If you are playing Raging Goblin, you should try to use Bomat Courier over it! It's just so much value!
I have played with Bomat Courier in the past. It's a great card and it does exactly something our goblins need. However, it's not red, so it doesn't trigger Foundry Street Denizen, and it can't be sacced to goblin grenade. That's why I think Raging Goblin is better in this specific build. In Gobots, it's fantastic though!
We need a goblin like this:
[Missing Goblin]
R
Haste 1/1 (is 2/1 too greedy? )
Whenever [Missing Goblin] enters the battlefield, exile the top card of your library. Until your next upkeep, you may play this card.
I don't think this is unrealistic as Wizards has been playing around with this effect in the last few sets.
Last Sunday, I attended a 37-man tournement with my B/R No-lords list, and went 3-3. Would you guys be interested if I did a little write-up about that day?
If you are playing Raging Goblin, you should try to use Bomat Courier over it! It's just so much value!
I have played with Bomat Courier in the past. It's a great card and it does exactly something our goblins need. However, it's not red, so it doesn't trigger Foundry Street Denizen, and it can't be sacced to goblin grenade. That's why I think Raging Goblin is better in this specific build. In Gobots, it's fantastic though!
We need a goblin like this:
[Missing Goblin]
R
Haste 1/1 (is 2/1 too greedy? )
Whenever [Missing Goblin] enters the battlefield, exile the top card of your library. Until your next upkeep, you may play this card.
I don't think this is unrealistic as Wizards has been playing around with this effect in the last few sets.
Last Sunday, I attended a 37-man tournement with my B/R No-lords list, and went 3-3. Would you guys be interested if I did a little write-up about that day?
of course we are, thats why we're here
Private Mod Note
():
Rollback Post to RevisionRollBack
"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
Welcome to the Horde. Now, two things stand out about your list. One, you have 24 two costing creatures. That is a huge price tag for goblins pay. I would suggest picking four two costing cards or more you want your deck to capitalize on and go from there. That brings me to my second point, your deck is all over the place. Its hard to just grab goblins and throw them into the 60 as they are more synergistic vs value. If you play Golgari Midrange then you could get away with that, but not here. Since you want to go Rakdos I would suggesting going for haste like effects since Spike Jester is the only main decked black card.
I wouldn't focus too much on the SB yet until you nail down a solid 60. When your 60 changes your 15 will change, which becomes a bothersome and pocket book nightmare. Once you know what your 60 Rakdos can do on the table and variations are less common then nail your SB down.
Depends on your list I think, but in general yeah. If you're getting to 4 lands you are probably not winning and land disruption isn't going to change that.
So, i'm waffling a little here. I love goblins but I hate how random getting the mana for GoBots is. I like the mana for Atarka goblins but it just seems so slow comparied and i'm not sure goblins has the kind of staying power. I'm going to assume I can't just take out the 4 mox opals for 4 lands and still have gobots work like it should or make sure the moxes are online more often.
The mana choices reflect the need to evade counter magic especially Chalice of the void. The peaks help give some extra damage and goes well with the Loyalist. Ghost quarter is the flexible card as it can either help remove problematic lands opponent has, destroy a mountain with Spreading seas on it or just help thin your deck.
The rogue card you all see is Dangerous wager. Only use 2 as its more than enough and it really gives me nut hands when casting it end of opponents turn when have nothing else in hand. By next turn have 3 cards in hand to threaten my opponent with.
Finally I think Goblin Chieftain is overall better than Reckless bushwhacker in this deck as the +1/+1 it gives when on the board works more for me compared to the one time effect. Sideboard is currently work in progress.
Taking this list to an FNM next week and see how it goes
Just got back from FNM, and had an absolute blast playing my take on a very different direction for this deck.
The idea came to me while drafting MM 17 - I've always loved Spike Jester, and I happened to pull 3 foils of him during drafting (RB or Jund bloodrush goblins being my favorite draft deck). I figured why not throw together a 'bad' deck for fun to see how I did (I play a fairly large amount of modern and have a pretty large collection of staples/decks).
The main idea was to go heavy on tempo, and to be incredibly disruptive while presenting a quick clock and a abusing the large amount of reach that Goblin Grenade gives us. The sideboard is all over the place, and there's a couple of minor things in the maindeck since I literally put it together in ~45 minutes before the tourney started.
I ended up winning the entire tournament - I split in the final round with a friend of mine, but played it out for fun and still won, so 4-0 for the tournament.
=============================
Round 1 - T on Mono G Stompy.
She usually plays burn, so it was interesting to see her t1 Experiment One. I 2-0'd this - lots of removal is great, and my clock is fast. Highlight of game 2 was getting both Rabblemasters on board at the same time with a legion loyalist for the non-summoning sick one to push thru lethal trample.
IN: +2 Everlasting Torment, +1 Brutality, +1 Mogg War Marshal
OUT: -3 Thoughtseize, -1 Bushwhacker
=============================
Round 2 - T on Grixis Delver
T has actually previously played 8 whack, and saw some of the "for fun" games I played after I won round 1. He was unaware of the goblin tribal land, and thought it was pretty cool.
I won this one 2-0 as well - g1 I focused on using hand disruption on his his removal, and terminate/pushed his pyromancer + angler. I won with a grenade + bolt for extreme reach. G2 he tapped out to play a serum vision + Dragon's Claw (I assume some kinda holdover from his goblins sideboard) and I untapped with bushwhacker + grenade in hand ftw.
=============================
Round 3 - AJ on Mono G Stompy
AJ is usually a decent player, and I was somewhat surprised he was on stompy (He usually plays burn or delver).
G1 I got there with back to back hand disruption removing his strangleroot geist + leatherback baloth before he could play them, while my goblin guide + loyalist put in work. He never had the chance to recover thru removal when he finally began playing creatures.
G2 was very back and forth - he got out a Predator Ooze - which I have absolutely zero maindeck answers for. The only card(s) in my 75 that answer it are Collective Brutality (x1) and everlasting torment (x2 - the wither part). I got him to 12 or so, but he'd swung in and I was facing down lethal next turn. I had 2 goblin guides, and swung + flipped 2 grenades post combat...but he had a feed the clan in hand. RIP.
G3 I ended up entirely running him over - double goblin guide + double spike jester opener while he missed a land drop. No chance to recover, and showed that this deck can be fast with the right hands.
Win 2-1
IN: +2 Everlasting Torment, +1 Brutality, +1 Mogg War Marshal
OUT: -3 Thoughtseize, -1 Rabblemaster (my reasoning was bushwhacker might be better, and rabblemaster's "must attack" might be a liability)
=============================
Round 4 - R on Jeskai Control
R is a buddy of mine, and we're the two main control players in our shop. I usually prefer Esper control (my favorite deck) and we often play. We agreed to split since we were the only two undefeateds.
Playing it out for fun, he got G1 when I flooded out (with about 8 lands in play + bricking back to back to back lands with him sitting at 2 life).
G2 he had some minor mana issues (drew 2 tec edges, which funnily enough didn't let him cast the cryptic OR the supreme verdict in his hand) and I was able to get there.
G3 was a bit trickier, but I was able to bait out a bunch of counters by playing grafdiggers/rabblemaster(got remanded twice) into a resolved blood moon, which was more or less lights out once I landed the rabblemaster.
My thoughts - the deck felt absolutely phenomenal. I had answers, a fast clock, and amazing reach to steal games that would seem almost impossible to win for other decks.
MVP - Skin Invasion This card actually seemed kinda bad at first - I threw it in as a replacement for something else, but with all the removal I run, this card is extremely often a 3/4 for 1 mana. Even putting it on our own creatures that then die can be decent. Goblin Grenade should also be no surprise - the closing power this gives us in games is amazing, and smart opponents must respect our ability to deal 5-10 damage out of nowhere. Also, I honestly wish I could run 8 spike jesters - that card is an amazing topdeck almost any time in the game with the field clear due to our gratuitous removal. 3/1 with haste is just so good.
Worst Cards - Legion Loyalist. I joked about this actually being the worst card in my deck to a few people, but as the night went on, it actually felt that way. His ability can be super relevant, but in my deck, a 1/1 with haste just isn't that good. I don't go as wide, and I don't play many of the kicker effects. I feel like I should potentially shift 2 to the sideboard, and only run 2 main. Issue is, I'm not sure what to replace him with. Spike Jester is possibly the best creature in my deck and epitomizes what I'm trying to do, but I already have 4 of him already. Having haste on every creature feels great, but I think I might have to play something else as loyalist just doesn't cut it in terms of damage output. I kinda wonder if throwing in bitterblossom (another pet card of mine) could be doable.
Hmm...
Anyhoo, let me know what y'all think. I feel like this version could have legs - it felt pretty solid tonight.
So, i'm waffling a little here. I love goblins but I hate how random getting the mana for GoBots is. I like the mana for Atarka goblins but it just seems so slow comparied and i'm not sure goblins has the kind of staying power. I'm going to assume I can't just take out the 4 mox opals for 4 lands and still have gobots work like it should or make sure the moxes are online more often.
I'm a little confused on what the problem is. Are you drawing too many lands or too few? And yes, there are non mox versions of Gobots.
Just got back from FNM, and had an absolute blast playing my take on a very different direction for this deck.
The idea came to me while drafting MM 17 - I've always loved Spike Jester, and I happened to pull 3 foils of him during drafting (RB or Jund bloodrush goblins being my favorite draft deck). I figured why not throw together a 'bad' deck for fun to see how I did (I play a fairly large amount of modern and have a pretty large collection of staples/decks).
The main idea was to go heavy on tempo, and to be incredibly disruptive while presenting a quick clock and a abusing the large amount of reach that Goblin Grenade gives us. The sideboard is all over the place, and there's a couple of minor things in the maindeck since I literally put it together in ~45 minutes before the tourney started.
I ended up winning the entire tournament - I split in the final round with a friend of mine, but played it out for fun and still won, so 4-0 for the tournament.
=============================
Round 1 - T on Mono G Stompy.
She usually plays burn, so it was interesting to see her t1 Experiment One. I 2-0'd this - lots of removal is great, and my clock is fast. Highlight of game 2 was getting both Rabblemasters on board at the same time with a legion loyalist for the non-summoning sick one to push thru lethal trample.
IN: +2 Everlasting Torment, +1 Brutality, +1 Mogg War Marshal
OUT: -3 Thoughtseize, -1 Bushwhacker
=============================
Round 2 - T on Grixis Delver
T has actually previously played 8 whack, and saw some of the "for fun" games I played after I won round 1. He was unaware of the goblin tribal land, and thought it was pretty cool.
I won this one 2-0 as well - g1 I focused on using hand disruption on his his removal, and terminate/pushed his pyromancer + angler. I won with a grenade + bolt for extreme reach. G2 he tapped out to play a serum vision + Dragon's Claw (I assume some kinda holdover from his goblins sideboard) and I untapped with bushwhacker + grenade in hand ftw.
=============================
Round 3 - AJ on Mono G Stompy
AJ is usually a decent player, and I was somewhat surprised he was on stompy (He usually plays burn or delver).
G1 I got there with back to back hand disruption removing his strangleroot geist + leatherback baloth before he could play them, while my goblin guide + loyalist put in work. He never had the chance to recover thru removal when he finally began playing creatures.
G2 was very back and forth - he got out a Predator Ooze - which I have absolutely zero maindeck answers for. The only card(s) in my 75 that answer it are Collective Brutality (x1) and everlasting torment (x2 - the wither part). I got him to 12 or so, but he'd swung in and I was facing down lethal next turn. I had 2 goblin guides, and swung + flipped 2 grenades post combat...but he had a feed the clan in hand. RIP.
G3 I ended up entirely running him over - double goblin guide + double spike jester opener while he missed a land drop. No chance to recover, and showed that this deck can be fast with the right hands.
Win 2-1
IN: +2 Everlasting Torment, +1 Brutality, +1 Mogg War Marshal
OUT: -3 Thoughtseize, -1 Rabblemaster (my reasoning was bushwhacker might be better, and rabblemaster's "must attack" might be a liability)
=============================
Round 4 - R on Jeskai Control
R is a buddy of mine, and we're the two main control players in our shop. I usually prefer Esper control (my favorite deck) and we often play. We agreed to split since we were the only two undefeateds.
Playing it out for fun, he got G1 when I flooded out (with about 8 lands in play + bricking back to back to back lands with him sitting at 2 life).
G2 he had some minor mana issues (drew 2 tec edges, which funnily enough didn't let him cast the cryptic OR the supreme verdict in his hand) and I was able to get there.
G3 was a bit trickier, but I was able to bait out a bunch of counters by playing grafdiggers/rabblemaster(got remanded twice) into a resolved blood moon, which was more or less lights out once I landed the rabblemaster.
My thoughts - the deck felt absolutely phenomenal. I had answers, a fast clock, and amazing reach to steal games that would seem almost impossible to win for other decks.
MVP - Skin Invasion This card actually seemed kinda bad at first - I threw it in as a replacement for something else, but with all the removal I run, this card is extremely often a 3/4 for 1 mana. Even putting it on our own creatures that then die can be decent. Goblin Grenade should also be no surprise - the closing power this gives us in games is amazing, and smart opponents must respect our ability to deal 5-10 damage out of nowhere. Also, I honestly wish I could run 8 spike jesters - that card is an amazing topdeck almost any time in the game with the field clear due to our gratuitous removal. 3/1 with haste is just so good.
Worst Cards - Legion Loyalist. I joked about this actually being the worst card in my deck to a few people, but as the night went on, it actually felt that way. His ability can be super relevant, but in my deck, a 1/1 with haste just isn't that good. I don't go as wide, and I don't play many of the kicker effects. I feel like I should potentially shift 2 to the sideboard, and only run 2 main. Issue is, I'm not sure what to replace him with. Spike Jester is possibly the best creature in my deck and epitomizes what I'm trying to do, but I already have 4 of him already. Having haste on every creature feels great, but I think I might have to play something else as loyalist just doesn't cut it in terms of damage output. I kinda wonder if throwing in bitterblossom (another pet card of mine) could be doable.
Hmm...
Anyhoo, let me know what y'all think. I feel like this version could have legs - it felt pretty solid tonight.
I like it! Is it more of a aggro tempo or midrange deck. I'm thinking midrange due to the amount of hand control spells. I would suggest adding Mogg fanatic, as he can burn, block life gain, bypass removal. If you go with bitterblossom look at goblin assault (I think that's what it is called). It is an enchantment too that drops goblins. I'll look up some more value like goblins and drop in later.
So I went to our modern FNM the other day. I was going to run dredge, but looking around the room I saw a bunch of decks that would be punished by main deck blood Moon (tron, eldrazi, abzan, deaths shadow, etc).
So 5 minutes before the start I took my normal 8whack list (identical to the non budget one that saffron olive posted forever ago on mtggoldfish), and I took out 2 goblin chieftain and 1 frenzied goblin and put 3 blood Moon in.
Beat bant eldrazi twice, eldrazi tron, intentional draw to cut to top 4, beat abzan and lost in the finals against affinity.
The only remarkable match up was affinity. I punted game 3 by keeping a hand without removal against a deck whose creatures out class ours and I paid for it. Oh well.
Just wanted to check in and say that this deck is really awesome. I'll often play it in the queues on MTGO to build play points to enter leagues witb other decks. It's just too much fun to consistently win with a pile of cheap goblins against tier 1 nonesense.
So, i'm waffling a little here. I love goblins but I hate how random getting the mana for GoBots is. I like the mana for Atarka goblins but it just seems so slow comparied and i'm not sure goblins has the kind of staying power. I'm going to assume I can't just take out the 4 mox opals for 4 lands and still have gobots work like it should or make sure the moxes are online more often.
Playing Atarka Goblins for months now, imho it works awesome without opals.
That's my deck. not sure what I should change really but it seems like i'm always stuck on either one land and my wackers.
Let me push my specticals closer to my eyes. Ah, there's your problem. You are running 14 lands plus 4 Mox Opals. I would advise against that. Through extensive testing via many others in the past and myself we have found 17 to be the minimum and 19 to be the max for traditional 8whack. Note, that is pure lands. When you play Gobots you can push down one making your max 18 and minimum 17. When you add Mox Opals to the list you can push down one more on on your minimum for a total of 16 lands. Just make sure you stay between 4-3 Mox Opals. Any further and I find it unsafe. So, my recommendation to you is to boost your land count up by 2 and play with your Opal count.
For your artifact count you are at max, which is good. The only other thing I can suggest is that new card "Hope of Glyphur" or something like that. Reported test results were not as positive as I would have liked, but I have yet to test it so I have not ruled it out. What to take out? Hmmm...that is up to you.
Summary: It's too slow. Compare to whack effects that enable you to hit hard the same turn they come in.
Budget Modern: GStompyG | R8-WhackR
Yeah, with 8-Whack you're looking to be hitting 8+ on turn 3 and finishing by turn 4. Paying 2 on turn two puts you behind a full turn.
If you are playing Raging Goblin, you should try to use Bomat Courier over it! It's just so much value!
That would be a yes.
YOUTUBE CHANNEL: GOBOTS
of course we are, thats why we're here
flowers shall grow
and I am in them
and that is eternity."
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Goblin Chieftain
2x Goblin Piledriver
2x Mardu Scout
4x Mogg Fanatic
4x Mogg War Marshal
4x Reckless Bushwhacker
4x Spike Jester
1x Mutagenic Growth
4x Lightning Bolt
4x Goblin Grenade
LANDS
2x Dragonskull Summit
4x Auntie's Hovel
1x Blood Crypt
8x Mountain
4x Bloodstained Mire
2x Dismember
3x Earwig Squad
1x Goblin King
1x Goblin Rabblemaster
2x Rakdos Charm
2x Smash to Smithereens
1x Sudden Shock
3x Warren Weirding
Link to deck @ TappedOut.net
Also, SB opinions? maybe go down in Warren Weirding?
thanks a lot!
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Hey Diateone,
Welcome to the Horde. Now, two things stand out about your list. One, you have 24 two costing creatures. That is a huge price tag for goblins pay. I would suggest picking four two costing cards or more you want your deck to capitalize on and go from there. That brings me to my second point, your deck is all over the place. Its hard to just grab goblins and throw them into the 60 as they are more synergistic vs value. If you play Golgari Midrange then you could get away with that, but not here. Since you want to go Rakdos I would suggesting going for haste like effects since Spike Jester is the only main decked black card.
I wouldn't focus too much on the SB yet until you nail down a solid 60. When your 60 changes your 15 will change, which becomes a bothersome and pocket book nightmare. Once you know what your 60 Rakdos can do on the table and variations are less common then nail your SB down.
YOUTUBE CHANNEL: GOBOTS
YOUTUBE CHANNEL: GOBOTS
WU Bruna UW | R Kiki-Jiki R | RB New Chainer BR
Legacy - Burn | Pauper - Reanimator | Aristocrats | Burn
@votechainer2016
3 Cavern of Souls
2 Teetering peaks
2 Ghost Quarter
12 Mountain
CREATURES:
4 Foundry street denizen
4 Goblin guide
4 Legion loyalist
4 Goblin bushwhacker
3 Mogg fanatic
2 Raging goblin
3 Goblin piledriver
3 Mogg war marshal
4 Goblin chieftain
4 Goblin grenade
4 Lightning bolt
2 Dangerous wager
The mana choices reflect the need to evade counter magic especially Chalice of the void. The peaks help give some extra damage and goes well with the Loyalist. Ghost quarter is the flexible card as it can either help remove problematic lands opponent has, destroy a mountain with Spreading seas on it or just help thin your deck.
The rogue card you all see is Dangerous wager. Only use 2 as its more than enough and it really gives me nut hands when casting it end of opponents turn when have nothing else in hand. By next turn have 3 cards in hand to threaten my opponent with.
Finally I think Goblin Chieftain is overall better than Reckless bushwhacker in this deck as the +1/+1 it gives when on the board works more for me compared to the one time effect. Sideboard is currently work in progress.
Taking this list to an FNM next week and see how it goes
The idea came to me while drafting MM 17 - I've always loved Spike Jester, and I happened to pull 3 foils of him during drafting (RB or Jund bloodrush goblins being my favorite draft deck). I figured why not throw together a 'bad' deck for fun to see how I did (I play a fairly large amount of modern and have a pretty large collection of staples/decks).
I came up with this:
Here's my list: http://tappedout.net/mtg-decks/br-goblins-fnm-3-31/
The main idea was to go heavy on tempo, and to be incredibly disruptive while presenting a quick clock and a abusing the large amount of reach that Goblin Grenade gives us. The sideboard is all over the place, and there's a couple of minor things in the maindeck since I literally put it together in ~45 minutes before the tourney started.
I ended up winning the entire tournament - I split in the final round with a friend of mine, but played it out for fun and still won, so 4-0 for the tournament.
=============================
Round 1 - T on Mono G Stompy.
She usually plays burn, so it was interesting to see her t1 Experiment One. I 2-0'd this - lots of removal is great, and my clock is fast. Highlight of game 2 was getting both Rabblemasters on board at the same time with a legion loyalist for the non-summoning sick one to push thru lethal trample.
IN: +2 Everlasting Torment, +1 Brutality, +1 Mogg War Marshal
OUT: -3 Thoughtseize, -1 Bushwhacker
=============================
Round 2 - T on Grixis Delver
T has actually previously played 8 whack, and saw some of the "for fun" games I played after I won round 1. He was unaware of the goblin tribal land, and thought it was pretty cool.
I won this one 2-0 as well - g1 I focused on using hand disruption on his his removal, and terminate/pushed his pyromancer + angler. I won with a grenade + bolt for extreme reach. G2 he tapped out to play a serum vision + Dragon's Claw (I assume some kinda holdover from his goblins sideboard) and I untapped with bushwhacker + grenade in hand ftw.
IN: 1x Brutality, 1x Grafdigger's Cage
OUT: 2x Thoughtseize (he seemed burn heavy)
=============================
Round 3 - AJ on Mono G Stompy
AJ is usually a decent player, and I was somewhat surprised he was on stompy (He usually plays burn or delver).
G1 I got there with back to back hand disruption removing his strangleroot geist + leatherback baloth before he could play them, while my goblin guide + loyalist put in work. He never had the chance to recover thru removal when he finally began playing creatures.
G2 was very back and forth - he got out a Predator Ooze - which I have absolutely zero maindeck answers for. The only card(s) in my 75 that answer it are Collective Brutality (x1) and everlasting torment (x2 - the wither part). I got him to 12 or so, but he'd swung in and I was facing down lethal next turn. I had 2 goblin guides, and swung + flipped 2 grenades post combat...but he had a feed the clan in hand. RIP.
G3 I ended up entirely running him over - double goblin guide + double spike jester opener while he missed a land drop. No chance to recover, and showed that this deck can be fast with the right hands.
Win 2-1
IN: +2 Everlasting Torment, +1 Brutality, +1 Mogg War Marshal
OUT: -3 Thoughtseize, -1 Rabblemaster (my reasoning was bushwhacker might be better, and rabblemaster's "must attack" might be a liability)
=============================
Round 4 - R on Jeskai Control
R is a buddy of mine, and we're the two main control players in our shop. I usually prefer Esper control (my favorite deck) and we often play. We agreed to split since we were the only two undefeateds.
Playing it out for fun, he got G1 when I flooded out (with about 8 lands in play + bricking back to back to back lands with him sitting at 2 life).
G2 he had some minor mana issues (drew 2 tec edges, which funnily enough didn't let him cast the cryptic OR the supreme verdict in his hand) and I was able to get there.
G3 was a bit trickier, but I was able to bait out a bunch of counters by playing grafdiggers/rabblemaster(got remanded twice) into a resolved blood moon, which was more or less lights out once I landed the rabblemaster.
IN: 3x Blood Moon, 1x Brutality, 2x Everlasting Torment, 1x Grafdigger's Cage
OUT: 1x Rabblemaster, 1x Goblin Grenade, 2x Terminate, 2x Push, 1x Bushwhacker
=============================
My thoughts - the deck felt absolutely phenomenal. I had answers, a fast clock, and amazing reach to steal games that would seem almost impossible to win for other decks.
MVP - Skin Invasion This card actually seemed kinda bad at first - I threw it in as a replacement for something else, but with all the removal I run, this card is extremely often a 3/4 for 1 mana. Even putting it on our own creatures that then die can be decent. Goblin Grenade should also be no surprise - the closing power this gives us in games is amazing, and smart opponents must respect our ability to deal 5-10 damage out of nowhere. Also, I honestly wish I could run 8 spike jesters - that card is an amazing topdeck almost any time in the game with the field clear due to our gratuitous removal. 3/1 with haste is just so good.
Worst Cards - Legion Loyalist. I joked about this actually being the worst card in my deck to a few people, but as the night went on, it actually felt that way. His ability can be super relevant, but in my deck, a 1/1 with haste just isn't that good. I don't go as wide, and I don't play many of the kicker effects. I feel like I should potentially shift 2 to the sideboard, and only run 2 main. Issue is, I'm not sure what to replace him with. Spike Jester is possibly the best creature in my deck and epitomizes what I'm trying to do, but I already have 4 of him already. Having haste on every creature feels great, but I think I might have to play something else as loyalist just doesn't cut it in terms of damage output. I kinda wonder if throwing in bitterblossom (another pet card of mine) could be doable.
Hmm...
Anyhoo, let me know what y'all think. I feel like this version could have legs - it felt pretty solid tonight.
I'm a little confused on what the problem is. Are you drawing too many lands or too few? And yes, there are non mox versions of Gobots.
YOUTUBE CHANNEL: GOBOTS
I like it! Is it more of a aggro tempo or midrange deck. I'm thinking midrange due to the amount of hand control spells. I would suggest adding Mogg fanatic, as he can burn, block life gain, bypass removal. If you go with bitterblossom look at goblin assault (I think that's what it is called). It is an enchantment too that drops goblins. I'll look up some more value like goblins and drop in later.
YOUTUBE CHANNEL: GOBOTS
4x Goblin Guide
4x Burning-Tree Emissary
4x Goblin Bushwhacker
4x Legion Loyalist
4x Signal Pest
3x Bomat Courier
4x Mox Opal
4x Memnite
4x Ornithopter
4x Atark's Command
3x Kuldotha Rebirth
4x Mountain
3x Stomping Ground
3x Bloodstained Mire
4x Wooded Foothills
That's my deck. not sure what I should change really but it seems like i'm always stuck on either one land and my wackers.
So 5 minutes before the start I took my normal 8whack list (identical to the non budget one that saffron olive posted forever ago on mtggoldfish), and I took out 2 goblin chieftain and 1 frenzied goblin and put 3 blood Moon in.
Beat bant eldrazi twice, eldrazi tron, intentional draw to cut to top 4, beat abzan and lost in the finals against affinity.
The only remarkable match up was affinity. I punted game 3 by keeping a hand without removal against a deck whose creatures out class ours and I paid for it. Oh well.
Just wanted to check in and say that this deck is really awesome. I'll often play it in the queues on MTGO to build play points to enter leagues witb other decks. It's just too much fun to consistently win with a pile of cheap goblins against tier 1 nonesense.
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
Playing Atarka Goblins for months now, imho it works awesome without opals.
4 Atarka's Command
3 Ornithopter
4 Memnite
4 Burning-Tree Emissary
4 Signal Pest
4 Reckless Bushwhacker
4 Goblin Bushwhacker
4 Goblin Guide
4 Kuldotha Rebirth
4 Legion Loyalist
3 Wooded Foothills
3 Bloodstained Mire
4 Copperline Gorge
4 Mountain
3 Stomping Ground
flowers shall grow
and I am in them
and that is eternity."
Let me push my specticals closer to my eyes. Ah, there's your problem. You are running 14 lands plus 4 Mox Opals. I would advise against that. Through extensive testing via many others in the past and myself we have found 17 to be the minimum and 19 to be the max for traditional 8whack. Note, that is pure lands. When you play Gobots you can push down one making your max 18 and minimum 17. When you add Mox Opals to the list you can push down one more on on your minimum for a total of 16 lands. Just make sure you stay between 4-3 Mox Opals. Any further and I find it unsafe. So, my recommendation to you is to boost your land count up by 2 and play with your Opal count.
For your artifact count you are at max, which is good. The only other thing I can suggest is that new card "Hope of Glyphur" or something like that. Reported test results were not as positive as I would have liked, but I have yet to test it so I have not ruled it out. What to take out? Hmmm...that is up to you.
I hope this addresses your issues.
YOUTUBE CHANNEL: GOBOTS