I only drew it once against a mono blue faeries, and he had to deal with it by bouncing and countering as it would have killed everything in his deck. But otherwise didn't draw it so need more games.
Guys, what do u think about using feetches on a mono red list.
I have seen that on several streams and seems like a good call, Just start testing and the deck works fine.
Private Mod Note
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Rollback Post to RevisionRollBack
When playing with a new strange list, try the following:
On any turn, a few times in a round after untap your cards, said to your oponent ¨... im at my upkeep step¨
Then look at your hand, check up the board, check your life points notes, if required check both graveyards and/or point your finger like you were counting damage.
Wait a few seconds and look as you were thinking a play... all of this in your upkeep step...
Then say.... hmmm nop nop... Ill draw...
REd Modern Goblins GREEn Modern Stompy BlaCkPauper Mid-Range REdBlUEWHitEModern Jeskai Delver REd EDH Krenko
It's awesome if you play 1 or 2 lavamancers, but otherwise the life loss is not worth it. Thinning is not significant, especially when we end games fast.
Nothing too special, although there are a couple of innovations I'd like to talk about.
First and foremost, there's BTE, which has been amazing for me. It might not be a Goblin but it's a cheap, effective body and it gives us a great way to surge Reckless Bushwhacker. Goblin Piledriver would normally be in this slot, but the speed and consistency that BTE adds is well worth losing one of our most powerful cards.
Second, there's the 2-power one drops (Tattermunge Maniac and Goblin Cohort). The drawbacks are pretty insignificant and the extra points of damage can be the difference between winning and losing games. That said, if there's one slot in the list I'd change it would be cutting the Cohorts for Loyalists.
The other big difference is that the sideboard includes a lot of dedicated hate cards. Especially in a list like this one that relies heavily on curving out, a sideboard card that makes the deck less streamlined needs to have a huge impact on the game for it to be worth running. Tormod's Crypt and Shattering Spree are great in a number of matchups, and Dragon's Claw hoses Burn (and random mirrors) so hard that it's worth including as well IMO, although Leyline of Sanctity might be better in that slot. Blood Moon is something I'd want as well if the Loyalists go to the main.
I was thinking the other day that I wanted to come back to Goblins, however try out the splash artifacts version and be super low to the ground. Going to give this a try:
Goblin chieftain is awsome, when he works. Also a nice out from Zealous Persecution or Night of Souls' Betrayal. Not played that much thou, so kinda irelevant. Also unlike the bushwakers you can lose the buff effect, when in combat. Legion Loyalist they have to kill before combat, so you know more going in.
But he is a three drop, and he does basicly the same thing as the bushwhackers. Getting First strike and Trample on the other hand, is super sweet. The Avoid tokens clause is just game breaking, so many lingering souls in all kinds of decks.
Loyalist is the only target that makes sense for claim besides the two drops. Strong card overall, nuts in a deck like this.
But mostly it comes down to goblin chieftain being a three drop. I want to maximise my one drops to help the Reckles Bushwaker as much as possible. And 18 lands and 4 three drops is enough for me.
Ouer lists share many things, I would be afraid to go so low on lands with that many three drops tough. And I had forgotten to consider Dismember in the sideboard as well.
I have to say that I think you are totally right. The goblin chieftain is amazing and feels sad to drop him, however, the loyalist is just insane. I have tweaked a bit my list and I love the new additions. I stick to 4 mogg fanatic because they make more sense with claim // fame, and I am playing the 4th goblin grenade over the 8th wack effect. But I feel this is a great improvement to the deck.
Ever since I started playing MTG, I've been in love with Goblins.
I have my deck for over a year now.
I play mostly standard but I do like Modern as well simply because I get to play with Goblins.
I've done a lot of reading and analysis on how I wanted to build my deck and this is the result.
The deck itself works pretty good and I get pretty good results against all kinds of different decks (Bant Eldrazi, Jeskai Control, Tron, Jund, Junk, etc..)It is however very noticeable how hard it is to be on the draw. I was hoping you guys could give me some feedback on the deck as well as advice on how to make playing on the draw be less awkward.
I find myself boarding out Ghor Clan rampager and Reckless bushwhacker the most and sometimes Piledriver when he feels clunky in the matchup.
Got a 5-0 today! Beat U Tron and FOUR archetypes of Death's Shadow, the very reason (besides UW Control) that I registered Goblins in a league. I just used mashmalovsky's list from mtggoldfish because he is high on the trophy leaderboard on MTGO. I'm really liking where Goblins sit in the metagame right now!!
EDIT: Followed it up with a 4-1, losing only to Wafo-Tapa (mrcafouillette) on Jeskai Control. Well, if I'm gonna lose, let it be to that player on that deck.
The deck itself works pretty good and I get pretty good results against all kinds of different decks (Bant Eldrazi, Jeskai Control, Tron, Jund, Junk, etc..)It is however very noticeable how hard it is to be on the draw. I was hoping you guys could give me some feedback on the deck as well as advice on how to make playing on the draw be less awkward.
I find myself boarding out Ghor Clan rampager and Reckless bushwhacker the most and sometimes Piledriver when he feels clunky in the matchup.
This deck is pretty linear. I know the times I 4-0 with it at my LGS, I win 3+ of the coin flips. It's something like 80% match win if I'm on the play and 35% if I'm on the draw. Most decks just stabilize if you can't close it out by turn 4-5 ... unless you can top deck a grenade (at least that's my experience). If you're in black already, try Claim // Fame with Vexing Devil. It's a sweet combo. You can also grab other good stuff like war marshal or piledriver.
Hi everyone! I've been following this thread for a while, and decided that I need some help with my Goblin list. I've been playing it for over a year, switched from traditional to Gobots, and now back to normal, and am now trying some weird things. Most recent change is Lightning Bolt for Pyretic Ritual.
Here's where I landed with Claim//Fame Rakdos Goblins build, for those interested. I was able to hold a 60% win rate on Modo, going literally 60% every league for five 3-2s in a row. The height of the winrate is purely a function of how good the deck is against Grixis Death's Shadow, UW Control, and Burn, to each of which I lost one match out of ten or greater in the long run (not just the past 25 matches)
There is little that feels better than
T1 Goblin Guide, swing for 2
T2 War Marshal, swing for 2
T3 Don't pay echo, Claim War Marshal, Whack, swing for 13
Against so many decks, that's game. This is forgetting simple Devil, Claim Devil, Grenade and chip in shenanigans.
If you guys can figure out the Eldrazi Tron match (people that suggest Blood Moon need not apply), Storm, and the RG Valakut match, then you'll really be on to a contender. As it is, those are common, and those are tough.
If you guys can figure out the Eldrazi Tron match (people that suggest Blood Moon need not apply), Storm, and the RG Valakut match, then you'll really be on to a contender. As it is, those are common, and those are tough.
I've been playing different kinds of goblin decks since I started in modern last year, and I wanted to try out a new token brew. The problem these days in modern seems to be the amount of spot removal in the tier decks with fatal push, path and bolt all viable options. Even though we are piloting a goblin deck, it still matters if the opponent removes a couple of our hardest hitting goblins, and thus making it harder to get through with enough damage, before a midrange/control/kombo deck takes off. The quick hasty "turn 3 goblins" are rarely that anymore besides in goldfishing against a non-interactive opponent. Of course it's still a awesome deck, and I love to play with the 8 whackers. But I wanted to try something new.
So I was thinking, what if we try to sacrifice a little of the speed, for more resiliance to removal, making us able to power through blockers and removal in the mid game. Please tell me what you think about this list:
Creatures:
4 Goblin Guide
4 Foundry Street Denizen
4 Legion Loyalist
3 Mogg War Marshall
As you can see the plan is to jam a lot of goblins and make them attack for big numbers with the shared animosity (and back up plan hall of triumph). And after a board wipe or a lot of removal or trading with blockers we can still top deck a dragon fodder or hordeling outburst and go again for the last amount of damage needed.
Another thing I would like your take on is Blood Moon in the mainboard. Alot of the tier 1 decks in the current meta have greedy mana bases, and I was thinking 2-3 blood moons would almost give a auto win in game 1 against them. Since the speed of this deck is a bit lower than other goblin decks, I think Blood Moon might be worth it.
Please tell me what you think
Going as wide as possible is the way I have had the most success for sure, but when you do that you need your bushwhackers imo, you're not going to draw shared animosity every time, and you're certainly not going to still have it in your hand by the time you hit 3 mana every time. Even when you do, it's a far better card when you have more haste in your deck.
You're not going to grind anyone out with goblins, you're basically just asking 'do you have the sweeper?' It's pretty hard for decks to interact with you on a 1 for 1 basis and still get on the board fast enough to make the interaction relevant if you have the bushwhackers in there. You can cast a marshal/fodder/command and then just start throwing bushwhackers into their blockers until they're in grenade range.
BTW I still think it's worth reflecting on the land counts people are using. 19 lands is aiming to reduce dead draws later in the game, but why are you playing a hyper aggressive deck with the intent of going long? I'd prefer to maximise my chances of hitting my first 3 land drops, casting 5-6 spells and deciding the game one way or the other by turn 4 at the latest. None of the lists I've seen can keep up on a grindier axis, so just remove that from the equation. If they can stem the bleeding in time, you lose no matter how well you're topdecking on turn 5, so reduce their chance of doing so instead. The best chance to hit 3 or 4 lands and 5 or 6 spells by turn 3 is 23 land. The increased number of hands you have to throw back for having > 4 lands is counteracted by the decreased number of hands you have to throw back for having < 2 lands. Which reminds me, I think it's incredibly greedy to keep 1 landers in a 19 land deck that wants to swarm the board quickly, unless you're on the draw AND a mulligan.
It's probably possible to make a grindy midgame goblins deck but I don't really know what it would look like. I think blood moon main is definitely viable in either deck though. Getting a big advantage on the board and then shutting off their ability to respond will get you wins. Even if they have the ability to remove it they're not interacting with your mob for up to a full turn, and that's a good way to spend 3 mana and a card in what is basically the goblin late game. Again though, you're running into the 19 land issue. Your chance of having a blood moon and the lands to cast it on turn 3 is just shy of 29%, and casting it on turn 4 is pretty likely to be too late. 19 lands means you either mulligan or miss your third land drop over 40% of the time (honestly it's probably more than 60% if you really count mulligans, I'll figure it out later), which is fine if your deck runs properly on 2 mana or wants to go longer anyway. None of the lists I've seen do that.
Currently I am testing Spikeshot Elder as a 1-of.
I have seen that on several streams and seems like a good call, Just start testing and the deck works fine.
On any turn, a few times in a round after untap your cards, said to your oponent ¨... im at my upkeep step¨
Then look at your hand, check up the board, check your life points notes, if required check both graveyards and/or point your finger like you were counting damage.
Wait a few seconds and look as you were thinking a play... all of this in your upkeep step...
Then say.... hmmm nop nop... Ill draw...
REd Modern Goblins
GREEn Modern Stompy
BlaCkPauper Mid-Range
REd BlUE WHitEModern Jeskai Delver
REd EDH Krenko
18 Mountain
Creatures:
4 Burning-Tree Emissary
4 Foundry Street Denizen
4 Goblin Bushwhacker
3 Goblin Chieftain
3 Goblin Cohort
4 Goblin Guide
4 Mogg War Marshal
4 Reckless Bushwhacker
4 Tattermunge Maniac
4 Goblin Grenade
4 Lightning Bolt
4 Dragon's Claw
4 Legion Loyalist
3 Shattering Spree
4 Tormod's Crypt
Nothing too special, although there are a couple of innovations I'd like to talk about.
First and foremost, there's BTE, which has been amazing for me. It might not be a Goblin but it's a cheap, effective body and it gives us a great way to surge Reckless Bushwhacker. Goblin Piledriver would normally be in this slot, but the speed and consistency that BTE adds is well worth losing one of our most powerful cards.
Second, there's the 2-power one drops (Tattermunge Maniac and Goblin Cohort). The drawbacks are pretty insignificant and the extra points of damage can be the difference between winning and losing games. That said, if there's one slot in the list I'd change it would be cutting the Cohorts for Loyalists.
The other big difference is that the sideboard includes a lot of dedicated hate cards. Especially in a list like this one that relies heavily on curving out, a sideboard card that makes the deck less streamlined needs to have a huge impact on the game for it to be worth running. Tormod's Crypt and Shattering Spree are great in a number of matchups, and Dragon's Claw hoses Burn (and random mirrors) so hard that it's worth including as well IMO, although Leyline of Sanctity might be better in that slot. Blood Moon is something I'd want as well if the Loyalists go to the main.
- Just today I tested some Foul-Tongue Shriek in my deck and was nice.
- I really like that you use Claim // Fame. It is a nice addition.
- how do you find Legion loyalist over goblin chieftain?
My list on the signature!
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
4 Memnite
4 Signal Pest
4 Goblin Guide
4 Goblin Bushwhacker
4 Reckless Bushwhacker
4 Legion Loyalist
4 Bomat Courier
2 Mogg Fanatic
4 Lightning Bolt
// 18 Land
16 Mountain
2 Cavern of Souls
// 8 Sorcery
4 Kuldotha Rebirth
4 Goblin Grenade
2 Engineered Explosives
3 Tormod's Crypt
3 Goblin Piledriver
4 Leyline of Punishment
3 Shattering Spree
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
I have to say that I think you are totally right. The goblin chieftain is amazing and feels sad to drop him, however, the loyalist is just insane. I have tweaked a bit my list and I love the new additions. I stick to 4 mogg fanatic because they make more sense with claim // fame, and I am playing the 4th goblin grenade over the 8th wack effect. But I feel this is a great improvement to the deck.
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Try Vexing Devil.
EDIT: Followed it up with a 4-1, losing only to Wafo-Tapa (mrcafouillette) on Jeskai Control. Well, if I'm gonna lose, let it be to that player on that deck.
This deck is pretty linear. I know the times I 4-0 with it at my LGS, I win 3+ of the coin flips. It's something like 80% match win if I'm on the play and 35% if I'm on the draw. Most decks just stabilize if you can't close it out by turn 4-5 ... unless you can top deck a grenade (at least that's my experience). If you're in black already, try Claim // Fame with Vexing Devil. It's a sweet combo. You can also grab other good stuff like war marshal or piledriver.
Pioneer: Spirits
EDH: Ur-Dragon + Lord Windgrace + Arixmethes + Atla Palani + Kalamax
Let me know your thoughts!
2x Cavern of Souls
12x Mountain
2x Mutavault
4x Ramunap Ruins
Creatures (32)
4x Bomat Courier
4x Foundry Street Denizen
4x Goblin Bushwhacker
2x Goblin Chieftain
4x Goblin Guide
3x Goblin Piledriver
4x Legion Loyalist
3x Mogg War Marshal
4x Reckless Bushwhacker
4x Pyretic Ritual
Sorcery (4)
4x Goblin Grenade
2x Blood Moon
2x Dismember
2x Everlasting Torment
1x Goblin King
3x Mogg Fanatic
3x Smash to Smithereens
2x Tormod's Crypt
4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
7 Mountain
4 Goblin Guide
3 Vexing Devil
4 Foundry Street Denizen
4 Legion Loyalist
4 Goblin Bushwhacker
3 Mogg Fanatic
4 Mogg War Marshal
4 Reckless Bushwhacker
3 Claim//Fame
4 Lightning Bolt
4 Goblin Grenade
1 Rain of Gore
2 Forked Bolt
1 Electrickery
3 Tormod's Crypt
1 Mogg Fanatic
4 Smash to Smithereens
3 Dragon's Claw
There is little that feels better than
T1 Goblin Guide, swing for 2
T2 War Marshal, swing for 2
T3 Don't pay echo, Claim War Marshal, Whack, swing for 13
Against so many decks, that's game. This is forgetting simple Devil, Claim Devil, Grenade and chip in shenanigans.
If you guys can figure out the Eldrazi Tron match (people that suggest Blood Moon need not apply), Storm, and the RG Valakut match, then you'll really be on to a contender. As it is, those are common, and those are tough.
1. Is there anyway to squeeze in Spike Jester?
2. Why 3x Mogg Fanatic main and 1x Sb? For what reasons you play him=?
flowers shall grow
and I am in them
and that is eternity."
Originally, the Devils were Jesters, and that would be the cut I'd make to put Jesters back in.
How about Blood Moon? But seriously, is there any way to somehow fit some discard or something like Sudden Shock in your sideboard? Thoughtseize or Duress would help with the storm, valakut, and tron matchups. Sudden Shock still hits all the mana dorks that Mogg Fanatic hits, but also gets Goblin Electromancer, Baral, Chief of Compliance, Azusa, Lost but Seeking and Sakura-Tribe Elder, not to mention some of the other creature combo stuff that's being played now ... and even things like merfolk / D&T players who are holding up potential vial activations, plus gets Arcbound Ravager.
Pioneer: Spirits
EDH: Ur-Dragon + Lord Windgrace + Arixmethes + Atla Palani + Kalamax
Sudden shock kills many things but not baral.
Going as wide as possible is the way I have had the most success for sure, but when you do that you need your bushwhackers imo, you're not going to draw shared animosity every time, and you're certainly not going to still have it in your hand by the time you hit 3 mana every time. Even when you do, it's a far better card when you have more haste in your deck.
You're not going to grind anyone out with goblins, you're basically just asking 'do you have the sweeper?' It's pretty hard for decks to interact with you on a 1 for 1 basis and still get on the board fast enough to make the interaction relevant if you have the bushwhackers in there. You can cast a marshal/fodder/command and then just start throwing bushwhackers into their blockers until they're in grenade range.
BTW I still think it's worth reflecting on the land counts people are using. 19 lands is aiming to reduce dead draws later in the game, but why are you playing a hyper aggressive deck with the intent of going long? I'd prefer to maximise my chances of hitting my first 3 land drops, casting 5-6 spells and deciding the game one way or the other by turn 4 at the latest. None of the lists I've seen can keep up on a grindier axis, so just remove that from the equation. If they can stem the bleeding in time, you lose no matter how well you're topdecking on turn 5, so reduce their chance of doing so instead. The best chance to hit 3 or 4 lands and 5 or 6 spells by turn 3 is 23 land. The increased number of hands you have to throw back for having > 4 lands is counteracted by the decreased number of hands you have to throw back for having < 2 lands. Which reminds me, I think it's incredibly greedy to keep 1 landers in a 19 land deck that wants to swarm the board quickly, unless you're on the draw AND a mulligan.
It's probably possible to make a grindy midgame goblins deck but I don't really know what it would look like. I think blood moon main is definitely viable in either deck though. Getting a big advantage on the board and then shutting off their ability to respond will get you wins. Even if they have the ability to remove it they're not interacting with your mob for up to a full turn, and that's a good way to spend 3 mana and a card in what is basically the goblin late game. Again though, you're running into the 19 land issue. Your chance of having a blood moon and the lands to cast it on turn 3 is just shy of 29%, and casting it on turn 4 is pretty likely to be too late. 19 lands means you either mulligan or miss your third land drop over 40% of the time (honestly it's probably more than 60% if you really count mulligans, I'll figure it out later), which is fine if your deck runs properly on 2 mana or wants to go longer anyway. None of the lists I've seen do that.