The ones you did for the budget Mono R deck were great, so watching the full Atarka list in action would definitely be cool. It's great to see decision making from someone else's perspective.
Not sure If It's a repost but sounds familiar to me.
Kudoltha goblins are something to take in account. I've tried them many times and It felt good... but didn't convinced me 100% to run them.
EDIT: Oh, this one It's a bit different than the other one I've tried. The Haze of Rage trick kinda convinces me. At least I'll give it a try (almost got all the cards).
@HellaKevin
First off, thanks man! It's pretty cool that you are looking into this for the tribe. IMO this is the best thread out of mtg salvation.
@RDWkid & Zinamogg
I feel the same way; however, Kaduloth is what got me into modern goblins so I have a soft spot for it. Meaning, I would like to see if Mikes and RedMages' versions could be melded together. To being with, I would remove Haze of Red for Fury of the Horde.
On a side note I foiled redmage's deck. I just need the Simian Spirit Guides.
I feel the same way; however, Kaduloth is what got me into modern goblins so I have a soft spot for it. Meaning, I would like to see if Mikes and RedMages' versions could be melded together. To being with, I know I would remove Haze of Red for Fury of the Horde.
On a side note I foiled redmage's deck. I just need the Simian Spirit Guides.
Can you post these list so to the thread? The link above is not working for me. Very interested...
Private Mod Note
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Unfortunately I did not make day 2, but ended up with my third loss in round 7, so my record was 4-3. So at least I had a winning record! Now I'll go through my round-by-round report and some general notes afterwards.
Round 1: 1-2 vs zoo
First Round was super close but my opponent got me in games 2 & 3 by putting out a huge knight of the reliquary and using it to fetch kessig wolf run. I didn't draw fast enough hands to win before the wolf run activated either of those games; some flooding was involved.
Like I said it was close all 3 games but I did take my first loss in round 1.
Round 2: 2-0 vs hydra homebrew
This was basically a free win. The guy playing this deck was really nice but he had no idea what he was doing. Both games he had turn 1 hardened scales, turn 2 nothing, turn 3 hydra of some sort (I had bolt for it both times) and then I got the kill in turn 4. I felt kinda bad bit a win's a win.
Round 3: 0-2 vs elves
I lost another very close match here. Both times I started strong but my opponent stabilized and ran me over with ezuri's ability. Perhaps one of my biggest mistakes of the day was not siding in pithing needles for Ezuri. At the time it didn't seem worth it just for Ezuri but looking back that was his only real way of beating me.
Round 4: 2-0 vs burn, Round 5: 2-0 vs zoo, Round 6: 2-0 vs burn/zoo hybrid
These rounds are a bit of a haze to me honestly, partly because I won all 3 and the decks were all fairly similar. I won these matches all handily even though there wasn't much I had to side in for them.
Round 7: 0-2 vs Jund
My last loss was against a pretty skilled player. I made a couple smaller play errors against him but I would have lost either way. He just stabilized too fast for me and in game two he fired off 2(!) feed the clans and was at around 23 life when he finally cleared my guys out and beat in with a huge scooze.
General notes:
Although I didn't make day 2 as I had hoped to, I'm really proud of myself. I have never piloted this deck as well as I did on Saturday. I was very methodical and careful and I was always thinking a few turns ahead. I made no large play mistakes and very few small ones, though I was starting to slip by round 7.
There was a TON of zoo. Not only did I face 3 zoo decks plus some burn, but my friend who was with me played against 3 zoo decks as well. Just a note that it's popular in the meta. Generally Atarka goblins does pretty well against zoo unless it's the higher curve version with knight of the reliquary like I faced round one.
One more thing is that I really like the 2 chieftain-3 command-4 bushwhacker arrangement for mass pump that I ran. Chieftain is bad in some matchups and I did board him out a good deal but I think a couple copies in the main is important due to the pump that can last multiple turns, the haste, and the body it provides.
This deck is really fun and it's also pretty damn good. I don't regret my deck choice for this past weekend at all.
I have two videos that do an introduction on how to play the new No-Lords Gobos, as well as some just basic reports. Unfortunately with my current schedule, I do not have the time to do any hardcore recordings, also my current living state sucks for recording. (My pc is in my basement in the furnace room, and it's loud so the feedback of the microphone sounds awful). I am moving out in the next month of two, and I promise everyone I will turn around and be more devoted to magic. I am working with hellakevin and Niallplaysmagic to help better the primer, we should be getting a better primer hook up in the next couple of weeks. Until then GL with the GP as well as your recordings. Also to anyone who is recording, please post the video, and if it's good enough I'll put it in the primer.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: B 8Rack RX Goblins BG Elves (Attempting) UBW Mill G Stompy UB Tezzerator
Legacy: W Stax
You should read properly the cards, it says "mana ability" not "mana activated ability". A mana ability is any ability that produces mana, that's why pithing needling against Heritage Druid, Elvish Archdruid or Elvish Mystic will have for only effect to make the Elf player giggle at you for not reading the cards you play (and it actually makes me die a little inside everytime someone pith needle me on one of the 3 cards I wrote earlier).
So yes you're wrong, Pithing Needle totally wrecks Ezuri, turning it into an useless 2/2 elf for 3 mana.
For Bushwhacker, just as it says on the card: "creatures you controle get +1/+0 and gain haste until end of turn."
I have two videos that do an introduction on how to play the new No-Lords Gobos, as well as some just basic reports. Unfortunately with my current schedule, I do not have the time to do any hardcore recordings, also my current living state sucks for recording. (My pc is in my basement in the furnace room, and it's loud so the feedback of the microphone sounds awful). I am moving out in the next month of two, and I promise everyone I will turn around and be more devoted to magic. I am working with hellakevin and Niallplaysmagic to help better the primer, we should be getting a better primer hook up in the next couple of weeks. Until then GL with the GP as well as your recordings. Also to anyone who is recording, please post the video, and if it's good enough I'll put it in the primer.
Take your time! Life should always take precedence over Magic related responsibilities. As long as we've got this place running full steam by next modern season, we're golden. Thanks for all of your hard work Franx!
I don't know that Pithing Needle is where we want to be, sure it stops Ezuri, but do we have any other MUST HIT targets? Off the top of my head: Griselbrand, Slayer's Stronghold, Ezuri, Ugin, Karn, Expedition Map, Liliana, Cranial, Ravager, Inkmoth, Blinkmoth, Sakura Tribe Elder, Knight of the Reliquary, Oblivion Stone, Man Lands, Viscera Seer... I think those are ALL of the relevant targets for Needle - but the question is would we be better off by pushing our clock up rather than including a relatively do nothing artifact? Every goblin or kill spell we board out is another turn we might allow our opponent to live.
return to the ranks.omg nice card. 4 path 4 bolt 4 grenade 2 return the ranks.27 goblins 19 lands and you play!!!!!sideboard thalia!
The WW in Return to the Ranks is really rough, as is the X in the mana cost as many games we won't hit more than three lands - if you add Thalia on top of that it just gets worse for us.
I saw "battle hymn" and was rather intrigued. Since I can't source wrap it on my cell phone the card cost two and produces one red mana per creature. Thoughts?
Hello, I haven't followed the thread in a while. Goblins is an interesting love affair for me - on and off. Based on some of the modern lordless goblins lists I have seen in the past few months I took the list below to fnm last week and did quite well (3-1). So I wanted to share my thoughts and list with the community and then throw out a new direction I would like to go for some feedback.
I love this deck. It is fast and powerful and has enough direct damage to finish off your opponent right when they think they have won by casting an anger of the gods. In one game I had to mull to 5 and still beat my scapeshift opponent on turn 4. That kind of victory convinces me that Goblins are good enough to invest more time in as a deck right now. This deck is difficult to play at maximum efficiency. During the games I played, I now realize some mistakes I made. In testing I realized that after a T1 Denizen, you can cast a T2 Piledriver for more overall damage than a T2 Mogg War Marshal. When I realized this I started doing some solo playtesting. After each hand I drew I tried out every practical possibility of play order with my hand and next two draws and calculated how the most damage can be done, which plays are more aggressive and risky, and which plays are more conservative (when anticipating a wipe). A lot can be learned from doing this and I regret not doing it before fnm. Having played goblins on and off in multiple formats for years now I went into the tournament with a blind eye to the more subtle intricacies of sequencing that I now understand far better from goldfishing. Everyone knows to play your denizen before your goblin guide, but there is so much more than that to playing this deck at maximum efficiency.
Goblin Piledriver is a good card. In this current goblins iteration, it is the slowest and most susceptible to removal. When playing the deck at fnm I was unimpressed by this goblin mainstay, but after my goldfishing and realizing the potential he has, I think he has to stay in my Atarkas list.the amount of raw power he throws at the opponent is insane when you get away with it. Late game he can get through a wall of blockers with an unassuming legion loyalist that gives it trample. This win condition helps to alleviate the blockers problem a bit.
I have come to the soft conclusion that the sideboard of this deck should be used in a way that helps our worst matchups the most, rather than improving card selection for a wider range of games. In the list below, I think that sideboard helps in the matches I see as the biggest challenges:
tarmogoyf and his friends
faster burn decks (naya)
combo decks
lifegain
lots of small blockers
I also noticed that dragon fodder is so much worse than Mogg War Marshal. I cannot explain why I see lists that play more of the sorcery than the creature. Going towards a Jund build I decided to replaces these slower sorceries with one of the most aggressive goblins - Spike Jester. He pumps the FSD one less, but attacks immediately and is better after a board wipe. At the cost of splashing a third color. This third color also happens to give some really good sideboard tech in the form of Rain of Gore, and Terminate should you choose them. Anyway, here is the next list I want to try out... feedback welcomed!
I will just take a moment to elaborate on the sideboard a little more:
Dragon's Claw - Burn is a large part of my meta, and although I can beat it without the help of the claw it really makes that matchup a lot easier.
Rain of Gore - one of the biggest problems for us is lifegain in significant amounts. I also have soul sisters decks in my meta. Good against boggles, and any deck running wurmcoil engine as well.
Blood Moon - self explanatory. I would side out my multicolored spells when siding this in.
Goblin King - in combination with blood moon or for the jund matchup. No blocks!
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
So the way rain of gore is worded it doesn't actually stop lifelink on things like wurmcoil or a boggle since they changed it to a keyword.
Ouch - that sucks. Makes no sense to me but it is plain as day on the gatherer page... Guess Ill be sticking with my R/G build for now.
@Zinamogg - I think I will give Ghor-clan a chance. That seems like a nice boost. How do you like using 4 atarka's command? in my testing I found drawing more than 1 to be a little clunky. Also can you elaborate on the use of Domri Rade?
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
http://deckstats.net/decks/17544/150545-goblins-rw-modern/es what do you think? I take the path to exile base because in my metagme is full of voices, kitchen, tarmos, rhinos, tasigurs, reliquary, etc ... might you change? I think with the strength and white wins endurance. we all know that a kitchen or a slightly stronger slows you down a lot bug. thanks people
I think it is better to go wide with goblins and make use of pump effects like atarka's command. Losing this spell makes the deck weaker in my opinion especially since you can find answers to those problems in red a la Pillar of Flame and dismember. Pillar of flame also doubles as a burn spell, but all of these should probably be in the sidebpard. Tarmogoyf and knight arent as much of an issue when you go wider and pump since they can only block one guy and don't provide life gain or creature advantage like finks and voice do. Splashing white seems to come at too high of a cost to the decks "aggressiveness" imo. Full disclosure - I have never tried the white splash, but the problems seem pretty obvious to me. Green and black just have so much more to offer.
Edit:
Although white does offer some of the best sideboard bullets:
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
http://deckstats.net/decks/17544/150545-goblins-rw-modern/es what do you think? I take the path to exile base because in my metagme is full of voices, kitchen, tarmos, rhinos, tasigurs, reliquary, etc ... might you change? I think with the strength and white wins endurance. we all know that a kitchen or a slightly stronger slows you down a lot bug. thanks people
I think it is better to go wide with goblins and make use of pump effects like atarka's command. Losing this spell makes the deck weaker in my opinion especially since you can find answers to those problems in red a la Pillar of Flame and dismember. Pillar of flame also doubles as a burn spell, but all of these should probably be in the sidebpard. Tarmogoyf and knight arent as much of an issue when you go wider and pump since they can only block one guy and don't provide life gain or creature advantage like finks and voice do. Splashing white seems to come at too high of a cost to the decks "aggressiveness" imo. Full disclosure - I have never tried the white splash, but the problems seem pretty obvious to me. Green and black just have so much more to offer.
Edit:
Although white does offer some of the best sideboard bullets:
As far as the sideboard goes, white certainly has the best options, but none of those sideboard cards help to fill holes that our deck suffers from. We're fine against affinity with Fanatic, Forked Bolt, Tin Street, Destructive Revelry, and Shattering spree - Relic of Progenitus slots very well into our deck and helps against graveyard strategies - Thalia ia great but doesn't really help push our clock up - exiling with path is nice but we have ways to deal with troublesome creatures - and Prison is a card that only really slows us down and should probably just be something else that kills them faster. Honestly, the best things white has to offer are Boros Charm and Kytheon in the turn three build.
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The ones you did for the budget Mono R deck were great, so watching the full Atarka list in action would definitely be cool. It's great to see decision making from someone else's perspective.
http://www.gatheringmagic.com/mikecannon-111215-modern-kuldotha-red/
@HellaKevin
First off, thanks man! It's pretty cool that you are looking into this for the tribe. IMO this is the best thread out of mtg salvation.
@RDWkid & Zinamogg
I feel the same way; however, Kaduloth is what got me into modern goblins so I have a soft spot for it. Meaning, I would like to see if Mikes and RedMages' versions could be melded together. To being with, I would remove Haze of Red for Fury of the Horde.
On a side note I foiled redmage's deck. I just need the Simian Spirit Guides.
YOUTUBE CHANNEL: GOBOTS
Can you post these list so to the thread? The link above is not working for me. Very interested...
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Done deal.
3 Legion Loyalist
4 Goblin Bushwhacker
4 Goblin Guide
4 Goblin Wardriver
4 Memnite
4 Ornithopter
4 Signal Pest
4 Goblin Grenade
4 Haze of Rage
4 Kuldotha Rebirth
3 Paradise Mantle
16 Mountain
2 Darksteel Citadel
YOUTUBE CHANNEL: GOBOTS
Decklist:
2 Goblin Chieftain
3 Goblin Piledriver
4 Mogg War Marshal
4 Goblin Bushwhacker
4 Legion Loyalist
4 Goblin Guide
4 Foundry Street Denizen
4 Mogg Fanatic
1 Krenko's Command
3 Atarka's Command
4 Goblin Grenade
4 Lightning Bolt
1 Cavern of Souls
2 Bloodstained Mire
4 Wooded Foothills
2 Stomping Ground
4 Copperline Gorge
6 Mountain
Sideboard:
1 Shattering Spree
1 Rending Vollley
2 Blood Moon
1 Goblin Piledriver
2 Destructive Revelry
2 Ancient Grudge
2 Dismember
2 Pithing Needle
2 Pyrite spellbomb
Unfortunately I did not make day 2, but ended up with my third loss in round 7, so my record was 4-3. So at least I had a winning record! Now I'll go through my round-by-round report and some general notes afterwards.
Round 1: 1-2 vs zoo
First Round was super close but my opponent got me in games 2 & 3 by putting out a huge knight of the reliquary and using it to fetch kessig wolf run. I didn't draw fast enough hands to win before the wolf run activated either of those games; some flooding was involved.
Like I said it was close all 3 games but I did take my first loss in round 1.
Round 2: 2-0 vs hydra homebrew
This was basically a free win. The guy playing this deck was really nice but he had no idea what he was doing. Both games he had turn 1 hardened scales, turn 2 nothing, turn 3 hydra of some sort (I had bolt for it both times) and then I got the kill in turn 4. I felt kinda bad bit a win's a win.
Round 3: 0-2 vs elves
I lost another very close match here. Both times I started strong but my opponent stabilized and ran me over with ezuri's ability. Perhaps one of my biggest mistakes of the day was not siding in pithing needles for Ezuri. At the time it didn't seem worth it just for Ezuri but looking back that was his only real way of beating me.
Round 4: 2-0 vs burn, Round 5: 2-0 vs zoo, Round 6: 2-0 vs burn/zoo hybrid
These rounds are a bit of a haze to me honestly, partly because I won all 3 and the decks were all fairly similar. I won these matches all handily even though there wasn't much I had to side in for them.
Round 7: 0-2 vs Jund
My last loss was against a pretty skilled player. I made a couple smaller play errors against him but I would have lost either way. He just stabilized too fast for me and in game two he fired off 2(!) feed the clans and was at around 23 life when he finally cleared my guys out and beat in with a huge scooze.
General notes:
Although I didn't make day 2 as I had hoped to, I'm really proud of myself. I have never piloted this deck as well as I did on Saturday. I was very methodical and careful and I was always thinking a few turns ahead. I made no large play mistakes and very few small ones, though I was starting to slip by round 7.
There was a TON of zoo. Not only did I face 3 zoo decks plus some burn, but my friend who was with me played against 3 zoo decks as well. Just a note that it's popular in the meta. Generally Atarka goblins does pretty well against zoo unless it's the higher curve version with knight of the reliquary like I faced round one.
One more thing is that I really like the 2 chieftain-3 command-4 bushwhacker arrangement for mass pump that I ran. Chieftain is bad in some matchups and I did board him out a good deal but I think a couple copies in the main is important due to the pump that can last multiple turns, the haste, and the body it provides.
This deck is really fun and it's also pretty damn good. I don't regret my deck choice for this past weekend at all.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
So yes you're wrong, Pithing Needle totally wrecks Ezuri, turning it into an useless 2/2 elf for 3 mana.
For Bushwhacker, just as it says on the card: "creatures you controle get +1/+0 and gain haste until end of turn."
Take your time! Life should always take precedence over Magic related responsibilities. As long as we've got this place running full steam by next modern season, we're golden. Thanks for all of your hard work Franx!
The WW in Return to the Ranks is really rough, as is the X in the mana cost as many games we won't hit more than three lands - if you add Thalia on top of that it just gets worse for us.
YOUTUBE CHANNEL: GOBOTS
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Goblin Guide
4x Legion Loyalist
4x Mogg Fanatic
3x Goblin Piledriver
4x Mogg War Marshal
Spells (15):
4x Goblin Grenade
4x Lightning Bolt
3x Atarka's Command
3x Dragon Fodder
1x Shared Animosity
4x Bloodstained Mire
4x Copperline Gorge
5x Mountain
2x Stomping Ground
3x Wooded Foothills
2x Forked Bolt
2x Relic of Progenitus
1x Shattering Spree
1x Ancient Grudge
2x Dragon's Claw
3x Blood Moon
2x Dismember
2x Goblin King
I love this deck. It is fast and powerful and has enough direct damage to finish off your opponent right when they think they have won by casting an anger of the gods. In one game I had to mull to 5 and still beat my scapeshift opponent on turn 4. That kind of victory convinces me that Goblins are good enough to invest more time in as a deck right now. This deck is difficult to play at maximum efficiency. During the games I played, I now realize some mistakes I made. In testing I realized that after a T1 Denizen, you can cast a T2 Piledriver for more overall damage than a T2 Mogg War Marshal. When I realized this I started doing some solo playtesting. After each hand I drew I tried out every practical possibility of play order with my hand and next two draws and calculated how the most damage can be done, which plays are more aggressive and risky, and which plays are more conservative (when anticipating a wipe). A lot can be learned from doing this and I regret not doing it before fnm. Having played goblins on and off in multiple formats for years now I went into the tournament with a blind eye to the more subtle intricacies of sequencing that I now understand far better from goldfishing. Everyone knows to play your denizen before your goblin guide, but there is so much more than that to playing this deck at maximum efficiency.
Goblin Piledriver is a good card. In this current goblins iteration, it is the slowest and most susceptible to removal. When playing the deck at fnm I was unimpressed by this goblin mainstay, but after my goldfishing and realizing the potential he has, I think he has to stay in my Atarkas list.the amount of raw power he throws at the opponent is insane when you get away with it. Late game he can get through a wall of blockers with an unassuming legion loyalist that gives it trample. This win condition helps to alleviate the blockers problem a bit.
I have come to the soft conclusion that the sideboard of this deck should be used in a way that helps our worst matchups the most, rather than improving card selection for a wider range of games. In the list below, I think that sideboard helps in the matches I see as the biggest challenges:
tarmogoyf and his friends
faster burn decks (naya)
combo decks
lifegain
lots of small blockers
I also noticed that dragon fodder is so much worse than Mogg War Marshal. I cannot explain why I see lists that play more of the sorcery than the creature. Going towards a Jund build I decided to replaces these slower sorceries with one of the most aggressive goblins - Spike Jester. He pumps the FSD one less, but attacks immediately and is better after a board wipe. At the cost of splashing a third color. This third color also happens to give some really good sideboard tech in the form of Rain of Gore, and Terminate should you choose them. Anyway, here is the next list I want to try out... feedback welcomed!
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Goblin Guide
4x Legion Loyalist
4x Mogg Fanatic
3x Goblin Piledriver
4x Mogg War Marshal
4x Spike Jester
Spells (11):
4x Goblin Grenade
4x Lightning Bolt
3x Atarka's Command
3x Blackcleave Cliffs
1x Blood Crypt
4x Bloodstained Mire
2x Copperline Gorge
4x Mountain
1x Stomping Ground
3x Wooded Foothills
3x Dragon's Claw
3x Rain of Gore
3x Blood Moon
3x Goblin King
3x Shared Animosity
I will just take a moment to elaborate on the sideboard a little more:
Dragon's Claw - Burn is a large part of my meta, and although I can beat it without the help of the claw it really makes that matchup a lot easier.
Rain of Gore - one of the biggest problems for us is lifegain in significant amounts. I also have soul sisters decks in my meta. Good against boggles, and any deck running wurmcoil engine as well.
Blood Moon - self explanatory. I would side out my multicolored spells when siding this in.
Goblin King - in combination with blood moon or for the jund matchup. No blocks!
Shared Animosity - gets through and around other swarm style decks. Damage is incredible from this card. Also the slots I would consider switching for some other form of hate, like relic of progenitus, grafdigger's cage, Ancient Grudge, or Destructive Revelry.
Thanks for having a look
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Ouch - that sucks. Makes no sense to me but it is plain as day on the gatherer page... Guess Ill be sticking with my R/G build for now.
@Zinamogg - I think I will give Ghor-clan a chance. That seems like a nice boost. How do you like using 4 atarka's command? in my testing I found drawing more than 1 to be a little clunky. Also can you elaborate on the use of Domri Rade?
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
I think it is better to go wide with goblins and make use of pump effects like atarka's command. Losing this spell makes the deck weaker in my opinion especially since you can find answers to those problems in red a la Pillar of Flame and dismember. Pillar of flame also doubles as a burn spell, but all of these should probably be in the sidebpard. Tarmogoyf and knight arent as much of an issue when you go wider and pump since they can only block one guy and don't provide life gain or creature advantage like finks and voice do. Splashing white seems to come at too high of a cost to the decks "aggressiveness" imo. Full disclosure - I have never tried the white splash, but the problems seem pretty obvious to me. Green and black just have so much more to offer.
Edit:
Although white does offer some of the best sideboard bullets:
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
As far as the sideboard goes, white certainly has the best options, but none of those sideboard cards help to fill holes that our deck suffers from. We're fine against affinity with Fanatic, Forked Bolt, Tin Street, Destructive Revelry, and Shattering spree - Relic of Progenitus slots very well into our deck and helps against graveyard strategies - Thalia ia great but doesn't really help push our clock up - exiling with path is nice but we have ways to deal with troublesome creatures - and Prison is a card that only really slows us down and should probably just be something else that kills them faster. Honestly, the best things white has to offer are Boros Charm and Kytheon in the turn three build.