Here's my current decklist. The weakest cards are definitely the Mardu Scouts and the Goblin Chieftains. I've tested Teetering Peaks and Cavern of Souls as non-basics worth running, but never been totally satisfied. The deck can keep a lot of 1 Mountain hands, but rarely can keep a 1 Cavern hand. I run monored because I find that the splashes don't really fix our problem matchups (Electrolyze decks) at the expense of making us worse against other aggro decks like Burn, Zoo, and Affinity.
I run a similar mainboard but could you explain your sideboard picks too? I'm a little interested with what you've prepared for in your modern metagame.
Edit: Also, how has 20 lands treated you? I personally run 19 but have you tested enough to determine that 20 will net you the best land ratios on average?
20 lands has been alright to me. I feel like I've found a balance between keeping too many one-landers and flooding out too much. I definitely wouldn't run any more than 20, and I do think about trimming one from time to time. I do sometimes sideboard one land out on the draw.
As for the sideboard:
Electrickery is for any deck running Delver + Pyromancer. It also can come in against Bogles and Tokens, though in both cases it has a narrow window to be impactful in those match ups. Need to test against Collected Elves to see if it's good in that matchup.
Goblin Assault is for any Electrolyze control deck, UWR, Grixis, and Twin (which typically gets more control in post board). Let's me continually put up pressure in those long matches.
Rending Volley is for twin or any Restoration Angel deck.
Everlasting Torment is a silver bullet against Unwinnable matches like Soul Sisters. Could do Leyline of Punishment instead. Havent tested enough against Abzhan company to know if I should run it there.
Searing Blood is for affinity, zoo, Delver, any Collected Company deck. It's really good right now (and a big argument against Cavern in the mana base.
Shattering Spree against affinity is the best reason to run no Caverns
Stoke the Flames is more burn for the Jund match ups and a replacement for Goblin Grenade against Remand decks
Tormod's crypt is a silver bullet against Dredgevine, Loam Pox, and Living End. I wanted Crypt instead of Relic of
Progenitus because I felt that in a racing deck like ours, we didn't have time to leave up lands to pop Relic
20 lands has been alright to me. I feel like I've found a balance between keeping too many one-landers and flooding out too much. I definitely wouldn't run any more than 20, and I do think about trimming one from time to time. I do sometimes sideboard one land out on the draw.
As for the sideboard:
Electrickery is for any deck running Delver + Pyromancer. It also can come in against Bogles and Tokens, though in both cases it has a narrow window to be impactful in those match ups. Need to test against Collected Elves to see if it's good in that matchup.
Goblin Assault is for any Electrolyze control deck, UWR, Grixis, and Twin (which typically gets more control in post board). Let's me continually put up pressure in those long matches.
Rending Volley is for twin or any Restoration Angel deck.
Everlasting Torment is a silver bullet against Unwinnable matches like Soul Sisters. Could do Leyline of Punishment instead. Havent tested enough against Abzhan company to know if I should run it there.
Searing Blood is for affinity, zoo, Delver, any Collected Company deck. It's really good right now (and a big argument against Cavern in the mana base.
Shattering Spree against affinity is the best reason to run no Caverns
Stoke the Flames is more burn for the Jund match ups and a replacement for Goblin Grenade against Remand decks
Tormod's crypt is a silver bullet against Dredgevine, Loam Pox, and Living End. I wanted Crypt instead of Relic of
Progenitus because I felt that in a racing deck like ours, we didn't have time to leave up lands to pop Relic
I see your points,
Very good arguments regarding the choice to cut Cavern of Souls. With the exclusion of Cavern of Souls, would that mean Shattering Spree and Goblin Assault (To an extent, as I can see utility as a constant source of goblins without consistent fear of counter spells) are your only sideboard answers to decks like Mono-U TRON?
Mono-U Tron isn't a deck I encounter very often, so I don't even know the matchup very well. I doubt Goblin Assault is good there since one Wurmcoil is game over. I'd probably bring in the Stokes and Shattering Spree and take out the Animosities and Chieftains and try to burn them out before they can gain life. But again, it's not a match up I've played more than maybe twice, so that might be the wrong approach
I'm also eager for BFZ to hit the shelves and really hope for some decent 1 or 2 drops. Otherwise, I would like to see what origins bring us as well, but I'm more excited for zendikar for sure.
A 2mana lord, or a decent 1 or 2-drop with haste would make me happy.
Cimu, are you comming for GP Copenhagen with Goblins?
Sadly I am not. I took a job in Ireland over the summer, so I'll be in Dublin while the GP is going on in my back yard
But if anyone else is going, be aware that some of the people coming from Aarhus will be familiar with the Goblins match-up, since I play there every week.
Sorry if this was talked about earlier, but do you guys know the no-lords list? Found it on reddit.
I've been playing it for a few weeks when i need a break from my Control decks and it's a blast.
It is VERY consistent because you curve out at 2, and has some nice little tricks in it like
tap 3 mountains, play Devastating Summons, sac the lands, play Bushwhacker with kicker and suddenly have 8 extra damage on the board.
I never was too sure about my sideboard (normally never play red) but created one on Tromni's advice here, and am very happy with it
Tbh it plays more like a Leyline-resistant Burn deck than a tribal deck but doesn't rely on fragile
lords because of the various battle cry effects.
Interesting variant Shephard,
The no-lords build is interesting and begs the question of what we can do differently.
Tolarian on youtube just released a new video about some of the best no mana spells in modern and Fury of the Horde got an honorable mention. I think we've discussed about this card before and an obvious problem with it is that it could easily be a dead card in our hand for us since having 2 red cards in our hand is tough as is without some sort of card advantage engine. However, we should keep Fury of the Horde in mind as if we ever do find a way to reliably get 2 red cards in our hand I can only imagine the possibilities.
You could always try sensation gorger to give you card advantage. I am going to experiment with that in a token based Goblin decl. I have been researching this a lot an finally built a deck. I just started playing again after a 12 year layoff and played in a 19 person Monday Night Modern. Even being nervious about playing and only being on the play once I went 8-1 against, Egg, Grixis Control, Abzan and Bogles (ulgh, Bogles). This is the deck:
Let me know what you think. It plays fast and watching peoples faces when you turn one a Goblin Rabblemaster or Blood Moon is great. Also, watching people trying to do the math on Vexing Devil an then decide to let you keep it and then you turn aroun and give it haste that turn with a Goblin Bushwhacker No Goblin Guide in this build either. I feel like the card advantage it give the other play cane really hurt if you have to slow down the game a little and wait for a turn six kill instead of all ining for a turn three or four kill. This forum seems pretty dead, but I'd like some in put of anyone is still around.
First off all, welcome! Be sure to stick around, as there are quite a few of us constantly brewing and playing with goblins in modern, and while we don't post all the time, we browse and read this primer regularly.
Your deck seems very interesting to me, and with the right starting hand, it can be as fast as regular goblin aggro, if not even faster. However, what happens if the board gets wiped on turn 3 or 4, when you are setting up for that turn 5/6 kill - how do you recover? Do you manage to do enough damage in the first three turns to burn the opponent in topdeck mode after he stabilized? I guess the lack of Guides lower the early damage output, but is that even relevant? Do you really feel like Guide's drawback would be such a dealbreaker for this deck?
Deck looks fun but a bit less consistent than ritual-less aggro goblins, however, the surprise factor has to be big when opponents face this deck for the first time. It has potential, but more testing is needed to see how it performs against decks like Jund, Affinity, CoCo zoo/abzan/elves and twin. Let us know if you already played more games, or how do you think this deck could be upgraded - in which direction.
While Sensation Gorger looks interesting, it has a few flaws: it does nothing on the turn it is cast, unless there is haste. But at three mana, if there is no chieftain on board, you'll have to spend additional 2 to kick bushwhacker to attack with Gorger, and we are talking about attacking with a guy that has to sit and wait for the next upkeep to maybe replenish both hands. If it would be 2mana, or if it had haste (or even flash, haha, in my dreams), then I could see it work. But like this, the only semi-viable option is in vial goblins, where you can vial him EOT. In aggro decks, you would rather play more aggressive creatures.
Need_More_DPS is right, with all your ramp, Outpost Siege could be what you are looking for. It's 4mana, but it's harder to remove than Gorger, and it guarantees one additional card per turn.
Any thoughts on Days Undone from Origins? I've been playing around with a variant that splashes green for lead the stampede, Days Undone reloads your hand while disrupting the opponent. It's not goblin ringleader but it is similar.
They reprinted Goblin Piledriver! Take down the next modern GP guys. Then Elves, Merfolk and Goblins would have the tribal trifecta
Private Mod Note
():
Rollback Post to RevisionRollBack
Level 1 Judge
Level 2 in progress...
UUU Merfolk UUU "Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR "The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Interesting list Tromni,
I run a similar mainboard but could you explain your sideboard picks too? I'm a little interested with what you've prepared for in your modern metagame.
Edit: Also, how has 20 lands treated you? I personally run 19 but have you tested enough to determine that 20 will net you the best land ratios on average?
As for the sideboard:
Electrickery is for any deck running Delver + Pyromancer. It also can come in against Bogles and Tokens, though in both cases it has a narrow window to be impactful in those match ups. Need to test against Collected Elves to see if it's good in that matchup.
Goblin Assault is for any Electrolyze control deck, UWR, Grixis, and Twin (which typically gets more control in post board). Let's me continually put up pressure in those long matches.
Rending Volley is for twin or any Restoration Angel deck.
Everlasting Torment is a silver bullet against Unwinnable matches like Soul Sisters. Could do Leyline of Punishment instead. Havent tested enough against Abzhan company to know if I should run it there.
Searing Blood is for affinity, zoo, Delver, any Collected Company deck. It's really good right now (and a big argument against Cavern in the mana base.
Shattering Spree against affinity is the best reason to run no Caverns
Stoke the Flames is more burn for the Jund match ups and a replacement for Goblin Grenade against Remand decks
Tormod's crypt is a silver bullet against Dredgevine, Loam Pox, and Living End. I wanted Crypt instead of Relic of
Progenitus because I felt that in a racing deck like ours, we didn't have time to leave up lands to pop Relic
I see your points,
Very good arguments regarding the choice to cut Cavern of Souls. With the exclusion of Cavern of Souls, would that mean Shattering Spree and Goblin Assault (To an extent, as I can see utility as a constant source of goblins without consistent fear of counter spells) are your only sideboard answers to decks like Mono-U TRON?
A 2mana lord, or a decent 1 or 2-drop with haste would make me happy.
Sadly I am not. I took a job in Ireland over the summer, so I'll be in Dublin while the GP is going on in my back yard
But if anyone else is going, be aware that some of the people coming from Aarhus will be familiar with the Goblins match-up, since I play there every week.
Interesting variant Shephard,
The no-lords build is interesting and begs the question of what we can do differently.
Tolarian on youtube just released a new video about some of the best no mana spells in modern and Fury of the Horde got an honorable mention. I think we've discussed about this card before and an obvious problem with it is that it could easily be a dead card in our hand for us since having 2 red cards in our hand is tough as is without some sort of card advantage engine. However, we should keep Fury of the Horde in mind as if we ever do find a way to reliably get 2 red cards in our hand I can only imagine the possibilities.
Again, fingers crossed for Battle for Zendikar.
4 Goblin Bushwhacker
4 Goblin Chieftain
4 Goblin Rabblemaster
4 Legion Loyalist
4 Simian Spirit Guide
4 Vexing Devil
2 Desperate Ritual
2 Pyretic Ritual
4 Goblin Grenade
4 Lightning Bolt
3 Raid Bombardment
2 Mutavault
2 Cavern of Souls
2 Grafdigger's Cage
2 Relic of Progenitus
2 Reverberate
2 Shattering Spree
2 Spellskite
Let me know what you think. It plays fast and watching peoples faces when you turn one a Goblin Rabblemaster or Blood Moon is great. Also, watching people trying to do the math on Vexing Devil an then decide to let you keep it and then you turn aroun and give it haste that turn with a Goblin Bushwhacker No Goblin Guide in this build either. I feel like the card advantage it give the other play cane really hurt if you have to slow down the game a little and wait for a turn six kill instead of all ining for a turn three or four kill. This forum seems pretty dead, but I'd like some in put of anyone is still around.
Active thread contributor of Jeskai Prowess Tempo
Your deck seems very interesting to me, and with the right starting hand, it can be as fast as regular goblin aggro, if not even faster. However, what happens if the board gets wiped on turn 3 or 4, when you are setting up for that turn 5/6 kill - how do you recover? Do you manage to do enough damage in the first three turns to burn the opponent in topdeck mode after he stabilized? I guess the lack of Guides lower the early damage output, but is that even relevant? Do you really feel like Guide's drawback would be such a dealbreaker for this deck?
Deck looks fun but a bit less consistent than ritual-less aggro goblins, however, the surprise factor has to be big when opponents face this deck for the first time. It has potential, but more testing is needed to see how it performs against decks like Jund, Affinity, CoCo zoo/abzan/elves and twin. Let us know if you already played more games, or how do you think this deck could be upgraded - in which direction.
While Sensation Gorger looks interesting, it has a few flaws: it does nothing on the turn it is cast, unless there is haste. But at three mana, if there is no chieftain on board, you'll have to spend additional 2 to kick bushwhacker to attack with Gorger, and we are talking about attacking with a guy that has to sit and wait for the next upkeep to maybe replenish both hands. If it would be 2mana, or if it had haste (or even flash, haha, in my dreams), then I could see it work. But like this, the only semi-viable option is in vial goblins, where you can vial him EOT. In aggro decks, you would rather play more aggressive creatures.
Need_More_DPS is right, with all your ramp, Outpost Siege could be what you are looking for. It's 4mana, but it's harder to remove than Gorger, and it guarantees one additional card per turn.
Currently Playing:
Modern:
Tron
Titan-Shift
Level 2 in progress...
UUU Merfolk UUU
"Above the waves you may be mighty indeed, but down here you belong to me."
-Empress Galina
UBR Cruel Control UBR
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."
-Nicol Bolas
Storm Crow is strictly worse than Seacoast Drake.
Legion Loyalist -> Goblin Piledriver -> Goblin Rabblemaster is 28 damage on T4
Legion Loyalist -> Goblin Piledriver -> Hordeling Outburst is 19 damage on T4
Foundry Street Denizen -> Goblin Piledriver - > Goblin Rabblemaster is 30 damage on T4
Foundry Street Denizen -> Goblin Piledriver -> Hordeling Outburst is 22 damage T4
This is going to be insane. Pretty sure this just eliminates RUG delver as possibly existing because of Piledriver's pro-blueness.