Am diging that GR list but man, if there was ever a deck for shared animosity isn't that it?
T1 goblin
T2 2 goblins
T3 animosity swing 9
And once animosity is down every krenko's command is putting 4 power on the board, and say they solve your turn 3 above - if your turn 4 is a token maker and a bushwhacker you swing for 9 again.
I know that sounds a little christmas landy but the card can be really explosive here I think and worth its small risks.
I also think 18 land might be correct - im getting to 5th and 6th lands more tahn is fun :S
Am diging that GR list but man, if there was ever a deck for shared animosity isn't that it?
T1 goblin
T2 2 goblins
T3 animosity swing 9
And once animosity is down every krenko's command is putting 4 power on the board, and say they solve your turn 3 above - if your turn 4 is a token maker and a bushwhacker you swing for 9 again.
I know that sounds a little christmas landy but the card can be really explosive here I think and worth its small risks.
I also think 18 land might be correct - im getting to 5th and 6th lands more tahn is fun :S
That isn't Magic xmasland from my experience. That being said when you need to hit three lands you'll want to have nineteen or twenty lands.
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One of these day I have to get myself organizized.
The problem with Animosity is the classic problem with any card that requires another card to do anything. The upside has to be fairly big for it to be worthwhile (i.e. generally we are talking combo here).
Animosity doesn't effect the board on its own. In fact, it in particular will often require at least two other cards to do anything, since a single goblin will not provide a pump. As a result, it's a liability in matchups that want to interact, as your board will have a hard time snowballing. Not to mention how bad a top-deck it can be. It's essentially a card that only works when you are ahead as its best when you have a wide board and are attacking. Seems fairly win-more.
Furthermore, even if it had potential, in a deck with very few land we can only fit so many 3-drops. I would be inclined to add Rabblemaster first. It actually outputs somewhat similar damage with lower goblin counts, while being a game ending threat in its own right. Similarly with Chieftain, it's a 2/2 that can attack with the upside of giving our creatures haste. Damage output is a bit lower, but we only need to count to 20, not 100.
The problem with Animosity is the classic problem with any card that requires another card to do anything. The upside has to be fairly big for it to be worthwhile (i.e. generally we are talking combo here).
Animosity doesn't effect the board on its own. In fact, it in particular will often require at least two other cards to do anything, since a single goblin will not provide a pump. As a result, it's a liability in matchups that want to interact, as your board will have a hard time snowballing. Not to mention how bad a top-deck it can be. It's essentially a card that only works when you are ahead as its best when you have a wide board and are attacking. Seems fairly win-more.
Furthermore, even if it had potential, in a deck with very few land we can only fit so many 3-drops. I would be inclined to add Rabblemaster first. It actually outputs somewhat similar damage with lower goblin counts, while being a game ending threat in its own right. Similarly with Chieftain, it's a 2/2 that can attack with the upside of giving our creatures haste. Damage output is a bit lower, but we only need to count to 20, not 100.
Goblin Piledriver also requires other cards to do something. Are you not testing him? It's actually an amazing topdeck, given the board state in which you have a lot of 1/1s and you're opponents have started to stabilize. The times in which you have a Legion Loyalist, a used up Bushwhacker, and three tokens versus two Kitchen Finks and rip that Shared Animosity... It'll be the only card that can win you the game from those kind of positions. Often times your opponent will be stabilizing albeit your wide board and Shared Animosity seals the deal. Rabblemaster dies to Abrupt Decay, Path, Bolt, Terminate, while SA only dies to Abrupt Decay when it comes to mainboard removal. The same goes for Chieftain, which is the entire theory behind the no lords list.
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One of these day I have to get myself organizized.
i ran into a goblin deck while testing my mardu skred last night. it ran king, chieftain, guide, instigator, bolt, cavern of souls, bushwhacker and there might be other cards that didn't get played.
i lost g1 quickly to him, he conceded g2 after mulliganing 4 times and i took g3 after i sideboarded in dragon's claw and grinded him out.
it was one of the rare times i played against a goblin deck in modern and finally experienced it as an opponent. the player was also smart to play his threats slowly to make me trade 1 for 1 in g1 and g3 and only go all in when i am tapped out or when he felt he got do a bunch of haste damage in 1 turn.
despite what people think about aggro decks, goblins is definitely not an easy deck to play.
Would we want spellskites for bogles/twin/infect? Dragon's claw for burn? Which graveyard decks do we fear most (grishoalbrand? dredge? or just kolagan's command value?). Molten Rain for tron and midrange?
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Bad match-ups in my opinion are: lifegain stuff like soul sisters, bogles if they get lifelink, BW Tokens to some degree (I have a bad ratio against them), and various Zoo or hatebear decks, as they are usually a bit slower but more resilient than us, meaning if we don't get enough dmg thru in the first few rounds, it's hard to win. 5-color zoo is a bit easier, just because of the manabase pain. Luckily, those decks are rather unpopular around here (expect for Zoo, I have no idea why but we have a lot of zoo over here, d00h). I also find CoCo decks to be quite hard, especially abzan coco, as they throw finks at us and then just cast coco after coco, or chord etc. That's why I use Grafdigger's cage, to disable coco and chord while also hating graveyard with the same card. I use Relic against blue and grave-combo decks, and relic is a boss against snapcasters.
Otherwise, twin, tron and jund are winnable matchups, so that's a big plus for us. Same goes for scapeshift. Infect is also relatively easy for us, as long as you play fanatics (MVP, MVP!). I don't have much experience against reanimator, grishoalbrand, living end and ad nau, so can't really comment, but like you said, it's a pure race. I feel like we have a good game against Dredge tho. Affinity is a dice roll, but I don't have good results against it. Burn, on the other hand, was always a great match-up for me, we are both fast, but we have more creatures so after 3 or 4 rounds, we have an upper hand. Boros or Naya Burn usually pains itself more than we do, so that's another plus. Because I managed to beat burn quite a few times despite losing the dice roll, I chose to remove burn-hate altogether and rather focused on other match-ups. If this is correct or not, I have no idea, but there is not much burn being played around here these days so I don't want to have dead cards, even if it's in the sideboard.
Spellskite was one of the cards I wanted to go with, but at the last second, I put two Blood Moons in the side instead of Spellskite. Maybe Molten Rain is better, will think about that, since usually we just need one more turn, and land destruction with damage factor really helps us indeed.
Dismember is there for all-around removal, also great against twin, but can kill all fatties like zombie-fish, tasigur, goyf etc. It can also target and kill Kor Firewalker, hurray! Maybe we could use two in the side?
I think that if you don't want to use Tin Street Hooligan, you should have at least 4 artifact hate cards, and there is no better card than Revelry, since it can also stop twin, as well as bogles, while damaging the opponent, which is huge. In addition to that, it can help against random Ghostly Prison decks (we need enchantment removal just to be safe).
So, an optimal SB would be something like this:
- 4 artifact hate, Dest. reverly is the best here since it adds enchantment hate,
- 2 or 3 land hate, either blood moons or molten rains, depending on your expected meta,
- 1-3 rending volley, also depends what kind of opponents you play, but most players side out at least two copies of splinter twin, so dismember, a singleton volley and enchantment hate is enough in my opinion,
- 2-4 grave hate, flexible depending on the meta, and grafdiggers if there are a lot of coco decks around you,
- 1-2 removal, I prefer dismember, but you can also go with roast or something like that. However, dismember is a black spells, so byebye Kor Firewalkers.
I also want at least 4 antilife gain spells, and Atarka's Command is perfect (I assume you mainboard 4 of them). The thing about Spellskite is that while it can surely be very good, it also slows us down quite a bit. However, maybe if I could remake my SB, I would personally go with something like this (considering I would use the same mainboard):
Now bear in mind that this is off the top of my head, I would probably trim it a bit so there are less singletons, but all in all, I think we don't really want Blood Moon that much. However, like I said many times before, we have to test more to see what ends up useful, and what useless. I, for one, didn't draw a blood moon yet, and that's after two tournaments (PPTQ and modern monday), so I need a bigger sample. Usually, the thread of blood moon is enough, as our opponents side in enchantment hate and they slow themselves, while we just go for the face.
Since piledriver is now released for modern on MTGO, i will doing tests with the card with a modified version of treachtvs list. I wanna try out a no-lords goblins list, and an RB more mid-rangy list. I will try to get at least 20 games of each list in today since I got jack to do all day. I will also be editing the primer as well with updated information.
We will see how piledriver performs in both lists, wish me luck.
My MTGO name is Franx, for anyone willing to test out top tier decks against a goblins list just add me and tell your name on the forums.
As I said I will be on majority of today and tonight testing. If you guys have any suggestions or ideas for the primer just post them here and or pm me.
There is something to be said for not diluting your deck with cards like spellskite and dragon's claw out of the sideboard - just stick to the plan of being fast. I like molten rain in that regard over blood moon, and I can feel keeping an atarkas in the board. I'm on 4 fanatics main (4th replacing a frenzied goblin) but I dunno I kind of understand the frenzied - early high toughness blockers like spellskite, tasigur, and tarmogoyf have always been a problem for goblins. While sometimes you can just t3 war marshall and grenade it there are times you ahve to grenade a real goblin and 2-for-1 yourself (and then swing for like 2-3 damage).
I have to say shared animosity definitely belongs here though - either as a 1 or 2 of. It is the card I most often hope to draw if the opponent stabilizes - more than grenades or atarkas. Even when you're sitting on 1 goblin + animosity (practically worst case) we have enough haste guys that it could go live immediately on your turn again.
Do you guys ever try to sandbag goblins - especially legion loyalist or bushwhacker? I often find myself wishing I could use my 4 mana to play a war marshall and then kick a bushwhacker to put 6 haste on the board, or wondering if my opponent could have been baited into swinging at me or casting something else if he thought he had good blocks because I had no loyalist online.
What I most like about this build is that it is very resilient to spot removal. The only tempo loss is having a piledriver bolted or path'd. I always hated having my chieftan zapped mid combat - this risk doesnt exist with loyalist and animosity since they are triggers - you already know if your team isn't going to be big before you commit to the swing
its too bad that goblins is getting hit tangentially by burn hate (dragon claw, timely reinforcements, feed the clan) and by elves hate (pyroclasm, forked bolt) so despite being a kooky low tier deck people have good sideboard action against us anyways
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
I don't think dragon claw is as useful against us as it is burn since we swing wide. I agree with the rest of your statements though, thats why i feel RG is better against life gain strategies
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Modern: B 8Rack RX Goblins BG Elves (Attempting) UBW Mill G Stompy UB Tezzerator
Legacy: W Stax
Big thanks to everyone that has contributed to this forum! I've been thinking of getting into Modern and sleeving up Goblins as a great budget deck for the format. Funny timing with Goblin Piledriver being spoiled. This is the list that I've started with.
I've only been able to play it a few times and I've noticed a few things. Goblin Grenade seems like the real reason to play Goblins. Five damage for one mana and sacing a token is very powerful. My list runs more token producing effects than other lists that I've seen which helps Goblin Chieftain and Shared Animosity each be a bigger threat. I also love that Legion Loyalist laughs at Lingering Souls and makes Goblin Piledriver trample over blockers. I'll be testing my list at my local game store soon. I'll be sure to post my results and match-ups. Any feedback is welcome.
It had its moments. Foundry Street was surprisingly good, and I found sometimes casting him turn 1 instead of Goblin Guide was better. You could go Foundry, into Piledriver, into Guide+Loyalist for some pretty sick beats. The loyalist trigger giving trample is particularly devastating with Pile Driver or Rabblemaster, especially when combined with Boros Charm's double strike. It can do the old Naya standard combo of Ghor-Clan into Boros Charm too. It seems to struggle against the decks that are good at interacting like Twin. I ran into a few Chord decks and those matches felt even worse than the Twin ones. Honestly, feels a bit like playing a standard deck in modern. Perhaps you guys will have better luck with it, but it doesn't seem to be a winner.
Perhaps the mana-denial strategy could have legs, but I'm not particularly fussed with buying Blood Moons on MTGO, so that one will just have to wait until I get a chance to play in paper.
Can tell you I missed having the White sideboard cards. Having extra threats was ok, but most of them felt really anemic. All they needed to do was kill my Piledriver or Rabblemaster and it I'm sitting there just beating in for 1 or 2. Marshal was good, but mostly as a blocker, which isn't where I think we want to be. Starting to think that Deltora including 4 Chieftain was the correct way to build it. Haste really makes Piledriver much more scary. The pump on his toughness is quite relevant too. Ghor-Clan was nice, but Atarka's Command never really did anything. At any rate, it's still a struggle to win most games. Essentially you want to be able to Goldfish, but a Lightning Bolt here or there just screws up the math really hard.
Searing Blaze works with burn because it works with turn 1 drops like monastery swiftspear. It doesn't work with goblins because you just sacrificed a turn where you could be playing more goblins, Goblin Grenade is just so much better. I feel you doubt that card too much, 75% of my wins are from gobo nade. You are using a no-lords list but you are running 3 drops, that's not where that style of deck wants to be. You need to be fast, what happens when you cast a rabblemaster and they bolt him? If you are going to run chieftains and rabblemasters then go more that direction, right now your current list is stuck in the middle between no-lords and some of the original all-in goblin lists.
The sideboard is solid, Grim Lavamancer seems kind of random to be honest. I would just go 4 Destructive Revelry and remove Smash to Smithereens. You can also use that free sideboard slot to run a Dismember, which is needed in the Jund/Junk matchup.
Oh and Atarka's Command has been amazing in my testing, preventing lifegain while dealing 3 damage non-target is one of the best plays this deck can make. Also why all the fetch lands? You are taking a considerably amount of damage, I understand we race the opponent but you are making the burn matchup a lot harder for yourself for almost no reason.
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Modern: B 8Rack RX Goblins BG Elves (Attempting) UBW Mill G Stompy UB Tezzerator
Legacy: W Stax
Having extra threats was ok, but most of them felt really anemic. All they needed to do was kill my Piledriver or Rabblemaster and it I'm sitting there just beating in for 1 or 2. Marshal was good, but mostly as a blocker, which isn't where I think we want to be. Starting to think that Deltora including 4 Chieftain was the correct way to build it. Haste really makes Piledriver much more scary. The pump on his toughness is quite relevant too. Ghor-Clan was nice, but Atarka's Command never really did anything. At any rate, it's still a struggle to win most games. Essentially you want to be able to Goldfish, but a Lightning Bolt here or there just screws up the math really hard.
Diluting the list by running stuff like Searing Blaze and Boros Charm over something like Goblin Grenade is only going to make your list feel like a worse version of Naya Burn. The 21st land seems excessive, because sometimes you just have to snap keep one landers, but ultimately your deck lacks Goblin Bushwhacker, or actually any way of pumping your 1/1s. Outside of Command and Rampager, your Legion Loyalist will never be anything, but a 1/1. And you basically always want to bloodrush a huge threat like Rabble or Piledriver. My first suggestion would be to cut a Ghor-Clan, a War Marshal and two Rabbles for the full set of Bushwhackers. Then swap Searing Blaze for Goblin Grenade. And because you never really want to draw more than three lands ever, the third and fourth Copperline Gorge are better than the third or fourth Stomping Ground, especially with that many fetches. This will enable you to better race other aggro decks. As for your sideboard, I don't think you'll ever have enough spells in your graveyard to really capitalize on Grim Lavamancer. Dismember seems better to get rid of Tasigur and Anglers. Tin Street Hooligan over the second Smash to Smithereens to so you're not diluting your deck of too many dorks post-board.
And yeah, Foundry Street Denizen turn 1 over Guide is usually for the best.
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One of these day I have to get myself organizized.
Loving all the goblin talk on this thread, I've been messing around with a goblin list since piledriver got spoiled, but haven't had a chance to really test him out yet. I'll be testing this list out this weekend, still on the fence about going with the black splash, but I've found having access to terminate and spike jester to be pretty great.
If I was going to drop black I'd replace the Spike Jesters with 4 mogg fanatics and drop terminate and earwig for one more atarka's command and either bushwhackers or shared animosity, not sure yet.
Been tooling around with my deck and now that I've got my full playset of guides, loyalists and grenades I can begin building! Here's my revised list for Rakdos Goblins
I still feel like it's a little shaky. I decided to fill my flex spots with Fanatic. Everyone else seems to like him and I like him too. I was going to run 3 Mogg War Marshal but went with Dragon Fodder instead. I remember reading that Fodder interacts better with Piledriver since both of the tokens can attack at the same time. My sideboard is a little shaky. I kinda threw in Warren Wierding TBH. I really like the card as a wierd removal/additional beats. I may try to fool around with a sacrifice goblin build that uses it.
And, of course, im happy too about all discussions happening
Modern
RBW Goblins
XU ArcMUD
T1 goblin
T2 2 goblins
T3 animosity swing 9
And once animosity is down every krenko's command is putting 4 power on the board, and say they solve your turn 3 above - if your turn 4 is a token maker and a bushwhacker you swing for 9 again.
I know that sounds a little christmas landy but the card can be really explosive here I think and worth its small risks.
I also think 18 land might be correct - im getting to 5th and 6th lands more tahn is fun :S
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Animosity doesn't effect the board on its own. In fact, it in particular will often require at least two other cards to do anything, since a single goblin will not provide a pump. As a result, it's a liability in matchups that want to interact, as your board will have a hard time snowballing. Not to mention how bad a top-deck it can be. It's essentially a card that only works when you are ahead as its best when you have a wide board and are attacking. Seems fairly win-more.
Furthermore, even if it had potential, in a deck with very few land we can only fit so many 3-drops. I would be inclined to add Rabblemaster first. It actually outputs somewhat similar damage with lower goblin counts, while being a game ending threat in its own right. Similarly with Chieftain, it's a 2/2 that can attack with the upside of giving our creatures haste. Damage output is a bit lower, but we only need to count to 20, not 100.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
i lost g1 quickly to him, he conceded g2 after mulliganing 4 times and i took g3 after i sideboarded in dragon's claw and grinded him out.
it was one of the rare times i played against a goblin deck in modern and finally experienced it as an opponent. the player was also smart to play his threats slowly to make me trade 1 for 1 in g1 and g3 and only go all in when i am tapped out or when he felt he got do a bunch of haste damage in 1 turn.
despite what people think about aggro decks, goblins is definitely not an easy deck to play.
Active thread contributor of Jeskai Prowess Tempo
Does the sideboard basically need to be:
3+ destructive revelry
2+ blood moon
1+ rending volley
4+ graveyard hate (relic/cage/crypt)
1+ dismember
Would we want spellskites for bogles/twin/infect? Dragon's claw for burn? Which graveyard decks do we fear most (grishoalbrand? dredge? or just kolagan's command value?). Molten Rain for tron and midrange?
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Otherwise, twin, tron and jund are winnable matchups, so that's a big plus for us. Same goes for scapeshift. Infect is also relatively easy for us, as long as you play fanatics (MVP, MVP!). I don't have much experience against reanimator, grishoalbrand, living end and ad nau, so can't really comment, but like you said, it's a pure race. I feel like we have a good game against Dredge tho. Affinity is a dice roll, but I don't have good results against it. Burn, on the other hand, was always a great match-up for me, we are both fast, but we have more creatures so after 3 or 4 rounds, we have an upper hand. Boros or Naya Burn usually pains itself more than we do, so that's another plus. Because I managed to beat burn quite a few times despite losing the dice roll, I chose to remove burn-hate altogether and rather focused on other match-ups. If this is correct or not, I have no idea, but there is not much burn being played around here these days so I don't want to have dead cards, even if it's in the sideboard.
Spellskite was one of the cards I wanted to go with, but at the last second, I put two Blood Moons in the side instead of Spellskite. Maybe Molten Rain is better, will think about that, since usually we just need one more turn, and land destruction with damage factor really helps us indeed.
Dismember is there for all-around removal, also great against twin, but can kill all fatties like zombie-fish, tasigur, goyf etc. It can also target and kill Kor Firewalker, hurray! Maybe we could use two in the side?
I think that if you don't want to use Tin Street Hooligan, you should have at least 4 artifact hate cards, and there is no better card than Revelry, since it can also stop twin, as well as bogles, while damaging the opponent, which is huge. In addition to that, it can help against random Ghostly Prison decks (we need enchantment removal just to be safe).
So, an optimal SB would be something like this:
- 4 artifact hate, Dest. reverly is the best here since it adds enchantment hate,
- 2 or 3 land hate, either blood moons or molten rains, depending on your expected meta,
- 1-3 rending volley, also depends what kind of opponents you play, but most players side out at least two copies of splinter twin, so dismember, a singleton volley and enchantment hate is enough in my opinion,
- 2-4 grave hate, flexible depending on the meta, and grafdiggers if there are a lot of coco decks around you,
- 1-2 removal, I prefer dismember, but you can also go with roast or something like that. However, dismember is a black spells, so byebye Kor Firewalkers.
I also want at least 4 antilife gain spells, and Atarka's Command is perfect (I assume you mainboard 4 of them). The thing about Spellskite is that while it can surely be very good, it also slows us down quite a bit. However, maybe if I could remake my SB, I would personally go with something like this (considering I would use the same mainboard):
Now bear in mind that this is off the top of my head, I would probably trim it a bit so there are less singletons, but all in all, I think we don't really want Blood Moon that much. However, like I said many times before, we have to test more to see what ends up useful, and what useless. I, for one, didn't draw a blood moon yet, and that's after two tournaments (PPTQ and modern monday), so I need a bigger sample. Usually, the thread of blood moon is enough, as our opponents side in enchantment hate and they slow themselves, while we just go for the face.
We will see how piledriver performs in both lists, wish me luck.
My MTGO name is Franx, for anyone willing to test out top tier decks against a goblins list just add me and tell your name on the forums.
As I said I will be on majority of today and tonight testing. If you guys have any suggestions or ideas for the primer just post them here and or pm me.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
I have to say shared animosity definitely belongs here though - either as a 1 or 2 of. It is the card I most often hope to draw if the opponent stabilizes - more than grenades or atarkas. Even when you're sitting on 1 goblin + animosity (practically worst case) we have enough haste guys that it could go live immediately on your turn again.
Do you guys ever try to sandbag goblins - especially legion loyalist or bushwhacker? I often find myself wishing I could use my 4 mana to play a war marshall and then kick a bushwhacker to put 6 haste on the board, or wondering if my opponent could have been baited into swinging at me or casting something else if he thought he had good blocks because I had no loyalist online.
What I most like about this build is that it is very resilient to spot removal. The only tempo loss is having a piledriver bolted or path'd. I always hated having my chieftan zapped mid combat - this risk doesnt exist with loyalist and animosity since they are triggers - you already know if your team isn't going to be big before you commit to the swing
its too bad that goblins is getting hit tangentially by burn hate (dragon claw, timely reinforcements, feed the clan) and by elves hate (pyroclasm, forked bolt) so despite being a kooky low tier deck people have good sideboard action against us anyways
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
41 Spells
4 Krenko's Command
4 Dragon Fodder
1 Mogg War Marshal
4 Foundry Street Denizen
4 Legion Loyalist
4 Goblin Bushwhacker
4 Goblin Chieftain
2 Shared Animosity
3 Goblin Piledriver
2 Mogg Fanatic
1 Krenko, Mob Boss
4 Lightning Bolt
4 Goblin Grenade
19 Lands
1 Teetering Peaks
18 Mountain
I've only been able to play it a few times and I've noticed a few things. Goblin Grenade seems like the real reason to play Goblins. Five damage for one mana and sacing a token is very powerful. My list runs more token producing effects than other lists that I've seen which helps Goblin Chieftain and Shared Animosity each be a bigger threat. I also love that Legion Loyalist laughs at Lingering Souls and makes Goblin Piledriver trample over blockers. I'll be testing my list at my local game store soon. I'll be sure to post my results and match-ups. Any feedback is welcome.
4 Goblin Guide
4 Foundry Street Denizen
4 Legion Loyalist
4 Goblin Piledriver
4 Goblin Rabblemaster
4 Ghor-Clan Rampager
Spells
4 Lightning Bolt
4 Boros Charm
4 Atarka's Command
3 Searing Blaze
3 Mountain
4 Sacred Foundry
2 Stomping Ground
2 Copperline Gorge
4 Wooded Foothill
4 Bloodstained Mire
2 Arid Mesa
2 Path to Exile
3 Molten Rain
2 Deflecting Palm
3 Kor Firewalker
3 Destructive Revelry
2 Rending Volley
It had its moments. Foundry Street was surprisingly good, and I found sometimes casting him turn 1 instead of Goblin Guide was better. You could go Foundry, into Piledriver, into Guide+Loyalist for some pretty sick beats. The loyalist trigger giving trample is particularly devastating with Pile Driver or Rabblemaster, especially when combined with Boros Charm's double strike. It can do the old Naya standard combo of Ghor-Clan into Boros Charm too. It seems to struggle against the decks that are good at interacting like Twin. I ran into a few Chord decks and those matches felt even worse than the Twin ones. Honestly, feels a bit like playing a standard deck in modern. Perhaps you guys will have better luck with it, but it doesn't seem to be a winner.
Perhaps the mana-denial strategy could have legs, but I'm not particularly fussed with buying Blood Moons on MTGO, so that one will just have to wait until I get a chance to play in paper.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
4 Goblin Guide
4 Foundry Street Denizen
4 Legion Loyalist
4 Piledriver
4 Mogg War Marshal
4 Goblin Rabblemaster
4 Ghor-Clan Rampager
4 Lightning Bolt
4 Atarka's Command
3 Searing Blaze
Lands (21)
7 Mountain
2 Copperline Gorge
4 Stomping Grounds
4 Bloodstained Mire
4 Wooded Foothills
2 Grim Lavamancer
2 Rending Volley
4 Molten Rain
2 Smash to Smithereens
3 Destructive Revelry
2 Relic of Progenitus
Can tell you I missed having the White sideboard cards. Having extra threats was ok, but most of them felt really anemic. All they needed to do was kill my Piledriver or Rabblemaster and it I'm sitting there just beating in for 1 or 2. Marshal was good, but mostly as a blocker, which isn't where I think we want to be. Starting to think that Deltora including 4 Chieftain was the correct way to build it. Haste really makes Piledriver much more scary. The pump on his toughness is quite relevant too. Ghor-Clan was nice, but Atarka's Command never really did anything. At any rate, it's still a struggle to win most games. Essentially you want to be able to Goldfish, but a Lightning Bolt here or there just screws up the math really hard.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
The sideboard is solid, Grim Lavamancer seems kind of random to be honest. I would just go 4 Destructive Revelry and remove Smash to Smithereens. You can also use that free sideboard slot to run a Dismember, which is needed in the Jund/Junk matchup.
Oh and Atarka's Command has been amazing in my testing, preventing lifegain while dealing 3 damage non-target is one of the best plays this deck can make. Also why all the fetch lands? You are taking a considerably amount of damage, I understand we race the opponent but you are making the burn matchup a lot harder for yourself for almost no reason.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
Diluting the list by running stuff like Searing Blaze and Boros Charm over something like Goblin Grenade is only going to make your list feel like a worse version of Naya Burn. The 21st land seems excessive, because sometimes you just have to snap keep one landers, but ultimately your deck lacks Goblin Bushwhacker, or actually any way of pumping your 1/1s. Outside of Command and Rampager, your Legion Loyalist will never be anything, but a 1/1. And you basically always want to bloodrush a huge threat like Rabble or Piledriver. My first suggestion would be to cut a Ghor-Clan, a War Marshal and two Rabbles for the full set of Bushwhackers. Then swap Searing Blaze for Goblin Grenade. And because you never really want to draw more than three lands ever, the third and fourth Copperline Gorge are better than the third or fourth Stomping Ground, especially with that many fetches. This will enable you to better race other aggro decks. As for your sideboard, I don't think you'll ever have enough spells in your graveyard to really capitalize on Grim Lavamancer. Dismember seems better to get rid of Tasigur and Anglers. Tin Street Hooligan over the second Smash to Smithereens to so you're not diluting your deck of too many dorks post-board.
And yeah, Foundry Street Denizen turn 1 over Guide is usually for the best.
2x Earwig Squad
4x Ghor-Clan Rampager
4x Goblin Chieftain
4x Goblin Guide
4x Goblin Piledriver
2x Goblin Rabblemaster
4x Legion Loyalist
4x Spike Jester
INSTANTS - 9
3x Atarka's Command
4x Lightning Bolt
2x Terminate
4x Goblin Grenade
LANDS - 19
2x Swamp
2x Forest
2x Mountain
3x Auntie's Hovel
1x Blood Crypt
3x Bloodstained Mire
1x Cavern of Souls
3x Wooded Foothills
2x Stomping Ground
1x Blood Moon
4x Destructive Revelry
4x Goblin King
2x Kolaghan's Command
2x Magus of the Moon
2x Vexing Shusher
If I was going to drop black I'd replace the Spike Jesters with 4 mogg fanatics and drop terminate and earwig for one more atarka's command and either bushwhackers or shared animosity, not sure yet.
4x Goblin Guide
4x Legion Loyalist
4x Foundry Street Denizen
4x Spike Jester
4x Goblin Bushwhacker
4x Goblin Piledriver
2x Mogg Fanatic
Spells
4x Goblin Grenade
4x Lightning Bolt
2x Terminate
3x Dragon Fodder
4x Auntie's Hovel
4x Blackcleave Cliffs
4x Bloodstained Mire
2x Cavern of Souls
2x Blood Crypt
5x Mountain
2x Shattering Spree
2x Skullcrack
1x Terminate
3x Rakdos charm
1x Rain of Gore
2x Earwig Squad
2x Warren Weirding
2x Relic of Progenitus
I still feel like it's a little shaky. I decided to fill my flex spots with Fanatic. Everyone else seems to like him and I like him too. I was going to run 3 Mogg War Marshal but went with Dragon Fodder instead. I remember reading that Fodder interacts better with Piledriver since both of the tokens can attack at the same time. My sideboard is a little shaky. I kinda threw in Warren Wierding TBH. I really like the card as a wierd removal/additional beats. I may try to fool around with a sacrifice goblin build that uses it.
WBTokensWB