Modern Goblins

  • #1
    Goblins as a deck usually trades individual creature quality ...well goblin guide is just amazing even in a vacuum to be fair... for possible tribal lord synergy and access to one of the most efficient burn spells ever printed.

    I managed to 3-1 a daily with gobbos and thought i'd share my list and see what we can come up with. Ill be sure to flesh out all of the cards that could go into the deck and what choices should be considered but I'd thought I would get everyones feedback first before I posted card choice options.

    So far the best (only?) real result is

    http://magic.tcgplayer.com/db/deck.asp?deck_id=992924

    Goblins
    James Million
    2012 PTQ Barcelona - Allentown, PA - 3/17
    Modern

    MTGS_User98079's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Main Deck:
    2 Goblin Arsonist
    4 Goblin Bushwhacker
    2 Goblin Chieftain
    4 Goblin Guide
    2 Keldon Marauders
    4 Mogg Fanatic
    4 Mogg War Marshal
    1 Spikeshot Elder

    4 Goblin Grenade
    4 Lightning Bolt
    4 Lightning Helix
    2 Magma Jet
    4 Path to Exile

    4 Arid Mesa
    4 Mountain
    1 Mutavault
    4 Sacred Foundry
    4 Scalding Tarn
    2 Teetering Peaks



    I think there are some very interesting card choices and the list looked pretty solid im hoping he will see this and go more indepth on why he chose the cards he did etc

    and here is the list ive been running online:

    Goblins
    Studman (3-1) (this was my pokerstars name its not what you think!:-/)
    MTGO Modern Daily (3-1 and 4-0) - Week of 3/26/12
    Modern
    MTGS_User98079's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Main Deck:
    2 Goblin Arsonist
    4 Goblin Bushwhacker
    4 Goblin Chieftain
    4 Goblin Cohort
    4 Goblin Guide
    2 Goblin Wardriver
    4 Mogg Fanatic
    4 Mogg War Marshal
    4 Tattermunge Maniac

    4 Goblin Grenade
    4 Lightning Bolt

    17 Mountain
    3 Teetering Peaks



    and a single 3-1 in a daily might not be impressive but I punted a game versus twin to wind up in 9th in a premier and 2-2 the only other daily I have played in with this list...I've also managed to grind back the cost of the deck in tickets and more in the two mans.

    I know this doesn't look like much right now but i'd like to get some more recommendations and evaluations of the card choices we have before trying to go more indepth on the primer aspect and coming up with a stock list. At least this way we can contain all of the goblin discussion spread out in the forum to somewhere its easier to access.
    Last edited by Tom: 7/20/2012 2:11:31 AM


    Magic players have made it abundantly clear that their time is worth $0/hour in their opinion, so no sympathy there. -DR jeebus or something
  • #2
    reserved for card evaluations and further info


    Magic players have made it abundantly clear that their time is worth $0/hour in their opinion, so no sympathy there. -DR jeebus or something
  • #3
    Horray somebody noticed that Goblins isn't dead! Anyway I played at the last Modern PTQ this weekend in Rockville, Maryland #2 (99 players) and had even better success than my previous attempt in Allentown, PA. Making it to top4 in a 99 person event my updated list is below as well as a brief review of each round.

    2 Goblin Arsonist
    4 Goblin Bushwhacker
    2 Goblin Chieftain
    4 Goblin Guide
    4 Keldon Marauders
    4 Mogg Fanatic
    4 Mogg War Marshal
    1 Spikeshot Elder

    4 Goblin Grenade
    4 Lightning Bolt
    4 Lightning Helix
    4 Path to Exile

    4 Arid Mesa
    4 Mountain
    1 Mutavault
    4 Sacred Foundry
    4 Scalding Tarn
    2 Teetering Peaks

    SB:

    4 Combust
    2 Disenchant
    4 Shattering Spree
    2 Thalia, Guardian of Thraben
    2 Vexing Shusher
    1 Volcanic Fallout

    From my original MB the only thing I changed was dropping two Magma Jets for 2 more Keldon Marauders. Jet was by far the most underwhelming card in the deck as with as few lands as I run I was very rarely actually shipping cards away, Marauders provides, at worst, the same damage to mana output, with the possibility for either paying 2 for 5 or preventing/killing a creature. I swapped a few more cards around in my sideboard with most noticeably dropping the Blood Moons. I determined that the match ups it was good in, I was usually already in pretty well with to begin with so I added in some more insurance for the aggro/aggro control matchups in the form of another shattering spree and a volcanic fallout (fallout was a great addition, and I might end up finding room for another, you can slow roll other aggro decks so hard after they see you playing goblins game 1 and then they hardcore play right into it when they see you holding a full hand most assume your just holding burn, and even if you need to play creatures war marshal lets you recover quite nicely). Thalia was a much better answer against storm than mindbreak trap was in testing mainly because it furthered my cause as well (not to mention it gave me another solid option against tron of all varieties) even though I didn't actually get to play against any storm decks in this event. Alright so on to the event:

    Round 1:

    I was the lucky player with a bye, so I scoped out the field and saw quite a bit of Tron (with no version being particularly more prevalent than another). This makes me happy, because unless they through the Breach out an Emrakul or cast a timely reinforcements, I really don't care what they do because I have more Path's than they do threats for the most part.

    1-0

    Round 2 GR Tron:

    I take game 1 quite handily on the back of Guide and kicked bushwhackers followed by a couple grenades. I love when people can't play counters because it makes my decision process so much easier. Game 2 he boards in quite a few pyroclasms and sees at least 3 of them so no contest there. G3 was pretty much a wash with me getting super slow draws and him missing land drops after 4, despite using explore twice, I continue to slow roll him with a couple of 1/1s.

    2-1 (2-0)

    Round 3 Jund:

    Another great matchup for me, as if they don't deal enough damage to themselves the only thing I really need to fear out of this deck is Maelstorm Pulse. He was behind in both games because if he isn't hurting himself then he isn't going to keep up in threats, and if he's keeping up in threats then my Grenades become that much better.

    2-0 (3-0)

    Round 4 Aggro Loam:

    Another solid matchup (will find few actual bad matchups for goblins btw) because they have tons of dead cards round g1 and nothing this deck does it quick. Unless they get a turn 3 seismic assault to land then they don't really stand a chance because Flame Jab isn't going to kill enough threats quick enough and Raven's Crime doesn't do anything because I burn through my hand pretty quickly to begin with.

    2-1 (4-0)

    Round 5 Mono Blue Faeries:

    In testing g1 was pretty close and just usually came down to who went first. This was not the case on Saturday, I got him to 1 life g1 before relying on top decks for the final point in which he had the counter for each time. Game 2 I always expect to do well with Shushers usually just stomping the match (and even more so with the addition of fallout). I saw none of them and kept a mediocre opening hand rather than mull to 6 and lost quite handily.

    0-2 (4-1)

    Round 6 Affinity:

    Finally I get to use those shattering sprees! Game 1 he took on the back of playing 6 of his 7 cards opening hand turn 1, kind of hard to match that even with goblins. Game 2 I took because mogg fanatic is a boss and can push through damage and still spot kill everything in his deck save for etched champion. Game 3 I was actually dead in water save for 4 untapped lands and a sweet topdeck of shattering spree to wipe his board, with him having no manlands in play that was a topdeck race I was going to win literally 99% of the time.

    2-1 (5-1)

    Round 7 ID

    (5-1-1)

    Top 8 4 color good stuff? UWGB:

    Game 1 I took off of the typical starting hand of Goblin Guide some other weenies and a kicked bushwhacker, wasn't really even close. Game 2 caught me completely offguard because he didn't really show much game 1. He ended up killing me with a gift for a bunch of stuff that I didn't want to see but he didn't get an unburial rites, so I either assumed he had it in hand or simply didn't play it. He ended up having it and getting his wurmcoil I tossed into the yard, and then playing Elesh Norn the following turn (insult to injury amiright?). Anyway game 3 I had my best hand all day and literally blew him out on turn 4. Kept and opening hand that had 2 lands 2 goblin Guides 1 Fanatic and 1 Bushwhacker + random. That spells bad news for anybody when I'm going first.

    Top 4 GWB Persist/Undying dudes:

    I finished my match quick enough to watch a few turns of his t8 game and didn't like what I saw at all because the last thing I want to see aside from timely reinforcements is creatures that trade with my creatures and come back (I can deal with Finks because of Path, the 2 life is neglible) on a regular basis. I lost g1 because he MD'd a Loxodon Warhammer which I have absolutely 0 means of dealing with mainboard. Game 2 I took quite handily with the usual explosive hand. Game 3 was probably one of the closest back and forth matchups I've ever played, because contrary to what it may look like Goblins does have a late game because War marshal always gives you dudes to strap a grenade to, anyway it came down to me at 2 life with a Guide on board and he with a confidant, finks, and goyf on board at 3 life. I need to either top deck a burn spell (he blew up my white mana sources with a tec edge, so I need either 1 of my 2 grenades or 2 bolts left) or him killing himself with confidant (he had 3 maelstorm pulses and a warhammer left in his deck). Neither or which showed up the top of our decks so the match went to him.

    That's about all I can recall off the top of my head it was a long day leaving at 630am getting there at 10am and leaving at 11pm, if you've got any questions on card choices and the like feel free to throw them at me. Happy to see somebody else taking an interest in Goblins!
  • #4
    Congrats on the finish! Sweet there is alot of useful information in there! I came to the same conclusion on blood moon, in theory its amazing but everytime you say mountain goblin guide they dont want to bolt themselves anymore and start fetching basics :/


    Magic players have made it abundantly clear that their time is worth $0/hour in their opinion, so no sympathy there. -DR jeebus or something
  • #5
    Currently working on Vial Goblins myself thinking something like this:

    Fizzeler's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4 Goblin Guide
    3 Mogg War Marshal
    4 Goblin Chieften
    3 Spikeshot Elder
    3 Siege-Gang Commander
    3 Boggart Ram Gang
    2 Squee Goblin Nabob
    4 Goblin Wardriver
    4 Goblin Arsonist
    30 Creatures

    4 Goblin Grenade
    4 Other Spells

    4 Aether Vial
    2 Mortarpod
    6 Artifacts

    20 Mountain
    20 Lands



    Any thoughts?
    Last edited by Fizzeler: 4/5/2012 3:26:34 PM
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

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    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #6
    Why run Motrapod or Squee over cards like Emberwilde Augur, Warren Instigator, Frenzied Goblin (he's pretty awesome in particular) or Simian Spirit Guide? SSG gives useful acceleration and lets you do a turn 1 Warren Instigator, or two Goblin Guides on turn 1.
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  • #7
    First of all 4 of lightning bolt and 4 of grenade are included in every goblin list ever. secondly your goblin strategy is all over the place, Nabob serves no purpose aside from being a grenade target, but so does every other goblin, 3 mana for a 1/1 (aside from maybe Tuktuk if your feeling crafty) simply isn't worth it regardless of what effects he might have. If your going to run arsonist, then Mogg Fanatic is 100% better, I simply run 2 arsonist because I ran out of adequate 1 drops. Mortarpod as a 1 of could be nice to provide some extra reach when you can't swing through with a grenade or two, although I wouldn't have more than 1. Wardriver is a decent option since your running vial, I think goblins without vial is the best option but will go with what you have atm. Since you're sticking to mono red there is no reason not to include 4 teetering peaks.

    Mogg War Marshal is the best pure cmc2 drop we have and is a must 4 of (cut ram gangs), and Goblin Bushwhacker provides the biggest burst damage in the deck and is also a must 4 of (cut ram gangs and squee). You can't run seige-gang commander unless you're running Warren Instigator because a vial sitting at 5 does nothing for you. That should provide you with enough of a starting point for your main now as for your sideboard. As I discussed earlier, blood moon really isn't worth the slot because it isn't an auto win even when it hits the board and people can play around it really well. The combusts are solid and I would keep them there, the swords are way to mana intensive (5 unavoidable needed to sink into it), not to mention body and mind does nothing to further your cause milling and a non goblin 2/2 is not what were looking for. Relic of progenitus is decent enough since you can at least cantrip out of it and get around persisting creatures. Since your cutting Blood Moon, it makes Goblin King that much less desirable and I would find room for some anti storm tech, such as Mindbreak Trap (or thalia if you go with a white splash) and/or Tron/faeries tech in the form of Vexing Shusher
  • #8
    I really think a splash of black for Earwig Squad and maybe a few other things like Terminate (or Thoughtseize in the board) would be good.

    Goblin King makes all your dudes unblockable against a majority of the decks in the meta.

    Mad Auntie if you are looking for another lord.

    Boggart Harbinger too maybe?
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    If Jesus was a card he would be banned in Modern, just on principal.

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    Quote from Lantern »
    Moderns the middle child. Legacy is the eldest, and standard is the baby. And vintage is a grand pa, who's going senile.

    Quote from MemoryLapse
    Not really too much to say about it. The guy is good, has a great deck and I played like the awful scrub I am.

  • #9
    I actually did change the deck a bit before I made it and tested it, and it wins on turn 4

    From the testing I found Instigator not needed (I could always empty my hand before turn 4 except land)
    I may tone down the mountains to 18 since I dead draw into them to often
    Squee is a great target for sac spells and as a chump blocker he combos with Mortarpod, but maybe only a one of
    Mortarpod also a one of
    Hellrider is great once dropped he ends the game
    Don't really need bolts
    Commander is not for vialling in more than likely he'll be hardcast, the vial is mainly for the one drops
    Bushwacker is great just did not know what to cut

    My current list is now:
    Fizzeler's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4 Goblin Guide
    4 Goblin Chieften
    3 Goblin Arsonist (He is a great grenade target)
    3 Boros Recruit (great vial target for pesky 1/1 trying to swing at you)
    3 Mogg War-Marshal (bumping to 4)
    2 Squee Goblin-Nabob (dropping)
    3 Goblin Wardriver
    1 Hellrider (great for swarming them)
    3 Siege-Gang Commander
    3 Boggart Ram-Gang
    29 Creatures

    4 Goblin Grenade
    1 Curse Of Stalked Prey (filler deciding what to replace this with)
    4 Aether Vial
    2 Mortarpod
    11 Other Spells

    20 Mountain



    going to cut 6 Mountain, and squee for 4 teetering peeks and 4 Goblin Bushwackers (since once you hit 3 mountains your good)
    Last edited by Fizzeler: 4/5/2012 7:56:45 PM
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

    Testing Modern on MTGO and helping to craft decks on a Budget Smile
    I stream!

    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #10
    You're contradicting yourself within your own post. Saying your set once you hit 3 lands and then saying you plan on hardcasting a 5 drop (and a 4 drop as well) when you only run 20 lands just doesn't make any sense, if you don't believe me just look at standard RDW 21 lands is the norm and they only run two 4 drops for the most part (either koth, hellrider or hero). Boros recruit may as well be Mogg Fanatic, having spot removal on a stick is just amazing, nobody ever wants to kill him because he's going to put out damage anyway, modern goblins needs value creatures, stuff that has additional effects so even if they die instantly they can still accomplish something. Piledriver is not from a modern legal set or everybody would run 4 of it. 20 lands with 8 creatures at cmc 3+ is going to leave you with a bunch of cards you can't cast quite frequently, even with vial. Curse of stalked prey is to slow for modern because you want more creatures, not stuff that makes the one creature you played on turn 1 bigger, 4 lightning bolts 4 grenades are necessary, meta dependant forked bolt might be a good choice to clear out opposing weenies for only 1 mana.

    Earwig Squad is the main reason for splashing black, its a massive 5/3 creature that you can easily run 4 of, in place of lords albeit because goblins really need to keep the curve low. It can stomp aggro/loam by hitting any of the 3 big cards in jab/crime/loam as well as destroy tron (hit 3 of their 3-5 threats) and simply get rid of pyromancers ascension and/or splinter twin as well as let you know how many they have in hand. Goblin King makes people unblockable but Chieftain gives everything haste which is much more threatening because of it provides immediate threats where as King is a turn slower. Auntie is iffy in testing because 4 is a bit slow for goblins, might possibly work in a vial version. Thoughtseize isn't necessary as inquisition hits everything relevant to us anyway, if they are banking on 4+ drops we're miles ahead already.
    Last edited by james1227: 4/5/2012 5:46:37 PM
  • #11
    Is a RB build worth exploring? I used to run RB Goblins in Zendikar/Scars Standard, and it was worthwhile. The black Goblins available seem to provide a bit of reach beyond the Goblin Guide/Bushwhacker/Grenade all-in approach.

    Something like this for a base (very rough, untested, and not at all tailored to the metagame):

    theastro's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4x Mogg Fanatic
    4x Goblin Guide
    4x Another One Drop
    4x Goblin Bushwhacker
    4x Mogg War Marshal
    4x Goblin Chieftain
    4x Mad Auntie

    4x Inquisition of Kozilek
    4x Lightning Bolt
    4x Goblin Grenade

    4x Blackcleave Cliffs
    4x Sulfurous Springs
    8x Mountain
    4x Swamp

  • #12
    Quote from James1227
    You're contradicting yourself within your own post. Saying your set once you hit 3 lands and then saying you plan on hardcasting a 5 drop (and a 4 drop as well) when you only run 20 lands just doesn't make any sense, if you don't believe me just look at standard RDW 21 lands is the norm and they only run two 4 drops for the most part (either koth, hellrider or hero). Boros recruit may as well be Mogg Fanatic, having spot removal on a stick is just amazing, nobody ever wants to kill him because he's going to put out damage anyway, modern goblins needs value creatures, stuff that has additional effects so even if they die instantly they can still accomplish something. Piledriver is not from a modern legal set or everybody would run 4 of it. 20 lands with 8 creatures at cmc 3+ is going to leave you with a bunch of cards you can't cast quite frequently, even with vial. Curse of stalked prey is to slow for modern because you want more creatures, not stuff that makes the one creature you played on turn 1 bigger, 4 lightning bolts 4 grenades are necessary, meta dependant forked bolt might be a good choice to clear out opposing weenies for only 1 mana.

    Earwig Squad is the main reason for splashing black, its a massive 5/3 creature that you can easily run 4 of, in place of lords albeit because goblins really need to keep the curve low. It can stomp aggro/loam by hitting any of the 3 big cards in jab/crime/loam as well as destroy tron (hit 3 of their 3-5 threats) and simply get rid of pyromancers ascension and/or splinter twin as well as let you know how many they have in hand. Goblin King makes people unblockable but Chieftain gives everything haste which is much more threatening because of it provides immediate threats where as King is a turn slower. Auntie is iffy in testing because 4 is a bit slow for goblins, might possibly work in a vial version. Thoughtseize isn't necessary as inquisition hits everything relevant to us anyway, if they are banking on 4+ drops we're miles ahead already.


    The piledrivers are actually wardrivers I just forgot to edit, as for the land again have been testing and land is not a problem for now, the curse I swapped with a wardriver as well
    Yeah the recruits can be mogg fanatics I'll change that since I would rather run the fanatics
    I still need to test more before I make any major changes since so far my testing on MODO has been against control decks, which this just beats anyway
    Still trying to stay mono-red and for now not running bolts
    EDIT: For black splash festering goblin worth it?
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

    Testing Modern on MTGO and helping to craft decks on a Budget Smile
    I stream!

    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #13
    Earwig Squad is worth it. Festering Goblin would be better off as Goblin Arsonist.

    Also, I said Mad Auntie, not Wort, Boggart Auntie. I had a list somewhere....

    DOLZero's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creature (23)
    2x Earwig Squad
    2x Boggart Harbinger
    4x Squeaking Pie Sneak
    1x Wort, Boggart Auntie
    1x Kiki-Jiki, Mirror Breaker
    2x Siege-Gang Commander
    1x Goblin King
    2x Murderous Redcap
    3x Goblin Chieftain
    2x Tuktuk the Explorer
    2x Goblin Arsonist
    1x Spikeshot Elder

    Land (23)
    3x Mutavault
    4x Auntie's Hovel
    4x Mountain
    4x Swamp
    4x Blood Crypt
    1x Rakdos Carnarium
    3x Dragonskull Summit

    Sorcery (9)
    1x Warren Weirding
    1x Fodder Launch
    4x Goblin Grenade
    3x Inquisition of Kozilek

    Instant (5)
    1x Nameless Inversion
    4x Lightning Bolt


    This is more of a control build than an aggro build. Might give you some ideas though.
    Part of Team More Fun, now with 100% less clothes!



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    Quote from MemoryLapse
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  • #14
    [QUOTE=Still trying to stay mono-red and for now not running bolts[/QUOTE]

    forgive me, but what does this even mean? Are you avoiding one of the best red spells ever printed because your runnning...mono red? If your running red at all lightning bolt is a 4 of.
  • #15
    Eh... no. Lightning Bolt should not be an auto 4 of. It really depends on the deck.

    I do agree that a red deck that wants to win quickly should probably be running 4 Bolt.
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    If Jesus was a card he would be banned in Modern, just on principal.

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    Quote from Lantern »
    Moderns the middle child. Legacy is the eldest, and standard is the baby. And vintage is a grand pa, who's going senile.

    Quote from MemoryLapse
    Not really too much to say about it. The guy is good, has a great deck and I played like the awful scrub I am.

  • #16
    James1227
    I'd like to start by congratulating you, nice to know our gobos got viability and I was so happy to see that someone else didn't fall for the aether vial+siege gang trap(it's just trash in modern).

    This is the list I was trying just after they banned punishing fires. Just thought I'd share some of my notes.

    theLuke's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4 Goblin Guide
    4 Tatermunge Maniac
    4 Ember Hauler
    4 GOblin Bushwhacker
    2 Magus of the Moon
    3 Mogg War Marshal
    4 Goblin Chieften
    3 Spikeshot Elder

    4 Goblin Grenade
    4 Lightning Bolt
    3 Searing Blaze

    1 MutaVault
    3 Teetering Peaks
    10 Mountain
    4 Scalding Tarn
    3 Arid Mesa



    Sense then, I've swapped the crypts for relics and 1 smash for 1 combust in the sb, and main deck I lost the mutavault for a single mogg fanatic. Surprisingly the colorless mana did nothing but screw me left and right and lost me more games than I'd like to admit, the sac land for grenade was WAY too cute.

    Two problems I've always had with modern goblins: Opening hands without goblin guide and Kitchen Finks. I tried solving the opening hand issure by throwing in Tatermunge Maniac who proved alright unless the second problem occurred.

    Finks is the bane of this deck. I did not try splash white maybe I will now, but within the confines of mono red, I did try magma spray, leyline of punishment, Yamabushi's Flame, and searing Blaze. I stuck with Blaze just out of versatility and at the time zoo was everywhere but finks is still beyond annoying.

    Maindeck moon effects are awesome. They wrap up some games before they even start, especially with how shaky the modern manabase is. On the play, if your opponent goes turn 1 urza land, turn 2 more tron, you got gold in your hand. Same if they turn 1 fetch a shock and turn 2 drop a fetch land. They can hunt up a basic sure, but you got them out of 1-2 colors and meanwhile just beat face.

    Goblins are all in. I'm advocating playing stupid, but if your opponent taps out for any reason, capitalize on that. I've won games by double grenadeing my whole field away to drop them to 3. I got nuthin except better top decks than them and to avoid countermagic, it's always worth it.

    have fun guys.


    Edit:
    Quote from DOLZero
    Eh... no. Lightning Bolt should not be an auto 4 of. It really depends on the deck.

    I do agree that a red deck that wants to win quickly should probably be running 4 Bolt.


    This is the deck for 4 bolts, no exceptions.
    Last edited by theLuke: 4/5/2012 11:28:45 PM
    When does lightning bolt kill Emrakul? When your opponent's at three.
  • #17
    Quote from DOLZero
    Eh... no. Lightning Bolt should not be an auto 4 of. It really depends on the deck.

    I do agree that a red deck that wants to win quickly should probably be running 4 Bolt.


    Indeed it does for now the deck doesn't need bolt, but I'll test with bolt later to see how it works with the rest of the deck. I've never gotten my opponent with my current build, to the point where he would be in bolt range, but not dead, and if that does happen he is at 4 life and i have a grenade in my hand
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

    Testing Modern on MTGO and helping to craft decks on a Budget Smile
    I stream!

    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #18
    Quote from Fizzeler
    Indeed it does for now the deck doesn't need bolt, but I'll test with bolt later to see how it works with the rest of the deck. I've never gotten my opponent with my current build, to the point where he would be in bolt range, but not dead, and if that does happen he is at 4 life and i have a grenade in my hand


    How big do your swarms normally get? I only get 2-3 gobs on the field and go to town. Just in my testing, guys like Goblin Wardriver can barely get an extra 1-2 power and he never seems worth it.
    When does lightning bolt kill Emrakul? When your opponent's at three.
  • #19
    Quote from theLuke
    How big do your swarms normally get? I only get 2-3 gobs on the field and go to town. Just in my testing, guys like Goblin Wardriver can barely get an extra 1-2 power and he never seems worth it.


    normally at least 4-5 goblins on average, enough that your hand is empty on turn 3 and can win on turn 4

    With Wardriver and Chieften on the field everything is swinging for at least 3

    My typical turns would go
    T1: Vial or Guide
    T2: War-Marshal, or 2 One Drops, or a 1 drop and a vial, or a Marshal and a one drop from vial
    T3: Chieften and vial in Wardriver, swing
    T4: Vial in chieften or ram-gang, empty the rest of my hand of creatures swing if down to 5 cast grenade and win

    Vial helps if you plan on swarming and lets you keep one mana hands

    The commanders I am seeing as dead draws after further testing, probably switch with a TukTuk as a one of (he is my favorite goblin legend), another Hellrider (dropped turn 4 these guys are just amazing), and murderous redcap

    I never thought of Ember Hauler when thinking of two drops
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

    Testing Modern on MTGO and helping to craft decks on a Budget Smile
    I stream!

    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #20
    Theluke, you've got it right that finks is terrible for this deck, which is exactly why I decided to splash white over any other color. Them gaining 2 life isn't a big deal, but them gaining 4 life while soaking up either 2 removal or trading with some creatures is terrible, Path to Exile solves all of those problems. I've tested around with moon effects quite a bit , and if your curve is a bit higher (which yours is) then King+Magus/Blood Moon is fine and works decently well. I just decided it was to slow to compete with the likes of Affinity and it's ability to race combo is hindered, although it definitely improves your matchup for other games. TO everybody saying lightning bolt is not a 4 of in Goblins, you're just wrong. Period. I'm not going to argue this point any further but one of the best red spells (if not the best) ever printed goes in goblins, of any sort: all in mid range, controlling etc. And yes opponents tapping is is just a sign of not knowing how to play against goblins, and they should lose swifty, don't play around board sweepers, if you think they have them then just burn your grenades early and play to your top deck, because we will flat out win a top deck war when your drawing things like bolts, helixes, grenades and a slew of hasty creatures. I find Mogg Fanatic to be an awesome fill in for the opening hand 1 drop, because it just does so many things whenever I want it to and nobody can really do anything about it. Spikeshot and Arsonist are better late game for value, but having the initial 8 one drops (4 fanatic, 4 guides) prove to be enough to get off to the fast start you're looking for.
  • #21
    Lightning bolt is the second best red spell of all time right under goblin grende both are 4 ofs no question!

    I really like the king and magus/blood moon synergy and its great versus certain decks and could be something to revisit if tron or jund completely take over the meta share but for now it just proved to be slow.

    I was considering possible splash colors and I think we can already evaluate the white splash as proven

    The second most useful option seemed to be green

    I noticed jund hackblade has a bit of value but it might be to hard to cast turn 2 it would be cool to have access to tin-street hooligan choke and blood moon in the same board though... finding room for ram gang and that other wither multicolored 1 drop might give the deck enough to turn on hackblades haste.

    I think there is a whole bunch to consider in black also
    Last edited by MTGS_User98079: 4/10/2012 11:33:45 AM


    Magic players have made it abundantly clear that their time is worth $0/hour in their opinion, so no sympathy there. -DR jeebus or something
  • #22
    As far as tapping out goes, when they do tap out you usually just win (at least in my case when they tap out I swing and then grenade the last 4 life or so).

    After a lot more testing, Siege-Gang commander is pretty useless in this meta and the deck is to aggressive to use him anyway, I have 3 in so I guess I'll just swap in 4 bolts and axe an arsonist from the list as well for the fourth, I agree bolt is amazing was just trying to make this list far different from my Kuldotha deck.

    I have found against Jund that Goblin King will often allow you to sweep by their Kitchen Finks and Bloodbraid Elves and Aether Vial is great for baiting Maelstrom Pulse.

    I also, found that dropping a guide and a wardriver to bait a removal spell more advantageous than dropping your lord.

    For Soul Sisters or Martyr Proc you need more than just Leyline to slow them down, Martyr Proc especially since they run Honor Of The Pure and can swarm almost as fast as you can, any suggestions against this deck?

    For those who use vial i was thinking of Zo-Zo The Punisher as a one of possibly since once the deck hits 3 or 4 mana you don't really drop land much
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

    Testing Modern on MTGO and helping to craft decks on a Budget Smile
    I stream!

    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #23
    To be perfectly blunt, having white splash does not offer you really any chance against martyr, I playtested against it extensively, even using flames of the blood hand x4 and it just didn't get the job done. So I took my chances and just simply hoped I didn't play against in any of the ptqs I attended (which I didn't because its such a small portion of decks). Don't use the leyline period, if you don't get it in your opening hand then you're more than likely never going to be cast it at any point where they haven't already gained 20+ life.

    To have a chance against martyr you need to go with the black splash and use a 4 of Rain of Gore out of the sideboard, it has applications against several decks (namely anybody you think would be boarding in timelys) and it comes down early (before they can even use Martyr if you went first). Goblin King certainly has its uses, I'm not doubting them but as a whole Chieftain applies a benefit that is useful 99% of the time compared to just against mountains.
  • #24
    Quote from James1227
    To be perfectly blunt, having white splash does not offer you really any chance against martyr, I playtested against it extensively, even using flames of the blood hand x4 and it just didn't get the job done. So I took my chances and just simply hoped I didn't play against in any of the ptqs I attended (which I didn't because its such a small portion of decks). Don't use the leyline period, if you don't get it in your opening hand then you're more than likely never going to be cast it at any point where they haven't already gained 20+ life.

    To have a chance against martyr you need to go with the black splash and use a 4 of Rain of Gore out of the sideboard, it has applications against several decks (namely anybody you think would be boarding in timelys) and it comes down early (before they can even use Martyr if you went first). Goblin King certainly has its uses, I'm not doubting them but as a whole Chieftain applies a benefit that is useful 99% of the time compared to just against mountains.


    Yeah I figured that, just when they get out an honor of the pure that I lose steam even with an opening leyline, I was thinking maybe pyroclasm against them, but I would think that would do more harm than good, Rain of Gore would work even with the Mono-Red version just splash some RB duals certainly better than Leyline anyway

    Against Jund I won't board out the Chieftens, depends on their build on what I board out (if they have goyfs or bob mainly), but King helps just to go through them and their liliana does nothing when you have a board of 4-5 creatures

    I do like how this deck laughs at Tron if they can't get together by turn 4-5 they lose
    Last edited by Fizzeler: 4/10/2012 9:37:32 PM
    Modern:
    Paper: WUR Waffle Control, RG and U Tron
    MTGO: U Tron, BRG Living End, B Infect

    Testing Modern on MTGO and helping to craft decks on a Budget Smile
    I stream!

    Hermit Druid Combo:
    Quote from rowtheboat
    Uuuuh... Cast Hermit Druid... Untap... Win game?
    Sounds like a one card combo to me, unless you are counting lands as part of your combo
    Quote from Fizzeler
    Hermit does need to enter the battlefield somehow so you can win the game :p

    Quote from Raggedjoe
    This may be the first time "Tropical Island" has been a part of any combo. Just saying.
  • #25
    So Vexing Devil will be taking the place of Keldon Marauders in this deck promptly for the non 4 goblins I use mainboard.
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