for the pump, it costs too much. for kher keep, it is with scorched rusalka if the game goes badly. the expanse would suck as my land drops are really important. i tried putting black/green but mono red is the best
Have you tried out Garagadon? He's also a one-drop to suspend, and anytime one of your goblins would die, you can just sac it to gargadon instead.
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I support WotC's goal of shaping Modern in favor of diversity.
I ran a thought experiment on my blog Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
the thing is to overwhelm them early. all the 1/1s they block get sacked to the rusalka so that they still deal their damage or they aren't blocked at all ( frenzied goblin).
gargadon would be too slow. and he doesn't have trample. i would nurmally have won before he gets on the table.
i thought of putting ld on the sideboard. it would look like this:
I like this deck. Monored speed goblins. Control players had a hard time dealing with 1/1's that are confusing to the mind if they are gonna counter it. My friend also had about the same list, and won FNM's like the list was world winning, we didnt think the deck would run that good but it showed potential. Not everybody's using it though. here is a sample list.
i think taht i will effectively put rift bolts instead of rite of flames.
for the sb, i chose mana accel/ld. the thing is to keep the deck fast. with a seething song, stone rain and a spike i can destroy 2 lands on turn 3! as for the storm one, since before, i had rites, it could break many lands early.
I know that this is supposed to be goblin one-drops, but Goblin King and Blood Moon would both be stars main deck. The combination of the two gives you an unblockable pumped army, while messing with your opponents mana. Goblin King still keeps you on track to win early too. FS gives you Keldon Megaliths too, awesome here.
its almost a generic cross breed between Goblinstorm and 13RDW.
If your going with 13RDW build with 30+ 1cc spells you dont need 20 lands at all. you can run smoothly at 13 if you suppliment with wild cantor and/or simian spirit guide. And why are you fighting Greater Gargadon, he's a pain to play against if your control and he's plan B against ***/Damn and all at the discount price of R he also makes use of those kher keep tokens. When a single Desert can ruin your game plan, i would invest in GG.
I second the keldon megalith inclusion since I imagine you dont have a much of a hand by turn 4.
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Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
You might also try out the Sword of the Meek from Future Sight. Its cheaper than the other pump options, and with the massive 1/1 count, it pretty much will be returning from your graveyard very often should anyone have artifact removal.
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I support WotC's goal of shaping Modern in favor of diversity.
I ran a thought experiment on my blog Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
i think that i will effectivly put the bloodmoon/goblin king combo. as for gargadon, it messes up with the rusalka. and no, desert doesn't pull me off. i don't care to lose a card or two. i still get to put damage through. goblin king and bloodmoon makes desert... huh, cry?
edit: how do you like the avvy and sig i made for this deck?
i think that i will effectivly put the bloodmoon/goblin king combo. as for gargadon, it messes up with the rusalka. and no, desert doesn't pull me off. i don't care to lose a card or two. i still get to put damage through. goblin king and bloodmoon makes desert... huh, cry?
edit: how do you like the avvy and sig i made for this deck?
dude, you do realize that goblin king/bloodmoon in this deck effectively makes it an agro build of goblinstorm deck sans GG and without empty the warrens. Which incdently are two of its strongest cards.
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Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
as for the ol' king and the moon, it costs way too much. i prefer getting down many 1/1s than getting someone who boosts the others. the pointof the deck is to overwhelm the other with many small guys who don't careto die. i think that i willtake ot two lands for GG for a backup plan. i don't havethem right now but i can try them out on mtgworkstation.
I support WotC's goal of shaping Modern in favor of diversity.
I ran a thought experiment on my blog Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
that might be good but i have allready too much 2cc cards. maybe put the thick-skinned goblins SB against red decks? with scorched and frenzied, it reads: 1RR: deal 6 damage to target player. pay an additional R for eachuntaped creature that player controls.
1st game:
some selsnya guy 1-0
he got birds/elveswhich i all burnt down. i attacked constantly with goblins and brought him down to like 5 lives where he got glare. he a bit less creatures than me which gave the opportunity to bring him to one where he got ahierarch. i thought the game was his but cam shock/hammer and he died.
if only i had drawn the rusalka... btw, i onlyhad 3 lands all game long.
here is my decklist:
dimir control 2-0
game 1:
he got suspend out but died before them resolving due to many 1/1s. i played burn on my turn which he countered and attacked with my two sentries and wartorchs... lol.i got 5 lands...
game2:
he started but i had arite in hand which didn't give him any tempo advantage. he died to another sentry helped with a marauder(this guy is really good!!!!)
i only got 3 lands
i only played three games with it up til now (with the newest version) but it all ready shows me that this got pottential even with 1 land starting hands!:B:
.:kak:.
i played two more games against a red/blue pandemonium deck
to explain fast and simple, my deck overwhelmed him on turns 6/7 for the two games. his 3rd turn pandemonium 1st game didn't help him as much as he would have thought... lol.
both games were finished using burn. by the way, i added a marauder; taken out the rites for seal of fire. the deck is really beter this way. i preferd getting more 1/1s than getting 2 on a turn.
this is a 13rdw thread, basically, has the same themes as your deck pre-PC. near 1cc mana curve to live off of one land opening hands. magus of the scroll, rift bolt, simian spirit guides lots of other good picks. take a look.
edit: lavacore elemental is really good in this deck maybe as a 2x and taste for mayham can easily gives your creature +4/+0 for r
lavacor elemental costs 3... which is too much. as for the rift bolts, i think they are better then the seals.
post 10th, the war torchs will be changed with mogg fanatics and volcanic with incinerate.
I think you should really try the list I posted at the first page. Its very strong, consistent and reliable. My friend won many games with it. He also uses the Goblin King and blood moon. This is really a must in monored speed goblins IMHO.^_^
I know main gaol is 1/1's, but some burn would be well appreciated...I dont think you need rift bolt, but I think you want to be hitting the dome...ah, where's flames of the blood hand...hmm good alternatives...?
i played against a gruul beats and killed him off early.
1: me
mountain, boros recruit
him
forest, kird ape
2: me
mountain, frenzied goblin, seal of fire on ape, attack (19)
him
karpulsian forest, kird ape
3:me
mountain, shock on ape, blood knight, attack (17)
him
shargg, the rage pits, char on me (16)
4: me
volcanic on him, attack (8)
him
karpulsian forest, solifuge, attack (12) loses 1 due to karpulsian forest.
5:me
volcanic on him, attack (0).
i admit he played badly, or didn't have a good hand but this is still a 5th turn win!
when you say 17 lands is not enough, have you seen the mana curve? have you tested the deck? 17 lands is enough, as for the magus, it will go sideboard against any W/x wrathing deck to screw their mana base so that a 4th turn wrath will be hard.
19 mountains
1 kher keep
Creatures(28):
4 scorched rusalka
4 mogg war marshal
4 boros recruit
4 thick-skinned goblin
4 wartorch goblin
4 frenzied goblin
4 mogg sentry
4 volcanic hammer
4 shock
4 rite of flame
How does it fare against Damnation?
I ran a thought experiment on my blog
Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
gargadon would be too slow. and he doesn't have trample. i would nurmally have won before he gets on the table.
i thought of putting ld on the sideboard. it would look like this:
4 seismic spike
4 stone rain
4 seething song
3 volcanic awakening
how does it look?
It seems you want a transformational SB to make it a semi-LD dec. If so, I would look at something like:
4 Stone Rain
4 Cryoclasm
4 Avalanche Riders
As for your MD: I would reccommend adding Simian Spirit Guide. He gives you the ability for a sudden burst of mana that you need.
I like this deck. Monored speed goblins. Control players had a hard time dealing with 1/1's that are confusing to the mind if they are gonna counter it. My friend also had about the same list, and won FNM's like the list was world winning, we didnt think the deck would run that good but it showed potential. Not everybody's using it though. here is a sample list.
4 raging goblin
4 War-torch goblin
4 Mogg war marshal
4 goblin skycutter
4 frenzied goblin
4 goblin king
2 Ib halfheart, GOblin tactician
4 Rift bolt
4 demonfire
2 Blood moon
I think FS's arc blade and many more can improve the weenie goblins. The deck is very cheap too.
Monogreen 2007 | Jund Aggro MTGO 2013
for the sb, i chose mana accel/ld. the thing is to keep the deck fast. with a seething song, stone rain and a spike i can destroy 2 lands on turn 3! as for the storm one, since before, i had rites, it could break many lands early.
Mono Black Aggro
:symb::symg: ElfRack:symg::symb:
:symu::symb: Colenfor's Fae :symb::symu:
:symb::symu::symw: Momentary Mannequin :symw::symu::symb:
Thou hath been owned
-Blooregard Q Kazoo
If your going with 13RDW build with 30+ 1cc spells you dont need 20 lands at all. you can run smoothly at 13 if you suppliment with wild cantor and/or simian spirit guide. And why are you fighting Greater Gargadon, he's a pain to play against if your control and he's plan B against ***/Damn and all at the discount price of R he also makes use of those kher keep tokens. When a single Desert can ruin your game plan, i would invest in GG.
I second the keldon megalith inclusion since I imagine you dont have a much of a hand by turn 4.
Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
I ran a thought experiment on my blog
Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
edit: how do you like the avvy and sig i made for this deck?
dude, you do realize that goblin king/bloodmoon in this deck effectively makes it an agro build of goblinstorm deck sans GG and without empty the warrens. Which incdently are two of its strongest cards.
Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
I think you will find that it puts as much of a stint in your plan as Armeggedon.
ALso, Simoon, and any number of other "each creature" (Rough, Disaster) type spells.
I know you don't want to do it, but I think GG is really the only alternate to dealing with these situations.
They aren't 1/1, but they only cost 1R.
I ran a thought experiment on my blog
Modern in a Nuclear Wasteland
of an extreme case of banning 20 more cards to make sure they get everything, then scaling back where appropriate. WotC seems to be on a slowly build up approach. Both ways probably reach similar end points.
The post Gatecrash metagame is proving to be closer to the endpoint than I estimated, so its very possible that few (if any) more cards need to be banned.
1st game:
some selsnya guy 1-0
he got birds/elveswhich i all burnt down. i attacked constantly with goblins and brought him down to like 5 lives where he got glare. he a bit less creatures than me which gave the opportunity to bring him to one where he got ahierarch. i thought the game was his but cam shock/hammer and he died.
if only i had drawn the rusalka... btw, i onlyhad 3 lands all game long.
here is my decklist:
4 scorched rusalka
4 frenzied goblin
4 war-torch goblin
4 boros recruit
3 keldon marauders
4 mogg sentry
4 mogg war marshal
4 volcanic hammer
4 sudden shock
4 rite of flame
2nd game:
dimir control 2-0
game 1:
he got suspend out but died before them resolving due to many 1/1s. i played burn on my turn which he countered and attacked with my two sentries and wartorchs... lol.i got 5 lands...
game2:
he started but i had arite in hand which didn't give him any tempo advantage. he died to another sentry helped with a marauder(this guy is really good!!!!)
i only got 3 lands
i only played three games with it up til now (with the newest version) but it all ready shows me that this got pottential even with 1 land starting hands!:B:
.:kak:.
to explain fast and simple, my deck overwhelmed him on turns 6/7 for the two games. his 3rd turn pandemonium 1st game didn't help him as much as he would have thought... lol.
both games were finished using burn. by the way, i added a marauder; taken out the rites for seal of fire. the deck is really beter this way. i preferd getting more 1/1s than getting 2 on a turn.
this is a 13rdw thread, basically, has the same themes as your deck pre-PC. near 1cc mana curve to live off of one land opening hands. magus of the scroll, rift bolt, simian spirit guides lots of other good picks. take a look.
edit: lavacore elemental is really good in this deck maybe as a 2x and taste for mayham can easily gives your creature +4/+0 for r
Thanks for the Sig and Avatar Fogatog @EPIC GRAPHICS
post 10th, the war torchs will be changed with mogg fanatics and volcanic with incinerate.
Monogreen 2007 | Jund Aggro MTGO 2013
:spam::spamlock::spam::spamlock::spam::spamlock:
<--never really understood this guy
also, i tried to staighten the deck a bit to give it more potential:
17 mountains
creatures(28):
4 keldon marauders
4 mogg sentry
4 scorched rusalka
4 frenzied goblin
3 boros recruit
3 mogg war marshal
2 greater gargadon
4 blood knight
4 sudden shock
3 shock
4 seal of fire
4 rift bolt
i played against a gruul beats and killed him off early.
1: me
mountain, boros recruit
him
forest, kird ape
2: me
mountain, frenzied goblin, seal of fire on ape, attack (19)
him
karpulsian forest, kird ape
3:me
mountain, shock on ape, blood knight, attack (17)
him
shargg, the rage pits, char on me (16)
4: me
volcanic on him, attack (8)
him
karpulsian forest, solifuge, attack (12) loses 1 due to karpulsian forest.
5:me
volcanic on him, attack (0).
i admit he played badly, or didn't have a good hand but this is still a 5th turn win!
magus of the moon isn't good against any deck in mine. it's a 1/1 for 3. and i mostly play casual where people don't have many duals.