What about Warren Instigator? Double strike seems nice, and the ability to get a little extra value off FSD seems nice, too. Though, I'm sure there's a reason you don't, I'm just trying to figure out what I'm doing here.
What about Warren Instigator? Double strike seems nice, and the ability to get a little extra value off FSD seems nice, too. Though, I'm sure there's a reason you don't, I'm just trying to figure out what I'm doing here.
Warren Instigator is a neat card, and does have a place in a certain type of build, but it's not this one. To maximize his value he needs bigger costing goblins to drop down and more lords, and since there is so much removal in modern he typically won't stick or make much of an impact for RR mana.
Warren Instigator is a trap. On it's surface, it seems like a double Goblin Lackey for double the cost, but in reality that's not how this card works out. I would skip it in a Modern context (although I've been debating it in an EDH deck..)
I tested my Gruul deck and it felt terrible. Really terrible. I debated dropping goblins because I couldn't imagine that a mono-red version was much worse. I think played a few games with the list below (taken from MTGGoldfish) and the list feels great. I'm glad I dabbled with the green splash, but mono red is just better. I think I'd still play green to splash D. Rev and Gruul charm over Smash & Chasm. Revelry doesn't do as much damage, but it feels bad losing to enchantments so hard. That said, sideboard will keep changing.
Other thoughts: I've come to see the immense value in Mogg War Marshal and Foundry Street Denizen. I love these cards. As Hanktheobesedog said, the deck with Goblin Guides vs. without, is like night and day. They're still way too expensive for me on paper, but they've moved way up my buylist, and I won't be testing without them.
I tested my Gruul deck and it felt terrible. Really terrible. I debated dropping goblins because I couldn't imagine that a mono-red version was much worse. I think played a few games with the list below (taken from MTGGoldfish) and the list feels great. I'm glad I dabbled with the green splash, but mono red is just better. I think I'd still play green to splash D. Rev and Gruul charm over Smash & Chasm. Revelry doesn't do as much damage, but it feels bad losing to enchantments so hard. That said, sideboard will keep changing.
Other thoughts: I've come to see the immense value in Mogg War Marshal and Foundry Street Denizen. I love these cards. As Hanktheobesedog said, the deck with Goblin Guides vs. without, is like night and day. They're still way too expensive for me on paper, but they've moved way up my buylist, and I won't be testing without them.
Looks like a pretty solid deck. I like the SB including the choice of Tormod's Crypt for graveyard hate because it works with Reckless Bushwhacker and how its also an extension of your deck. Seems like a modern stock list of goblins, which is in now way a bad thing
I'll just go T1 Fanatic / T2 Loyalist+Guide (4 damage T2).
If you start with Guide on T1 you can deal 5 damage (or 8 with Bolt) but It's better to start with creatures If you're not afraid of sweepers. I tend to play my nonhaste creatures first and I hold my burn spells to finish my opponents whenever my creatures can't.
Thats what I was thinking with the Fanatic first, also less opportunities for your opponent to draw a land
I'll just go T1 Fanatic / T2 Loyalist+Guide (4 damage T2).
If you start with Guide on T1 you can deal 5 damage (or 8 with Bolt) but It's better to start with creatures If you're not afraid of sweepers. I tend to play my nonhaste creatures first and I hold my burn spells to finish my opponents whenever my creatures can't.
Thats what I was thinking with the Fanatic first, also less opportunities for your opponent to draw a land
It depends. If their aggro and I feel I will need the loyalist trigger on t2 to push through damage, I will lead with fanatic. If I know their deck won't need a loyalist trigger to push through damage I will go the 5 dmg route and lead with guide. Especially if their deck doesn't need extra land.
Match 1: Eldrazi Displacer Combo. Austin is the city for janky decks
Game 1: Lost the die roll, he never saw the combo, turn 4 win.
Game 2: This is embarassing, I had actually never heard of this combo, so when he played Eldrazi Displacer, Zulaport Cutthroat, and then searched for Brood Monitor, I bolted his face in attempt to win the next turn. Then he played the combo.
Game 3: Won turn 4.
Match 2: Scapeshift
Game 1: I lost the die roll, and we both had interactive hands. he had the lands to combo, but never found scapeshift, and eventually stabilized with prime time and baloth. It was rough, but my little green friends pulled through for me (specifically Grenade ) and I won.
Game 2: He sided in 3 Anger of the Gods, but never saw them as i kept 2 mountain, 2 mogg war marshall, 1 lightning bolt and drew a guide off the top. Both his lands and my guide dealt enough that the 13 points of burn killed him.
Match 3: Collected Company. I accidentally traded away Graffdiggers cage Tuesday, and I meant to have that in my sideboard, but I didn't, so this matchup was tough. He was on 4-colors, so his mana base was painful.
Game 1: He won the die roll and curved out perfectly. He played a wild nacatl on turn 1, a voice of resurgence on turn 2, and a kitchen finks on turn 3. He did keep a hand with no removal and I had loyalist/piledriver, which quickly makes any opponent scoop (lovin' piledriver)
Game 2: I sideboarded in 2 frenzied and a pillar of flame, out 2 chieftains and a piledriver. My opening hand was 1 frenzied and a pillar, grenade, 2 mountains, mogg war marshall, lightning bolt. I kept because the hand played control nicely, and it all worked out. My opponent didn't shock, so his mana base was slow to develop, and i overwhelmed the board with 4 1/1's off two MWM's and a frenzied to shut down his blocker. Then I just burned his fave for 10. He was impressed.
Match 4: Tooth and Nail
Game 1: I lost the die roll (AGAIN?) and he led with forest, arbor elf. I vaguely knew what this combo did, and even though i didn't know what tooth and nail did, I knew it cost 9 mana, so I was trying to keep him off that. I had 2 fanatics and a denizen and hand, and I was debating between killing the arbor elf or playing the Denizen. Looking back, i DEFINITELY should have killed the elf. But i didn't and i played denizen. He then enchanted a land with utopia sprawl, arbor elfed it, played garruk wildspeaker, got 3 more mana, enchanted the land with utopia sprawl, and passed. My next turn I had to swing at garruk for 3, and sac both fanatics to kill garruk and arbor elf. I should have killed the elf. I did still win. but I should have killed the elf.
Game 2: He sideboarded out Tooth and Nail and put in 4 baloths, so that was fun. My draws though, were hilarious. By turn 8 or so i had 7 1/1 goblins from 4 MWMs, a Goblin Guide, 2 Legion Loyalists, and I played Goblin Bushwhacker into reckless before swinging team. Piledriver alone was a 27/2 first strike trample, but he didn't scoop. He had 3 baloths, a wurmcoil and a bunch of 3/3 beasts and 4/4 land creatures on board, but i still won by 10 or so damage.
Match 5: R/W control
Game 1: He won the die roll, and we played intense games, but I was able to remove his soulfire in response to a helix which kept him in bolt/grenade/whacker/chieftain range and I drew bolt.
Game 2: Hard fought, he won on the back of 3 Wall of Omens that he used Mikaus the Lunarch to pump to 1/5's which sucked.
Game 3: Really hard fought. he was at 8 with no board state, and i had a token on board and a bolt in hand. I drew a grenade and played it and bolt at the same time and then extended my hand for game. This was very rude of me and I apologized right after, I shouldn't have assumed the game was over, rookie mistake. He tried to path the Goblin in response to grenade, but I told him it was an additional cost to play. He then got angry and told me how he meant to path it on untap, but I went to fast. Even though I did not go too fast, I apologized so there would be no hard feelings and we shook hands. Then he tried to tell me he should have gotten priority to play path during my main phase. I explained prioirity nicely (I knew he knew) and said during my main phase I have it until I pass it. He left, maybe angry, not really sure.
All in all, I was impressed with goblins. I lost every single die roll, and still managed 5-0. Also, my deck had land clumps that I haven't encountered in my online playing, so i will credit that to bad shuffling, but i pileshuffle between matches and regular shuffle between games.
Really want to replace those Chieftains with devastating summons/another piledriver now. I hate chieftain. I've made up my mind!
I'll just go T1 Fanatic / T2 Loyalist+Guide (4 damage T2).
If you start with Guide on T1 you can deal 5 damage (or 8 with Bolt) but It's better to start with creatures If you're not afraid of sweepers. I tend to play my nonhaste creatures first and I hold my burn spells to finish my opponents whenever my creatures can't.
Thats what I was thinking with the Fanatic first, also less opportunities for your opponent to draw a land
I follow the advice Patrick Sullivan gave about playing Burn: You need to play out all your sorceries first, and wait on the instants. It's not a perfect analogy, but if your non-hast goblins are the sorceries, and the haste goblins are the instants (ignore the part where they're all sorcery speed...). You want to play out the non-haste goblins first because they have the biggest liability.
I tested my Gruul deck and it felt terrible. Really terrible. I debated dropping goblins because I couldn't imagine that a mono-red version was much worse. I think played a few games with the list below (taken from MTGGoldfish) and the list feels great. I'm glad I dabbled with the green splash, but mono red is just better. I think I'd still play green to splash D. Rev and Gruul charm over Smash & Chasm. Revelry doesn't do as much damage, but it feels bad losing to enchantments so hard. That said, sideboard will keep changing.
Other thoughts: I've come to see the immense value in Mogg War Marshal and Foundry Street Denizen. I love these cards. As Hanktheobesedog said, the deck with Goblin Guides vs. without, is like night and day. They're still way too expensive for me on paper, but they've moved way up my buylist, and I won't be testing without them.
Looks like a pretty solid deck. I like the SB including the choice of Tormod's Crypt for graveyard hate because it works with Reckless Bushwhacker and how its also an extension of your deck. Seems like a modern stock list of goblins, which is in now way a bad thing
No, it's a card for card copy of the current MTGGoldfish goblins list. I was frustrated by the lists I had been trying. They felt horrible. Inconsistent, and I was dropping games left right and center. So, I played the stock list to see what the hype was about. It's really the best version I've seen.
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Currently Playing: R8whackR WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Match 1: Eldrazi Displacer Combo. Austin is the city for janky decks
Game 1: Lost the die roll, he never saw the combo, turn 4 win.
Game 2: This is embarassing, I had actually never heard of this combo, so when he played Eldrazi Displacer, Zulaport Cutthroat, and then searched for Brood Monitor, I bolted his face in attempt to win the next turn. Then he played the combo.
Game 3: Won turn 4.
Match 2: Scapeshift
Game 1: I lost the die roll, and we both had interactive hands. he had the lands to combo, but never found scapeshift, and eventually stabilized with prime time and baloth. It was rough, but my little green friends pulled through for me (specifically Grenade ) and I won.
Game 2: He sided in 3 Anger of the Gods, but never saw them as i kept 2 mountain, 2 mogg war marshall, 1 lightning bolt and drew a guide off the top. Both his lands and my guide dealt enough that the 13 points of burn killed him.
Match 3: Collected Company. I accidentally traded away Graffdiggers cage Tuesday, and I meant to have that in my sideboard, but I didn't, so this matchup was tough. He was on 4-colors, so his mana base was painful.
Game 1: He won the die roll and curved out perfectly. He played a wild nacatl on turn 1, a voice of resurgence on turn 2, and a kitchen finks on turn 3. He did keep a hand with no removal and I had loyalist/piledriver, which quickly makes any opponent scoop (lovin' piledriver)
Game 2: I sideboarded in 2 frenzied and a pillar of flame, out 2 chieftains and a piledriver. My opening hand was 1 frenzied and a pillar, grenade, 2 mountains, mogg war marshall, lightning bolt. I kept because the hand played control nicely, and it all worked out. My opponent didn't shock, so his mana base was slow to develop, and i overwhelmed the board with 4 1/1's off two MWM's and a frenzied to shut down his blocker. Then I just burned his fave for 10. He was impressed.
Match 4: Tooth and Nail
Game 1: I lost the die roll (AGAIN?) and he led with forest, arbor elf. I vaguely knew what this combo did, and even though i didn't know what tooth and nail did, I knew it cost 9 mana, so I was trying to keep him off that. I had 2 fanatics and a denizen and hand, and I was debating between killing the arbor elf or playing the Denizen. Looking back, i DEFINITELY should have killed the elf. But i didn't and i played denizen. He then enchanted a land with utopia sprawl, arbor elfed it, played garruk wildspeaker, got 3 more mana, enchanted the land with utopia sprawl, and passed. My next turn I had to swing at garruk for 3, and sac both fanatics to kill garruk and arbor elf. I should have killed the elf. I did still win. but I should have killed the elf.
Game 2: He sideboarded out Tooth and Nail and put in 4 baloths, so that was fun. My draws though, were hilarious. By turn 8 or so i had 7 1/1 goblins from 4 MWMs, a Goblin Guide, 2 Legion Loyalists, and I played Goblin Bushwhacker into reckless before swinging team. Piledriver alone was a 27/2 first strike trample, but he didn't scoop. He had 3 baloths, a wurmcoil and a bunch of 3/3 beasts and 4/4 land creatures on board, but i still won by 10 or so damage.
Match 5: R/W control
Game 1: He won the die roll, and we played intense games, but I was able to remove his soulfire in response to a helix which kept him in bolt/grenade/whacker/chieftain range and I drew bolt.
Game 2: Hard fought, he won on the back of 3 Wall of Omens that he used Mikaus the Lunarch to pump to 1/5's which sucked.
Game 3: Really hard fought. he was at 8 with no board state, and i had a token on board and a bolt in hand. I drew a grenade and played it and bolt at the same time and then extended my hand for game. This was very rude of me and I apologized right after, I shouldn't have assumed the game was over, rookie mistake. He tried to path the Goblin in response to grenade, but I told him it was an additional cost to play. He then got angry and told me how he meant to path it on untap, but I went to fast. Even though I did not go too fast, I apologized so there would be no hard feelings and we shook hands. Then he tried to tell me he should have gotten priority to play path during my main phase. I explained prioirity nicely (I knew he knew) and said during my main phase I have it until I pass it. He left, maybe angry, not really sure.
All in all, I was impressed with goblins. I lost every single die roll, and still managed 5-0. Also, my deck had land clumps that I haven't encountered in my online playing, so i will credit that to bad shuffling, but i pileshuffle between matches and regular shuffle between games.
Really want to replace those Chieftains with devastating summons/another piledriver now. I hate chieftain. I've made up my mind!
Thats awesome, good write up! You run 18 lands correct, is that partly why you hate chieftain so much? He's kind've like bushwhacker 9 and 10, but can get removed and screw over the attack I suppose
Well, right now I'm on 19 mountains, and I don't plan to go down. I'm just not a fan of how vulnerable chieftain is to removal. Like, the only other card in the deck that is REALLY vulnerable to spot removal is Goblin Piledriver. But piledriver won me a game against tooth and nail because he was a 27/2 trample. He dealt 27+36=63 damage. Chieftain would have dealt 52 damage, which he actually could have blocked and lived through (and possibly hardcast and emrakul next turn, he had the mana. With a nissa and a garruk out, he could have stabilized.)
I'm not completely sold on devastating summons. But I do think there is a definite need to remove Goblin Chieftain from the deck. I think he's better in my meta than in most others, but he is still lacking. I know if you read my recent posts I'm very wishy washy about this, but I think I've decided, chieftain has to go. The struggle is going to be finding a replacement for the 2 slots. A 4th piledriver is a no brainer, but Devastating summons? I get in too many games where my land count matters, and saccing lands to summons for an alpha strike just to eat removal/combat trick and then be stuck on 0-2 lands is really rough. There are times I need 6 land to come back from a game (guide, bushwhacker, reckless, grenade is one example where incremental damage wouldn't have been enough and I had to use 6 lands to enable an alpha strike through a board stall).
I'm thinking maybe run 1 frenzied Goblin in the main? No one here seems sold on Frenzied Goblin, but I find he's great vs. any deck with creatures, specifically 2 for 1's like voice of resurgence or kitchen finks or even blockers like wall of omens. At the very least he draws a removal spell away from your guide, denizen, or loyalist so your opponent can enable the 2 for 1, which essentially turns it into a 3 for 2.5 (because they have to make a suboptimal play).
I like Frenzied Goblin and I've always liked how people just hate him and so often use their removal spells on him instead of others. I want to be at 19 lands though, and maybe my thinking is flawed, but at 19 land I would like to be able to save a few spots for a 3CMC spell
hmmmm. I'd like to do more testing, but I can't think of a 3 cmc spell worth running in our deck. Also, beware that replacing Devastating Summons with Frenzied Goblin will decrease the explosiveness of the deck, but it will vastly improve it's performance in the late game. Also, theres a couple Eldrazi displacers floating in my meta and i don't care to have my tokens just straight up die after sacking a ridiculous amount of land.
I would just go with a sideboard with cards that you feel comfortable siding in. I find that sometimes I have cards that I just never side in, so I take them out.
I can't really say anything about robots because I haven't played them. I would be interested to see how consistent people think it is. I'm not a huge fan of inconsistent decks, but if it is, awesome.
WU Bruna UW | R Kiki-Jiki R | RB New Chainer BR
Legacy - Burn | Pauper - Reanimator | Aristocrats | Burn
@votechainer2016
WU Bruna UW | R Kiki-Jiki R | RB New Chainer BR
Legacy - Burn | Pauper - Reanimator | Aristocrats | Burn
@votechainer2016
Warren Instigator is a neat card, and does have a place in a certain type of build, but it's not this one. To maximize his value he needs bigger costing goblins to drop down and more lords, and since there is so much removal in modern he typically won't stick or make much of an impact for RR mana.
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
Other thoughts: I've come to see the immense value in Mogg War Marshal and Foundry Street Denizen. I love these cards. As Hanktheobesedog said, the deck with Goblin Guides vs. without, is like night and day. They're still way too expensive for me on paper, but they've moved way up my buylist, and I won't be testing without them.
4 Foundry Street Denizen
1 Frenzied Goblin
4 Goblin Bushwhacker
2 Goblin Chieftain
4 Goblin Guide
3 Goblin Piledriver
4 Legion Loyalist
3 Mogg Fanatic
4 Mogg War Marshal
4 Reckless Bushwhacker
4 Goblin Grenade
4 Lightning Bolt
Lands
19 Mountain
2 Goblin Chieftain
1 Goblin Piledriver
1 Mogg Fanatic
2 Forked Bolt
2 Magmatic Chasm
1 Shattering Spree
4 Smash to Smithereens
2 Tormod's Crypt
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Looks like a pretty solid deck. I like the SB including the choice of Tormod's Crypt for graveyard hate because it works with Reckless Bushwhacker and how its also an extension of your deck. Seems like a modern stock list of goblins, which is in now way a bad thing
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
How would you start the sequence?
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
Thats what I was thinking with the Fanatic first, also less opportunities for your opponent to draw a land
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
It depends. If their aggro and I feel I will need the loyalist trigger on t2 to push through damage, I will lead with fanatic. If I know their deck won't need a loyalist trigger to push through damage I will go the 5 dmg route and lead with guide. Especially if their deck doesn't need extra land.
Match 1: Eldrazi Displacer Combo. Austin is the city for janky decks
Game 1: Lost the die roll, he never saw the combo, turn 4 win.
Game 2: This is embarassing, I had actually never heard of this combo, so when he played Eldrazi Displacer, Zulaport Cutthroat, and then searched for Brood Monitor, I bolted his face in attempt to win the next turn. Then he played the combo.
Game 3: Won turn 4.
Match 2: Scapeshift
Game 1: I lost the die roll, and we both had interactive hands. he had the lands to combo, but never found scapeshift, and eventually stabilized with prime time and baloth. It was rough, but my little green friends pulled through for me (specifically Grenade ) and I won.
Game 2: He sided in 3 Anger of the Gods, but never saw them as i kept 2 mountain, 2 mogg war marshall, 1 lightning bolt and drew a guide off the top. Both his lands and my guide dealt enough that the 13 points of burn killed him.
Match 3: Collected Company. I accidentally traded away Graffdiggers cage Tuesday, and I meant to have that in my sideboard, but I didn't, so this matchup was tough. He was on 4-colors, so his mana base was painful.
Game 1: He won the die roll and curved out perfectly. He played a wild nacatl on turn 1, a voice of resurgence on turn 2, and a kitchen finks on turn 3. He did keep a hand with no removal and I had loyalist/piledriver, which quickly makes any opponent scoop (lovin' piledriver)
Game 2: I sideboarded in 2 frenzied and a pillar of flame, out 2 chieftains and a piledriver. My opening hand was 1 frenzied and a pillar, grenade, 2 mountains, mogg war marshall, lightning bolt. I kept because the hand played control nicely, and it all worked out. My opponent didn't shock, so his mana base was slow to develop, and i overwhelmed the board with 4 1/1's off two MWM's and a frenzied to shut down his blocker. Then I just burned his fave for 10. He was impressed.
Match 4: Tooth and Nail
Game 1: I lost the die roll (AGAIN?) and he led with forest, arbor elf. I vaguely knew what this combo did, and even though i didn't know what tooth and nail did, I knew it cost 9 mana, so I was trying to keep him off that. I had 2 fanatics and a denizen and hand, and I was debating between killing the arbor elf or playing the Denizen. Looking back, i DEFINITELY should have killed the elf. But i didn't and i played denizen. He then enchanted a land with utopia sprawl, arbor elfed it, played garruk wildspeaker, got 3 more mana, enchanted the land with utopia sprawl, and passed. My next turn I had to swing at garruk for 3, and sac both fanatics to kill garruk and arbor elf. I should have killed the elf. I did still win. but I should have killed the elf.
Game 2: He sideboarded out Tooth and Nail and put in 4 baloths, so that was fun. My draws though, were hilarious. By turn 8 or so i had 7 1/1 goblins from 4 MWMs, a Goblin Guide, 2 Legion Loyalists, and I played Goblin Bushwhacker into reckless before swinging team. Piledriver alone was a 27/2 first strike trample, but he didn't scoop. He had 3 baloths, a wurmcoil and a bunch of 3/3 beasts and 4/4 land creatures on board, but i still won by 10 or so damage.
Match 5: R/W control
Game 1: He won the die roll, and we played intense games, but I was able to remove his soulfire in response to a helix which kept him in bolt/grenade/whacker/chieftain range and I drew bolt.
Game 2: Hard fought, he won on the back of 3 Wall of Omens that he used Mikaus the Lunarch to pump to 1/5's which sucked.
Game 3: Really hard fought. he was at 8 with no board state, and i had a token on board and a bolt in hand. I drew a grenade and played it and bolt at the same time and then extended my hand for game. This was very rude of me and I apologized right after, I shouldn't have assumed the game was over, rookie mistake. He tried to path the Goblin in response to grenade, but I told him it was an additional cost to play. He then got angry and told me how he meant to path it on untap, but I went to fast. Even though I did not go too fast, I apologized so there would be no hard feelings and we shook hands. Then he tried to tell me he should have gotten priority to play path during my main phase. I explained prioirity nicely (I knew he knew) and said during my main phase I have it until I pass it. He left, maybe angry, not really sure.
All in all, I was impressed with goblins. I lost every single die roll, and still managed 5-0. Also, my deck had land clumps that I haven't encountered in my online playing, so i will credit that to bad shuffling, but i pileshuffle between matches and regular shuffle between games.
Really want to replace those Chieftains with devastating summons/another piledriver now. I hate chieftain. I've made up my mind!
I follow the advice Patrick Sullivan gave about playing Burn: You need to play out all your sorceries first, and wait on the instants. It's not a perfect analogy, but if your non-hast goblins are the sorceries, and the haste goblins are the instants (ignore the part where they're all sorcery speed...). You want to play out the non-haste goblins first because they have the biggest liability.
No, it's a card for card copy of the current MTGGoldfish goblins list. I was frustrated by the lists I had been trying. They felt horrible. Inconsistent, and I was dropping games left right and center. So, I played the stock list to see what the hype was about. It's really the best version I've seen.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Thats awesome, good write up! You run 18 lands correct, is that partly why you hate chieftain so much? He's kind've like bushwhacker 9 and 10, but can get removed and screw over the attack I suppose
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
I'm not completely sold on devastating summons. But I do think there is a definite need to remove Goblin Chieftain from the deck. I think he's better in my meta than in most others, but he is still lacking. I know if you read my recent posts I'm very wishy washy about this, but I think I've decided, chieftain has to go. The struggle is going to be finding a replacement for the 2 slots. A 4th piledriver is a no brainer, but Devastating summons? I get in too many games where my land count matters, and saccing lands to summons for an alpha strike just to eat removal/combat trick and then be stuck on 0-2 lands is really rough. There are times I need 6 land to come back from a game (guide, bushwhacker, reckless, grenade is one example where incremental damage wouldn't have been enough and I had to use 6 lands to enable an alpha strike through a board stall).
I'm thinking maybe run 1 frenzied Goblin in the main? No one here seems sold on Frenzied Goblin, but I find he's great vs. any deck with creatures, specifically 2 for 1's like voice of resurgence or kitchen finks or even blockers like wall of omens. At the very least he draws a removal spell away from your guide, denizen, or loyalist so your opponent can enable the 2 for 1, which essentially turns it into a 3 for 2.5 (because they have to make a suboptimal play).
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
I'm also thinking of switching/testing gobots. Which deck do ya'll think is stronger against a meta full of tier 2 decks?
Also, random question, is it worth foiling out my 8-whack?
I can't really say anything about robots because I haven't played them. I would be interested to see how consistent people think it is. I'm not a huge fan of inconsistent decks, but if it is, awesome.
Lol Sure?
Legacy: Pox, R/B Goblins
Commander: Mono Black, Mono Blue
Pauper: Goblins
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax