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.
Do you think there might be hope for a tempo or midrange or even control goblins build with Blood Moon? Lords Servant just had a lot of success with a more midrange goblins deck.
Any thoughts on a 1 or 2 of Hope of Ghirapur in a traditional 8-whack (no lords) list sideboard? On turn 3, casting Hope followed by a whack affect, swinging in, then sacrificing Hope will lock down the opponent so you can finish the job the following turn (especially against lists packing board wipes). The main issue is making sure Hope connects.
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.
Definitely a tempo deck. Hand disruption is there to ensure that opponents are forced to find an answer to my threat(s) from the top of their library - most lists don't run that much removal, and the difference between getting in for 9 with Spike Jester vs only getting in for 3 can be huge. Also, it works great against normal sideboard hate, alongside ensuring that I'm free to pitch that goblin grenade to the face to win.
Back when I was messing around with gobots it always felt like something of a coin flip - my opponent either had what they needed, or didn't - and some games you draw hands so nuts they have no chance at all. Goblin Grenade was similar; sometimes they had a counter and you got blown out, and sometimes you just won the game on the spot. As primarily a control player, I really like playing complicated decks where my choices have serious consequences on the game (Thus affinity being my only aggro deck). Hand disruption gives you perfect information on what/how to play around what they're doing, along with knowing when you can go all-in with swings/grenades.
I might try throwing in Mogg Fanatic, but every creature in my deck (at least in theory) is meant to be a solid clock and threat - Mogg Fanatic doesn't threaten a couple turn clock like Spike Jester does, nor is it as raw efficient as Goblin Guide. I like it in the board, but it's power level is just too low to be one of the threats in the deck.
Another creature I'm looking at is Auntie's Snitch. It doesn't have haste, which is a huge issue, but it has the magic balance of 3 power for 2 mana of spike jester. Prowl is relatively easy to enable, and the real power shines from the constant recursion - they'll eventually run out of removal between that and my hand disruption.
So another report from my BR Goblins (I feel like I should name it something cool? A friend of mine at work mentioned how boring most deck names are nowadays and how somewhat nsfw deck names like "Spread 'Em" have fallen out of favor).
Tonight we had Monday Night Modern(MNM) which occasionally doesn't fire. Today, however, it fired with a relatively small number of people, some of whom I hadn't played against before. This is what I brought:
Changes from last list are relatively minimal, +2 Smugglers Copter, +2 Auntie's Snitch, -2 Legion Loyalist (to the board), -2 Skin Invasion.
Sideboard has a few changes, but nothing major as well.
===========================
Round 1 - B on Mono White Knights
B is a good buddy of mine, and plays all things tribal(along with legacy goblins). He didn't believe me when I said I'd put goblins together, and promptly accused me of "netdecking that garbage 8whack thing." I assured him my deck was completely of my own invention, and that I'd previously theorycrafted, played, (and disliked) the 8whack version back when Reckless Bushwhacker was first spoiled.
G1 - I get the play, and manage to get him relatively low (7 life) while killing everything he plays (altho there's this REALLY annoying knight that doesn't die unless you pay 2 to disable its autorege - 3 mana pushes/bolts feel awful). Unfortunately, he begins to get a bit of boardstate, and when I go to kill a creature on his attack, he vials in a 3 cmc knight that gives all other knights indestructible. ****. I get hit and am facing down lethal on his turn, but in an incredibly luck topdeck, I pull a bushwhacker for the extra creature that gets in for 2 (he blocks the rest) and I flip the grenade for the win.
G2 - He gets a leveling knight out and levels it up a ton. I kill it. I don't see nearly as much removal this game as g1 unfortunately, and my Rabblemaster midway through ends up horribly hurting me as he untaps and plays a bunch of blockers. He plays another leveler, and levels it up to max the next turn. I die horribly to a 7/7 double striking knight + some other stuff.
G3 - Similar to g1. I'm able to kill enough stuff that I can continue bashing in, and he doesn't draw quite as many creatures nonstop. I also don't play a bad rabblemaster here.
===========================
Round 2 - ??? On UB Zombie Tribal
We crack a joke about how it's tribal night at the shop (I'm on Goblins, B is on Knights, he was on Zombies as I later learned, there was Bant Eldrazi, and EldraziTron as well).
G1 - I run him over with a beautiful curve of Goblin Guides, Spike Jester, and Auntie's Snitch into bolt while he only plays a single Prized Amalgam which dies to a Push.
G2 - I had no idea what he was on other than some kind've weird dredge, so I initially only boarded in 2 Surgical Extraction(-2 Thoughtseize). This game he actually has something of a decent hand, and curves out from t1 Gravecrawler through diregraf colossus and some other recursion that I eventually run out of removal for and get run over in a nasty pile of tokens and zombies.
G3 - I bring in Grafdigger's Cage + Brutality along with Sun Droplet for this game. Once more on the play, I get a solid start, and get ahead on the board. Unfortunately for him, we realize his Bad Moon buffs not only his black zombies, but my black Spike Jester and Auntie's Snitch. This deters him from playing a second one (he showed me after the game) and he's unable to stabilize against my removal and buffed (4/2 Spike Jesters and Auntie's Snitch ftw) goblins.
Win: 2-1
===========================
Round 3 - C on Living End
C is a regular, and the only undefeated besides myself at this point. We split for first/second, but agree to play it out for fun.
Game 1 - I curve Goblin Guide + Inquisition + Spike Jester + Thoughtseize very timely, discarding his cascaders before he can cast them until I flip Goblin Grenade (I had 2 in hand, but he cycled street wraith + shocked himself trying to find a cascade spell so only one was needed) for the win.
Game 2 - Since we're playing for fun, I keep a very silly 3 inquisition + 1 Surgical + 2 land(muta + crypt) + Rabblemaster hand. Over the course of 10+ turns I never draw another land or a playable threat despite discarding AND extracting BOTH his cascade spells. I end up dying to hardcast 5 mana 3/4&4/4s. Yes, really. :S
Game 3 - I get a great opener of Guide + Jester into hand disruption + extracting 4 of his cascaders putting him on a quick clock. Unfortunately, he topdecks the other cascade spell right after, and with the number of cyclers in yard, that was it.
Loss - 1-2 (first time I've lost a match in paper in a tournament with this deck)
Thoughts:
-Skin Invasion would've been pretty solid in the living end matchup, but I was testing Smuggler's Copter in that spot.
-Smuggler's Copter never really seemed that great, despite me seeing it a few times. Possibly due to how my deck is structured, I never felt like I had a chance to play it. I always wanted to drop a hasty goblin for more damage, or play hand disruption/kill a creature opponents played.
-Pulling the 2 Legion Loyalist from maindeck and moving them to the board felt absolutely correct. I liked having 4 in the Knight matchup (his first strike advantage is a huge issue), but I never missed them in the other matches.
-Auntie's Snitch seems great. A few times against Knights/Zombies I was able to fearlessly swing in with it to force a trade and easily pulled it back. Casting it for prowl is easy, and I think I might want to up the numbers a bit tbh.
-Mogg Fanatic still didn't come in. I say I'm playing it for affinity/infect, but with technically 12(16 if you count grenades) mainboard removal (3 terminate, 1 dreadbore, 4 push, 4 bolts), I feel like they're not really needed. I think I'll probably pull them out for something else, not sure quite what yet.
Going forward, I think I might just remove the copters, and add in more Snitches. Also, Kolaghan's Command is something I think I should probably test. The discard synergizes well with my already plentiful disruption, the burn mode is great, and the recursion lets me swing in a little more carelessly with Spike Jester & Friends - the fact that almost all my creatures have haste means that recasting it I lose almost no tempo since it can immediately pick up beating face with no downtime.
Next tourney will be this Wednesday, WNM. I'm not sure if I should give copters another chance, since in theory the looting should help me get rid of extra lands, and it can be straight value if I loot Auntie's Snitch to the yard (the loot trigger is on attack - so once damage resolves with goblins, I'd just get it right back).
Great report. I understand the reasoning. I would remove the Copters as I do not think they fit. I would second the K command and suggest looking at RB Blitz in the deck creation thread for further deck ideas. If you want to hone your BR tempo goblins at an accelerated pace I highly recommend MTGO or another online MTG platform. Being able to crunch so many matches with so many various decks will greatly increase deck and SB development over paper.
So another report from my BR Goblins (I feel like I should name it something cool? A friend of mine at work mentioned how boring most deck names are nowadays and how somewhat nsfw deck names like "Spread 'Em" have fallen out of favor).
Tonight we had Monday Night Modern(MNM) which occasionally doesn't fire. Today, however, it fired with a relatively small number of people, some of whom I hadn't played against before. This is what I brought:
Changes from last list are relatively minimal, +2 Smugglers Copter, +2 Auntie's Snitch, -2 Legion Loyalist (to the board), -2 Skin Invasion.
Sideboard has a few changes, but nothing major as well.
Interesting - I'm playing actually the same deck but without Goblins and instead with Pack Rats, Rabblemaster, Bob and LotV.
Works greatly, full package of Discardspells and Removal and if Goblin Rabblemaster sticks, it's a win.
Keep up your reports, I'd like to hear more of it
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():
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
Imho the legendary clause makes it bad... but somehow I like it, guess it is fine for a fnm, not much more - maybe put in 2 for a go-wide-strategy?
Guess I won't play it...
On the draw you want to use Kuldotha quickly against control decks as they will rip it out of your hands. And, drop Bushwhacer with signal pest or hope of G as they like to target pest/HoG.
Thanks for linking that post. I didn't realize "damage can't be prevented" knocked out protection effects. (I played back in the days of yore when "protection from red" meant that damage dealt by red sources were "reduced to zero.")
Also, don't forget Reality Hemorrhage is a good budget solution that can deal with most Pro Red creatures. I prefer it over Pyrite Spellbomb.
But it depends on your local meta, biggest lifegain in my Meta would be T4 Thragtusk or some T2-3 Kitchen Finks - where I take the loss or win faster.
-> No need for Everlasting Torment n stuff.
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():
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
But it depends on your local meta, biggest lifegain in my Meta would be T4 Thragtusk or some T2-3 Kitchen Finks - where I take the loss or win faster.
-> No need for Everlasting Torment n stuff.
The biggest problem I've found with any reactive SB cards is that they require open mana. :/
LordServant.
I'm really liking the ideal you have. Would be interested in your advice on how to run early turns? Do you slam a goblin guide turn 1 or do you go for the discard spell first? Basically do you ramp the agro first or try to control the board first or a balance of the 2?
-> Control (Jeskai, Grixis, UW, Stuff) -> heavy landcount
I'm taking out the Goblin Guides if they are high on Bolt or similiar spells, they only trade 1:1 and give opponent lands.
+ 3x Genesis Chamber // - 3x Guides (maybe + some Revelry, depending on your opponents Deck)
On the draw vs high Remand-Count maybe consider - 3x Kuldotha Rebirth
-> vs. Ad Nauseam
There is no need for Bomat Courier (and maybe for Guides, depends on your Sideboard)
+ 4x Destructive Revelry // -4x Bomat Courier
-> vs. Collected-Chord-Toolbox
I love my mainboard here but I definitely want to include + 3x Gut Shot (vs Hierarch) and +2 Cage (Chord, Collected, Kitchen Finks).
On the draw I like to -3 Kuldotha Rebirth // -2 Memnite, on the play probably just +2x Cage // -2x Memnite
-> vs. Bant Eldrazi // Any kind of Tron
Mainboard stays, easy game - easy life.
Maybe -3x Legion Loyalist // +3x Expertise (vs Wurmcoil) or +4x Revelry if u expext Platinum Angel // Batterskull // Wurmcoil n Stuff.
-> vs. Affinity
Could be in need for +4x Revelry and maybe the +3x Gut Shot // I still did not figure out what to do.
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
I tried your advice and it works for me. But I am still hesitant abount BTE and Simian spirit guide. In my last (friendly) games it seemed that I want 4 of BTE for more explosiveness.
I am also curious abount what people take out of their decks for the SB cards, specially for genesis chamber that is super usefull against grixis.
All cards in the deck look great and I always think I'm not improving my deck. For example I never convince myself to remove Goblin Guide, Legion loyalist, 0 mana artifacts, signal pest nor kuldotha rebirth... Does this make sense in your expert eyes?
Glad it helped. As for the BTEs load up on them; however, as much as they add to a gruul variant they make it hard to SB since everything seems so synergistic. For me, I add in a slot designed to be removed post game one. But, that also depends on how you design your SB. My plan means nothing if you go for a skelinton or transformational SB. Once you have determined that you can proceed. For me, the "three of" SB focusing on artifact cards has worked for me. Below is a Non-Mox build I keep around. Since you don't play Mox I'll use this one for demonstration.
Mox Opal is our new SSG. SSG holds a spot in what I call "combo" goblins using chancellor of the forge and fury...something. It allows for a double combat phase by pitching two red cards. If you are not playing that build I would shy away from SSG.
So in this build you have three devastating summons that can be swapped with all SB material. This way SBing is no longer that a challenge when under tournament time. Those are two SBs that I've found to be effective for me. I hope this is useful. If not, let me know and I'll try to clarify further.
Can you explain further about siding out Goblin Guides against control? They punch a lot of damage... Unless I spect lingering souls I'd rather side out the Legion Loyalist. Are those 1-2 extra cards so important in your opinion? I feel like I am playing the tempo game and that I should deal as much damage as possible before my oponent stabilizes.
The remand point is very true, I'll keep that in mind.
Yes, of course you can side out the Legion Loyalists, will be better in many matchups
I side out the Guides vs Decks with high landcount and a bunch of instant removal (4x Ligthing Bolt, 4x Fatal Push, ...) when I dont want them to draw lands and the +1/2damage from Guide over Loyalist/Courier/etc doesnt matter.
Staying on Loyalist is my way of playing vs Lingering Souls / Timely Reinforcements / Snapcaster Mage.
Playing Genesis Chamber allows me to hold worse hands, I don't need the "T3-Win-Hand" - when I have a Chamber in hand I will win vs Control and can go for T4-T6 to push the last damage through.
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
Sure. Chieftain is about haste. I used to use Wardriver, and I love that little guy, but he got time walked more than I wanted over Chieftain. Plus, the mono-red non-mox version that I presented runs more goblins than my mono-red mox version. So, its more relevant than otherwise. It is also good to note before Bomat I had both Chieftain and Wardrivers. So, the count was definitely higher. But yes, Chieftain can be sacked. I'm not presenting a new stream that gobots should be going down other than a "preferred" version from a salty player that doesn't use BTE to relate to another posters questions. For competitive sake, I would use my mono-red mox version.
When I get back in the states, I'll be testing Dynacharge, Weapon Surge, and Foul-Tongue Shriek to find out which card replaces Chieftain.
I saw some folks in the big sideboard discussion sideboarding Shattering Spree as an anti-artifact countermeasure. It's worth having a peek at the new Amonkhet card By Force, which seems like a great choice over Spree if you want to spend something other than red mana to cast it.
Well, since we run at maximum 2-3Lands which do not produce red mana... it's just a downgrade of Shattering Spree?
Private Mod Note
():
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
Do you think there might be hope for a tempo or midrange or even control goblins build with Blood Moon? Lords Servant just had a lot of success with a more midrange goblins deck.
YOUTUBE CHANNEL: GOBOTS
Budget Modern: GStompyG | R8-WhackR
Definitely a tempo deck. Hand disruption is there to ensure that opponents are forced to find an answer to my threat(s) from the top of their library - most lists don't run that much removal, and the difference between getting in for 9 with Spike Jester vs only getting in for 3 can be huge. Also, it works great against normal sideboard hate, alongside ensuring that I'm free to pitch that goblin grenade to the face to win.
Back when I was messing around with gobots it always felt like something of a coin flip - my opponent either had what they needed, or didn't - and some games you draw hands so nuts they have no chance at all. Goblin Grenade was similar; sometimes they had a counter and you got blown out, and sometimes you just won the game on the spot. As primarily a control player, I really like playing complicated decks where my choices have serious consequences on the game (Thus affinity being my only aggro deck). Hand disruption gives you perfect information on what/how to play around what they're doing, along with knowing when you can go all-in with swings/grenades.
I might try throwing in Mogg Fanatic, but every creature in my deck (at least in theory) is meant to be a solid clock and threat - Mogg Fanatic doesn't threaten a couple turn clock like Spike Jester does, nor is it as raw efficient as Goblin Guide. I like it in the board, but it's power level is just too low to be one of the threats in the deck.
Another creature I'm looking at is Auntie's Snitch. It doesn't have haste, which is a huge issue, but it has the magic balance of 3 power for 2 mana of spike jester. Prowl is relatively easy to enable, and the real power shines from the constant recursion - they'll eventually run out of removal between that and my hand disruption.
Tonight we had Monday Night Modern(MNM) which occasionally doesn't fire. Today, however, it fired with a relatively small number of people, some of whom I hadn't played against before. This is what I brought:
http://tappedout.net/mtg-decks/br-goblins-mnm-4-3/
Changes from last list are relatively minimal, +2 Smugglers Copter, +2 Auntie's Snitch, -2 Legion Loyalist (to the board), -2 Skin Invasion.
Sideboard has a few changes, but nothing major as well.
===========================
Round 1 - B on Mono White Knights
B is a good buddy of mine, and plays all things tribal(along with legacy goblins). He didn't believe me when I said I'd put goblins together, and promptly accused me of "netdecking that garbage 8whack thing." I assured him my deck was completely of my own invention, and that I'd previously theorycrafted, played, (and disliked) the 8whack version back when Reckless Bushwhacker was first spoiled.
G1 - I get the play, and manage to get him relatively low (7 life) while killing everything he plays (altho there's this REALLY annoying knight that doesn't die unless you pay 2 to disable its autorege - 3 mana pushes/bolts feel awful). Unfortunately, he begins to get a bit of boardstate, and when I go to kill a creature on his attack, he vials in a 3 cmc knight that gives all other knights indestructible. ****. I get hit and am facing down lethal on his turn, but in an incredibly luck topdeck, I pull a bushwhacker for the extra creature that gets in for 2 (he blocks the rest) and I flip the grenade for the win.
G2 - He gets a leveling knight out and levels it up a ton. I kill it. I don't see nearly as much removal this game as g1 unfortunately, and my Rabblemaster midway through ends up horribly hurting me as he untaps and plays a bunch of blockers. He plays another leveler, and levels it up to max the next turn. I die horribly to a 7/7 double striking knight + some other stuff.
G3 - Similar to g1. I'm able to kill enough stuff that I can continue bashing in, and he doesn't draw quite as many creatures nonstop. I also don't play a bad rabblemaster here.
Win: 2-1
In: 2x Everlasting Torment, 1x Brutality, 2x Legion Loyalist
Out: 3x Thoughtseize, 1x Inquisition, 1x Rabblemaster
===========================
Round 2 - ??? On UB Zombie Tribal
We crack a joke about how it's tribal night at the shop (I'm on Goblins, B is on Knights, he was on Zombies as I later learned, there was Bant Eldrazi, and EldraziTron as well).
G1 - I run him over with a beautiful curve of Goblin Guides, Spike Jester, and Auntie's Snitch into bolt while he only plays a single Prized Amalgam which dies to a Push.
G2 - I had no idea what he was on other than some kind've weird dredge, so I initially only boarded in 2 Surgical Extraction(-2 Thoughtseize). This game he actually has something of a decent hand, and curves out from t1 Gravecrawler through diregraf colossus and some other recursion that I eventually run out of removal for and get run over in a nasty pile of tokens and zombies.
G3 - I bring in Grafdigger's Cage + Brutality along with Sun Droplet for this game. Once more on the play, I get a solid start, and get ahead on the board. Unfortunately for him, we realize his Bad Moon buffs not only his black zombies, but my black Spike Jester and Auntie's Snitch. This deters him from playing a second one (he showed me after the game) and he's unable to stabilize against my removal and buffed (4/2 Spike Jesters and Auntie's Snitch ftw) goblins.
Win: 2-1
===========================
Round 3 - C on Living End
C is a regular, and the only undefeated besides myself at this point. We split for first/second, but agree to play it out for fun.
Game 1 - I curve Goblin Guide + Inquisition + Spike Jester + Thoughtseize very timely, discarding his cascaders before he can cast them until I flip Goblin Grenade (I had 2 in hand, but he cycled street wraith + shocked himself trying to find a cascade spell so only one was needed) for the win.
Game 2 - Since we're playing for fun, I keep a very silly 3 inquisition + 1 Surgical + 2 land(muta + crypt) + Rabblemaster hand. Over the course of 10+ turns I never draw another land or a playable threat despite discarding AND extracting BOTH his cascade spells. I end up dying to hardcast 5 mana 3/4&4/4s. Yes, really. :S
Game 3 - I get a great opener of Guide + Jester into hand disruption + extracting 4 of his cascaders putting him on a quick clock. Unfortunately, he topdecks the other cascade spell right after, and with the number of cyclers in yard, that was it.
Loss - 1-2 (first time I've lost a match in paper in a tournament with this deck)
IN: 2x Surgical Extraction, 2x Blood Moon
OUT: 4x Fatal Push
===========================
Thoughts:
-Skin Invasion would've been pretty solid in the living end matchup, but I was testing Smuggler's Copter in that spot.
-Smuggler's Copter never really seemed that great, despite me seeing it a few times. Possibly due to how my deck is structured, I never felt like I had a chance to play it. I always wanted to drop a hasty goblin for more damage, or play hand disruption/kill a creature opponents played.
-Pulling the 2 Legion Loyalist from maindeck and moving them to the board felt absolutely correct. I liked having 4 in the Knight matchup (his first strike advantage is a huge issue), but I never missed them in the other matches.
-Auntie's Snitch seems great. A few times against Knights/Zombies I was able to fearlessly swing in with it to force a trade and easily pulled it back. Casting it for prowl is easy, and I think I might want to up the numbers a bit tbh.
-Mogg Fanatic still didn't come in. I say I'm playing it for affinity/infect, but with technically 12(16 if you count grenades) mainboard removal (3 terminate, 1 dreadbore, 4 push, 4 bolts), I feel like they're not really needed. I think I'll probably pull them out for something else, not sure quite what yet.
Going forward, I think I might just remove the copters, and add in more Snitches. Also, Kolaghan's Command is something I think I should probably test. The discard synergizes well with my already plentiful disruption, the burn mode is great, and the recursion lets me swing in a little more carelessly with Spike Jester & Friends - the fact that almost all my creatures have haste means that recasting it I lose almost no tempo since it can immediately pick up beating face with no downtime.
Next tourney will be this Wednesday, WNM. I'm not sure if I should give copters another chance, since in theory the looting should help me get rid of extra lands, and it can be straight value if I loot Auntie's Snitch to the yard (the loot trigger is on attack - so once damage resolves with goblins, I'd just get it right back).
YOUTUBE CHANNEL: GOBOTS
Interesting - I'm playing actually the same deck but without Goblins and instead with Pack Rats, Rabblemaster, Bob and LotV.
Works greatly, full package of Discardspells and Removal and if Goblin Rabblemaster sticks, it's a win.
Keep up your reports, I'd like to hear more of it
flowers shall grow
and I am in them
and that is eternity."
Goblin Fireslinger approves it
Imho the legendary clause makes it bad... but somehow I like it, guess it is fine for a fnm, not much more - maybe put in 2 for a go-wide-strategy?
Guess I won't play it...
flowers shall grow
and I am in them
and that is eternity."
I definitely want to try it, but I have my suspicions that it will have trouble replacing goblin grenade/shrapnel blast.
If you are on the play you want to lead with three types of cards.
One, T1: signal pest. T2: haste creatures. T3: bushwhacker + Kuldotha combo.
Two, T1: Ornithopter + Kuldotha. T2: bushwhacker
Three, T1: haste creature. T2: more haste creatures. T3: Bushwhacer Kuldotha combo
On the draw you want to use Kuldotha quickly against control decks as they will rip it out of your hands. And, drop Bushwhacer with signal pest or hope of G as they like to target pest/HoG.
YOUTUBE CHANNEL: GOBOTS
Also, don't forget Reality Hemorrhage is a good budget solution that can deal with most Pro Red creatures. I prefer it over Pyrite Spellbomb.
Budget Modern: GStompyG | R8-WhackR
But it depends on your local meta, biggest lifegain in my Meta would be T4 Thragtusk or some T2-3 Kitchen Finks - where I take the loss or win faster.
-> No need for Everlasting Torment n stuff.
flowers shall grow
and I am in them
and that is eternity."
The biggest problem I've found with any reactive SB cards is that they require open mana. :/
YOUTUBE CHANNEL: GOBOTS
I'm really liking the ideal you have. Would be interested in your advice on how to run early turns? Do you slam a goblin guide turn 1 or do you go for the discard spell first? Basically do you ramp the agro first or try to control the board first or a balance of the 2?
My experience so far:
(talking about this)
3 Atarka's Command
3 Ornithopter
4 Memnite
4 Burning-Tree Emissary
4 Signal Pest
4 Reckless Bushwhacker
4 Goblin Bushwhacker
4 Goblin Guide
3 Kuldotha Rebirth
2 Devastating Summons
4 Legion Loyalist
3 Wooded Foothills
3 Bloodstained Mire
4 Copperline Gorge
4 Mountain
3 Stomping Ground
and this SB:
4x Destructive Revelry -> Ensnaring Bridge, Eidolon of the Great Revel, random Enchantnemnts, Lantern-Control
3x Genesis Chamber -> any Controldecks :3
3x Gut Shot -> Infect, Noble Hierarch, Birds of Paradise
3x Kari Zev's Expertise -> atm flex slots, vs Tasigur, Gurmag Angler, Wurmcoil Engine, Death's Shadow?
2x Grafdigger's Cage -> maybe 3 - Chord of Calling, Collected Company, Kitchen Finks, random gravestuff, Nahiri, Snapcaster Mage, ....
-> Control (Jeskai, Grixis, UW, Stuff) -> heavy landcount
I'm taking out the Goblin Guides if they are high on Bolt or similiar spells, they only trade 1:1 and give opponent lands.
+ 3x Genesis Chamber // - 3x Guides (maybe + some Revelry, depending on your opponents Deck)
On the draw vs high Remand-Count maybe consider - 3x Kuldotha Rebirth
-> vs. Ad Nauseam
There is no need for Bomat Courier (and maybe for Guides, depends on your Sideboard)
+ 4x Destructive Revelry // -4x Bomat Courier
-> vs. Collected-Chord-Toolbox
I love my mainboard here but I definitely want to include + 3x Gut Shot (vs Hierarch) and +2 Cage (Chord, Collected, Kitchen Finks).
On the draw I like to -3 Kuldotha Rebirth // -2 Memnite, on the play probably just +2x Cage // -2x Memnite
-> vs. Bant Eldrazi // Any kind of Tron
Mainboard stays, easy game - easy life.
Maybe -3x Legion Loyalist // +3x Expertise (vs Wurmcoil) or +4x Revelry if u expext Platinum Angel // Batterskull // Wurmcoil n Stuff.
-> vs. Affinity
Could be in need for +4x Revelry and maybe the +3x Gut Shot // I still did not figure out what to do.
flowers shall grow
and I am in them
and that is eternity."
Glad it helped. As for the BTEs load up on them; however, as much as they add to a gruul variant they make it hard to SB since everything seems so synergistic. For me, I add in a slot designed to be removed post game one. But, that also depends on how you design your SB. My plan means nothing if you go for a skelinton or transformational SB. Once you have determined that you can proceed. For me, the "three of" SB focusing on artifact cards has worked for me. Below is a Non-Mox build I keep around. Since you don't play Mox I'll use this one for demonstration.
Mox Opal is our new SSG. SSG holds a spot in what I call "combo" goblins using chancellor of the forge and fury...something. It allows for a double combat phase by pitching two red cards. If you are not playing that build I would shy away from SSG.
CREATURES: 35
3x Goblin Chieftain
4x Reckless Bushwhacker
4x Goblin Bushwhacker
4x Goblin Guide
4x Legion Loyalist
4x Bomat Courier
4x Signal Pest
4x Memnite
4x Ornithopter
SUPPORT: 6
3x Kuldotha's Rebirth
3x Devastating Summons
RESOURCES: 19
1x Contested War Zone
3x Cavern of Souls
15x Mountain
REINFORCEMENTS: 15
ANTI-COMBO:
3x Grafdigger's Cage
3x Engineered Explosives
3x Torpor Orb
3x Tormod's Crypt
3x Stain the Mind
OR
ANTI-CONTROL:
3x Pithing Needle
3x Engineered Explosives
3x Genesis Chamber
3x Rakdos Charm
3x Tainted Remedy*
VS
3x Leyline of Punishment*
So in this build you have three devastating summons that can be swapped with all SB material. This way SBing is no longer that a challenge when under tournament time. Those are two SBs that I've found to be effective for me. I hope this is useful. If not, let me know and I'll try to clarify further.
YOUTUBE CHANNEL: GOBOTS
Yes, of course you can side out the Legion Loyalists, will be better in many matchups
I side out the Guides vs Decks with high landcount and a bunch of instant removal (4x Ligthing Bolt, 4x Fatal Push, ...) when I dont want them to draw lands and the +1/2damage from Guide over Loyalist/Courier/etc doesnt matter.
Staying on Loyalist is my way of playing vs Lingering Souls / Timely Reinforcements / Snapcaster Mage.
Playing Genesis Chamber allows me to hold worse hands, I don't need the "T3-Win-Hand" - when I have a Chamber in hand I will win vs Control and can go for T4-T6 to push the last damage through.
flowers shall grow
and I am in them
and that is eternity."
When I get back in the states, I'll be testing Dynacharge, Weapon Surge, and Foul-Tongue Shriek to find out which card replaces Chieftain.
YOUTUBE CHANNEL: GOBOTS
Well, since we run at maximum 2-3Lands which do not produce red mana... it's just a downgrade of Shattering Spree?
flowers shall grow
and I am in them
and that is eternity."
Can we make this somehow work?
flowers shall grow
and I am in them
and that is eternity."