First off, big thumbs up for the new primer, I like the idea of it. Secondly, I agree that it might be better for vial goblins to have their own primer, since the only similarities are goblin creature type, chieftains, bolts and grenades. Otherwise, whole gameplan is different - "this" deck wants to win as fast as possible (hence the all-in tag), while vial goblins represent a somewhat midrange-like deck. I tried out both, and they play out quite differently, albeit I'm not a pro player, or even a vastly experienced one. Mentioning and linking to the vial primer, however, should be mandatory.
With that being said, I second the idea of a token-heavy and a tokenless goblin decks, but even in this case, I believe that the "skeletons" of both decks are pretty much the same. I would like to point out the goblin burn variety that I already mentioned a while ago, and just yesterday, I had a decent success with it (3rd place out of 16, check out the link for match reports). The deck is based on 4-offs of Guides, Spike Jesters, Mardu Scouts and Goblin Grenades. I thought about adding stuff like Bushwhacker, Loyalist, Arsonist, Fanatic, and even Chieftain or MWM, but I believe it would only make the deck an inconsistent mix of burn and goblins, something that nobody really wants, not even a goblin-only-fanboi like me. I already hate myself for playing the "burn goblins", but as long as there are four grenades mainboard, and 12 goblins as the only creatures, I don't mind that much (it sums up for 26.7% of the deck as "goblin type" if we include grenade in the math). It plays differently than the regular all-in goblins, but it has the same win-as-fast-as-possible mentality at least. However, cards used are different (just like with the vial goblins), so it's hard to say it belongs in here (probably more up in the Burn primer, but they don't really care for non-Guide goblins, he he). Anyhow, let me ignore what I just said and present you with the list (I won't bother you with the sideboard at least, since it's local meta dependent):
Though not as active as what we have here at mtgsalvation, this mini primer is very helpful especially in providing sideboard options and as well as an in-depth match-up analysis and strategy against the generally popular decks in the current modern meta. Overall, this is a great read.
Really liked that primer. Makes some pretty good observations, which I agree with most of them (dont really like Mogg War Marshal and Foundry Street but that's fine).
Played on thursday on our weekly modern game: Went 3-1 against Blue Moon (2-1), Affinity (1-2), B/W tokens (2-1), Blue Delver (2-0).
Against Blue Moon Game 1: He used a lot of burn spells and counters to keep my field empty. I did my own with them beautiful Mogg Fanatic, which helped me keep the board clean of other weenies. He was very successfuly at his game but eventually he ran out of gas. He went down to 8, had two mogg fanatics in play, 2 lightning bolt. He tapped himself out to cast cryptic command, tap my creatures, bolted him, sac'd my moggs he wasnt expecting so much burn, gg. Game 2 he played dragon's claw turn 2, dealt 30 damage during the game, still couldnt beat him gg. Game 3: Dropped two caverns (***** was on), went with a bunch of weenies he couldnt do ***** I dropped two Eidolon (god bless him) he started dealing damage to himself, he got a few hosers, thought he stabilized when he dropped batterskull, killed that ***** with Dismember, swing for the win.
Against Affinity: First game I started dominating until he started dropping ******* etched champion, couldnt answer to it, I got him to three but he was faster. Game 2: Got the damage in early, he went berserker got 7 damage in turn 3. Fortunately I had 2 goblin grenade, 1 bolt, dealt him 13 damage when he was at 11, he couldnt believe it he really wasnt expecting that, gg. Game 3: I had a lot of hate in so I kept. Fanatics dealt their own, he started beating me with ravager with animate artifact started dealing monstruous amount of damage, but was extremely fragile no cards in hand, 1 land in play 1 mox opal. I needed the shattering spree, the sole terminate I sboarded, couldnt find em gg.
Against B/W tokens: ***** wasn't easy. Game 1, I dealt the damage early dropped loyalist, laughed at him gg. Game 2: I got a lot of damage in early (he was at 10 turn 3), he started dropping zealous persecution, totally wrecked my board gg. Game 3: He dealt himself a lot of damage with thoughtseizes and dual lands. The Hellspark Elemental started doing his own I got him at 4, but he started building his board, and started whacking me. He had lethal in game, I had a goblin grenade in hand, he was still at 4, got a loyalist, dropped the grenade I won. Big win.
Against Blue Delver: Game 1: He got the delver early, dropped the fanatic, he dead. Started dealing a lot of damage with a spike jester (god bless him) he couldnt answer to it. Kept his board clean with dismember. It was a slow, dragging, long game, until he ran out of gas as he just kept drawing shoals and cryptic commands, then I played a good chieftain, he couldnt answer it, and I knew he had nothing to counter the rest of my stuff. Dropped a spike jester, one turn, he drew extended his hand, gg. Game 2: Got a cavern early game, he tried his best to stabilize, wasted his cryptic commands but he couldnt find a response. gg, that game was easy but definitely not representative of the match.
It's definitely a great read. It does differ a bit from some of the principles we've gone by (Such as views on 4 drop goblins and land count) but maybe those are some ideas to consider during this time.
As for mutavault Blip, I'll admit that the anything beyond T4 ideology isn't a very progressive one. I respect the points you've made and will keep mutavault under consideration as a solid 2-of.
I don't think that making a primer on vial goblins in this thread is a good idea. FIrst of all they are really different decks (one main deifference, a different mana curve that can go over 3), with a very different strategy and that makes consequently very different choices on the cards to play. Secondly, vial goblin has not a real shape right now and there's a thread that's working specifically on it. So these are two different discussions. When they were melted toghether there was a lot of confusion and clash of interests. I would keep the attention of this thread on our "all in goblins" and the primer should be the first thing to do it. You can mention the vial version and put the link of the vial goblins primer if someone wants to see it...
I really agree about explosive/vial essential differences. Better stay separated. And.. same guys working there stay watching development here :D.@treachtv can confirm hehe
I don't have access until monday, we will know if mongol still lives and wants to keep us updated, or i will get access to this one? If i am not mistaken
I'll be honest, i don't think that can be considered a gobo deck, i believe (hopefully everyone agrees), that a tribal deck has to have at least 20 creatures of that said theme in the deck. Like it looks like a crazy burn deck don't get me wrong, but a goblin deck, mmmh I just don't think it is. My friend had a similar list but he was running more of the artifact explosive style, where you spam tokens and swing with bushwhacker.
Other then that the list looks great.
p.s. everyone like the new banner? Its in my signature.
I don't have access until monday, we will know if mongol still lives and wants to keep us updated, or i will get access to this one? If i am not mistaken
I'll be honest, i don't think that can be considered a gobo deck, i believe (hopefully everyone agrees), that a tribal deck has to have at least 20 creatures of that said theme in the deck. Like it looks like a crazy burn deck don't get me wrong, but a goblin deck, mmmh I just don't think it is. My friend had a similar list but he was running more of the artifact explosive style, where you spam tokens and swing with bushwhacker.
Other then that the list looks great.
p.s. everyone like the new banner? Its in my signature.
You can never go wrong with tasteful flavor text quotes
Considering all the facts, I agree that the "Goblin Burn" is not a real goblin tribal deck, but it's still as close as a non-goblin deck can be to a goblin deck plus it's ultra fun, and although it plays out quite similarly to the ordinary burn, it's Goblin Grenades that are priceless.
Meanwhile, I indeed follow the vial primer, but I believe that vial goblins are not close to aggro goblins in term of competitiveness - I could be wrong tho. The problem is that nobody is testing that deck as much as the all-in version, so it's hard to say where it truly stands. I for one had quite a few decent showings with it, and maybe now with Pod out of the way, it could be better, but the same can be said for aggro goblins. All in all, I hope good times are ahead for us gobliners, and only a new card or two could really push it forward (DTK, or Origins maybe).
I'm again considering about Lead the Stampede. I know it's clunky, but it could do it's job, especially in vial version, but I guess that's a debate for some other day (and in other topic).
Hey guys, Ive been playing goblins for a while and now Im finishing a better/competitive build and found this thread. Could you guys please give me some feedback?
Hey guys, Ive been playing goblins for a while and now Im finishing a better/competitive build and found this thread. Could you guys please give me some feedback?
Traitorous Blood: takes goyf and strong dudes for an alpha strike
I dont have problems with Leyline because I dont have that much burn and I can win with creatures, so monored for the win.
I see you are playing a more of a burn version of this deck. Is there a reason you run burn cards instead of adding cards like [[Shared Animosity]] and [[Krenko's Command]] in the 8 slots that are not the core of the deck? Do you find it more competitive than playing strictly tribal?
I'd cut the Searing Blaze and Rift Bolt for two more Legion Loyalist (easily the best card in the deck) and a token generator (Krenko's Command, Dragon Fodder) to make Bushwhacker, Chieftain, Wardriver, Loyalist, and Street Denizen better. If you like the Blood Moons in the main then great, but if you're looking for something that might pack a little more punch, I would test one Shared Animosity in that spot and see if you like it. And I think Harness by Force might be better than Traitorous Blood. I'd rather take two dudes then get the trample given that they are unlikely to block their own Goyf, for instance, and lose one of their dudes unless they desperately have to when instead they could block a goblin, possibly keep their dude and kill one of ours. I might just think there are better sideboard options, though.
Also Mutavault plus Shared Animosity plus Traitorous Blood seems really sweet. Give that creature an additional +1/0 with their trample.
I see you are playing a more of a burn version of this deck. Is there a reason you run burn cards instead of adding cards like [[Shared Animosity]] and [[Krenko's Command]] in the 8 slots that are not the core of the deck? Do you find it more competitive than playing strictly tribal?
I play tribal knights and stompy too and I realised that something around 24 is the right number (22 knights and 26 stompy dudes). Sometimes is hard to win only by creatures and u need some utilities to win. The 4x Bolt and 4x Granade are hard to replace IMO. Rift Bolt and Searing Blaze give the deck more speed. I think our deck has the same problem as burn: we usually put the opponent on 5 life but that is all, they stabilize and we lose. So the burn in the end may do the work when the little goblins face big walls. And there isnt that much burn, usually burn run 12 creatures, I run 24 (what is good because Leyline does not hurt that much)
Shared Animosity is good but it is really good when u have a big board presence, and when u have that u will probably win anyway. I was used to run it but replaced it by 2x Blood Moon, what can devastate a lot of decks.
Krenko's Command is only good when u have something else, and I prefer cast anything else than it (and it is a very bad topdeck). The same problem as Raise the Alarm on a BW Token deck, it is better to cast an anthem or a removal than it, and the 3 CMC is crowded, so it get stuck on ur hand.
I'd cut the Searing Blaze and Rift Bolt for two more Legion Loyalist (easily the best card in the deck) and a token generator (Krenko's Command, Dragon Fodder) to make Bushwhacker, Chieftain, Wardriver, Loyalist, and Street Denizen better. If you like the Blood Moons in the main then great, but if you're looking for something that might pack a little more punch, I would test one Shared Animosity in that spot and see if you like it. And I think Harness by Force might be better than Traitorous Blood. I'd rather take two dudes then get the trample given that they are unlikely to block their own Goyf, for instance, and lose one of their dudes unless they desperately have to when instead they could block a goblin, possibly keep their dude and kill one of ours. I might just think there are better sideboard options, though.
Also Mutavault plus Shared Animosity plus Traitorous Blood seems really sweet. Give that creature an additional +1/0 with their trample.
I got your point. If I put more goblins instead of the extra burn, than the Shared Animosity shines. I dunno if Im doing it right, but I think we have two ways: 1) more burn and blood moon (like I do, more utility deck) 2) pure goblins, only 8 burn and Shared Animosity.
I dont think we will get 6 lands with this deck. Until there we already won or lose the match. So Harness by Force is a little worse than Traitorous Blood IMO.
I see you are playing a more of a burn version of this deck. Is there a reason you run burn cards instead of adding cards like [[Shared Animosity]] and [[Krenko's Command]] in the 8 slots that are not the core of the deck? Do you find it more competitive than playing strictly tribal?
I play tribal knights and stompy too and I realised that something around 24 is the right number (22 knights and 26 stompy dudes). Sometimes is hard to win only by creatures and u need some utilities to win. The 4x Bolt and 4x Granade are hard to replace IMO. Rift Bolt and Searing Blaze give the deck more speed. I think our deck has the same problem as burn: we usually put the opponent on 5 life but that is all, they stabilize and we lose. So the burn in the end may do the work when the little goblins face big walls. And there isnt that much burn, usually burn run 12 creatures, I run 24 (what is good because Leyline does not hurt that much)
Shared Animosity is good but it is really good when u have a big board presence, and when u have that u will probably win anyway. I was used to run it but replaced it by 2x Blood Moon, what can devastate a lot of decks.
Krenko's Command is only good when u have something else, and I prefer cast anything else than it (and it is a very bad topdeck). The same problem as Raise the Alarm on a BW Token deck, it is better to cast an anthem or a removal than it, and the 3 CMC is crowded, so it get stuck on ur hand.
I'd cut the Searing Blaze and Rift Bolt for two more Legion Loyalist (easily the best card in the deck) and a token generator (Krenko's Command, Dragon Fodder) to make Bushwhacker, Chieftain, Wardriver, Loyalist, and Street Denizen better. If you like the Blood Moons in the main then great, but if you're looking for something that might pack a little more punch, I would test one Shared Animosity in that spot and see if you like it. And I think Harness by Force might be better than Traitorous Blood. I'd rather take two dudes then get the trample given that they are unlikely to block their own Goyf, for instance, and lose one of their dudes unless they desperately have to when instead they could block a goblin, possibly keep their dude and kill one of ours. I might just think there are better sideboard options, though.
Also Mutavault plus Shared Animosity plus Traitorous Blood seems really sweet. Give that creature an additional +1/0 with their trample.
I got your point. If I put more goblins instead of the extra burn, than the Shared Animosity shines. I dunno if Im doing it right, but I think we have two ways: 1) more burn and blood moon (like I do, more utility deck) 2) pure goblins, only 8 burn and Shared Animosity.
I dont think we will get 6 lands with this deck. Until there we already won or lose the match. So Harness by Force is a little worse than Traitorous Blood IMO.
I think that if you are going to run a goblin deck, you might as well run cards that synergize and work well with your goblins. The only 8 burn spells that really fit category are Goblin Grenade(synergizes well with your goblins) and Lightning Bolt(no drawbacks and gets rid of annoying blockers). Otherwise, you might as well just run burn. Because yes, burn is better than goblins. Goblins is really only played because it is one of the very few competitive tribal decks in Modern. So even though burn cards might be better in a goblin deck than cards with tribal synergy, they are different decks and if you want to keep them different then only run burn spells that are actually needed for the success of goblins. This is just my own opinion and I don't mean to force you to stop playing the build you do. Everyone has their own opinions.
I playtested a goblin heavy version with 4x Shared Animosity and it is much better
I wouldn't run more than 3 Shared Animosity, but yeah, that card is bonkers. The deck can turn 3 kill off of t1 Foundry Street, into t2 double one drop with haste, into an Animosity. It's not uncommon or outlandish given the deck's redundancy.
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One of these day I have to get myself organizized.
The deck is in flux right now and I will post the changes I make soon as a few cards in the meta I am not happy with at the moment. I am on board with 4 of Mardu Scout now as well.
Round 1: Merfolk - 2/0.
Nothing of note, damage was fast and game 2 double grenade for the win.
Round 2: Infect 0/2.
Very close 2 games, I got him down to 1 or 2 in both games before infect damage took the win.
Round 3: Boogles 0/2.
Normally I am fine with this match up, however I just couldn't keep up with the life gain.
Round 4: UWR - Burn 2/0.
Was a very easy match up, played young pyro, geist an tyipical burn spells with cantrips.
Round 5: UWR - Flash 2/1.
Was pretty straight forward, blood moon won game 2 and three he could not keep up.
Round 6: Junk 2/1.
I feel this match up is favorable, if no rhino hits.
Round 7: Junk 2/1.
This was more of a podless pod list with Knight of the reliquary, was rough game one due to a slow start, then game 2-3 were short work.
I loved the hype of people's gossip about talking about this fast Goblins deck, my round 1 Merfolk opponent was telling everyone about the double grenade win and it carried hype through out the tourney, was pretty fun.
Now here are my changes and to be honest many will not agree but I feel they are needed. Goblin Bushwhacker and Mogg war marshall are not needed anymore, I feel they are just wasted slots now with Mardu Scout as a permanent placement. I am not sure what I am replacing them with yet. The sideboard I will be dropping Blood Moon (& swamp) for Sudden Shocks and Warren Weirding(or simular effect) maybe test with Guttural Response a bit.
I playtested a goblin heavy version with 4x Shared Animosity and it is much better
I wouldn't run more than 3 Shared Animosity, but yeah, that card is bonkers. The deck can turn 3 kill off of t1 Foundry Street, into t2 double one drop with haste, into an Animosity. It's not uncommon or outlandish given the deck's redundancy.
Agreed. Though I am still on the fence on how many to run. Frank and Blip made solid arguments regarding running 1 animosity along with 4 chieftains but I still can't quite shake off the feeling that running 3 of them is beneficial (mostly from results like Justin Perkin's at the SCG premier IQ. Any thoughts on this?
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With that being said, I second the idea of a token-heavy and a tokenless goblin decks, but even in this case, I believe that the "skeletons" of both decks are pretty much the same. I would like to point out the goblin burn variety that I already mentioned a while ago, and just yesterday, I had a decent success with it (3rd place out of 16, check out the link for match reports). The deck is based on 4-offs of Guides, Spike Jesters, Mardu Scouts and Goblin Grenades. I thought about adding stuff like Bushwhacker, Loyalist, Arsonist, Fanatic, and even Chieftain or MWM, but I believe it would only make the deck an inconsistent mix of burn and goblins, something that nobody really wants, not even a goblin-only-fanboi like me. I already hate myself for playing the "burn goblins", but as long as there are four grenades mainboard, and 12 goblins as the only creatures, I don't mind that much (it sums up for 26.7% of the deck as "goblin type" if we include grenade in the math). It plays differently than the regular all-in goblins, but it has the same win-as-fast-as-possible mentality at least. However, cards used are different (just like with the vial goblins), so it's hard to say it belongs in here (probably more up in the Burn primer, but they don't really care for non-Guide goblins, he he). Anyhow, let me ignore what I just said and present you with the list (I won't bother you with the sideboard at least, since it's local meta dependent):
4 Mardu Scout
4 Spike Jester
4 Goblin Guide
Instant (13)
4 Lightning Bolt
1 Shard Volley
2 Flames of the Blood Hand
2 Magma Jet
4 Skullcrack
4 Goblin Grenade
4 Lava Spike
4 Bump in the Night
2 Rift Bolt
1 Molten Rain
Lands (20)
2 Mountain
2 Stomping Ground
4 Bloodstained Mire
3 Wooded Foothills
3 Blackcleave Cliffs
3 Blood Crypt
3 Auntie’s Hovel
Though not as active as what we have here at mtgsalvation, this mini primer is very helpful especially in providing sideboard options and as well as an in-depth match-up analysis and strategy against the generally popular decks in the current modern meta. Overall, this is a great read.
Played on thursday on our weekly modern game: Went 3-1 against Blue Moon (2-1), Affinity (1-2), B/W tokens (2-1), Blue Delver (2-0).
Against Blue Moon Game 1: He used a lot of burn spells and counters to keep my field empty. I did my own with them beautiful Mogg Fanatic, which helped me keep the board clean of other weenies. He was very successfuly at his game but eventually he ran out of gas. He went down to 8, had two mogg fanatics in play, 2 lightning bolt. He tapped himself out to cast cryptic command, tap my creatures, bolted him, sac'd my moggs he wasnt expecting so much burn, gg. Game 2 he played dragon's claw turn 2, dealt 30 damage during the game, still couldnt beat him gg. Game 3: Dropped two caverns (***** was on), went with a bunch of weenies he couldnt do ***** I dropped two Eidolon (god bless him) he started dealing damage to himself, he got a few hosers, thought he stabilized when he dropped batterskull, killed that ***** with Dismember, swing for the win.
Against Affinity: First game I started dominating until he started dropping ******* etched champion, couldnt answer to it, I got him to three but he was faster. Game 2: Got the damage in early, he went berserker got 7 damage in turn 3. Fortunately I had 2 goblin grenade, 1 bolt, dealt him 13 damage when he was at 11, he couldnt believe it he really wasnt expecting that, gg. Game 3: I had a lot of hate in so I kept. Fanatics dealt their own, he started beating me with ravager with animate artifact started dealing monstruous amount of damage, but was extremely fragile no cards in hand, 1 land in play 1 mox opal. I needed the shattering spree, the sole terminate I sboarded, couldnt find em gg.
Against B/W tokens: ***** wasn't easy. Game 1, I dealt the damage early dropped loyalist, laughed at him gg. Game 2: I got a lot of damage in early (he was at 10 turn 3), he started dropping zealous persecution, totally wrecked my board gg. Game 3: He dealt himself a lot of damage with thoughtseizes and dual lands. The Hellspark Elemental started doing his own I got him at 4, but he started building his board, and started whacking me. He had lethal in game, I had a goblin grenade in hand, he was still at 4, got a loyalist, dropped the grenade I won. Big win.
Against Blue Delver: Game 1: He got the delver early, dropped the fanatic, he dead. Started dealing a lot of damage with a spike jester (god bless him) he couldnt answer to it. Kept his board clean with dismember. It was a slow, dragging, long game, until he ran out of gas as he just kept drawing shoals and cryptic commands, then I played a good chieftain, he couldnt answer it, and I knew he had nothing to counter the rest of my stuff. Dropped a spike jester, one turn, he drew extended his hand, gg. Game 2: Got a cavern early game, he tried his best to stabilize, wasted his cryptic commands but he couldnt find a response. gg, that game was easy but definitely not representative of the match.
Nice find MTGTCG!
It's definitely a great read. It does differ a bit from some of the principles we've gone by (Such as views on 4 drop goblins and land count) but maybe those are some ideas to consider during this time.
As for mutavault Blip, I'll admit that the anything beyond T4 ideology isn't a very progressive one. I respect the points you've made and will keep mutavault under consideration as a solid 2-of.
I really agree about explosive/vial essential differences. Better stay separated. And.. same guys working there stay watching development here :D.@treachtv can confirm hehe
Theres a link for new primer yet ?
Modern
RBW Goblins
XU ArcMUD
That would be so awesome!
I'll be honest, i don't think that can be considered a gobo deck, i believe (hopefully everyone agrees), that a tribal deck has to have at least 20 creatures of that said theme in the deck. Like it looks like a crazy burn deck don't get me wrong, but a goblin deck, mmmh I just don't think it is. My friend had a similar list but he was running more of the artifact explosive style, where you spam tokens and swing with bushwhacker.
Other then that the list looks great.
p.s. everyone like the new banner? Its in my signature.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
You can never go wrong with tasteful flavor text quotes
Meanwhile, I indeed follow the vial primer, but I believe that vial goblins are not close to aggro goblins in term of competitiveness - I could be wrong tho. The problem is that nobody is testing that deck as much as the all-in version, so it's hard to say where it truly stands. I for one had quite a few decent showings with it, and maybe now with Pod out of the way, it could be better, but the same can be said for aggro goblins. All in all, I hope good times are ahead for us gobliners, and only a new card or two could really push it forward (DTK, or Origins maybe).
I'm again considering about Lead the Stampede. I know it's clunky, but it could do it's job, especially in vial version, but I guess that's a debate for some other day (and in other topic).
4x Foundry Street Denizen
4x Goblin Bushwhacker
2x Goblin Chieftain
4x Goblin Guide
2x Goblin King
2x Goblin Wardriver
2x Legion Loyalist
4x Mogg War Marshal
4x Lightning Bolt
2x Searing Blaze
Sorcery (8)
4x Goblin Grenade
4x Rift Bolt
Land (20)
18x Mountain
1x Teetering Peaks
1x Cavern of Souls
Enchantment (2)
2x Blood Moon
3x Combust
3x Dragon's Claw
3x Electrickery
4x Everlasting Torment
2x Traitorous Blood
I do think that Goblin Chieftain is better than Goblin King, but playing Blood Moon MB increase the sinergy.
Combust: control and combo decks like Twin
Everlasting Torment: best against the pesky Kor Firewalker (protection and lifegain) and indestructible things
Dragon's Claw: Mirror
Electrickery: Tokens, Affinity
Traitorous Blood: takes goyf and strong dudes for an alpha strike
I dont have problems with Leyline because I dont have that much burn and I can win with creatures, so monored for the win.
I see you are playing a more of a burn version of this deck. Is there a reason you run burn cards instead of adding cards like [[Shared Animosity]] and [[Krenko's Command]] in the 8 slots that are not the core of the deck? Do you find it more competitive than playing strictly tribal?
Also Mutavault plus Shared Animosity plus Traitorous Blood seems really sweet. Give that creature an additional +1/0 with their trample.
I play tribal knights and stompy too and I realised that something around 24 is the right number (22 knights and 26 stompy dudes). Sometimes is hard to win only by creatures and u need some utilities to win. The 4x Bolt and 4x Granade are hard to replace IMO. Rift Bolt and Searing Blaze give the deck more speed. I think our deck has the same problem as burn: we usually put the opponent on 5 life but that is all, they stabilize and we lose. So the burn in the end may do the work when the little goblins face big walls. And there isnt that much burn, usually burn run 12 creatures, I run 24 (what is good because Leyline does not hurt that much)
Shared Animosity is good but it is really good when u have a big board presence, and when u have that u will probably win anyway. I was used to run it but replaced it by 2x Blood Moon, what can devastate a lot of decks.
Krenko's Command is only good when u have something else, and I prefer cast anything else than it (and it is a very bad topdeck). The same problem as Raise the Alarm on a BW Token deck, it is better to cast an anthem or a removal than it, and the 3 CMC is crowded, so it get stuck on ur hand.
I got your point. If I put more goblins instead of the extra burn, than the Shared Animosity shines. I dunno if Im doing it right, but I think we have two ways: 1) more burn and blood moon (like I do, more utility deck) 2) pure goblins, only 8 burn and Shared Animosity.
I dont think we will get 6 lands with this deck. Until there we already won or lose the match. So Harness by Force is a little worse than Traitorous Blood IMO.
Today I played at Face to face PPTQ (84 attendants) I place 18th, with a 5-2 record.
Here is the list I ran:
4x Foundry Street Denizen
2x Goblin Bushwhacker
4x Goblin Chieftain
4x Goblin Guide
4x Goblin Rabblemaster
4x Legion Loyalist
4x Mardu Scout
2x Mogg War Marshal
4x Spike Jester
3x Blackcleave Cliffs
2x Blood Crypt
4x Bloodstained Mire
4x Cavern of Souls
4x Mountain
4x Lightning Bolt
3x Blood Moon
3x Earwig Squad
3x Rakdos Charm
3x Smother
1x Swamp
2x Terminate
The deck is in flux right now and I will post the changes I make soon as a few cards in the meta I am not happy with at the moment. I am on board with 4 of Mardu Scout now as well.
Round 1: Merfolk - 2/0.
Nothing of note, damage was fast and game 2 double grenade for the win.
Round 2: Infect 0/2.
Very close 2 games, I got him down to 1 or 2 in both games before infect damage took the win.
Round 3: Boogles 0/2.
Normally I am fine with this match up, however I just couldn't keep up with the life gain.
Round 4: UWR - Burn 2/0.
Was a very easy match up, played young pyro, geist an tyipical burn spells with cantrips.
Round 5: UWR - Flash 2/1.
Was pretty straight forward, blood moon won game 2 and three he could not keep up.
Round 6: Junk 2/1.
I feel this match up is favorable, if no rhino hits.
Round 7: Junk 2/1.
This was more of a podless pod list with Knight of the reliquary, was rough game one due to a slow start, then game 2-3 were short work.
I loved the hype of people's gossip about talking about this fast Goblins deck, my round 1 Merfolk opponent was telling everyone about the double grenade win and it carried hype through out the tourney, was pretty fun.
Now here are my changes and to be honest many will not agree but I feel they are needed. Goblin Bushwhacker and Mogg war marshall are not needed anymore, I feel they are just wasted slots now with Mardu Scout as a permanent placement. I am not sure what I am replacing them with yet. The sideboard I will be dropping Blood Moon (& swamp) for Sudden Shocks and Warren Weirding(or simular effect) maybe test with Guttural Response a bit.
Agreed. Though I am still on the fence on how many to run. Frank and Blip made solid arguments regarding running 1 animosity along with 4 chieftains but I still can't quite shake off the feeling that running 3 of them is beneficial (mostly from results like Justin Perkin's at the SCG premier IQ. Any thoughts on this?