Drop down to 2 Shared Animosity. Having more then one in an opening hand is brutal. Once Fate Reforged comes out, test Mardu Scout. He's a Spike Jester for mono red. So, -2 Shared, -2 Mountains, +2 scouts IMO.
Similar to the advice above, however with a few personal changes from my experience.
-1 shared animosity: The card can really send you to victory and I advise cutting just 1 to reach that happy medium of showing up enough that it's helpful, not hurtful.
-1 mountain: Anything under 19 lands is risky territory, I advise cutting only one to avoid too many instances of being mana-dry.
+2 Mardu Scout: He's looking like a solid psuedo-spike jester and has the added trickiness of returning to the hand. Further testing is an order but I like the theory behind him.
I'm also shaky about having 4 copies of krenko's command, but to be honest I'm starting to think having 4 is actually a good call as it's a soft answer to boardwipe and has great synergy with the rest of the deck (I run 3 dragon fodder myself). It's not amazing, but it has its niche.
Mardu Scout is a card I haven't tested yet. I really doubt I will be adding him in. I only want 1 less mountain, and Shared Animosity is way too important for this deck. 50% of the games I play are won because of that card. Even 2 of them is good because the ability stacks up. I might take out a Krenko's Command for Mardu Scout if he ends up being really good. Even then, he doesn't synergize with Shared Animosity nearly as much as Krenko's Command. So who knows?
Mardu Scout is a card I haven't tested yet. I really doubt I will be adding him in. I only want 1 less mountain, and Shared Animosity is way too important for this deck. 50% of the games I play are won because of that card. Even 2 of them is good because the ability stacks up. I might take out a Krenko's Command for Mardu Scout if he ends up being really good. Even then, he doesn't synergize with Shared Animosity nearly as much as Krenko's Command. So who knows?
I have to disagree with that above statement. Mardu scout adds a haste creature that returns to your hand, it works with shared immediately, as oppose to krenkos which takes an extra turn to come into effect+
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Modern: B 8Rack RX Goblins BG Elves (Attempting) UBW Mill G Stompy UB Tezzerator
Legacy: W Stax
mardu scout help to activate goblin cohort, foundry street denizen and shared animosity. I am not playing more as I just want sufficient to activate but not too much that slow me down.
Mardu Scout is a card I haven't tested yet. I really doubt I will be adding him in. I only want 1 less mountain, and Shared Animosity is way too important for this deck. 50% of the games I play are won because of that card. Even 2 of them is good because the ability stacks up. I might take out a Krenko's Command for Mardu Scout if he ends up being really good. Even then, he doesn't synergize with Shared Animosity nearly as much as Krenko's Command. So who knows?
I have to disagree with that above statement. Mardu scout adds a haste creature that returns to your hand, it works with shared immediately, as oppose to krenkos which takes an extra turn to come into effect+
Krenko's Command produces 2 1/1 which is better than Mardu Scout in the long run. Also Mardu Scout has to be recast in your next turn if you pay it's dash cost which ends up slowing you down.
Mardu Scout is a card I haven't tested yet. I really doubt I will be adding him in. I only want 1 less mountain, and Shared Animosity is way too important for this deck. 50% of the games I play are won because of that card. Even 2 of them is good because the ability stacks up. I might take out a Krenko's Command for Mardu Scout if he ends up being really good. Even then, he doesn't synergize with Shared Animosity nearly as much as Krenko's Command. So who knows?
I have to disagree with that above statement. Mardu scout adds a haste creature that returns to your hand, it works with shared immediately, as oppose to krenkos which takes an extra turn to come into effect+
Krenko's Command produces 2 1/1 which is better than Mardu Scout in the long run. Also Mardu Scout has to be recast in your next turn if you pay it's dash cost which ends up slowing you down.
The way I see it, the main draw and value to Mardu Scout is that it can gain haste if so desired and offers an immediate 3 power creature threat without relying on chieftain or bushwhacker to grant haste. The point behind it is definitely not sustainability (and tbh I doubt that sustainability is the point of a Modern Goblin Deck). However, as I've learned from my own speculation experience we'll never truly know Mardu Scout's advantages by playing Theory the Gathering, we'll need to do some testing once it's available.
Mardu Scout is a card I haven't tested yet. I really doubt I will be adding him in. I only want 1 less mountain, and Shared Animosity is way too important for this deck. 50% of the games I play are won because of that card. Even 2 of them is good because the ability stacks up. I might take out a Krenko's Command for Mardu Scout if he ends up being really good. Even then, he doesn't synergize with Shared Animosity nearly as much as Krenko's Command. So who knows?
I have to disagree with that above statement. Mardu scout adds a haste creature that returns to your hand, it works with shared immediately, as oppose to krenkos which takes an extra turn to come into effect+
Krenko's Command produces 2 1/1 which is better than Mardu Scout in the long run. Also Mardu Scout has to be recast in your next turn if you pay it's dash cost which ends up slowing you down.
The way I see it, the main draw and value to Mardu Scout is that it can gain haste if so desired and offers an immediate 3 power creature threat without relying on chieftain or bushwhacker to grant haste. The point behind it is definitely not sustainability (and tbh I doubt that sustainability is the point of a Modern Goblin Deck). However, as I've learned from my own speculation experience we'll never truly know Mardu Scout's advantages by playing Theory the Gathering, we'll need to do some testing once it's available.
Mardu Scout doesn't synergize with alot of the cards in the deck that prefer quantity over quality(power) as well as Krenko's Command does. Shared Animosity with Krenko's Command, for example, would boost every creature by two power, while that wouldn't be the case with Mardu Scout
I disagree on Goblin Rabblemaster. He is extremely strong. The charms will probably stay side, but the meta should be about to be dominated by Junk decks. Terminate is one of the best answers to Siege Rhino and Goyf. Also, has anyone else thought about moving away from token producers completely? I was thinking of a playset each of Spike and Scout, as they give us better topdecks and more consistently 5 damage turn 2. Scout also dodges wraiths, while keeping pressure on, unlike War Marshall or Krenko's/Dragon.
I disagree on Goblin Rabblemaster. He is extremely strong. The charms will probably stay side, but the meta should be about to be dominated by Junk decks. Terminate is one of the best answers to Siege Rhino and Goyf. Also, has anyone else thought about moving away from token producers completely? I was thinking of a playset each of Spike and Scout, as they give us better topdecks and more consistently 5 damage turn 2. Scout also dodges wraiths, while keeping pressure on, unlike War Marshall or Krenko's/Dragon.
Cavern of Souls is for counter decks and Goblin Rabblemaster is for any deck that is low on creatures(decks without many creatures weaken Rabblemaster's drawback)
How do you fight twin with your sideboard? i suggest the cavern of soul go to mainboard and 2-3 combust in sideboard. tormod's crypt against what deck? i will prefer rakdos charm or relic of progenitus as a 2 of instead.
I rarely play against twin. Cavern of Souls isnt very good when 40 percent of your mainboard is noncreature spells. Tormod's Crypt is great graveyard hate for no mana. I dont splash red so Rakdos Charm is useless Relic of Progenitus is too slow and costly. My mainboard is posted above on this page
How do you fight twin with your sideboard? i suggest the cavern of soul go to mainboard and 2-3 combust in sideboard. tormod's crypt against what deck? i will prefer rakdos charm or relic of progenitus as a 2 of instead.
Surprisingly enough, mogg fanatic helped me win against twin during my first modern FNM. I'd go ahead and load up a few copies of combust in your SB (I'd lean towards 2) and keep your removal (goblin grenade, lightning bolt, hell even mogg fanatic) ready to go at a moments notice at Deciever or Pestermite.
Just chiming in here. I have yet to bring this build to any tournaments, but among testing a lot at my LGS and on xmage, I have a pretty good feeling about the list. I think I could tweak the sideboard some, and I'm still not fully sold on collateral damage, but it functions nicely as a combat trick.
I've fared pretty well against B/G/X and Junk decks of all sorts on xmage, with at least a 70% win rate. At the LGS, Mono-Blue Tron is still pretty favorable for this deck, though I've had some trouble with hatebears. Some notes on the aforementioned Collateral Damage spell:
Its instant-speed is by far the most important part of the card, and to me, it puts it pretty near in usefulness to Goblin Grenade.
Granted, it fills a different role that Goblin Grenade. Grenade is primarily a finisher and our only real way to kill creatures with more than 3 toughness. Collateral damage is trick to make the most out of goblins that would be meeting an untimely end anyway.
A noteworthy interaction is Collateral Damage and Wurmcoil Engine. If the Wurmcoil blocks when we swing out, this is the only way to prevent the 6-point life gain for the opponent (we sac the creature being blocked before damage, so the Wurmcoil deals no damage at all) short of sideboard cards. It also works when they attack with wurmcoil and you chump block (even better with Mogg War Marshal, and not only are you stopping life gain, but you're punching through 3 damage to the face or killing another one of their creatures.
People aren't expecting more than 4 Lightning Bolts, and you can use this to your advantage in general as Collateral Damage functions very similarly.
My verdict on Collateral Damage is that it merits some testing. I do think 6 spells that rely on having a throwaway creature to sacrifice is a lot and that has been a problem. However, I plan to try cutting 1 Goblin Grenade for some 1-Drop goblin, just to see.
As for Mardu Scout, I definitely want to keep testing with him, since he's not proven to be absolute crap, but at the same time I don't think he's holding up for my standards.
Just chiming in here. I have yet to bring this build to any tournaments, but among testing a lot at my LGS and on xmage, I have a pretty good feeling about the list. I think I could tweak the sideboard some, and I'm still not fully sold on collateral damage, but it functions nicely as a combat trick.
I've fared pretty well against B/G/X and Junk decks of all sorts on xmage, with at least a 70% win rate. At the LGS, Mono-Blue Tron is still pretty favorable for this deck, though I've had some trouble with hatebears. Some notes on the aforementioned Collateral Damage spell:
Its instant-speed is by far the most important part of the card, and to me, it puts it pretty near in usefulness to Goblin Grenade.
Granted, it fills a different role that Goblin Grenade. Grenade is primarily a finisher and our only real way to kill creatures with more than 3 toughness. Collateral damage is trick to make the most out of goblins that would be meeting an untimely end anyway.
A noteworthy interaction is Collateral Damage and Wurmcoil Engine. If the Wurmcoil blocks when we swing out, this is the only way to prevent the 6-point life gain for the opponent (we sac the creature being blocked before damage, so the Wurmcoil deals no damage at all) short of sideboard cards. It also works when they attack with wurmcoil and you chump block (even better with Mogg War Marshal, and not only are you stopping life gain, but you're punching through 3 damage to the face or killing another one of their creatures.
People aren't expecting more than 4 Lightning Bolts, and you can use this to your advantage in general as Collateral Damage functions very similarly.
My verdict on Collateral Damage is that it merits some testing. I do think 6 spells that rely on having a throwaway creature to sacrifice is a lot and that has been a problem. However, I plan to try cutting 1 Goblin Grenade for some 1-Drop goblin, just to see.
As for Mardu Scout, I definitely want to keep testing with him, since he's not proven to be absolute crap, but at the same time I don't think he's holding up for my standards.
I see you run both Skullcrack and Leyline of Punishment. How are these working out for you and which one do you think is better? I have some Soul Sisters in my meta so I'm trying to decide what anti-lifegain to sideboard. Everlasting Torment is also a possibility I'm looking into.
I've never tried Everlasting Torment, actually. That's not a bad idea. I'm not actually too keen on the Leyline, since if it's not in your opening hand it's really awkward to cast (and usually comes down too late to matter much). Skullcrack is great, but against decks like Soul Sisters where they're gaining obnoxious amounts of life every turn, the Everlasting Torment seems pretty OK. You could also splash black for by far our best option in anti-life gain, Rain of Gore.
-1 shared animosity: The card can really send you to victory and I advise cutting just 1 to reach that happy medium of showing up enough that it's helpful, not hurtful.
-1 mountain: Anything under 19 lands is risky territory, I advise cutting only one to avoid too many instances of being mana-dry.
+2 Mardu Scout: He's looking like a solid psuedo-spike jester and has the added trickiness of returning to the hand. Further testing is an order but I like the theory behind him.
I'm also shaky about having 4 copies of krenko's command, but to be honest I'm starting to think having 4 is actually a good call as it's a soft answer to boardwipe and has great synergy with the rest of the deck (I run 3 dragon fodder myself). It's not amazing, but it has its niche.
TLDR: -1 Shared Animosity, -1 Mountain, +2 Mardu Scout
I have to disagree with that above statement. Mardu scout adds a haste creature that returns to your hand, it works with shared immediately, as oppose to krenkos which takes an extra turn to come into effect+
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
4x mogg war marshal
4x goblin cohort
4x legion loyalist
4x goblin bushwhacker
4x foundry street denizen
3x mogg fanatic
3x mardu scout
3x shared animosity
3x goblin grenade
4x lightning bolt
20x mountain
mardu scout help to activate goblin cohort, foundry street denizen and shared animosity. I am not playing more as I just want sufficient to activate but not too much that slow me down.
Krenko's Command produces 2 1/1 which is better than Mardu Scout in the long run. Also Mardu Scout has to be recast in your next turn if you pay it's dash cost which ends up slowing you down.
The way I see it, the main draw and value to Mardu Scout is that it can gain haste if so desired and offers an immediate 3 power creature threat without relying on chieftain or bushwhacker to grant haste. The point behind it is definitely not sustainability (and tbh I doubt that sustainability is the point of a Modern Goblin Deck). However, as I've learned from my own speculation experience we'll never truly know Mardu Scout's advantages by playing Theory the Gathering, we'll need to do some testing once it's available.
Mardu Scout doesn't synergize with alot of the cards in the deck that prefer quantity over quality(power) as well as Krenko's Command does. Shared Animosity with Krenko's Command, for example, would boost every creature by two power, while that wouldn't be the case with Mardu Scout
Going with an aggro core of
I also have
I have 3 Terminate and want to fit them mainboard. Also, should I mainboard Rakdos Charm or just sideboard?
Goblin Rabblemaster forces costly and important goblins like Goblin Chieftain to attack rendering them vulnerable to getting blocked and killed. Terminate is a bad draw against any deck that doesn't run a lot of must-answer creatures which can mostly be dealt with Lightning Bolt and Goblin Grenade. These two cards also have the advantage of finishing off your opponent which Terminate does not. Terminate is a solid sideboard option but does not belong on the mainboard. You should have 4x Mogg War Marshal as your token generator. Mardu Scout is not better than Mogg War Marshal, but Spike Jester is better than Krenko's Command and Dragon Fodder. Mogg War Marshal provides some resistance to board wipes and is overall better than Mardu Scout.
3x Blood Moon
2x Cavern of Souls
2x Goblin King
2x Goblin Rabblemaster
3x Shattering Spree
3x Tormod's Crypt
Cavern of Souls is for counter decks and Goblin Rabblemaster is for any deck that is low on creatures(decks without many creatures weaken Rabblemaster's drawback)
Surprisingly enough, mogg fanatic helped me win against twin during my first modern FNM. I'd go ahead and load up a few copies of combust in your SB (I'd lean towards 2) and keep your removal (goblin grenade, lightning bolt, hell even mogg fanatic) ready to go at a moments notice at Deciever or Pestermite.
20 Mountain
Creatures
4 Goblin Guide
4 Foundry Street Denizen
4 Legion Loyalist
2 Mogg Fanatic
4 Goblin Bushwhacker
4 Mogg War Marshal
2 Mardu Scout
4 Goblin Chieftain
2 Collateral Damage
4 Goblin Grenade
4 Lightning Bolt
1 Krenko's Command
1 Shared Animosity
3 Blood Moon
2 Smash to Smithereens
1 Guttural Response
2 Relic of Progenitus
1 Dragon's Claw
2 Leyline of Punishment
1 Skullcrack
1 Goblin King
2 Combust
I've fared pretty well against B/G/X and Junk decks of all sorts on xmage, with at least a 70% win rate. At the LGS, Mono-Blue Tron is still pretty favorable for this deck, though I've had some trouble with hatebears. Some notes on the aforementioned Collateral Damage spell:
My verdict on Collateral Damage is that it merits some testing. I do think 6 spells that rely on having a throwaway creature to sacrifice is a lot and that has been a problem. However, I plan to try cutting 1 Goblin Grenade for some 1-Drop goblin, just to see.
As for Mardu Scout, I definitely want to keep testing with him, since he's not proven to be absolute crap, but at the same time I don't think he's holding up for my standards.
I see you run both Skullcrack and Leyline of Punishment. How are these working out for you and which one do you think is better? I have some Soul Sisters in my meta so I'm trying to decide what anti-lifegain to sideboard. Everlasting Torment is also a possibility I'm looking into.