What about dropping/swapping Rishadan Port for Mutavault in the land base. Rishadan is still a solid card but Instigator brings out a revitalized blitzkrieg tactic. This can then open you up to having another beater in place to help swarm + benefits from having lords.
I also don't agree with running several Settlers in the MD. I'd much rather take my chances with a card like Mad Auntie.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I am currently running 3 Mogg Fanatics in my list (different list from what I posted that included Goblin Settlers). I am thinking of running the new Goblin Guide from Zendikar in place of it.
Goblin Guide reads:
Goblin Guide R
Haste
Whenever ~ deals combat damage to an opponent, that player reveals the top of his library. If it's a land card, put that card to it's owner's hand
2/2
good enough as a 4-of? Maybe for a quicker clock? Enlighten me people.
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
I am currently running 3 Mogg Fanatics in my list (different list from what I posted that included Goblin Settlers). I am thinking of running the new Goblin Guide from Zendikar in place of it.
Goblin Guide reads:
good enough as a 4-of? Maybe for a quicker clock? Enlighten me people.
It all depends on how you look at it. Isamaru with haste, and in the right creature type is definitely nice. He can kill those 2 toughness critters lackey used to be able to, though, it can't sacrifice at will. However, the drawback is where we will need to see testing, mainly whether or not it's a drawback.
Either it's continuous card advantage for the opponent, or it's an interesting way to see what they have coming up, and a weird paradox vs CounterTop. Against Counterbalance by itself it is useful, but against Top it's a ridiculous downside. I'm on the side of this being a terrible card vs CT as they have top and Brainstorm to fix it for themselves. But against other decks? Who knows.
He certainly lends himself more towards what Warden was just suggesting, in a build taking more from Merfolk. Mutavaults, and beaters, rather than the disruptive tech. But I don't know if that's really the direction Goblins needs to go in.
Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
It all depends on how you look at it. Isamaru with haste, and in the right creature type is definitely nice. He can kill those 2 toughness critters lackey used to be able to, though, it can't sacrifice at will. However, the drawback is where we will need to see testing, mainly whether or not it's a drawback.
Either it's continuous card advantage for the opponent, or it's an interesting way to see what they have coming up, and a weird paradox vs CounterTop. Against Counterbalance by itself it is useful, but against Top it's a ridiculous downside. I'm on the side of this being a terrible card vs CT as they have top and Brainstorm to fix it for themselves. But against other decks? Who knows.
He certainly lends himself more towards what Warden was just suggesting, in a build taking more from Merfolk. Mutavaults, and beaters, rather than the disruptive tech. But I don't know if that's really the direction Goblins needs to go in.
Eseph pretty much nails it with everything he said. A hasted 2/2 goblin for R is definitely a happy sight...but testing will show weather or not he gives the opponent too much of an edge.
Question - What happens when you hit them with multiple copies of guide? Does it stack per guide? Because that could really suck.
Attack with 2 guides > top card is a land, they draw that > second could be a land as well, they draw that too? Or is it 1 general flip?
**
And I think Goblins with a Merfolk plan may be the way the deck shifts...although it's early to declare that. I'm not arguing with what Eseph stated but the "tech" of Rishadan seems to depreciate more and more. Wasteland was, is, and will always be a bomb card to play but tapping down 1 land ain't what it used to be. Power creep and the general increase in casting cost vs efficiency over the past few years = the game is getting alot faster. Overall, Rishadan is more of an annoyance now than a threat. Vial is heavily played, as are meatier creatures that are coming out faster. I'm not just referring to Tarmogoyf. Bigger creatures run over and bully goblins, since they generally lack toughness.
Another big big issue is tribal being viable. Goblins was pretty much the only true tribal deck several years ago with a niche slot for elves. The holes for elves has definitely filled -- fueling it to be so efficient, they have probably the tightest lists/options in legacy. Merfolk were created and re-created to be competitive as well. But where Merfolk lack in the tribal totem pole, they gain ground on using counterspells and standstill.
Goblins has been waning as of late. The new chieftain is an unsung hero for revitalizing goblins. These new ZEN continue this push. I'm becoming convinced that goblins needs lords in order to compete.
Many of the key tribal decks (even casual stuff like Zombies) are effective because they have functional lords that go beyond a simple +1/+1 team boost. I foresee mutavault growing in importance because it's a 2/2 "everything" creature that goes against alot of the prospering tribal.
Maybe I'm taking things too far with my rationale but alot of decks are sporting bigger creatures for cheaper as time goes on. Goblins, imo, needs to match this pace -- it's a tad behind. Lackey and neo-Lackey Instigator can re-establish the stupid pace goblins used to set. Once goblins fall behind on the whole tempo/blitz strategy, the topdecks really need to shine in order to pull ahead.
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10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
so far, two things about the new Goblins. I really like the 2/2 for R with haste and that land drawback. He speeds the game. He is balls to the walls like what goblins should be.
Warren Instigator was a hit or miss. You need to have him early game and have an open field to connect but once he connects, he is very rewarding. Late game he sucks (like Goblin Lackey) but Goblin Lackey can be your 1st drop. I just didn't feel Warren Instigator. I would rather have lands over his spot.
If anyone wants to help out and enligthen me, please feel free.
Question - What happens when you hit them with multiple copies of guide? Does it stack per guide? Because that could really suck.
Attack with 2 guides > top card is a land, they draw that > second could be a land as well, they draw that too? Or is it 1 general flip?
2 triggers, if they reveal a land, they put it into their hand, then the next trigger resolves and it may be another land. If the first is a nonland, then the second trigger will not do a lot more
I'll leave the debate of the consequences up to you guys
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2 triggers, if they reveal a land, they put it into their hand, then the next trigger resolves and it may be another land. If the first is a nonland, then the second trigger will not do a lot more
I'll leave the debate of the consequences up to you guys
Gosh, imagine the mirror if you used that card. They are pulling lands out with fetches, and you're helping them even more. Their Ringleader pulls should start to get consistently insane.
What's with people raving over a vanilla bear? While it's quite obviously a strong asset (and haste makes it better) cards like Isamaru or even Nettle Sentinel don't really cut it either just based on their 2/2 for 1. Now this guy also has a downside giving your opponent card advantage (yes, he can only draw lands, but that means he'll draw business spells faster too). All other goblins actually do something useful and retain their usefulness after turn 1.
OMG I thought I was the only who hates giving the opponent card advantage.
The drawback is ridiculous for this deck. You don't want to give your opponent card advantage because it will give them an opportunity to stabilize. Something goblin decks shouldn't do. We wasteland, tap(rishadan port) their mana source. Not giving them a land and a spell on top of it on their next turn.
Fair enough, i guess Goblin Guide is a bust (although i will keep on testing him)
Does Warren Instigator deserve 4 slots? or maybe 3 of him and 3 Goblin Lackeys?
I wouldn't write off either as such. I would try out radically different lists and see what happens (ie; if all of a sudden either card becomes a different force due to the team around them).
For more conventional Goblins, I would assume Goblin Guide is 4x, since he can literally take the slot of Fanatic...Instigator at 3-2x.
If you're really changing things up, I can see 4x Instigator, no Guides, high-costing dudes (3+ mana) being the style. Instigator is a big-ticket card; if he manages to hit the opponent, you can absolutely bury them. And with Matron being dropped, omg it's bonkers.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
If I want to go the merfolk way, I would just run a merfolk deck. But ya, I wish there are more blitz goblins out there.
i feel the best way to run merfolk in goblins is to run mutavault in the place of rishadan port
it is much better when you run the goblin chieftains and warchief
i wonder if anyone else has tried it and gotten good results
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i feel the best way to run merfolk in goblins is to run mutavault in the place of rishadan port
it is much better when you run the goblin chieftains and warchief
i wonder if anyone else has tried it and gotten good results
Unless Mutavault has Trample, I won't switch ports for it. It's just so much easier for you to do a lot of things having your opponents lands tapped. I think the synergy between vial and rishadan port works wonders. You can have their land tap without worrying of not having mana to cast your creatures:)
Don't get your hopes up for too much more power in Zen. If they come out with another amazing Goblin it "could be" more of a bad than a good. Mostly because once a deck gets too powerful everyone's SB becomes overly hateful of your deck and that's never a good thing.
I personally remember a time when all of my friends ran white or blue slash so they could have 6-8 SB spots that hose RedDeckWins/Goblins.
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i feel the best way to run merfolk in goblins is to run mutavault in the place of rishadan port
it is much better when you run the goblin chieftains and warchief
i wonder if anyone else has tried it and gotten good results
if your having problems with merfolk just run pyrokensis n ur sb. gets the job done very well.
and about warren instigator i would play it as a 2 of maybe 3 cause i still think rb is the best color for goblins atm. the reason i would only have it as a -3 of is cause the double strike is nice and it doesnt need to do combat damage to put dudes n play but deciding between dropping vial/lacky and instigator is tough vs some matches and turn 1 is always op
if your having problems with merfolk just run pyrokensis n ur sb. gets the job done very well.
You seem to have missed the point of that post entirely. They were commenting on using Goblins as a Merfolk deck, not to beat merfolk. I think the plan has some merrit and might be worth testing, it will definitely be interesting to see.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
This deck itself is quite slower than my original deck. I added Port because I have low 1drop count and slows your opponent early game. Once I have 3+ lands going, the deck can go to overdrive mode. Warren Instigator is a good bonus but I think he is only good as a decoy. If he connects however, it is a sweet sweet bonus. I've also added an additional Chieftain to abuse Instigator's double strike ability as well as to help the goblin push.
Overrall, the addition of Instigator has made me happy. Playtesting Goblin Guide has been good too (especially with legacy decks that use fetchlands and land thinners) but the deck is pretty tight right now. If you want a faster push to the deck, Goblin Guide is not a bad add-on although you might sacrifice your creature removal slots on him.
I will playtest and goldfish with this deck even more to see any holes or gouges within the deck. Otherwise, like what I've said, I have been happy with the deck.
I would like to add the discussion of adding Fetchlands. I know overtime Ringleader will filter your lands at the bottom of your library and will actually help you out with drawing more goblins but in reality, you shuffle your deck too with Matron, defeating Ringleader's filtering cause. Overtime, you actually draw more lands than goblins with Ringleader's ability as well as on topdeck mode which is detrimental late game. The lost of life does hurt in a deck that has no means to prevent damage or gain life but it does helps with consistency. Anyone want to help me out with this?
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I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
5) and mogg fanatics? did the m10 nerf push em out?
thanks
Alright, I can take this one:
1) Prospector isn't terrible, but he rarely gets used for actual mana accel in legacy. He is either there for a)Ichorid hate, or b)as part of the Kiki-Jiki combo, We'll get to that. He can be handy, but compared to the wealth of goblins available... he just doesn't quite make the cut.
It can play out in different ways, but more often than not it's:
Step 1: Have Kiki-Jiki and an outlet in play (usually Prospector, Sharpshooter, or Food Chain).
Step 2: Play Lightning Crafter.
Step 3: Put Crafter's Champion trigger on the stack.
Step 4: Copy Crafter with Kiki-Jiki, using the champion to remove Kiki-Jiki.
Step 5: Tap Crafter copy for 3 damage to the dome.
Step 6: Sacrifice Crafter copy to outlet, returning Kiki-Jiki to play, untapped.
Step 7: Wash, Rinse, and Repeat.
With a Sharpshooter you have the crafter token kill itself and ping them for 1 in response.
4) Is a decent board card, or silver bullet, but he's too slow to rely on in numbers. Against combo or control we need all the speed and momentum we can get, and he just doesn't quite get there.
5)You bet, though some still cling to him. He's not terrible, but he ain't what he used to be, that's for sure. Thanks to the new ZEN goblins, I would think he's more or less run his course.
Hope that helps.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
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I also don't agree with running several Settlers in the MD. I'd much rather take my chances with a card like Mad Auntie.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Goblin Guide reads:
good enough as a 4-of? Maybe for a quicker clock? Enlighten me people.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
It all depends on how you look at it. Isamaru with haste, and in the right creature type is definitely nice. He can kill those 2 toughness critters lackey used to be able to, though, it can't sacrifice at will. However, the drawback is where we will need to see testing, mainly whether or not it's a drawback.
Either it's continuous card advantage for the opponent, or it's an interesting way to see what they have coming up, and a weird paradox vs CounterTop. Against Counterbalance by itself it is useful, but against Top it's a ridiculous downside. I'm on the side of this being a terrible card vs CT as they have top and Brainstorm to fix it for themselves. But against other decks? Who knows.
He certainly lends himself more towards what Warden was just suggesting, in a build taking more from Merfolk. Mutavaults, and beaters, rather than the disruptive tech. But I don't know if that's really the direction Goblins needs to go in.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Eseph pretty much nails it with everything he said. A hasted 2/2 goblin for R is definitely a happy sight...but testing will show weather or not he gives the opponent too much of an edge.
Question - What happens when you hit them with multiple copies of guide? Does it stack per guide? Because that could really suck.
Attack with 2 guides > top card is a land, they draw that > second could be a land as well, they draw that too? Or is it 1 general flip?
**
And I think Goblins with a Merfolk plan may be the way the deck shifts...although it's early to declare that. I'm not arguing with what Eseph stated but the "tech" of Rishadan seems to depreciate more and more. Wasteland was, is, and will always be a bomb card to play but tapping down 1 land ain't what it used to be. Power creep and the general increase in casting cost vs efficiency over the past few years = the game is getting alot faster. Overall, Rishadan is more of an annoyance now than a threat. Vial is heavily played, as are meatier creatures that are coming out faster. I'm not just referring to Tarmogoyf. Bigger creatures run over and bully goblins, since they generally lack toughness.
Another big big issue is tribal being viable. Goblins was pretty much the only true tribal deck several years ago with a niche slot for elves. The holes for elves has definitely filled -- fueling it to be so efficient, they have probably the tightest lists/options in legacy. Merfolk were created and re-created to be competitive as well. But where Merfolk lack in the tribal totem pole, they gain ground on using counterspells and standstill.
Goblins has been waning as of late. The new chieftain is an unsung hero for revitalizing goblins. These new ZEN continue this push. I'm becoming convinced that goblins needs lords in order to compete.
Many of the key tribal decks (even casual stuff like Zombies) are effective because they have functional lords that go beyond a simple +1/+1 team boost. I foresee mutavault growing in importance because it's a 2/2 "everything" creature that goes against alot of the prospering tribal.
Maybe I'm taking things too far with my rationale but alot of decks are sporting bigger creatures for cheaper as time goes on. Goblins, imo, needs to match this pace -- it's a tad behind. Lackey and neo-Lackey Instigator can re-establish the stupid pace goblins used to set. Once goblins fall behind on the whole tempo/blitz strategy, the topdecks really need to shine in order to pull ahead.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
EDIT:
I've been testing this list. It runs lower land count and the Zendikar goblins.
4x Wasteland
2x Rishadan Port
4x AEther Vial
4x Goblin Lackey
4x Goblin Guide
4x Goblin Piledriver
4x Warren Instigator
4x Gempalm Incinerator
4x Goblin Matron
4x Goblin Warchief
4x Goblin Ringleader
2x Goblin Chieftain
2x Siege-Gang Commander
so far, two things about the new Goblins. I really like the 2/2 for R with haste and that land drawback. He speeds the game. He is balls to the walls like what goblins should be.
Warren Instigator was a hit or miss. You need to have him early game and have an open field to connect but once he connects, he is very rewarding. Late game he sucks (like Goblin Lackey) but Goblin Lackey can be your 1st drop. I just didn't feel Warren Instigator. I would rather have lands over his spot.
If anyone wants to help out and enligthen me, please feel free.
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
2 triggers, if they reveal a land, they put it into their hand, then the next trigger resolves and it may be another land. If the first is a nonland, then the second trigger will not do a lot more
I'll leave the debate of the consequences up to you guys
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
My
540> 360 Powered CubeGosh, imagine the mirror if you used that card. They are pulling lands out with fetches, and you're helping them even more. Their Ringleader pulls should start to get consistently insane.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
OMG I thought I was the only who hates giving the opponent card advantage.
The drawback is ridiculous for this deck. You don't want to give your opponent card advantage because it will give them an opportunity to stabilize. Something goblin decks shouldn't do. We wasteland, tap(rishadan port) their mana source. Not giving them a land and a spell on top of it on their next turn.
Does Warren Instigator deserve 4 slots? or maybe 3 of him and 3 Goblin Lackeys?
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
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I wouldn't write off either as such. I would try out radically different lists and see what happens (ie; if all of a sudden either card becomes a different force due to the team around them).
For more conventional Goblins, I would assume Goblin Guide is 4x, since he can literally take the slot of Fanatic...Instigator at 3-2x.
If you're really changing things up, I can see 4x Instigator, no Guides, high-costing dudes (3+ mana) being the style. Instigator is a big-ticket card; if he manages to hit the opponent, you can absolutely bury them. And with Matron being dropped, omg it's bonkers.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
i feel the best way to run merfolk in goblins is to run mutavault in the place of rishadan port
it is much better when you run the goblin chieftains and warchief
i wonder if anyone else has tried it and gotten good results
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Unless Mutavault has Trample, I won't switch ports for it. It's just so much easier for you to do a lot of things having your opponents lands tapped. I think the synergy between vial and rishadan port works wonders. You can have their land tap without worrying of not having mana to cast your creatures:)
Don't get your hopes up for too much more power in Zen. If they come out with another amazing Goblin it "could be" more of a bad than a good. Mostly because once a deck gets too powerful everyone's SB becomes overly hateful of your deck and that's never a good thing.
I personally remember a time when all of my friends ran white or blue slash so they could have 6-8 SB spots that hose RedDeckWins/Goblins.
+=+=+=+=+Thanks to Heroes of the Plane for the Sig!!!+=+=+=+=+
Currently Playing: RGBWAggro LoamWBGR ,BU Reanimator UB, RG 2 Land Belcher GR & UGW Pro Bant WGU
Author of: http://forums.mtgsalvation.com/showthread.php?t=207749 (Proven Competitive: Aggro Loam Thread)
if your having problems with merfolk just run pyrokensis n ur sb. gets the job done very well.
and about warren instigator i would play it as a 2 of maybe 3 cause i still think rb is the best color for goblins atm. the reason i would only have it as a -3 of is cause the double strike is nice and it doesnt need to do combat damage to put dudes n play but deciding between dropping vial/lacky and instigator is tough vs some matches and turn 1 is always op
T2-
undecided
Ext
undecied
Leg-
RBGobo'sRB
RGobo'sR
Vintage-
RBGobo'sRB
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http://forums.mtgsalvation.com/showthread.php?t=203569
You seem to have missed the point of that post entirely. They were commenting on using Goblins as a Merfolk deck, not to beat merfolk. I think the plan has some merrit and might be worth testing, it will definitely be interesting to see.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
On the other hand, I have been tinkering with this list:
4 Rishadan Port
4 Wasteland
4 Aether Vial
4 Goblin Piledriver
4 Goblin Matron
4 Goblin Warchief
4 Goblin Ringleader
3 Stingscourger
3 Warren Instigator
3 Gempalm Incinerator
3 Goblin Chieftain
2 Siege-Gang Commander
The transformation from my old deck was:
-3 Mogg Fanatic, -1 Gempalm Incinerator, -1 Mountain for +3 Warren Instigator, +1 Goblin Chieftain, +1 Rishadan Port
This deck itself is quite slower than my original deck. I added Port because I have low 1drop count and slows your opponent early game. Once I have 3+ lands going, the deck can go to overdrive mode. Warren Instigator is a good bonus but I think he is only good as a decoy. If he connects however, it is a sweet sweet bonus. I've also added an additional Chieftain to abuse Instigator's double strike ability as well as to help the goblin push.
Overrall, the addition of Instigator has made me happy. Playtesting Goblin Guide has been good too (especially with legacy decks that use fetchlands and land thinners) but the deck is pretty tight right now. If you want a faster push to the deck, Goblin Guide is not a bad add-on although you might sacrifice your creature removal slots on him.
I will playtest and goldfish with this deck even more to see any holes or gouges within the deck. Otherwise, like what I've said, I have been happy with the deck.
I would like to add the discussion of adding Fetchlands. I know overtime Ringleader will filter your lands at the bottom of your library and will actually help you out with drawing more goblins but in reality, you shuffle your deck too with Matron, defeating Ringleader's filtering cause. Overtime, you actually draw more lands than goblins with Ringleader's ability as well as on topdeck mode which is detrimental late game. The lost of life does hurt in a deck that has no means to prevent damage or gain life but it does helps with consistency. Anyone want to help me out with this?
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
so I do have a couple questions:
1) what happened to Skirk Prospector? I remember everybody used that card before, or maybe that was just the onslaught block version
2) what is this kiki jiki combo I'm hearing about?
3) I assume the m10 lord officially replaced goblin king?
4) what happened to Goblin Sharpshooter too?
5) and mogg fanatics? did the m10 nerf push em out?
thanks
Alright, I can take this one:
1) Prospector isn't terrible, but he rarely gets used for actual mana accel in legacy. He is either there for a)Ichorid hate, or b)as part of the Kiki-Jiki combo, We'll get to that. He can be handy, but compared to the wealth of goblins available... he just doesn't quite make the cut.
2) Kiki-Jiki, Mirror Breaker + Lightning Crafter + a Sacrifice outlet (Skirk Prospector) = Infinite Damage. Here's how:
It can play out in different ways, but more often than not it's:
Step 1: Have Kiki-Jiki and an outlet in play (usually Prospector, Sharpshooter, or Food Chain).
Step 2: Play Lightning Crafter.
Step 3: Put Crafter's Champion trigger on the stack.
Step 4: Copy Crafter with Kiki-Jiki, using the champion to remove Kiki-Jiki.
Step 5: Tap Crafter copy for 3 damage to the dome.
Step 6: Sacrifice Crafter copy to outlet, returning Kiki-Jiki to play, untapped.
Step 7: Wash, Rinse, and Repeat.
With a Sharpshooter you have the crafter token kill itself and ping them for 1 in response.
3) Yes. And Mad Auntie. But not Warchief.
4) Is a decent board card, or silver bullet, but he's too slow to rely on in numbers. Against combo or control we need all the speed and momentum we can get, and he just doesn't quite get there.
5)You bet, though some still cling to him. He's not terrible, but he ain't what he used to be, that's for sure. Thanks to the new ZEN goblins, I would think he's more or less run his course.
Hope that helps.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon