to be honest i was kind of worried about raid bombardment at first, but its really one of the best top decks you can ask for (besides bushwacker). i dropped my 3rd cheiftain for my 4th bombardment and never looked back. lol the shenanigains that can happen with more than one bombardment out is reason enough for me to auto-include it. ive also tested chimeric mass and found that it be really really dumb.... and not in a good way. ive never been in a spot with the deck that i had any substantial amount of mana just sitting there that i couldnt to something better with, like litterally anything else in the deck. that and the deck really tends to tap out for the first 4 turns anyway so even dropping after that means the card is either not good enough for the situation or its rediculously overkill and therefore not needed. in my opinion if your looking for another 0 drop... it really has to be ornithopter (running raid bombardment really kinda seals the spot for him)
This is also why I use Shatter over Manic Vandal it's an instant so your not waiting around for your turn wasting what could be precious Mana and the lower the cost of any specific card the better, speed is your friend with this deck anything that slows you down can mean gg.
but, to have 2 mana open on their turn, means you are doing nothing on your turn. vandal pops an artifact and gives you a body. isnt that what red likes to do? get more than one use out of a card? If u have shatter in hand, and no artifacts come down, its dead. Vandal at least is a beater.
Private Mod Note
():
Rollback Post to RevisionRollBack
Montreal, QC
Standard:
Retired.
Modern:
Blitzhelix! RW
EDH (1v1): I am a jerk! RG Tiny Leaders (1v1): BURN! R
but, to have 2 mana open on their turn, means you are doing nothing on your turn. vandal pops an artifact and gives you a body. isnt that what red likes to do? get more than one use out of a card? If u have shatter in hand, and no artifacts come down, its dead. Vandal at least is a beater.
Vandal isn't a MD card anyway, so the only time you're brining in either is if you're expecting to see some dangerous artifacts you must kill, or a large number of artifacts that allows you to get more use out of it than one of your MD cards. In that sense shatter is effectively the same thing but with 1 less mana, which is very relevant in a deck only running 18 lands.
I've been running a slightly heavier artifact build but it's been working wonderfully for me. In gold fishing I did 100 games before making any actual play tests and basically came to the conclusion that this deck was insane. In goldfishing if any game went to T5+ I considered it a loss, while at the same time if I punched them to 2 or less by T3 I considered that a T3 win, and here were my results:
Basically what I wanted to do was to make sure that if I had a rebirth in my opening hand I had the land and artifacts to support it. This deck tends to be extremely explosive on T1 and 2, but it is a little bit more inconsistant than even some of the other kuldotha builds. That said, it hits metalcraft easily and early which generally means 2-3 mana available on T1 is not uncommon and can really put the pressure on very early in the game. Due to the ability to generate 2-3 mana on T1, and not having a whole lot else to do with it, I wanted to include the 3 chimeric mass which have been fantastic.
Chimeric Mass is phenominal in the control match up where they often rely on sorcery speed removal to deal with threats. My funniest play thus far has been
T1: mountain, mox, mox, mox, mass w/ 4 counters
T2: Rebirth (sac a mox), activate mass, kick bushwhacker, swing 13
T3: Activate mass, galvanic (4 damage), swing for win.
but it's not uncommon for me to have mass at 3 or 4 counters on T1/2, which against control and WW helps tremendously since it dodges counters (vs control) and isn't red (vs WW...I'm looking at you mr. firewalker)
I like the raw speed but I'm really looking to try and find another good goblin to replace a couple artifacts with (likely move mass to the SB or drop the infiltrator lense+ornithopters) or to get a solid 1 or 2 cmc artifact creature to really push the deck over the top.
Due to the larger number of artifact creatures (mass + ornithopters + memnite) I find raid bombardment to be an amazing card, although I really would love a 2cmc goblin tutor to find bushwhacker with (a matron reprint at mythic/rare and 2cmc would be a godsend).
SB strats are hard since it's highly meta-dependant, but I find myself boarding in the treasons a lot due to the large amount of ramp played in my area, and I also find myself boarding in the 2 mountain and 2 masticore vs control a lot. Ratchet is mainly for the mirror match although I do bring it in on elves as well as the burn.
I've love playing this deck and I'm really looking forward to besieged bringing us a couple tools to put us over the top
I was skeptical, but I tested him. I found that he can be very good in certain situations, especially against Elves and infect. In most situations, I could deal more damage with bolt or burst, but if all I need to do is deal 1 damage to kill a mana dork or a flying infect creature, then SSE is perfect. I save the burn for bigger targets. The other thing I find funny is that SSE often times eats removal before GG or chieftain. My opponents are petrified of him and I can live with him eating a doom blade before my other creatures do. I like that he fits into my 1 drop slot, and if he lives to be useful, then it is a bonus. He is also a very nice target to wear a collar.
I try as best I can to have 2 lands and at least 1 creature I can play on turn 1 (guide, elder, memite). I have kept hands with only 1 land and I would say that about half the time I regret making that decision.
but, to have 2 mana open on their turn, means you are doing nothing on your turn. vandal pops an artifact and gives you a body. isnt that what red likes to do? get more than one use out of a card? If u have shatter in hand, and no artifacts come down, its dead. Vandal at least is a beater.
There are several 1 Mana cost cards in this deck, if your playing an Artifact heavy deck a little thinking ahead could get you out of trouble. Spikeshot Elder, Kuldotha Rebrith, Burn...All give you the option to leave Mana un-tapped for Artifact removal. In my opnion Manic Vandal doesn't fit the overall scheme of the deck, it cost too much Mana, your not looking for more creatures and it's a sideboard card in the end anyways. I also considered it until I playtested the deck heavily.
@Dark
I would take look at some other versions of this build, you may only have 1 Mox on the board at a time and Kuldotha Rebirth is pretty much the point of this deck...I also saw no improvement playing Raid Bombardment and Ornithopter, I think there are some better options out there. I went from barley breaking top 8 to 2nd at FNM after a lot of adjustments.
This deck is super fast but you also have to be careful not to blow your load, it still takes careful thought out play.
I normally mulligan on anything less then 2 lands and anything more then 3. I have had to many games i where i kept i one land hand with 3 goblin guides a bolt a geopede and a searing blaze and didnt see another land until turn 5. the tempo loss is killer. Same thing with to many land the tempo loss causes games loss.
on a side note how has memnite been working for you?
There are several 1 Mana cost cards in this deck, if your playing an Artifact heavy deck a little thinking ahead could get you out of trouble. Spikeshot Elder, Kuldotha Rebrith, Burn...All give you the option to leave Mana un-tapped for Artifact removal. In my opnion Manic Vandal doesn't fit the overall scheme of the deck, it cost too much Mana, your not looking for more creatures and it's a sideboard card in the end anyways. I also considered it until I playtested the deck heavily.
@Dark
I would take look at some other versions of this build, you may only have 1 Mox on the board at a time and Kuldotha Rebirth is pretty much the point of this deck...I also saw no improvement playing Raid Bombardment and Ornithopter, I think there are some better options out there. I went from barley breaking top 8 to 2nd at FNM after a lot of adjustments.
This deck is super fast but you also have to be careful not to blow your load, it still takes careful thought out play.
I have added raid bombardment and ornithopter and found both to be very effective. They both give me reach I was lacking. I took out spikeshot and chimeric which I found to very ineffective. Adventuring gear is an MVP with the fetch lands.
1 land hands are really up to how balls-to-the-wind you wanna be. You have a perfect curved hand, and you're on the draw with 1 land in ur 7. You essentially have 2 turns to draw a land, else you will likely lose.
I would say, 2 lands is the perfect scenario. 1 land means you may get screwed and stuck. more lands means you might not have very early threats to pressure them with.
LOL wow, my bad guys, I typed this list up at work and was trying to remember the cards going into it, and forgot the kuldotha. I hadn't noticed the mox before, so I guess that's just a case of RTFC. Glad I haven't attended any actual tournaments with this yet.
The sideboard was correct. Now that I realized the mox is legendary I'm thinking I don't want more than 2-3 in the deck, but it is still a 0cmc artifact that can be useful.
I like the mox in the deck basically because it doesn't tap for mana often, but it's nice when it does, and it helps power out the T1 rebirth. Rebirth on T1 IMO is very important for the deck. It can win without rebirth at all, but with too few artifacts I was finding myself getting stuck with rebirths in hand and no artifacts to support it, which forced mulls that I really shouldn't have had to take.
I really like the raid bombardment as a 2-3 of, and I've been considering replacing 1 chieftain for 1 bombardemnt to do a 2-3 chieftain-bombardment split. Bombardment isn't the best card in the deck but it does help tremendously in certain match ups (elves and WW) where you may not be able to push too much damage through just by attacking.
But yeah, sorry about the crappy list and sloppy testing. That's what I get for trying to remember my list off the top of my head while I'm at work lol. I also never bothered to check on that mox being legendary because I find it kind of crazy that they made a mox legendary lol.
anyway, besides the point, I'll have to go back and re-do my list and testing now since a lot of the T2 kills came off of me using multiple moxen on T1, bummer.
...on a side note how has memnite been working for you?
I play Turbo Goblins and Memnite is great. It combined with Goblin Bushwhacker and Goblin Guide can make for some seriouse Turn 2 plays. I has a game yesterday against Elves that went
I like spikeshot elder with adventuring gear and tons of tap lands, but otherwise he just seems bad. 3 mana to deal 1 damage unless I somehow use another 2-3 mana to buff him or use a teetering peaks I'd rather use on something else? There are countless times where I'd rather use that mana for creatures than dealing an extra few damage. If dealing a huge amount of damage later in the game is that big of a concern use Devastating Summons or Chimeric Mass. Chimeric is good because it's 1 mana to do some extra damage, while being immune to Destructive Force and sweeps.
In my humble opinion, Ember Hauler is much better, especially if you're playing raid bombardment. You can attack for 2, sometimes more, raid bombardment deals an extra 1 damage, then sack him for another 2 to any creature or player. Trust me, I've tested Spikeshot Elder and I have to agree he isn't good.
The sideboard was correct. Now that I realized the mox is legendary I'm thinking I don't want more than 2-3 in the deck, but it is still a 0cmc artifact that can be useful.
I like the mox in the deck basically because it doesn't tap for mana often, but it's nice when it does, and it helps power out the T1 rebirth. Rebirth on T1 IMO is very important for the deck. It can win without rebirth at all, but with too few artifacts I was finding myself getting stuck with rebirths in hand and no artifacts to support it, which forced mulls that I really shouldn't have had to take.
I really like the raid bombardment as a 2-3 of, and I've been considering replacing 1 chieftain for 1 bombardemnt to do a 2-3 chieftain-bombardment split. Bombardment isn't the best card in the deck but it does help tremendously in certain match ups (elves and WW) where you may not be able to push too much damage through just by attacking.
But yeah, sorry about the crappy list and sloppy testing. That's what I get for trying to remember my list off the top of my head while I'm at work lol. I also never bothered to check on that mox being legendary because I find it kind of crazy that they made a mox legendary lol.
anyway, besides the point, I'll have to go back and re-do my list and testing now since a lot of the T2 kills came off of me using multiple moxen on T1, bummer.
Dark Visions is offline Report Post Reply With Quote
How is ornithopter fairing? He seemed like a great idea early on, but suddenly everyone dropped him, which seemed highly silly to me. The only change I'd make is playing 2 Chimeric Mass at the most and playing an extra chieftain. You could probably also use an extra equipment, so try Basilisk Collar, Infitration Lens, or an extra Machete. Other than that i like it.
I think people are forgetting that with the addition of Koth, RDW became a littler slower, but much more powerful at the back end (T5 and beyond). We may not see as many 3-4 turn wins, but the overall percentage of wins will increase. That's why I will always play MTM, Koth, and Kargan together. Yes they are slower into play, but it gives you HUGE potential late game.
I like spikeshot elder with adventuring gear and tons of tap lands, but otherwise he just seems bad. 3 mana to deal 1 damage unless I somehow use another 2-3 mana to buff him or use a teetering peaks I'd rather use on something else? There are countless times where I'd rather use that mana for creatures than dealing an extra few damage. If dealing a huge amount of damage later in the game is that big of a concern use Devastating Summons or Chimeric Mass. Chimeric is good because it's 1 mana to do some extra damage, while being immune to Destructive Force and sweeps.
Agreed on the mass, it's a solid card that can act as rebirth fodder but also can be a solid beater vs the various control decks in the format.
On the elder I'll disagree. If you get to T4, or T5, SSE is a prime candidate for teetering peaks since it can shoot a blocker out of the way and swing 3 to the face or if they have no blockers it shoots 3 and swings 3.
What else would you prefer to use the peaks on? guide gets to 5 and can be chumped while giving your opponent a card, chieftain is already a prime target for removal/blocking and chances are you're not going to be attacking with it if they have a blocker, and the list goes on.
The fact is that if I end up with 3 mana on the board SSE is a PERFECT target for teetering peaks, and is much more versatile than other options that you could give the peaks' boost to. Not to mention that in a vaccuum SSE is the best candidate in the deck for the boost since it represents 6 damage with a peaks' boost. If you have adventuring gear + fetches, or boosting equipment/basilisk color then SSE becomes an even better choice to use. I don't run any in my list simply because I don't own any yet, although I will likely drop 1 or 2 mox, and 1 mass for the SSE.
In my humble opinion, Ember Hauler is much better, especially if you're playing raid bombardment. You can attack for 2, sometimes more, raid bombardment deals an extra 1 damage, then sack him for another 2 to any creature or player. Trust me, I've tested Spikeshot Elder and I have to agree he isn't good.
I love emberhauler but he doesn't do enough. We have so much to do with 2 mana (1cmc burn, guides, rebirth, bushwhacker, equipment) and emberhauler has no immediate impact on the board unless you have 3 mana up (2 to play 1 to activate his ability), at which point we want to be playing chieftain/bombardment to push through lethal damage. If it had haste or it's ability didn't require us to pay 1 to use, it would be a very solid 2-3 of in the deck, but in my testing it just really slowed the deck down by 1 or 2 turns, or just sat in my hand and did nothing. It also doesn't help that damage doesn't use the stack anymore either, which also negates the posibilities for a 2-for-1 using his ability.
How is ornithopter fairing? He seemed like a great idea early on, but suddenly everyone dropped him, which seemed highly silly to me. The only change I'd make is playing 2 Chimeric Mass at the most and playing an extra chieftain. You could probably also use an extra equipment, so try Basilisk Collar, Infitration Lens, or an extra Machete. Other than that i like it.
Actually I've been loving ornithopter with raid bombardment. Thopter works wonderful as 0cmc fodder for rebirth, while also having usefulness in carrying equipment and pinging off of raid bombardment.
I've been considering dropping one of the masses but my area is so heavily infected with control and the mass does a great job of getting beats through them that I'm a bit reluctant to drop them, they also double as 0cmc fodder for rebirth if it's needed.
If I ever get enough money for fetchlands I'll probably play Adventuring Gear because it's honestly the best equipment for this deck.
I don't like the fetchlands in this deck at all. Even with the AG, we're probably only going to see 1 or 2 fetches, and with AG the only thing to use for them it's pretty silly to run it when you're not very likely to have both a basic to play the gear, a fetch to activate, and mana to play and equip a creature before T3, at which point we really want to basically be almost swinging for the win, putting our opponent in burn range.
This holds especially true in a deck like this that is not very likely to even see more than 2 lands before T4. Geopede and Stepe Lynx work very well because they don't require any mana to use them, and the decks they're played in run quite a few more lands to ensure not missing land drops. It's certainly not a bad choice for equipment, but I'd rather use machete or infiltrator lense, or basilisk collar for something that's a bit more versatile, although admittedly less explosive.
Yeah, I'm sure Spikeshot has its moments, but it just didn't contribute to the speed of the deck for me. There were far too many times where I was like, "okay, I have 3 mana and no peaks, bushwhackers, nor equipment. Even if I were to buff him it'd cost me mana and take a whole turn just to activate his effect." Sometimes I just wanted to destroy my opponent and waiting 3 turns just to use his effect ontop of any other mana to buff him wasn't a priority for me. To be fair, it seems like he'd be good midgame when you've lost some steam.
I'm a huge fan of Raid Bombardment, so I like to have a lot of cards that can work around it. Ornithopter seems cool, but through my testing I've experienced a lot of moments where it just sat there. However, with Raid bombardment it's like a free 1 damage. With Memnite and thopters you have about 7 chances to get free damage(assuming you only play 3 thopters), along with the capability of being buffed from equipment, peaks, or bushwhackers. I can see where that would make sense, actually.
As much as I hate Spikeshot Elder, has sometimes come in handy, and ALWAYS seems to draw out removal. People perceive him as more of a threat than he really is. I've only used his ability a couple of times, but that's neither here nor there.
Raid Bombardment on the other hand, is just plain awful. If you get wiped by a sweeper, it is a completely dead card. At it's best, it's a pseudo-flame javelin. I'm not a fan.
Another lord like Goblin King or something like that would be sexy.
the only agro deck faster than rdw is sometime WWQuest which we can burn all day long with pyroclasm's and such I have played a few games now where I win this match up by stealing their 8/8 flying destroy target permanent
i'm not sure if i'm reading it right but it appears like you are the one who get to choose what permanent to destroy when you attack with the stolen creature equipped with argentum armor? the controller of the equipment remain with the owner of the equipment and that means that when you attack using his creature, he will still be the one to choose which permanent to destroy.
anyway about the topic, i'd still go with a modified cedric build. masticore and koth should be around 3-4 each, they are too good for the deck. i also prefer to have more creatures than spells. goblin guide can deal 4 or more damage at times while burn spells can only deal damage once.
i have thought about raid bombardment as well but maybe just a 1 or 2 ofs. it's just an additional damage and i don't wanna draw it that much. i have been playing this deck for weeks now and have had problems with elves and eldrazi ramp, especially those running nest invader and garruk. i can't push that much damage and end up losing.
If you guys could give me a simple answer, it would be much appreciated - is RDW new for beginners in this current meta? I'm no stranger to aggro/RDW/burn, and I'd like to say my adaptation to new decks is pretty good (been playing since 4th ), but I haven't been playing since TS Block and I'm totally out of the loop.
I read about the Gobbo deck taking 2nd at the SCGO T2 and figured that if it could beat the control decks *and* all the crazy (expensive!) ramping ones, that it would be great to start off with again... will it be?
Seems to be the strongest of the aggro out there too, and I can't take the hit to my wallet big enough to run a current control deck, so it seems like a good choice, right?
Bear in mind that I'm playing strictly on MTGO for now, so everything should be cheaper for the most part. Thanks in advance!
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
RR(P/U)Big Red(P/U)RR 24-8-2 (un-retired)
RWR BorosRWR 21-7 (retired)
Modern Lists:
Boros
Kithkin
but, to have 2 mana open on their turn, means you are doing nothing on your turn. vandal pops an artifact and gives you a body. isnt that what red likes to do? get more than one use out of a card? If u have shatter in hand, and no artifacts come down, its dead. Vandal at least is a beater.
Standard:
Retired.
Modern:
Blitzhelix! RW
EDH (1v1): I am a jerk! RG
Tiny Leaders (1v1): BURN! R
Vandal isn't a MD card anyway, so the only time you're brining in either is if you're expecting to see some dangerous artifacts you must kill, or a large number of artifacts that allows you to get more use out of it than one of your MD cards. In that sense shatter is effectively the same thing but with 1 less mana, which is very relevant in a deck only running 18 lands.
I've been running a slightly heavier artifact build but it's been working wonderfully for me. In gold fishing I did 100 games before making any actual play tests and basically came to the conclusion that this deck was insane. In goldfishing if any game went to T5+ I considered it a loss, while at the same time if I punched them to 2 or less by T3 I considered that a T3 win, and here were my results:
T1: 0 time(s)
T2: 2 time(s)
T3: 26 time(s)
T4: 67 time(s)
T5+: 5 time(s)
and to be honest, the T5+ ones were basically just me keeping horrible hands to try and see how the deck topdecked.
Current build that I'm working with:
4x Teetering Peaks
14x Mountain
Creatures (18)
3x Ornithopter
4x Memnite
4x Goblin Guide
4x Goblin Bushwhacker
3x Goblin Chieftain
3x Chimeric Mass
4x Mox Opal
2x Trusty Machete
3x Panic Spellbomb
1x Infiltrator Lense
Burn (8)
4x Lightning Bolt
4x Galvanic Blast
3x Raid Bombardment
4x Act of Treason
2x Ratchet Bomb
2x Flame-Tail Masticore
3x Forked Bolt
2x Arc Trail
2x Mountain
Basically what I wanted to do was to make sure that if I had a rebirth in my opening hand I had the land and artifacts to support it. This deck tends to be extremely explosive on T1 and 2, but it is a little bit more inconsistant than even some of the other kuldotha builds. That said, it hits metalcraft easily and early which generally means 2-3 mana available on T1 is not uncommon and can really put the pressure on very early in the game. Due to the ability to generate 2-3 mana on T1, and not having a whole lot else to do with it, I wanted to include the 3 chimeric mass which have been fantastic.
Chimeric Mass is phenominal in the control match up where they often rely on sorcery speed removal to deal with threats. My funniest play thus far has been
T1: mountain, mox, mox, mox, mass w/ 4 counters
T2: Rebirth (sac a mox), activate mass, kick bushwhacker, swing 13
T3: Activate mass, galvanic (4 damage), swing for win.
but it's not uncommon for me to have mass at 3 or 4 counters on T1/2, which against control and WW helps tremendously since it dodges counters (vs control) and isn't red (vs WW...I'm looking at you mr. firewalker)
I like the raw speed but I'm really looking to try and find another good goblin to replace a couple artifacts with (likely move mass to the SB or drop the infiltrator lense+ornithopters) or to get a solid 1 or 2 cmc artifact creature to really push the deck over the top.
Due to the larger number of artifact creatures (mass + ornithopters + memnite) I find raid bombardment to be an amazing card, although I really would love a 2cmc goblin tutor to find bushwhacker with (a matron reprint at mythic/rare and 2cmc would be a godsend).
SB strats are hard since it's highly meta-dependant, but I find myself boarding in the treasons a lot due to the large amount of ramp played in my area, and I also find myself boarding in the 2 mountain and 2 masticore vs control a lot. Ratchet is mainly for the mirror match although I do bring it in on elves as well as the burn.
I've love playing this deck and I'm really looking forward to besieged bringing us a couple tools to put us over the top
Your list doesn't include Kuldotha Rebirth yet your report mentions it.
brittle it then. mark really is no use here... just helps him in the end. that or flame slash.
There are several 1 Mana cost cards in this deck, if your playing an Artifact heavy deck a little thinking ahead could get you out of trouble. Spikeshot Elder, Kuldotha Rebrith, Burn...All give you the option to leave Mana un-tapped for Artifact removal. In my opnion Manic Vandal doesn't fit the overall scheme of the deck, it cost too much Mana, your not looking for more creatures and it's a sideboard card in the end anyways. I also considered it until I playtested the deck heavily.
@Dark
I would take look at some other versions of this build, you may only have 1 Mox on the board at a time and Kuldotha Rebirth is pretty much the point of this deck...I also saw no improvement playing Raid Bombardment and Ornithopter, I think there are some better options out there. I went from barley breaking top 8 to 2nd at FNM after a lot of adjustments.
This deck is super fast but you also have to be careful not to blow your load, it still takes careful thought out play.
RKOTHDW
:symb::symg:Ob Nixilis Wave:symg::symb:
on a side note how has memnite been working for you?
I have added raid bombardment and ornithopter and found both to be very effective. They both give me reach I was lacking. I took out spikeshot and chimeric which I found to very ineffective. Adventuring gear is an MVP with the fetch lands.
I would say, 2 lands is the perfect scenario. 1 land means you may get screwed and stuck. more lands means you might not have very early threats to pressure them with.
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
MtM should be eating mbc. drop him and regen against their removal.
all the creatures they filled up in ur GY will make his ability even nicer
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
The list should be:
4x Teetering Peaks
14x Mountain
Creatures (18)
4x Goblin Bushwhacker
4x Goblin Guide
3x Goblin Chieftain
4x Memnite
3x Ornithopter
2x Raid Bombardment
4x Kuldotha Rebirth
3x Mox Opal
3x Chimeric Mass
4x Lightning Bolt
4x Galvanic Blast
1x Trusty Machete
3x Panic Spellbomb
The sideboard was correct. Now that I realized the mox is legendary I'm thinking I don't want more than 2-3 in the deck, but it is still a 0cmc artifact that can be useful.
I like the mox in the deck basically because it doesn't tap for mana often, but it's nice when it does, and it helps power out the T1 rebirth. Rebirth on T1 IMO is very important for the deck. It can win without rebirth at all, but with too few artifacts I was finding myself getting stuck with rebirths in hand and no artifacts to support it, which forced mulls that I really shouldn't have had to take.
I really like the raid bombardment as a 2-3 of, and I've been considering replacing 1 chieftain for 1 bombardemnt to do a 2-3 chieftain-bombardment split. Bombardment isn't the best card in the deck but it does help tremendously in certain match ups (elves and WW) where you may not be able to push too much damage through just by attacking.
But yeah, sorry about the crappy list and sloppy testing. That's what I get for trying to remember my list off the top of my head while I'm at work lol. I also never bothered to check on that mox being legendary because I find it kind of crazy that they made a mox legendary lol.
anyway, besides the point, I'll have to go back and re-do my list and testing now since a lot of the T2 kills came off of me using multiple moxen on T1, bummer.
I play Turbo Goblins and Memnite is great. It combined with Goblin Bushwhacker and Goblin Guide can make for some seriouse Turn 2 plays. I has a game yesterday against Elves that went
Turn 1: Mountain, Goblin Guide, Memnite, Memnite
Turn 2: Mountain Goblin Bushwhacker
1 land - only keep if I have 2 goblin guides or 1 guide and lots of 1 cost burn and it is not a CIPT land.
2 or 3 - ideal. I like the cards in my deck enough that I will keep this no matter what the other cards are.
4 - I will usually keep, especially if I have a guide or koth in hand
5 - I will keep only if have Koth or Kargan Dragonlord in hand.
6-7 always mulligan
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
In my humble opinion, Ember Hauler is much better, especially if you're playing raid bombardment. You can attack for 2, sometimes more, raid bombardment deals an extra 1 damage, then sack him for another 2 to any creature or player. Trust me, I've tested Spikeshot Elder and I have to agree he isn't good.
How is ornithopter fairing? He seemed like a great idea early on, but suddenly everyone dropped him, which seemed highly silly to me. The only change I'd make is playing 2 Chimeric Mass at the most and playing an extra chieftain. You could probably also use an extra equipment, so try Basilisk Collar, Infitration Lens, or an extra Machete. Other than that i like it.
My new decklist is:
4 Goblin Guide
4 Goblin Chieftain
4 Goblin Bushwhacker
2 Ember Hauler
4 Memnite
4 Lightning Bolt
2 Galvanic Blast
4 Kuldotha Rebirth
Enchantments:
3 Raid Bombardment
other Artifacts:
4 Panic Spellbomb
2 Chimeric Mass
2 Trusty Machete
1 Infiltration Lens
4 Teetering peaks
1 Smoldering Spires
13 Mountain
If I ever get enough money for fetchlands I'll probably play Adventuring Gear because it's honestly the best equipment for this deck.
Agreed on the mass, it's a solid card that can act as rebirth fodder but also can be a solid beater vs the various control decks in the format.
On the elder I'll disagree. If you get to T4, or T5, SSE is a prime candidate for teetering peaks since it can shoot a blocker out of the way and swing 3 to the face or if they have no blockers it shoots 3 and swings 3.
What else would you prefer to use the peaks on? guide gets to 5 and can be chumped while giving your opponent a card, chieftain is already a prime target for removal/blocking and chances are you're not going to be attacking with it if they have a blocker, and the list goes on.
The fact is that if I end up with 3 mana on the board SSE is a PERFECT target for teetering peaks, and is much more versatile than other options that you could give the peaks' boost to. Not to mention that in a vaccuum SSE is the best candidate in the deck for the boost since it represents 6 damage with a peaks' boost. If you have adventuring gear + fetches, or boosting equipment/basilisk color then SSE becomes an even better choice to use. I don't run any in my list simply because I don't own any yet, although I will likely drop 1 or 2 mox, and 1 mass for the SSE.
I love emberhauler but he doesn't do enough. We have so much to do with 2 mana (1cmc burn, guides, rebirth, bushwhacker, equipment) and emberhauler has no immediate impact on the board unless you have 3 mana up (2 to play 1 to activate his ability), at which point we want to be playing chieftain/bombardment to push through lethal damage. If it had haste or it's ability didn't require us to pay 1 to use, it would be a very solid 2-3 of in the deck, but in my testing it just really slowed the deck down by 1 or 2 turns, or just sat in my hand and did nothing. It also doesn't help that damage doesn't use the stack anymore either, which also negates the posibilities for a 2-for-1 using his ability.
Actually I've been loving ornithopter with raid bombardment. Thopter works wonderful as 0cmc fodder for rebirth, while also having usefulness in carrying equipment and pinging off of raid bombardment.
I've been considering dropping one of the masses but my area is so heavily infected with control and the mass does a great job of getting beats through them that I'm a bit reluctant to drop them, they also double as 0cmc fodder for rebirth if it's needed.
I don't like the fetchlands in this deck at all. Even with the AG, we're probably only going to see 1 or 2 fetches, and with AG the only thing to use for them it's pretty silly to run it when you're not very likely to have both a basic to play the gear, a fetch to activate, and mana to play and equip a creature before T3, at which point we really want to basically be almost swinging for the win, putting our opponent in burn range.
This holds especially true in a deck like this that is not very likely to even see more than 2 lands before T4. Geopede and Stepe Lynx work very well because they don't require any mana to use them, and the decks they're played in run quite a few more lands to ensure not missing land drops. It's certainly not a bad choice for equipment, but I'd rather use machete or infiltrator lense, or basilisk collar for something that's a bit more versatile, although admittedly less explosive.
I'm a huge fan of Raid Bombardment, so I like to have a lot of cards that can work around it. Ornithopter seems cool, but through my testing I've experienced a lot of moments where it just sat there. However, with Raid bombardment it's like a free 1 damage. With Memnite and thopters you have about 7 chances to get free damage(assuming you only play 3 thopters), along with the capability of being buffed from equipment, peaks, or bushwhackers. I can see where that would make sense, actually.
Raid Bombardment on the other hand, is just plain awful. If you get wiped by a sweeper, it is a completely dead card. At it's best, it's a pseudo-flame javelin. I'm not a fan.
Another lord like Goblin King or something like that would be sexy.
Are you guys MBing Devastating Summons? The list I've been playing MB's 2, I'm thinking 2 MB Mark of Mutiny might be better...
i'm not sure if i'm reading it right but it appears like you are the one who get to choose what permanent to destroy when you attack with the stolen creature equipped with argentum armor? the controller of the equipment remain with the owner of the equipment and that means that when you attack using his creature, he will still be the one to choose which permanent to destroy.
anyway about the topic, i'd still go with a modified cedric build. masticore and koth should be around 3-4 each, they are too good for the deck. i also prefer to have more creatures than spells. goblin guide can deal 4 or more damage at times while burn spells can only deal damage once.
I read about the Gobbo deck taking 2nd at the SCGO T2 and figured that if it could beat the control decks *and* all the crazy (expensive!) ramping ones, that it would be great to start off with again... will it be?
Seems to be the strongest of the aggro out there too, and I can't take the hit to my wallet big enough to run a current control deck, so it seems like a good choice, right?
Bear in mind that I'm playing strictly on MTGO for now, so everything should be cheaper for the most part. Thanks in advance!