks - just because it really is a great card.
I'd say because this is casual you MIGHT be fine running the deck without Wasteland if you find that dual-coloured lands rarely pop up. If you're playing with a Vintage ruleset you can pop in a singleton Strip Mine which is uber cheap money wise. And if you want to be just excessivly cruel and unfair then pop in 4x Strip Mine (NEVER recommended however, especially in a deck like Goblins).
Also, I'd stray away from Vesuva and the like. Like Caspid said, it'll rely on you having that singleton Port in play and, furthermore, it comes into play tapped. All of these are bad things for Goblins.
And in terms of your initial list if decks in your casual meta are getting nastier, I'd highly recommend cutting down the number of cards in your deck. It really does ensure consistancy. I'd look at cutting any two of the following to get an even 60 count:
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
2x Warren Instigator
2x Lightning Crafter
2x Goblin Chieftain
2x Skirk Prospector
I'd go with this:
-2x Skirk Prospector
Brings you to an even 60. The Prospector is nice, BUT with Lackey, Instiagtor and Aether Vial you have so many other ways of putting goblins into play that mana acceleration doesn't do a whole lot for you. Furthermore, you have better things to sacrafice goblins to (ie. Seige-Gang Commando). It also has to contend with Lackey and Aether Vial for the 1-drop slot and, let's be honest, it's not going to win against either. Later in the game your mana will likely be going to Rishadan Port and/or Seige-Gang Commander bombs.
-1x Lightning Crafter
+1x Seige-Gang Commander
I'm a big fan of three commander's. They work well with Lackey and provide a huge threat. The Lightning Crafter is alright, but I'd say you'd be best to run just 1 in the mainboard - if you find that you REALLY need it you can simply tutor for it via Goblin Matron/Goblin Recruiter/etc.
Anyway, the Legacy core goes something like this.
4 of:
and 2-3 Siege-Gang Commanders.
Now for budget, you could scrap the Vials, Ports, and Wastes and add more Chieftains, sub Reckless One for Piledriver, and sub Goblin Guide / Goblin Bushwhacker / Goblin Sledder for Lackeys 3-4.
Kiki-Jiki, Mirror Breaker can be quite fun.
Warren Instigator does a lot for Goblins' explosiveness.
Stingscourger's great for, say, Emrakul, or just gaining a bit of tempo.
The War Marshals are fine and work great with Gempalm Incinerator / Chieftain.
I like Lightning Bolts in mono red as well. Great for getting Lackey through, removing problematic critters, or just dealing those last few points of damage. He's not the best, but I like Tuktuk as well (although you might consider cutting one, since he's Legendary).
You could do without Grappler and Ember Hauler. If you decide to run Ringleader, you'll want a lot fewer spells. If not, Goblin Grenade is pretty neat. I'd scrap Goblin Caves and Splinter Twin. I dunno how good the token producers are; I suppose they'd work well enough with Piledriver/Reckless One, SGC, Grenade, Gempalm, etc.
Hope this helps!
Legacy Gobbyboogers R
I was thinking of splashing B/G so i could run Grave Pact & Fecundity for additional effects of my horde attacking every turn, but the deck looks pretty solid as is. Also, adding Squee, Goblin Nabob could be annoying here.
Budget is obviously not a concern here, just wondering if anyone can see anyways to improve this deck, while keeping its current theme (continually swarming every turn). my main concern right now is maybe the mana curve seems a little high?
3x Goblin Guide
3x Goblin Lackey
2x Skirk Prospector
Two CMC
4x Goblin Piledriver
4x Warren Instigator
Lords
4x Goblin Warchief
4x Goblin Chieftain
Generals
2x Reckless One
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
2x Goblin Ringleader
2x Goblin Recruiter
Removal
2x Siege-Gang Commander
2x Lightning Crafter
Other
4x Goblin Assault
2x Quest for the Goblin Lord
Land
2x Teetering Peaks
2x Smoldering Spires
2x Stripmine
18x Mountain
2x Vexing Shusher
3x Shattering Spree
4x Goblin Grenade
and this will be moved to the Goblin Primer pretty soon.
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what i dont get with Goblin Sharpshooter is, if say...6 creatures die in a turn...do i get to tap/deal one point of dmg for each creature that dies? so..6dmg total?
Say I have 10 1/1 saproling tokens in play. you can kill all 10 in 1 turn assuming i dont give them +X/+X in which case you could kill 1 and then deal another 1 dmg but then he would not untap.
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thats what i thought
i didnt include him because he didnt seem aggro enough for this build
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I'd go with no. It costs 5. It requires a sacrafice every turn. It can't be tutored for with your various goblin effects. It's only going to prove marginally efficient with Goblin Assault out (which isn't a great card at all to begin with).
All in all a fairly bad choice for the direction that your deck is heading.
Personally, I'd go with a build closer to Legacy to ensure efficiency, I mean you're almost there anyways:
-2x Teetering Peaks
-2x Smoldering Spires
+4x Rishidan Port
Comes into play tapped is bad here. The effects given by those lands aren't great, def not worth them coming into play tapped. The fact that their non-basic is also bad - that tradeoff better be worth playing them over basics. Rishidan Port is what you need here. It offers you mana denial all game long. Essential for a deck like this which is (ironically) a psuedo-control deck if built in the direction that you're going with it.
-2x Mountain
+2x Strip Mine
Again, you want to run 4x land removal. It's totally overpowered. Note that Strip Mine is legacy banned and vintage RESTRICTED. It's STUPID good here. If it proves to be to powerful (and it will) swap out 4x Strip Mine for 4x Wasteland.
-3x Goblin Guide
+1x Goblin Lackey
+2x Goblin Ringleader
Guide isn't that great compared to Ringleader and Lackey. Allow me to elaborate: GOBLIN LACKEY IS (perhaps) THE BEST 1-DROP GOBLIN (creature?) OF ALL TIME. You always want 4. It can swing games, creates a massive threat and, well, just play 4. Ringleader combos well with Lackey and offers you card advantage while still remaining aggressive. You also want 4 of them. Also, in a deck utilizing Wrath of God saving a Ringleader for after the Wrath drop can help you come back and ensures that you won't overextend.
-2x Reckless One
-2x Goblin Warchief
+4x Aether Vial
You won't need 4x of the Warchief. Similarly you don't need Reckless One at all. Why? Because they often act as winmore cards, don't provide enough benefits and, on top of this pale in comparison to the sheer power that Vial offers you. Aether Vial is GREAT for this deck. Cheating things into play, making things uncounterable by Force of Will/Counterspell/Mana Leak/etc., offering you combat tricks, etc. There are just to many good things to say about it. Please get four and play them!
-2x Warren Instigator
+2x Stingscourger
Offers you bounce at a low mana cost. You'll want to play this one to get rid of things that could screw you otherwise (ex. Worship). The Instiagator is alright, but isn't as fun and efficient as Lackey often proves to be.
-2x Lightning Crafter
-1x Tuktuk, the Explorer
+3x Goblin Matron
The Matron offers you a Demonic Tutor with a body. It's a great little card to have around. Tuktuk to me seems underwhelming... It's a 1/1 and unless you have a way to abuse it then it'll stay a rather underwhelming 1/1 for 3 mana... Lightning Crafter seems more like a sideboard card to me in the face of the Matron which will tutor for whatever you need in a given situation.
-4x Goblin Assault
-2x Quest for the Goblin Lord
Both of these are, well, pretty bad here. The assault can really screw your combat plan, drops late, isn't a goblin spell (Hurts ringleader/matron/etc.) and doesn't offer you much of a benefit after all of that. Basically, it has NO synergy with your deck. Quest for the Goblin Lord is similarly bad. Turn 1 you play Lackey or Aether Vial over anything else. Every other turn you'll PROBABLY have something better to play then the quest. And to top it off the quest doesn't actually do anything game winning in the end. Drop these 6 cards to bring your deck down to 60 cards.
If you end up splashing B go with:
4x Badlands
Some fetchlands. And Warren Weirding (counts as a goblin card so you can fetch it and tutor for it) amongst other things like Wort, Boggart Auntie. Basically, you pick up removal but your mana base gets slightly less stable (ie. introduction of non-basic lands).
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
4x Goblin Lackey
2x Skirk Prospector
Two CMC
4x Goblin Piledriver
2x Warren Instigator
2x Stingscourger
Lords
2x Goblin Warchief
4x Goblin Chieftain
Generals
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
4x Goblin Ringleader
2x Goblin Matron
2x Goblin Recruiter
Removal
2x Siege-Gang Commander
2x Lightning Crafter
Other
4x Aether Vial
Land
4x Rishidan Port
4x Stripmine
16x Mountain
2x Vexing Shusher
3x Shattering Spree
4x Goblin Grenade
exactly 60 cards now. quite happy about that
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66 Cards
4x Goblin Lackey
2x Skirk Prospector
Two CMC
4x Goblin Piledriver
2x Warren Instigator
2x Stingscourger
Lords
2x Goblin Warchief
4x Goblin Chieftain
4x Goblin King
Generals
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
4x Goblin Ringleader
2x Goblin Matron
2x Goblin Recruiter
Removal
2x Siege-Gang Commander
2x Lightning Crafter
Other
4x Aether Vial
Land
4x Rishidan Port
4x Stripmine
16x Mountain
2x Vexing Shusher
3x Shattering Spree
4x Goblin Grenade
if im running 4x Aether vial, should i cut back more mountains?
You should be able to get away with 14x Mountain.
I will comment though and say that Goblin King is, well, pretty bad comparitivly speaking.
In a deck like this you want 60 cards always to maxamize your consistancy. Goblin King and, to a lesser extent, Goblin Chieftain do very little for you. They cost 3 mana. They offer you VERY marginal benefits (haste is alright and mountainwalk is downright terrible in everything except for a few matchups like Zoo maybe).
In more detail: With a legacy (or psuedo-Legacy build as you have) Goblins are, and this is a great irony, played more like a psuedo-control deck than an aggro deck (or at least this is how it was rationalized to me). How so? Rishadan Port and Strip Mine allow you to completly destroy access to mana and obliterate multi-coloured mana bases. At the same time Goblin Lackey lets you cheat things into play (especially Seige-Gang Commando) and Aether Vial lets you play things for free.
Where do 8x Goblin Lords fit into this build? Well, to be honest, they don't. They're slow, clunky, and probably the last choice for a Lackey target. Simply put, they don't deserve 8x dedicated slots in the mainboard (in my opinion at least). Although they're lords and offer pump, they don't synergize with the decks goals to warrent 8x slots in the mainboard (or my opinion at least, and you certainly have the budget to build a powered legacy deck). +1/+1 for 3 in a deck that has access to tutors, cost reduction, the ability to cheat things into play on turn 2, a mono-coloured mana base, bounce, etc. just seems terrible when you get right down to it.
Personally, I'd:
-4x Goblin King
-2x Mountian
That brings you back to 60 cards. Again, you don't need the King mainboard in my opinion. Just toss it into the sideboard if you really must have it.
Then, I'd go with:
+2x Goblin Warchief
-2x Goblin Chieftain
The Warchief is really good. He offers you haste, but also offers you that sick, sick cost reduction. Playing almost every card in your deck for 1 less is fantastic. Especially if you're pouring mana into Rishadan Port/Strip Mine'ing things. In this regard Goblin Chiefton looks like a really poor inclusion that pales in comparison to a playset of Warchiefs.
**Also, Gempalm Incinerator, for the purposes of its cycling ability, is great in place of 2x Skirk Prospector and 2x Warren Instigator if you find that it's consistantly just impossible for your Goblin Lackey to get through blockers on turn 2. It's also useful later game for pushing through for those last few points of damage.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
4x Goblin Lackey
Two CMC
4x Goblin Piledriver
2x Warren Instigator
Lords
4x Goblin Warchief
2x Goblin Chieftain
Generals
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
Removal
2x Siege-Gang Commander
2x Lightning Crafter
2x Stingscourger
2x Gempalm Incinerator
4x Goblin Ringleader
2x Goblin Matron
2x Goblin Recruiter
Other
4x Aether Vial
Land
4x Rishadan Port
4x Stripmine
14x Mountain
2x Vexing Shusher
3x Shattering Spree
4x Goblin Grenade
4x Red Elemental Blast
very satisfied with this build right now (i left tuk tuk in for fun lol)
http://forums.mtgsalvation.com/showthread.php?t=94190
*Note that the first post is slightly outdated including classics that the M10 rules have outdated like Mogg Fanatic while, at the same time, omitting a discussion of R/B builds. The later posts in the thread cover these two elements however.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
60 Cards
4x Goblin Lackey
2x Skirk Prospector
Two CMC
4x Goblin Piledriver
2x Warren Instigator
Lords
4x Goblin Warchief
2x Goblin Chieftain
Generals
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
Removal
2x Siege-Gang Commander
2x Lightning Crafter
2x Stingscourger
2x Gempalm Incinerator
4x Goblin Ringleader
2x Goblin Matron
2x Goblin Recruiter
Other
4x Aether Vial
Land
4x Rishadan Port
4x Stripmine
14x Mountain
2x Vexing Shusher
3x Shattering Spree
4x Goblin Grenade
4x Red Elemental Blast
wow, seems my build isnt too far off from the legacy build although I almost exclusively play casual
thanks alot Matchbox20
Thanks for your advice! I'll be sure to take it.
My post got shifted through a few different forums before getting put in here, that's why i mentioned about it getting reported.
I respectfully disagree - Warchief is an auto-4-of as a haste enabler and cost reducer. He lets you play things many turns earlier than you normally could and allows for degenerate plays like Matron for Piledriver, play Piledriver, play another Piledriver, attack for 17. If you only had 4 mana, without Warchief, all you could do that turn is Matron. Warchief lets you Warren Weirding/Stingscourger for 1, multiple Warchiefs in play let you get SGC/Ringleader out much quicker, etc. Especially if a good part of your manabase is tied up in denial, cost reduction is essential.
I'm not disputing AEther Vial's greatness. They both work well, along with Lackey and (if you run it) Warren Instigator, to cheat things into play and allow for explosive starts and quick rebounds.
King's inferior to Chieftain (lord and haste enabler), and both are inferior to Warchief (haste enabler, cost reduction > buff).
King's also really bad in the mirror (you want Chieftains, Sharpshooters, Lightning Crafters there, along with Pyrokinesis).
Legacy Gobbyboogers R
I typo'd, my bad haha.
To clear up any confusion, I meant to say: "You won't need 4x of Goblin Chieftain".
You want 4x Goblin Warchief all the time. You can run 2x Goblin Chiefton if you want, but it likely should never be a 4-of - it just doesn't do enough compared to the other goblins out there.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
unsure if i can afford a $370 goblin deck lol
i was considering adding Vesuva, in hopes of putting maybe one port and just copying it.
@Wej City - You might be fine without it, depending on what your opponents play. You lose out on the control aspect of Goblins, but it's only especially crucial in fast Legacy matches and 20some mountains works fine for casual.
I wouldn't recommend Vesuvas with a singleton Port - it requires you to have the Port in play, and it CITP.
If you really want a replacement, perhaps Tectonic Edge?
Legacy Gobbyboogers R
the decks in our meta just keep getting nastier and nastier, and i need an early game response to these
Overall you'll likely find that the deck is SIGNIFIGANTLY stronger with the Rishidan Port because of the sheer amount of resource denial (ie. control) that the Port allows you to pick up. If worse comes to worse just pick them up slowly over time. You'll end up using them in a lot of decks that you build - especially mono-coloured decks - just because it really is a great card.
I'd say because this is casual you MIGHT be fine running the deck without Wasteland if you find that dual-coloured lands rarely pop up. If you're playing with a Vintage ruleset you can pop in a singleton Strip Mine which is uber cheap money wise. And if you want to be just excessivly cruel and unfair then pop in 4x Strip Mine (NEVER recommended however, especially in a deck like Goblins).
Also, I'd stray away from Vesuva and the like. Like Caspid said, it'll rely on you having that singleton Port in play and, furthermore, it comes into play tapped. All of these are bad things for Goblins.
And in terms of your initial list if decks in your casual meta are getting nastier, I'd highly recommend cutting down the number of cards in your deck. It really does ensure consistancy. I'd look at cutting any two of the following to get an even 60 count:
1x Kiki-Jiki, Mirror Breaker
1x Tuktuk, the Explorer
2x Warren Instigator
2x Lightning Crafter
2x Goblin Chieftain
2x Skirk Prospector
I'd go with this:
-2x Skirk Prospector
Brings you to an even 60. The Prospector is nice, BUT with Lackey, Instiagtor and Aether Vial you have so many other ways of putting goblins into play that mana acceleration doesn't do a whole lot for you. Furthermore, you have better things to sacrafice goblins to (ie. Seige-Gang Commando). It also has to contend with Lackey and Aether Vial for the 1-drop slot and, let's be honest, it's not going to win against either. Later in the game your mana will likely be going to Rishadan Port and/or Seige-Gang Commander bombs.
-1x Lightning Crafter
+1x Seige-Gang Commander
I'm a big fan of three commander's. They work well with Lackey and provide a huge threat. The Lightning Crafter is alright, but I'd say you'd be best to run just 1 in the mainboard - if you find that you REALLY need it you can simply tutor for it via Goblin Matron/Goblin Recruiter/etc.
Just my opinion.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
Thanks
12 Mountains
Instants: 8
4 Brute Force
4 Lightning Bolt
Sorcerys: 4
4 Chain Lightning
4 Goblin Bushwhacker
4 Goblin Cohort
4 Mogg Fanatic
4 Mogg Conscripts
4 Goblin Arsonist
4 Mogg Flunkies
4 Mogg War Marshal
4 Sparksmith
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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