I think they all have there own merit. But, due to my inability to play at this time I cannot determine which pump spell would come out on top. Of all of them, I really like Dragonrage.
I think they all have there own merit. But, due to my inability to play at this time I cannot determine which pump spell would come out on top. Of all of them, I really like Dragonrage.
Maybe I'm going to play Gobots this friday, gonna test Dynacharge, maybe Weapon Surge - not sure what to play yet.
I'm still sad about my losses vs. mixture wide/big creature midrange decks.
4/5C-Humans
Merfolk
Collected-Allies
Revolt-Zoo
MonoW-Soldier
I have the feeling that without the "T2/3-Get-Rekt"-Powerdraw, Gobots can win these matchups...
My brain is working on this since weeks but I did not find a solution yet q_q
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
Hmmm...I agree that the aggro matches can sometimes be a tough match up. I haaate loosing to Merfolk. I'm like, "How are you a deck! And, I just lost to you." lol Well, let's go to the war chest and see what we got in stockpile. We have the battle tested Magmatic Chasm or Gruul Charm. And, all of those decks are ground pounders, so it should auto-win you the game. We can go offensive with Foul-Tongue Shriek, Weapon Surge, or Dragonrage. Now, you can match and/or exceed them in combat via first strike or evaid their blockers with more subtitle and complex manuvers. Next up we have Dolmen Gate. But, I think the crack back could cause an auto-loss so let's forget that one. Speaking of crack back, we have Fog and Darkness. All you have to do is goad them into an attack and crack back. Lastly, we have Glorious Death, which can be used on the upkeep of the opponents second or third turn if you play Mox Opal and bum rush them following turn. What do you think?
Hmmm...I agree that the aggro matches can sometimes be a tough match up. I haaate loosing to Merfolk. I'm like, "How are you a deck! And, I just lost to you." lol Well, let's go to the war chest and see what we got in stockpile. We have the battle tested Magmatic Chasm or Gruul Charm. And, all of those decks are ground pounders, so it should auto-win you the game. We can go offensive with Foul-Tongue Shriek, Weapon Surge, or Dragonrage. Now, you can match and/or exceed them in combat via first strike or evaid their blockers with more subtitle and complex manuvers. Next up we have Dolman Gate. But, I think the crack back could cause an auto-loss so let's forget that one. Speaking of crack back, we have Fog and Darkness. All you have to do is goad them into an attack and crack back. Lastly, we have Glorious Death, which can be used on the upkeep of the opponents second or third turn if you play Mox Opal and be rushed the following turn. What do you think?
I think "Welcome to Magic Christmas Land"
I guess Weapon Surge, Dragonrage and Gruul Charm are the way to go here till we find something better.
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
Sounds great. Glad I could help. From that line up you chose, if you go Gruul Charm I think you could benefit from a Fog thrown in the mix. And, I say this because small zoo is no joke now. It can be a fast and furious deck. Note, those are SB cards. If you go offensive you could actually splash Weapon Surge and/or Dragonrage into the MB. This way you improve your odds in the first and post games.
Styck: Love to see the goblins love. I see most people have moved to gobots which is a little too all in for my tastes. Definitely get the guides ASAP. I would run mogg fanatic in their place until you can though. I love that card so much and still run it in my list even though I have guides. He allows you to develop your board and hold up a gutshot effect. I also love casting him on the draw into my control opponent's one open mana. They always look at it, look at their hand, then decide not to spend the push/bolt. Three turns later fanatic has crashed in for 4+ damage and has becom a real nuisance. No other red one drop does this. I have to disagree on the idea of going up to 3-4 piledriver. Id actually go down to 0. My experiences have shown the card to be trash in any circumstance I wasn't already swinging unimpeded, at which point basically any warm body does the trick. He is win more and doesn't help the deck fight through interaction. With that said I think mogg warmarshal is a must have 4 of, and along with goblin grenade feels like the real reason to run goblins over other red decks (other than just loving the crap out of goblins). It's you're best card against spot removal, adds a ton of damage to foundry street denizen and really helps against aggressive curve outs from decks like zoo where the marshal can chump for a turn and still develop two bodies. I'd also go up to the fourth legion loyalist. That card is a house against blockers and is the only realistic way for this deck to fight through lingering souls and timely reinforcements and makes kitchen finks look really, really bad. He also enables great tricks with bolt and first strike, taking down restoration angels and kalitas like it's his job.
I really like 20 lands in non gobots goblins lists. You really want to curve out to three lands and drop reckless. Going up to the full set of chieftain supports this goal by upping you to 12 "whack" effects. I run the green splash for atarka's command in this spot and I have to say being able to consistently slam three whack effects in a row puts a lot of midrange decks away, even through blockers.
Hope this helps I'm happy to see some old fashioned goblins love.
@Etcherik: The Kuldotha Red list looks solid. It looks like it has a decent probability of bushwhacking on turn 1. It is lacking reach though, so it is a bit more glass cannon if your opponent can either sweep or throw out enough blockers to stem the bleeding by the time you lose momentum. My Kuldotha build usually has the set of bolts and depending on how many goblins I'm running, often a pair of grenades to help close out the game. Devastating Summons may not be necessary with a low land count. I'm a fan of it for builds running 18, 19, or 20 lands (usually running it as a 1, 2, or 3 respectively). It's a good card to hedge against mana flood, but may not be necessary in your build. I think you could even include a 3rd opal main in place of the summons given you have 23 (would be 24 with the 3rd opal), T1 artifact plays. Metalcraft will most likely be online.
The pure goblins list: I'd definitely look at adding the playset of goblin guide. Since you're all tribal, I'd also consider adding some number of Cavern of Souls depending on how much control you'll come up against. Having your 2-drops spell snared or your bushwhackers/lords mana leaked is pretty bad since they're relatively high impact.
I'm not terribly experienced with having manamorphose and ritual in a normal goblins build. I typically have the full playsets of: guide, bolt, grenade in there because I have found it improves the deck and gives it a way past blockers or to get in that final 5 to 8 damage. I like rabblemaster a lot more in a vial version of goblins where you're running chieftain, king, rabblemaster, and mad auntie to get your mileage out of vial on 3. In my non-kuldotha / non-vial versions of goblins, I don't run the full playset of reckless bushwhackers due to it being a T3 play. Maybe the free spells / SSGs make up for it though.
My experience has been that normal / traditional / 8-whack tribal goblins isn't as fast as kuldotha red, so if you're going super aggro, best go with kuldotha red. Traditional goblins also isn't really as fast as something like zoo. So the main advantage you're getting is making use of 4 goblin grenades and being able to run cavern for uncounterable creatures. I've actually gravitated to either running Kuldotha or just running BR vial / value / lord goblins with hand disruption and burn. At least in my meta, either the vial version is better or the kuldotha version is better ... it's very seldom the mono-red 8-whack goblins.
0:1 vs Red/Black/Madness/stuff (1:2)
Probably cheating guy, nothing to say here.
0:2 vs 4C-Scapeshift (1:2)
Cryptic Command my A** - he perfectly drew Cryptics and Bringt to Lights... timewalking me 3times game 2 and 2times game3 - to directly winning.
1:2 vs Burn (2:1)
Nothing to say, sided in Revelrys vs Bridge/Eidolon, whacked his face - easy gg
2:2 vs Jeskai Nahiri (2:1)
Now things getting interesting -
Boarded in 3x Genesis Chamber and 2Cages, fighting through Bolts, Helix, Pyroclasm, lost a game due to Nahiri and and and - was awesome.
->
Lack of Reach is disgusting, sometimes it is just bad luck, I need more practice.
All in All I still love Gobots <3
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
I think Goblin Grenade and Shrapnel Blast could work if you want reach. The only issue is that you will need to replace Kuldotha for Blast and your flex slots for Grenade.
It's just a trial shell. I prefer Mox to Non-Mox and I do not use BTE, but I know the Non-Mox w/ BTE is a popular suit. With 35 creatures your creature density should be high enough and BTE will help make up for the lack of Kuldotha. And, once you tick an opponent into the 10 point life range you should be able to lob a few grenades across your wall of creatures.
Lastly, practice is huge. If you can get MTGO and grit through its steep initial learning curve, horrid user interface, and buy some cards (note MTGO cards are typically dirt cheap) your skills and understanding of any deck will skyrocket. It's not uncommon to crunch ten whole three round games in an hour. Do that an hour before bedtime presto instant expert on any deck you are working on. And, don't skip leg day and your 30 minute after workout protein shake. lol
How about Bone Picker in a RB 8-Whack shell? Flying damage is important if board is stalled and the bird is easy to cast for B considering the fact that we have so much stuff to trigger it. Mogg War Marshal, Mogg Fanatic (both Free = 0 Mana Trigger), Goblin Grenade, Bolt on opponents creatures etc.
Been playing a few Moderns at my LGS, done no worse than 1-3 and no better than a consecutive 3-1 last week and the week before it. I'm in the middle of trying to redo my sideboard but it's a little bit tricky because there's quite a variety in the meta such as: Faeries, Fish, RG Tron, U Tron, Infect, Elves, Abzan CoCo, Burn, BW Tokens, Mill, Grixis Delver, Deaths Shadow, 8 Whack Goblins, Bogles, Ad Naus, UR Storm, Affinity. I'm trying to 100% phase out the Piledrivers and Chieftain out of my sideboard and maybe at looking at dropping Hemorrhage as well. I feel I need something like Electrickery to help with decks that can go wide, i.e. 8 Whack mirror, Elves, Lingering Souls. Or at least something like a boardwipe that won't affect me. I'm not too sure, open to suggestions that I can play around with this Friday. Maybe 1 more Gut Shot and 2 Electrickery for the 2 Piledrivers and 1 Chieftain?
Your main deck is nearly identical to mine except I run Devastating Summons instead of Signal Pest. Are the fetch lands really worth it in a mono red deck? It seems the life loss isn't worth the minimal thinning of the deck, especially if you're up against Burn or aggro decks where every hit point counts.
The fetches are something I've been playing around with. I honestly can't think of a time where cracking a couple in a match have really cost me the game fortunately. I guess I keep them in for the peace of mind that I'm taking out land that I hopefully won't draw into when not needed. I agree it's sort of strange and I've had people I've played against ask the same thing as well.
Though the only time I really hate having them in is when I have to mull, get two fetches in my fresh hand that I keep and take my scry to see exactly the card I want on top.
If you don't have Revolt, Landfall, Grim Lavamancer, or a second color in your deck, then it is not worth running fetchlands. Please see http://magic.tcgplayer.com/db/print.asp?ID=3096 (not my article). Basically, you're paying several life in most games to draw less than one action card in few games. This could conceivably be worth it, but if your fetching has cost you a draw step by increasing your opponent's clock, then you're definitely behind. Also, this is Modern, so most decks plan to kill you with damage.
I'm probably really strange, but I love the fact that none of my decks need fetchlands. I absolutely adore when my opponent does half the work for me by fetching, shocking, etc.
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I think they all have there own merit. But, due to my inability to play at this time I cannot determine which pump spell would come out on top. Of all of them, I really like Dragonrage.
YOUTUBE CHANNEL: GOBOTS
UBRWGHumansUBRWG
UMerfolkU
Eldrazi Tron
Legacy
WDeath & TaxesW
Pauper
RGoblinsR
EDH
UGMerfolk ComboGU
Standard
UWApproachWU
Maybe I'm going to play Gobots this friday, gonna test Dynacharge, maybe Weapon Surge - not sure what to play yet.
Imho it is just a nope - just a worse whackeffect/Signal Pest/Lord and legendary - maybe useful with Goblin Fireslinger? I dont know :'D
flowers shall grow
and I am in them
and that is eternity."
Sweet! Can't wait to hear the report.
YOUTUBE CHANNEL: GOBOTS
Maybe I'm just going for something else, totally unsure yet.
Unpleased with the Gobots Sideboard q.q
flowers shall grow
and I am in them
and that is eternity."
YOUTUBE CHANNEL: GOBOTS
My brain is working on this since weeks but I did not find a solution yet q_q
flowers shall grow
and I am in them
and that is eternity."
YOUTUBE CHANNEL: GOBOTS
I think "Welcome to Magic Christmas Land"
I guess Weapon Surge, Dragonrage and Gruul Charm are the way to go here till we find something better.
flowers shall grow
and I am in them
and that is eternity."
YOUTUBE CHANNEL: GOBOTS
Initial changes I'd suggest: -2 piledriver, -4 gutshot, -3 horde, +4 mogg fanatic, +1 mogg warmarshal, +1 legion loyalist, +2 goblin chieftain, +1 mountain.
I really like 20 lands in non gobots goblins lists. You really want to curve out to three lands and drop reckless. Going up to the full set of chieftain supports this goal by upping you to 12 "whack" effects. I run the green splash for atarka's command in this spot and I have to say being able to consistently slam three whack effects in a row puts a lot of midrange decks away, even through blockers.
Hope this helps I'm happy to see some old fashioned goblins love.
The pure goblins list: I'd definitely look at adding the playset of goblin guide. Since you're all tribal, I'd also consider adding some number of Cavern of Souls depending on how much control you'll come up against. Having your 2-drops spell snared or your bushwhackers/lords mana leaked is pretty bad since they're relatively high impact.
I'm not terribly experienced with having manamorphose and ritual in a normal goblins build. I typically have the full playsets of: guide, bolt, grenade in there because I have found it improves the deck and gives it a way past blockers or to get in that final 5 to 8 damage. I like rabblemaster a lot more in a vial version of goblins where you're running chieftain, king, rabblemaster, and mad auntie to get your mileage out of vial on 3. In my non-kuldotha / non-vial versions of goblins, I don't run the full playset of reckless bushwhackers due to it being a T3 play. Maybe the free spells / SSGs make up for it though.
My experience has been that normal / traditional / 8-whack tribal goblins isn't as fast as kuldotha red, so if you're going super aggro, best go with kuldotha red. Traditional goblins also isn't really as fast as something like zoo. So the main advantage you're getting is making use of 4 goblin grenades and being able to run cavern for uncounterable creatures. I've actually gravitated to either running Kuldotha or just running BR vial / value / lord goblins with hand disruption and burn. At least in my meta, either the vial version is better or the kuldotha version is better ... it's very seldom the mono-red 8-whack goblins.
Pioneer: Spirits
EDH: Ur-Dragon + Lord Windgrace + Arixmethes + Atla Palani + Kalamax
Tournament Report yesterday, 25people-fnm:
2:2
0:1 vs Red/Black/Madness/stuff (1:2)
Probably cheating guy, nothing to say here.
0:2 vs 4C-Scapeshift (1:2)
Cryptic Command my A** - he perfectly drew Cryptics and Bringt to Lights... timewalking me 3times game 2 and 2times game3 - to directly winning.
1:2 vs Burn (2:1)
Nothing to say, sided in Revelrys vs Bridge/Eidolon, whacked his face - easy gg
2:2 vs Jeskai Nahiri (2:1)
Now things getting interesting -
Boarded in 3x Genesis Chamber and 2Cages, fighting through Bolts, Helix, Pyroclasm, lost a game due to Nahiri and and and - was awesome.
->
Lack of Reach is disgusting, sometimes it is just bad luck, I need more practice.
All in All I still love Gobots <3
flowers shall grow
and I am in them
and that is eternity."
35xC: Surgewhacker, BTE, Bushwhacker, GG, LL, Courier, Pest, Mem, Orn [x3]
6xS: Blast [x3], Grenade [x3]
19xR: Lands
It's just a trial shell. I prefer Mox to Non-Mox and I do not use BTE, but I know the Non-Mox w/ BTE is a popular suit. With 35 creatures your creature density should be high enough and BTE will help make up for the lack of Kuldotha. And, once you tick an opponent into the 10 point life range you should be able to lob a few grenades across your wall of creatures.
Lastly, practice is huge. If you can get MTGO and grit through its steep initial learning curve, horrid user interface, and buy some cards (note MTGO cards are typically dirt cheap) your skills and understanding of any deck will skyrocket. It's not uncommon to crunch ten whole three round games in an hour. Do that an hour before bedtime presto instant expert on any deck you are working on. And, don't skip leg day and your 30 minute after workout protein shake. lol
YOUTUBE CHANNEL: GOBOTS
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Burning-Tree Emissary
4x Goblin Guide
4x Legion Loyalist
3x Mogg Fanatic
3x Mogg War Marshal
4x Reckless Bushwhacker
3x Signal Pest
4x Goblin Grenade
Instant (4)
4x Lightning Bolt
Land (19)
13x Mountain
3x Wooded Foothills
3x Bloodstained Mire
1x Pithing Needle
3x Skullcrack
3x Smash to Smithereens
2x Reality Hemorrhage
2x Tormod's Crypt
1x Goblin Chieftain
2x Goblin Piledriver
1x Gut Shot
Been playing a few Moderns at my LGS, done no worse than 1-3 and no better than a consecutive 3-1 last week and the week before it. I'm in the middle of trying to redo my sideboard but it's a little bit tricky because there's quite a variety in the meta such as: Faeries, Fish, RG Tron, U Tron, Infect, Elves, Abzan CoCo, Burn, BW Tokens, Mill, Grixis Delver, Deaths Shadow, 8 Whack Goblins, Bogles, Ad Naus, UR Storm, Affinity. I'm trying to 100% phase out the Piledrivers and Chieftain out of my sideboard and maybe at looking at dropping Hemorrhage as well. I feel I need something like Electrickery to help with decks that can go wide, i.e. 8 Whack mirror, Elves, Lingering Souls. Or at least something like a boardwipe that won't affect me. I'm not too sure, open to suggestions that I can play around with this Friday. Maybe 1 more Gut Shot and 2 Electrickery for the 2 Piledrivers and 1 Chieftain?
Budget Modern: GStompyG | R8-WhackR
Though the only time I really hate having them in is when I have to mull, get two fetches in my fresh hand that I keep and take my scry to see exactly the card I want on top.