I think, if you're taking the GoBots route, you don't really want the grenades. You don't really even want removal outside of the sideboard. Game one, you're just blowing your load on the table turn one and hoping to win before your opponent can mount a resistance. Sometimes they do, sometimes they don't. Winning game one doesn't seem like it matters how good their deck is. I've gotten the nuts against great decks and I've lost to crappy ones. Game one is wholly on your performance. What removal you want in your sideboard is really dependent on what you're likely to face. Me, I'm loving Gutshot. I once had a player concede turn 0, when he kept a hand with one land and a mana dork and I removed it at the end of his turn. Turn 0 plays are so much fun. That said, I've got Dismember in my pool of sideboard sideboards for when I need more. It just so happens, green ramp and Soul Sisters are my two most common opponents.
Has anybody liked Smugglers Copter enough in Gobots, even as a one or two of?
Not in Gobots, but I've played a few in No-lords.
I started testing with 4, then 2, and now I'm taking them out. Someone mentioned it earlier in this thread, but they are a tough fit for this type of deck. They are a little clunky, almost always the last card left in your hand because everything else is faster and has more impact. They dont quite mesh with the gameplan of dumping creatures and swinging.
I cant see them being terribly different in a gobots build. You might get a little more leverage because you have a few 0 drops that can get out fast and crew it, plus a kuldotha target if you find its not doing anything.... but thats one more two drop attacking at the expense of a cheap attacker, which kind of goes against the go-wide plan of the deck.
Etiher way, an intersting card, but probably not a good fit for etiher deck.
First, i'd like to apologies for my english, i'm a french canadian.
Here is my deck list at the moment, i called it Gobl'N Burn,I went 4-0 before loosing in semi-final in a little Tournament in my city with it:
Creatures (24)
4x Foundry Street Denizen
4x Goblin Bushwhacker
3x Goblin Piledriver
1x Krenko, Mob Boss
4x Legion Loyalist (only had one copy at that time, so I was playing 3 goblin fireslinger instead)
4x Mogg War Marshal
4x Vexing Devil (Instead of Goblin guide as i don't have any )
Sorcery (13)
1x Burn at the Stake
4x Goblin Grenade
4x Lava Spike
4x Rift Bolt
Instant (5)
4x Lightning Bolt
1x Massive Raid
Land (18)
1x Cavern of Souls
17x Mountain
Sideboard (15) (under construction/ didnt had a proper SB at the tournament)
First matchup was against an Azorius (UW) Heroic deck: Won 2-1
Second Matchup was against a Mono-G Infect deck: Won 2-0
Third Matchup was against a GW Hatebear deck: Won 2-0
Fourth Matchup was against a Blue white and red (jeskai) control deck: he won the first game, i won the other and he abandonned the 3rd game.
I lost in semi Final against the Hatebear player because of his sideboard and a little bit of badluck. In my opening hand i had a mountain,3 goblin grenade,two bolt and a mogg war marshal (THE Perfect hand)......but on his first turn my opponent put leyline of sanctity on the battlefield...... (damn, i really hate this card) so i lost.....
Second game, i sided out Lava spike as it could only target the player and i put 2 mogg fanatic and 2 draggon fodder. (i didnt had a real sideboard for this event as i created the deck only in that morning, The card in the SB were given to me at the store by the owner juste before the event)
So turn 4, i had an army (3 mogg war marshal + token + others 1/1 ready to swing for 16 with the kicker from a goblin bushwacker that i had in my hand but my opponent casted nevermore and he named the bushwacker.... as a result, i've been outclassed by his own creature and he finally won this game.
My taughts about this version is that it is pretty versatile as it is possible to play it like a traditional 8wack deck or a traditional burn deck or a combination of both depending of the opponent....
I would like to have your opinions and suggestion to improve it. I was thinking maybe splashing White or green to have a way to deal with enchantment would help. What do you think?
Congratz on a decent result! It's not bad to finish that well without some staples like Goblin Guide. Anyhow, regarding your enchantment hate, I would go with green as it offers Destructive Revelry which is probably better than Wear // Tear unless you want to pack Boros Charm. Green also adds Tin Street Hooligan which is a decent card from the side, and Atarka's Command of course, which became somewhat of a staple for us.
Anyhow, how was Krenko? I believe he is kinda expensive (4 mana) with only 18 lands as well as without Chieftains in the main. I would imagine that tapping 4 mana for a 3/3 without haste just to die to removal is a sad story. Needless to say, it's an interesting take to play a deck somewhere between a monored burn and goblins, but I would advise to try out 8whack - remove krenko, massive raid, burn at the stakes and some number of burn for reckless bushwhackers and a few 1-drop goblins like fanatic from your side. And be sure to report back hehe!
I also wrote an article called Checklist: Modern Goblin 1-Drops, where I try to look at non-staple 1-drop goblins that could be playable. You might find some ideas there, and I also learned a lot by checking out decks of other goblin enthusiasts like hellakevin and snakebite (r/GoblinsMTG), and all the fellow MTGSalvation guys.
I don't see the point of probe in this list. For all intents and purposes you don't care what's in their hand, you're almost always rushing out cards as quickly and efficiently as possible. If you really just want a cantrip, I'd go with Manamorphose to chain with Reckless Bushwhacker.
For me, I've been severely let down by Bomat Courier despite the love it's recently received here. It's awkward as hell to get value out of it. Opponents like to target it which I suppose is its best facet along with being a sac outlet. It wants you to simultaneously hold up mana while emptying your hand. It makes combat choices difficult. For example, I have 2 face down cards and none in hand, do I sac at end of step and hope to find a haste creature replacement or charge in with what I have on board? This is difficult because at the point that you have 2 face downs on Bomat the difference between 1 creature on board is literally the game. So then do I sac right after combat and play my spells? Also hard, because then you're losing all of your ETB effects and are also casting down one mana. I sided him out constantly, wen't down to 2 copies then eventually cut entirely. I haven't found the best replacement for him yet, but currently I'm on Vault Skirge for its evasion and lifegain.
Other people have mentioned the clumsiness of Goblin Wardriver so I won't repeat it. What I find absolutely necessary in the deck are copies of Goblin Rabblemaster and Goblin Piledriver. Goblin Rabblemaster is just a beast for closing out games, there's no better card at going wide except for the best card in the deck Kuldotha Rebirth. His synergy with Legion Loyalist usually makes him a hard threat to kill, given that most of your opponents removal has been spent at this point. I'm not as high on Goblin Piledriver, but again with Legion Loyalist you create these favorite Dolmen Gate combat situations running up against Goyfs and Tasigurs.
With all that being said, I wouldn't run less that 3 Legion Loyalist main.
This is my current main. It's not perfect yet, I feel like 0 main Atarka's Command has to be wrong, but I find it rather consistent which I value highly:
Here's my take on probe:
- Gives you advantage to see sweepers or Removal or whatnot in opponents hand
- Draws you closer to better spells
- I use it to slightly fix my land count
- Helps surge RBushwhacker
- I mostly don't care about life total
I agree with your take on Loyalist, I'm dropping one probe for another Loyalist main, but I'm going up to two probes in the side to play 62 cards after game 1 some matchups.
I've never been a piledriver fan, such a tempo loss IMHO
Here's my take on probe:
- Gives you advantage to see sweepers or Removal or whatnot in opponents hand
- Draws you closer to better spells
- I use it to slightly fix my land count
- Helps surge RBushwhacker
- I mostly don't care about life total
I agree with your take on Loyalist, I'm dropping one probe for another Loyalist main, but I'm going up to two probes in the side to play 62 cards after game 1 some matchups.
I've never been a piledriver fan, such a tempo loss IMHO
In my experience for game 1's the way you beat sweepers is by killing the opponent before they cast them. For post-sidebard matches, Genesis Chamber goes a long way in rebuilding post-sweep.
The thing you have to understand about piledriver is that he is not a T2 drop. On T4, or better yet T3 with a mox, you drop him with a hasty recruiter. Now you have a X/2 potentially trampling first striker. It's serious tempo. You just can't ever drop him alone. 2 copies seem sufficient to fill that role, and we need someway to leverage our width in matches before it fizzles out to nothing. An opponent with a Goyf for instance now would need to decide whether he should trade with a large piledriver (or potentially coming up short on the exchange) or risk taking a large bite out of his life total. I suppose Wardriver might serve the same purpose, maybe as a 1-of to be a 5th source of battlecry on T4s. The opposite situation holds for Rabblemaster. He's basically never coming out with a buddy, but he's still great with a battle cry effect already on the board.
I'm also going to try two Become Immense in the SB for grindy matchups, especially with the extra GProbes
Yeah that's something interesting to test out. I'm excited to hear how that plays. My only concern is that we fill up our graveyard surprisingly slowly. I have tried Mutagenic Growth and Rancorin the past with mixed results. The growths were nice for setting up favorable combat trades.
FYI another SB option that's pretty sick, if you're not a fan of Genesis Chamber, is Fecundity. It doesn't chain off of BTE directly, but if you stick it against a control deck its pretty much GG.
Match 1 vs Skred Red: Win 2-0
Game 1 on the play I won turn three
Game 2 I boarded in the probes and become Immense. I got him to 8 before he angered, to which I topdecked a guide and easily cast a Become Immense for the win
Match 2 vs Dredge: Lose 0-2
Game 1 I would have killed him had my only card been a Goblin Bushwhacker and not a Reckless Bushwhacker
Game 2 I got stuck on one land
Match 3 vs Tokens: Win 2-1
Game 1 was really close, but he overswung slightly while I had three cards in hand and our deck really swings hard out of the blue. Two signal pests helped
Game 2 he overwhelmed me with tokens and two virtues
Game 3 I easily killed him on turn 4
Match 4 vs Burn: Win 2-0
Both games I had excellent draws and we're just too fast for them.
Question guys, I've been off the play network for a tick, but was tweaking my SB out of boredom and I noticed a lack of SB solutions for control decks. Blood moon comes to mind but it is a three costing solution, and that's if it isn't countered. What SB solutions do you use to stay abreast the rising tide of overloaded target removal, sweepers, and permission splashes?
I'm interested in tribal decks and Merfolk isn't really doing it for me. Is there anywhere I can watch some videos of some goblin decks being played? I'd perfer the Gobots version as it seems more my style of play.
Question guys, I've been off the play network for a tick, but was tweaking my SB out of boredom and I noticed a lack of SB solutions for control decks. Blood moon comes to mind but it is a three costing solution, and that's if it isn't countered. What SB solutions do you use to stay abreast the rising tide of overloaded target removal, sweepers, and permission splashes?
I generally dont have issues with control so i dont dedicate a ton of slots for it in my sideboard.
Going up against control i know i need to play around sweepers, and sometimes i plan on my first creature getting bolted or pathed. This factors into my choices for keeping vs mulligans.
Path to exile makes running blood moon out of the side way better. I have two in my board.
The recent suggestion of genesis chamber also seems well suited for a control matchup.
In general i only side 0-3 things in with gobots.
Private Mod Note
():
Rollback Post to RevisionRollBack
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I was in the same boat when it came to merfolk. lol And, I tried recording gobots one point with some help from an OG goblin player, but I was unsuccessful. However, I say go for it and if you like it invest in the mox opals and cavern of souls down the line.
@Jewlt
Really? I remember control decks being a pain on MTGO especially Grix. I would agree with the PoE speeding up BM, but my opps wise up and hold onto PoE until the bitter end. I want to agree with Genesis Chamber, but it reminds me of Quest for the Goblin Lord. It is a great card, but unless you draw it early it does not merit the its worth. Since I have not cast it on my end (play tested it) am I right on my critique? Maybe someone can help me out on that.
Really? I remember control decks being a pain on MTGO especially Grix. I would agree with the PoE speeding up BM, but my opps wise up and hold onto PoE until the bitter end. I want to agree with Genesis Chamber, but it reminds me of Quest for the Goblin Lord. It is a great card, but unless you draw it early it does not merit the its worth. Since I have not cast it on my end (play tested it) am I right on my critique? Maybe someone can help me out on that.
Yeah, I haven't had any issues with control running my version of gobots. Maybe I'm just lucky, but I find it easy to overwhelm their removal, and they usually path the goblin guide or whatever I play on T1.
I find the argument that "unless you draw it early it does not merit the its worth" for any card to be somewhat silly regarding decks like this. Let's be honest - we are playing a glass cannon deck. You can only really count on your first 3-4 draws anyway. You can use that argument for ANY card because if you haven't won by T5 (latest) you probably aren't going to (especially since gobots doesnt run burn). So opening 7 + 2 draws is a reasonable shot for anything. The truth is - you could just never sideboard in this kind of deck and probably do just fine. As with any deck of this nature, going balls to the wall is how you win. Whenever I try and get overly creative it muddies up that formula. So I look for cards that support the decks main strategies while giving a unique advantage vs certain decks. This is why I look for cheap artifacts and creatures for my SB.
Sideboard cards add a slight advantage - nothing is going to revolutionize the playstyle of the deck or dramatically change any bad matchup. The deck really can't afford that and it is a caveat of playing this sort of strategy.
This is why I like Bomat Courier so much. It gives the deck a better chance if it lives past T3 and provides some cushion against board wipes. All while being an aggressive synergistic component of the deck. Like a bonus.
On a side note - Forked bolt has been the MVP of my SB so far. Helping in all sorts of situations. I would say its my most common swap:
-3 Kuldotha Rebirth
+3 Forked Bolt
against other decks that are weak to it.
Disclaimer - I haven't played in a few weeks and thus haven't tested Genesis Chamber yet. It is sitting in my SB as a 1-of currently. Holiday season and ankle surgery have sort of hindered my gaming (right foot - not being able to drive...)
So for me the jury is still out on Chamber... but I see tremendous potential in the card especially when combined with BTE in a deck like mine. Who knows how it will work though... Has anyone else tested it?
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Any comments or help? I'm unsure if this is viable q.q
3 Goblin Grenade
4 Atarka's Command
4 Kuldotha Rebirth
12"Artifacts":
4 Ornithopter
4 Memnite
4 Signal Pest
12Creatures:
4 Burning-Tree Emissary
4 Reckless Bushwhacker
4 Goblin Bushwhacker
4 Goblin Guide
4 Legion Loyalist
3 Wooded Foothills
3 Bloodstained Mire
4 Copperline Gorge
4 Mountain
2 Stomping Ground
1 Contested War Zone
2 Magmatic Chasm
2 Sudden Shock
2 Pillar of Flame
3 Surgical Extraction
3 Destructive Revelry
3 Genesis Chamber
flowers shall grow
and I am in them
and that is eternity."
I think, if you're taking the GoBots route, you don't really want the grenades. You don't really even want removal outside of the sideboard. Game one, you're just blowing your load on the table turn one and hoping to win before your opponent can mount a resistance. Sometimes they do, sometimes they don't. Winning game one doesn't seem like it matters how good their deck is. I've gotten the nuts against great decks and I've lost to crappy ones. Game one is wholly on your performance. What removal you want in your sideboard is really dependent on what you're likely to face. Me, I'm loving Gutshot. I once had a player concede turn 0, when he kept a hand with one land and a mana dork and I removed it at the end of his turn. Turn 0 plays are so much fun. That said, I've got Dismember in my pool of sideboard sideboards for when I need more. It just so happens, green ramp and Soul Sisters are my two most common opponents.
Not in Gobots, but I've played a few in No-lords.
I started testing with 4, then 2, and now I'm taking them out. Someone mentioned it earlier in this thread, but they are a tough fit for this type of deck. They are a little clunky, almost always the last card left in your hand because everything else is faster and has more impact. They dont quite mesh with the gameplan of dumping creatures and swinging.
I cant see them being terribly different in a gobots build. You might get a little more leverage because you have a few 0 drops that can get out fast and crew it, plus a kuldotha target if you find its not doing anything.... but thats one more two drop attacking at the expense of a cheap attacker, which kind of goes against the go-wide plan of the deck.
Etiher way, an intersting card, but probably not a good fit for etiher deck.
It's the First time i'm writing on this primer.
First, i'd like to apologies for my english, i'm a french canadian.
Here is my deck list at the moment, i called it Gobl'N Burn,I went 4-0 before loosing in semi-final in a little Tournament in my city with it:
Creatures (24)
4x Foundry Street Denizen
4x Goblin Bushwhacker
3x Goblin Piledriver
1x Krenko, Mob Boss
4x Legion Loyalist (only had one copy at that time, so I was playing 3 goblin fireslinger instead)
4x Mogg War Marshal
4x Vexing Devil (Instead of Goblin guide as i don't have any )
Sorcery (13)
1x Burn at the Stake
4x Goblin Grenade
4x Lava Spike
4x Rift Bolt
Instant (5)
4x Lightning Bolt
1x Massive Raid
Land (18)
1x Cavern of Souls
17x Mountain
Sideboard (15) (under construction/ didnt had a proper SB at the tournament)
2x Goblin Chieftain
1x Goblin Piledriver
4x Mogg Fanatic
4x Reckless Bushwhacker
4x Smash to Smithereens
First matchup was against an Azorius (UW) Heroic deck: Won 2-1
Second Matchup was against a Mono-G Infect deck: Won 2-0
Third Matchup was against a GW Hatebear deck: Won 2-0
Fourth Matchup was against a Blue white and red (jeskai) control deck: he won the first game, i won the other and he abandonned the 3rd game.
I lost in semi Final against the Hatebear player because of his sideboard and a little bit of badluck. In my opening hand i had a mountain,3 goblin grenade,two bolt and a mogg war marshal (THE Perfect hand)......but on his first turn my opponent put leyline of sanctity on the battlefield...... (damn, i really hate this card) so i lost.....
Second game, i sided out Lava spike as it could only target the player and i put 2 mogg fanatic and 2 draggon fodder. (i didnt had a real sideboard for this event as i created the deck only in that morning, The card in the SB were given to me at the store by the owner juste before the event)
So turn 4, i had an army (3 mogg war marshal + token + others 1/1 ready to swing for 16 with the kicker from a goblin bushwacker that i had in my hand but my opponent casted nevermore and he named the bushwacker.... as a result, i've been outclassed by his own creature and he finally won this game.
My taughts about this version is that it is pretty versatile as it is possible to play it like a traditional 8wack deck or a traditional burn deck or a combination of both depending of the opponent....
I would like to have your opinions and suggestion to improve it. I was thinking maybe splashing White or green to have a way to deal with enchantment would help. What do you think?
Thanks in advance!
BTW, how can i add card link in my post?
Anyhow, how was Krenko? I believe he is kinda expensive (4 mana) with only 18 lands as well as without Chieftains in the main. I would imagine that tapping 4 mana for a 3/3 without haste just to die to removal is a sad story. Needless to say, it's an interesting take to play a deck somewhere between a monored burn and goblins, but I would advise to try out 8whack - remove krenko, massive raid, burn at the stakes and some number of burn for reckless bushwhackers and a few 1-drop goblins like fanatic from your side. And be sure to report back hehe!
I also wrote an article called Checklist: Modern Goblin 1-Drops, where I try to look at non-staple 1-drop goblins that could be playable. You might find some ideas there, and I also learned a lot by checking out decks of other goblin enthusiasts like hellakevin and snakebite (r/GoblinsMTG), and all the fellow MTGSalvation guys.
4 Ornithopter
4 Bomat Courier
4 Signal Pest
4 Goblin Guide
2 Legion Loyalist
4 Goblin Bushwhacker
4 Reckless Bushwhacker
3 Burning-Tree Emissary
3 Kuldotha Rebirth
2 Gitaxian Probe
Land - 18, but closer to 19 thanks to GProbe
1 Contested War Zone
1 Mountain
4 Stomping Ground
4 Copperline Gorge
4 Wooded Foothills
4 Bloodstained Mire
2 Destructive Revelry
2 Ancient Grudge
2 Gruul Charm
2 Tormod's Crypt
2 Gut Shot
2 Weapon Surge
1 Goblin Wardriver
1 Legion Loyalist
1 Dismember
Thoughts?
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
I don't see the point of probe in this list. For all intents and purposes you don't care what's in their hand, you're almost always rushing out cards as quickly and efficiently as possible. If you really just want a cantrip, I'd go with Manamorphose to chain with Reckless Bushwhacker.
For me, I've been severely let down by Bomat Courier despite the love it's recently received here. It's awkward as hell to get value out of it. Opponents like to target it which I suppose is its best facet along with being a sac outlet. It wants you to simultaneously hold up mana while emptying your hand. It makes combat choices difficult. For example, I have 2 face down cards and none in hand, do I sac at end of step and hope to find a haste creature replacement or charge in with what I have on board? This is difficult because at the point that you have 2 face downs on Bomat the difference between 1 creature on board is literally the game. So then do I sac right after combat and play my spells? Also hard, because then you're losing all of your ETB effects and are also casting down one mana. I sided him out constantly, wen't down to 2 copies then eventually cut entirely. I haven't found the best replacement for him yet, but currently I'm on Vault Skirge for its evasion and lifegain.
Other people have mentioned the clumsiness of Goblin Wardriver so I won't repeat it. What I find absolutely necessary in the deck are copies of Goblin Rabblemaster and Goblin Piledriver. Goblin Rabblemaster is just a beast for closing out games, there's no better card at going wide except for the best card in the deck Kuldotha Rebirth. His synergy with Legion Loyalist usually makes him a hard threat to kill, given that most of your opponents removal has been spent at this point. I'm not as high on Goblin Piledriver, but again with Legion Loyalist you create these favorite Dolmen Gate combat situations running up against Goyfs and Tasigurs.
With all that being said, I wouldn't run less that 3 Legion Loyalist main.
This is my current main. It's not perfect yet, I feel like 0 main Atarka's Command has to be wrong, but I find it rather consistent which I value highly:
4x Memnite
4x Ornithopter
4x Mox Opal
4x Signal Pest
2x Vault Skirge
Goblins and Friends
4x Goblin Guide
3x Goblin Bushwacker
3x Legion Loyalist
3x Kuldotha Rebirth
4x Burning-Tree Emissary
2x Goblin Piledriver
4x Reckless Bushwhacker
2x Goblin Rabblemaster
1x Sarkhan Vol
4x Copperline Gorge
4x Wooded Footills
2x Bloodstained Mire
2x Stomping Ground
3x Mountain
1x Contested War Zone
- Gives you advantage to see sweepers or Removal or whatnot in opponents hand
- Draws you closer to better spells
- I use it to slightly fix my land count
- Helps surge RBushwhacker
- I mostly don't care about life total
I agree with your take on Loyalist, I'm dropping one probe for another Loyalist main, but I'm going up to two probes in the side to play 62 cards after game 1 some matchups.
I've never been a piledriver fan, such a tempo loss IMHO
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
In my experience for game 1's the way you beat sweepers is by killing the opponent before they cast them. For post-sidebard matches, Genesis Chamber goes a long way in rebuilding post-sweep.
The thing you have to understand about piledriver is that he is not a T2 drop. On T4, or better yet T3 with a mox, you drop him with a hasty recruiter. Now you have a X/2 potentially trampling first striker. It's serious tempo. You just can't ever drop him alone. 2 copies seem sufficient to fill that role, and we need someway to leverage our width in matches before it fizzles out to nothing. An opponent with a Goyf for instance now would need to decide whether he should trade with a large piledriver (or potentially coming up short on the exchange) or risk taking a large bite out of his life total. I suppose Wardriver might serve the same purpose, maybe as a 1-of to be a 5th source of battlecry on T4s. The opposite situation holds for Rabblemaster. He's basically never coming out with a buddy, but he's still great with a battle cry effect already on the board.
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
Yeah that's something interesting to test out. I'm excited to hear how that plays. My only concern is that we fill up our graveyard surprisingly slowly. I have tried Mutagenic Growth and Rancorin the past with mixed results. The growths were nice for setting up favorable combat trades.
Match 1 vs Skred Red: Win 2-0
Game 1 on the play I won turn three
Game 2 I boarded in the probes and become Immense. I got him to 8 before he angered, to which I topdecked a guide and easily cast a Become Immense for the win
Match 2 vs Dredge: Lose 0-2
Game 1 I would have killed him had my only card been a Goblin Bushwhacker and not a Reckless Bushwhacker
Game 2 I got stuck on one land
Match 3 vs Tokens: Win 2-1
Game 1 was really close, but he overswung slightly while I had three cards in hand and our deck really swings hard out of the blue. Two signal pests helped
Game 2 he overwhelmed me with tokens and two virtues
Game 3 I easily killed him on turn 4
Match 4 vs Burn: Win 2-0
Both games I had excellent draws and we're just too fast for them.
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
Question guys, I've been off the play network for a tick, but was tweaking my SB out of boredom and I noticed a lack of SB solutions for control decks. Blood moon comes to mind but it is a three costing solution, and that's if it isn't countered. What SB solutions do you use to stay abreast the rising tide of overloaded target removal, sweepers, and permission splashes?
YOUTUBE CHANNEL: GOBOTS
I generally dont have issues with control so i dont dedicate a ton of slots for it in my sideboard.
Going up against control i know i need to play around sweepers, and sometimes i plan on my first creature getting bolted or pathed. This factors into my choices for keeping vs mulligans.
Path to exile makes running blood moon out of the side way better. I have two in my board.
The recent suggestion of genesis chamber also seems well suited for a control matchup.
In general i only side 0-3 things in with gobots.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
I was in the same boat when it came to merfolk. lol And, I tried recording gobots one point with some help from an OG goblin player, but I was unsuccessful. However, I say go for it and if you like it invest in the mox opals and cavern of souls down the line.
@Jewlt
Really? I remember control decks being a pain on MTGO especially Grix. I would agree with the PoE speeding up BM, but my opps wise up and hold onto PoE until the bitter end. I want to agree with Genesis Chamber, but it reminds me of Quest for the Goblin Lord. It is a great card, but unless you draw it early it does not merit the its worth. Since I have not cast it on my end (play tested it) am I right on my critique? Maybe someone can help me out on that.
YOUTUBE CHANNEL: GOBOTS
For reference, this is my current sideboard:
2x Spellskite
3x Forked Bolt
2x Grafdigger's Cage
2x Ancient Grudge
1x Destructive Revelry
2x Dolmen Gate
1x Genesis Chamber
2x Blood Moon
Same MB list I posted a few pages back...
Yeah, I haven't had any issues with control running my version of gobots. Maybe I'm just lucky, but I find it easy to overwhelm their removal, and they usually path the goblin guide or whatever I play on T1.
I find the argument that "unless you draw it early it does not merit the its worth" for any card to be somewhat silly regarding decks like this. Let's be honest - we are playing a glass cannon deck. You can only really count on your first 3-4 draws anyway. You can use that argument for ANY card because if you haven't won by T5 (latest) you probably aren't going to (especially since gobots doesnt run burn). So opening 7 + 2 draws is a reasonable shot for anything. The truth is - you could just never sideboard in this kind of deck and probably do just fine. As with any deck of this nature, going balls to the wall is how you win. Whenever I try and get overly creative it muddies up that formula. So I look for cards that support the decks main strategies while giving a unique advantage vs certain decks. This is why I look for cheap artifacts and creatures for my SB.
Sideboard cards add a slight advantage - nothing is going to revolutionize the playstyle of the deck or dramatically change any bad matchup. The deck really can't afford that and it is a caveat of playing this sort of strategy.
This is why I like Bomat Courier so much. It gives the deck a better chance if it lives past T3 and provides some cushion against board wipes. All while being an aggressive synergistic component of the deck. Like a bonus.
On a side note - Forked bolt has been the MVP of my SB so far. Helping in all sorts of situations. I would say its my most common swap:
-3 Kuldotha Rebirth
+3 Forked Bolt
against other decks that are weak to it.
Disclaimer - I haven't played in a few weeks and thus haven't tested Genesis Chamber yet. It is sitting in my SB as a 1-of currently. Holiday season and ankle surgery have sort of hindered my gaming (right foot - not being able to drive...)
So for me the jury is still out on Chamber... but I see tremendous potential in the card especially when combined with BTE in a deck like mine. Who knows how it will work though... Has anyone else tested it?
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Is Simian Spirit Guide worth the tempo?
I think it's okay in mono red, but there's really not much room for it in G/R