I don't play standard often as i play modern more. i have just formed my standard deck using mostly commons and uncommons with a few rares. it is relatively competitive. For new players who just started playing standard or for those that do not want to invest too much in a rotating format, i present to you Goblin sligh.
How do you play this deck? what so special about it? looking at the RDW that won recently, there some weakness that this deck can overcome. First, creature of high toughness, second, sweeper, spot removal. the bane to most sligh decks are walls, life gain, sweepers and such. Goblin sligh overcome these weakness with card advantage and making the creatures bigger, as well as forcing opponent creatures not being able to block. by getting bigger, we are able to get out of the range of bile blight, drown in sorrow and such. Dash also helps in not over commit to the board.
below is the list that i run for today games day. it is not that original, but i will explain some of the interaction that allow you to win on turn 4 or dodge bile blight and such.
there are no goblin rabblemaster here because of budget, as well as rabblemaster can be isruptive to your game plan.
i choose collateral damage over wild slash because collateral damage help us out-smart bile blight. especially after we resolve an obelisk of urd, we are unable to get rid of out targeted creature.
playing against control, our hordeling outbusrt and dragon fodder are ver powerful as we have creature advantage and also with the buff from obelisk, it is 2 mana for 2 3/3, 3 mana for 3 3/3 and such. the dash creatures make it hard for them to keep up with us as we apply pressure.
Roast deal with the usual high toughness creature, arc lightning help us figh against mirror or token generating decks like hornet nest, hornet queen and such.
purphorus and outpost siege help us push damge either by creature entering or leaving board, which can make their block less effective. the 1 mob rule is when all things went wrong, they have a lot of big creatures, you just steal all the fatties or weenies and turn around against them.
Goblin slide is out permenant token generator against control decks as most of our cards are spells and we run only 16 creatures. we can choose to go more mid-range against certain deck by just generating tokens consistently. i play collateral damage, i pay 1 more mana, i replaced my sacrificed goblin, my token generators produce more tokens and such. control will find that they run out of gas against us.
what i find that will be bad against us are discards. thoughtseize and duress are potent against us as obelisk of urd and the token generators are our key cards.
With this, i hope i can help new players form a cheap and competitive deck. the overall deck cost is less than $50 and can be further customised.
hand disruption can be very potent to this deck as they remove the key piece. Impact tremors is nice, but some how affect the curve for the deck. you will want
turn 1
foundry street denizen/frenzied goblin
turn 2
dragon fodder,
turn 3
obelisk of urd and such for a potential turn 4 win.
I am still trying out the sideboard cards.
turn 1 foundry street denizen
turn 2 dragon fodder, swing with foundry street denizen for 3(17)
turn 3 convoke for obelisk of urd
turn 4 dash goblin heelcutter, swing for 15(2), end with a wild slash or collateral damage phase 2
this is goldfishing. normally you win on turn 5-6.
that's why i call it goldfishing. with disruption, not so good draw and such, you should win around turn 5 and above, but normally not beyond turn 10 unless it is a bad match-up or your draw is terrible.
This is a video on standard goblin. I don't agree with some of the sideboard choice and mainboard choice as I felt that it dilute the synergy of obelisk of urd which is the strongest card in this deck. I will prefer outpost siege as additional card advantage or giving them a lose-lose situation. atarka's command will be great, but the colour splash and the stuff that we can bring in must justify the splash. the way to upgrade I felt is 4 goblin rabblemaster. more burn and such. Hall of triumph to me is rather meh, 3 cmc for just +1/+1? Obelisk can do a better job for almost free or same casing cost. Docomment on what you think.
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How do you play this deck? what so special about it? looking at the RDW that won recently, there some weakness that this deck can overcome. First, creature of high toughness, second, sweeper, spot removal. the bane to most sligh decks are walls, life gain, sweepers and such. Goblin sligh overcome these weakness with card advantage and making the creatures bigger, as well as forcing opponent creatures not being able to block. by getting bigger, we are able to get out of the range of bile blight, drown in sorrow and such. Dash also helps in not over commit to the board.
below is the list that i run for today games day. it is not that original, but i will explain some of the interaction that allow you to win on turn 4 or dodge bile blight and such.
4x mardu scout
4x frenzied goblin
4x foundry street denizen
4x obelisk of urd
4x hordeling outburst
4x dragon fodder
4x stoke the flame
4x lightning strike
4x collateral damage
20x mountain
4x roast
3x goblin slide
2x outpost siege
1x mob rules
1x purphorus, god of the forge
1x mountain
3x arc lightning
there are no goblin rabblemaster here because of budget, as well as rabblemaster can be isruptive to your game plan.
i choose collateral damage over wild slash because collateral damage help us out-smart bile blight. especially after we resolve an obelisk of urd, we are unable to get rid of out targeted creature.
playing against control, our hordeling outbusrt and dragon fodder are ver powerful as we have creature advantage and also with the buff from obelisk, it is 2 mana for 2 3/3, 3 mana for 3 3/3 and such. the dash creatures make it hard for them to keep up with us as we apply pressure.
Roast deal with the usual high toughness creature, arc lightning help us figh against mirror or token generating decks like hornet nest, hornet queen and such.
purphorus and outpost siege help us push damge either by creature entering or leaving board, which can make their block less effective. the 1 mob rule is when all things went wrong, they have a lot of big creatures, you just steal all the fatties or weenies and turn around against them.
Goblin slide is out permenant token generator against control decks as most of our cards are spells and we run only 16 creatures. we can choose to go more mid-range against certain deck by just generating tokens consistently. i play collateral damage, i pay 1 more mana, i replaced my sacrificed goblin, my token generators produce more tokens and such. control will find that they run out of gas against us.
what i find that will be bad against us are discards. thoughtseize and duress are potent against us as obelisk of urd and the token generators are our key cards.
With this, i hope i can help new players form a cheap and competitive deck. the overall deck cost is less than $50 and can be further customised.
turn 1
foundry street denizen/frenzied goblin
turn 2
dragon fodder,
turn 3
obelisk of urd and such for a potential turn 4 win.
I am still trying out the sideboard cards.
turn 2 dragon fodder, swing with foundry street denizen for 3(17)
turn 3 convoke for obelisk of urd
turn 4 dash goblin heelcutter, swing for 15(2), end with a wild slash or collateral damage phase 2
this is goldfishing. normally you win on turn 5-6.
This is a video on standard goblin. I don't agree with some of the sideboard choice and mainboard choice as I felt that it dilute the synergy of obelisk of urd which is the strongest card in this deck. I will prefer outpost siege as additional card advantage or giving them a lose-lose situation. atarka's command will be great, but the colour splash and the stuff that we can bring in must justify the splash. the way to upgrade I felt is 4 goblin rabblemaster. more burn and such. Hall of triumph to me is rather meh, 3 cmc for just +1/+1? Obelisk can do a better job for almost free or same casing cost. Docomment on what you think.