Coat of Arms comes out 5th turn at the earliest with no mana accel. Goblins should already have won the game by then! In my opinion, if you're adding black to a Goblin deck, you should make "Goblin Bidding".
I tossed black. What about running dual blue? I feel like my deck needs protection from sweeps and big creatures with Annul and unsummon. I usually do win by turn 5 in my playtesting, but in a deck that revolves around Krenko, Mob Boss I need a way to defend him, or the deck is too easy to dismantle.
Actually, I wouldn't toss black, especially if you're going for a Krenko, Mob Boss build, as it gives you access to token generation via Warren Weirding. You can protect your gobo's from sweepers (and get artifacts) with dicard cards like Duress and Thoughtseize. The primary downside is that your opponent could topdeck a major threat after you've used your discard. Black also gives you Mad Auntie, which I would use instead of Eldrazi Monument or Coat of Arms, as it ups the speed of your deck. She can also protect Krenko.
Speaking of Krenko, if you're making this about him, then its all about having LOTS of Goblins to begin with ... so get some tokens out before he hits! Dragon Fodder, the aforementioned Warren Weirding, and Kuldotha Rebirth if you had some artifacts would make his ability completely nuts ... especially with a Chieftain in play ... makes me want to make a Krenko deck now ...
Two questions though: Do you think there is a place for Goblin Sledder? And any land suggestions?
I don't feel like Sledder has a place in your deck. Unless you're going for a combo like Fecundity Goblins or an all-in strategy, I think you'd be better off with Skirk Prospector. Again, I've only tested Goblin Sledder in a Pauper Goblin deck, where the Goblins are weaker and try to win by overwhelming the opponent.
As for the lands, since you're playing a mono-red deck, Teetering Peaks as a 1- or 2-of could be pretty good. Other than that, Contested War Zone, although really risky, could be an option.
I was given request by a friend who is new to mtg to make a casual goblin deck after convincing him humans aren't as awesome as goblin. I was give the budget max of 30 dollars. I thought about it for a bit, and I decided on to go for red tokens.
So this is my attempt at a swarm goblin deck that (hopefully) won't burn out as badly because of recursion and token approach. You see in my meta wrath are rarely used so tokens are decent because of that. I also want this deck to be okay in multiplayer. I also tried to keep this modern legal because most of the people who play are still new to magic and they might find morph and other older mechanics . Without further ado let me present you my deck list
thinking old school- Goblin Warrens- turn tokens into more tokens! Goblin Offensive- spit out alot of goblin tokens Mogg Alarm- worst case: turn a couple of mountains into a pair of goblins. Mogg Infestation- turn all your Goblins into more Goblins.
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Cut a combination of Dragon Fodder/Krenko's Command for 2 more Mogg War Marshal. That card is just a plain better version of it.
You look like you want to be a Kuldotha Rebirth type deck. If you want to focus more on that, I'd maybe make a deck similar to the standard one from ZEN/SoM standard:
I have been trying to make a goblin control/burn deck for a while because I always thought the idea was funny and interesting to build. This is the latest build of the deck but I can't help but feel the deck needs something but I don't know what. I was thinking of replacing Terminate for Dreadbore when its released and was also considering putting Rakdos's Return. The one-ofs I have in the deck are situational cards I look for with Goblin Matron and sometimes draw with Goblin Ringleader, the Tarfire are there for synergy with the mentioned cards and to fit the tribal theme. Any ideas, suggestions, and constructive criticism for the deck is highly appreciated. Thanks in advance for the help
Here is the deck that my buddies have dubbed "Pillage and Burn". It does extremely well in casual play. I have no idea what kind of legality it has going for it. But I'm a sucker for some Goblins.:tongue:
I essentially just bought a Mob Rule Intro deck gutted the G out of it and did some digging through my friend's extensive card collection to piece together a playable fun deck. Not really looking to get into competitions as of yet but just trying to get my swagger back. If i did do anyting competitive with these guys my guess is that it would have to be legacy. Comments Suggestions and Criticisms are welcome.
I think Goblin Bushwhacker would be an awesome addition for his price. There is also Goblin Wardriverhe can seriously pump up your offense for 2cc. If you wanna drop some cash, Goblin Piledriver, Goblin Lackey and Warren Instigator can make some seriously out of control goblin decks, lol. Kuldotha Rebirth had success in standard for a while. Also there is some decent goblin tribal in black.
I was looking into the Goblin Piledriver and Goblin Lackey but can't justify that kind of money for a casual deck. If i decide to actually play in some tournaments I'll prob pick up a couple of each.
I may however put a couple Kuldotha Rebirth in . That would compliment nicely.
I'm also considering a playset of Goblin Grenade
I'm new to magic and started playing about three months ago. This is my goblin deck. It wins in my circle of players 80% of the time. One of my friends despises this deck because it beats decks hes worked on for years. Hes building a mono green elf deck with alot of expensive cards he's found on the internet and I'm looking for suggestions to make the deck more efficient/faster. I wish to keep winning.
Add more grenades, Mogg Flunkies can be fun, I'd drop the guttersnipe for more tribal lords OR more krenko's command.
Brightstone Ritual is an underrated mana-gain card if you go for some firebreathing or X burns. Exactly what is your fear with this deck? Running out of steam later in the game or not being able to deal with threats?
After doing some research it appears green elves are just as fast if not faster than red goblins. That is my primary fear.the wild guesses and reforge the souls keep it from fizzling out and burn at the stake combined with krenko and/or reverberate make the possible damage output infinite. I'm just looking for suggestions on how to make it deal more damage more quickly, and if there are any goblins or burn that are superior to what I presently have. The mana curves out at five and want to keep it that way but may go to six for something exceptional. definitely looking for more grenades. Grenade+reverberate+guttersnipe is 14 damage as early as turn 3.
17 land is too low, you won't be able to cast your 3 drops consistently. Try 22 lands, test the deck, then add or subtract based on your play testing. For sorceries and instants, add more goblin grenades, and add 4 Lightning Bolt to kill key creatures or for reach later in the game. If you need more removal Ember Hauler can beat face then later on be sacrificed for additional reach
Now, i'm not sure if this should go in the primer or not, so sorry if it should and i put it here...
But, as the title suggests i'm going to make a mono red goblin deck. This upcoming weekend i'm going to FNM with some buds, and i recently made a :symr::symu::symg: multiplayer deck, and i want to make another deck for duels.
Now, most people that take a look at my decks realize they are ok, but not super competitive. I want that to stop. In the games at FNM and whatnot i'm known as always going and having fun, but i'm not well known for winning since i always just play casual decks.... But, well, i want to win SOMETIMES, and i also want to develop a decent winning reputation in our local area.
But i digress... The point of this thread is to make a competitive goblin deck. I know goblins are mostly fun, but i also know that they can tear face. And i know there are a bunch of ways they can win. So what i'm going to do is put up what i came up with, but i can scratch the whole deck and do something else if you can convince me too
The name of the game is pretty simple. Get some goblins on the field and swing away, and then sacrifice them to finish off the damage. Take a hand with: 3 Mountain, 2 Goblin Grenade, and 2 Goblin Arsonist.... I wouldn't complain. t1 mountain and arsonist, t2 mountain,another arsonist. swing with arsonist for 1, grenade it so you deal 7 dmg in total on t2. blah blah blah...
[deck] 4 Krenko, Mob Boss 4 Goblin Warchief[/deck] =
4 Goblin Warchief
The thing with a gob deck is to hit fast and overrun the opponent. Shouldn't that be hapening beore emrakul hits or something?
Red Permanent Destruction:
Crack the Earth.
Black Permanent Destruction:
Cruel Edict, Chainer's Edict etc.
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What about Coat of Arms vs. Eldrazi Monument? I know we talked yesterday about this.
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Black has not much to add to a red deck, besides grave hate and duress effects.
Red can mimic removal with burn, and green offer valuable cards like Tin Street Hooligan to deal with artifacts. Aether Vial + Thorn of Amethyst + Tormod's Crypt, completes the deck when dealing with about everything.
Speaking of Krenko, if you're making this about him, then its all about having LOTS of Goblins to begin with ... so get some tokens out before he hits! Dragon Fodder, the aforementioned Warren Weirding, and Kuldotha Rebirth if you had some artifacts would make his ability completely nuts ... especially with a Chieftain in play ... makes me want to make a Krenko deck now ...
Also, I wouldn't maindeck Anarchy or Everlasting Torment unless you only play against white decks.
Finally, if you've got Goblin Recruiter ... why not Goblin Ringleader? Deck-stacking deliciousness ....
Anyways, hope those suggestions help!
I don't feel like Sledder has a place in your deck. Unless you're going for a combo like Fecundity Goblins or an all-in strategy, I think you'd be better off with Skirk Prospector. Again, I've only tested Goblin Sledder in a Pauper Goblin deck, where the Goblins are weaker and try to win by overwhelming the opponent.
As for the lands, since you're playing a mono-red deck, Teetering Peaks as a 1- or 2-of could be pretty good. Other than that, Contested War Zone, although really risky, could be an option.
I like this deck but don't see much of a use for the Goblin Warchief seeing as how most of your goblins are one or RR. Just sayin'.
Perhaps you could slip in a Krenko's command or a Krenko, Mob Boss in its place
So this is my attempt at a swarm goblin deck that (hopefully) won't burn out as badly because of recursion and token approach. You see in my meta wrath are rarely used so tokens are decent because of that. I also want this deck to be okay in multiplayer. I also tried to keep this modern legal because most of the people who play are still new to magic and they might find morph and other older mechanics . Without further ado let me present you my deck list
2 Goblin Arsonist
3 Knucklebone Witch
3 Goblin Bushwhacker
3 Goblin Wardriver
4 Mogg War Marshal
4 Goblin Chieftain
4 Mad Auntie
2 Krenko, Mob Boss
2 Wort, Boggart Auntie
1 Siege-Gang Commander
1 Goblin Grenade
1 Quest for the Goblin Lord
2 Go for the Throat
2 Doom Blade
2 Dragon Fodder
1 Dragonskull Summit
4 Auntie's Hovel
1 Swamp
I think it needs work still but feedback would be great!
Put Krenko and go ! =D
Goblin Warrens- turn tokens into more tokens!
Goblin Offensive- spit out alot of goblin tokens
Mogg Alarm- worst case: turn a couple of mountains into a pair of goblins.
Mogg Infestation- turn all your Goblins into more Goblins.
and consider Mana Cache- just think, you turn a horde of Goblins into a bigger horde ala Mogg Infestation, then use the mana to Goblin Offensive!
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Questions, comments, concerns, conundrums?
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You look like you want to be a Kuldotha Rebirth type deck. If you want to focus more on that, I'd maybe make a deck similar to the standard one from ZEN/SoM standard:
4 Goblin Wardriver
4 Goblin Bushwhacker
4 Goblin Guide
4 Ornithopter
4 Signal Pest
4 Kuldotha Rebirth
4 Goblin Grenade
4 Lightning Bolt
12 Mountain
4 Great Furnace
3 Contested Warzone
Something close to that. The deck is extremely explosive and gets some very easy turn 3 wins.
4 Auntie's Hovel
4 Dragonskull Summit
1 Lavaclaw Reaches
8 Mountain
5 Swamp
Creatures
1 Boggart Mob
1 Earwig Squad
4 Goblin Matron
4 Goblin Ringleader
1 Krenko, Mob Boss
2 Mudbutton Torchrunner
3 Rummaging Goblin
2 Siege-Gang Commander
2 Wort, Boggart Auntie
4 Tarfire
3 Terminate
1 Boggart Birth Rite
1 Fodder Launch
4 Goblin Grenade
4 Duress
1 Warren Weirdning
I have been trying to make a goblin control/burn deck for a while because I always thought the idea was funny and interesting to build. This is the latest build of the deck but I can't help but feel the deck needs something but I don't know what. I was thinking of replacing Terminate for Dreadbore when its released and was also considering putting Rakdos's Return. The one-ofs I have in the deck are situational cards I look for with Goblin Matron and sometimes draw with Goblin Ringleader, the Tarfire are there for synergy with the mentioned cards and to fit the tribal theme. Any ideas, suggestions, and constructive criticism for the deck is highly appreciated. Thanks in advance for the help
I essentially just bought a Mob Rule Intro deck gutted the G out of it and did some digging through my friend's extensive card collection to piece together a playable fun deck. Not really looking to get into competitions as of yet but just trying to get my swagger back. If i did do anyting competitive with these guys my guess is that it would have to be legacy. Comments Suggestions and Criticisms are welcome.
Mountain x 20
Krenko, Mob Boss x 2
Arms Dealer x 2
Goblin Arsonist x 3
Goblin Chieftain x 3
Goblin Matron x 4
Goblin Elite Infantry x 2
Goblin Raider x 4
Keeper of Kookus x 4
Cleaver Riot x 1
Volcanic Geyser x 2
Krenko's Command x 2
Trumpet Blast x 1
Shock x 1
Searing Spear x 1
Goblin Offensive x 2
Flames of Firebrand x 2
Mob Justice x 3
Ring of Valkas x 1
Fervor x 1
Goblin War Paint x 4
I may however put a couple Kuldotha Rebirth in . That would compliment nicely.
I'm also considering a playset of Goblin Grenade
20 Mountain
1 Teetering Peaks
2 Mogg Flunkies
4 Goblin Arsonist
3 Goblin Wardriver
3 Krenko, Mob Boss
3 Goblin Chieftain
2 Spikeshot Elder
2 Arms Dealer
2 Torch Fiend
4 Krenko's Command
2 Pillar of Flame
2 Kindred Fury
1 Arc Trail
1 Harvest Pyre
3 Goblin Grenade
2 Traitorous Blood
1 Lightning Greaves
I do pretty well with this against my friends in duels. I was told Traitorous Blood and Torch Fiend were sideboard material, though.
Is there anything I should change?
Lands
17xMountain
Creatures
2x Krenko, Mob Boss
I'm new to magic and started playing about three months ago. This is my goblin deck. It wins in my circle of players 80% of the time. One of my friends despises this deck because it beats decks hes worked on for years. Hes building a mono green elf deck with alot of expensive cards he's found on the internet and I'm looking for suggestions to make the deck more efficient/faster. I wish to keep winning.
Brightstone Ritual is an underrated mana-gain card if you go for some firebreathing or X burns. Exactly what is your fear with this deck? Running out of steam later in the game or not being able to deal with threats?
But, as the title suggests i'm going to make a mono red goblin deck. This upcoming weekend i'm going to FNM with some buds, and i recently made a :symr::symu::symg: multiplayer deck, and i want to make another deck for duels.
Now, most people that take a look at my decks realize they are ok, but not super competitive. I want that to stop. In the games at FNM and whatnot i'm known as always going and having fun, but i'm not well known for winning since i always just play casual decks.... But, well, i want to win SOMETIMES, and i also want to develop a decent winning reputation in our local area.
But i digress... The point of this thread is to make a competitive goblin deck. I know goblins are mostly fun, but i also know that they can tear face. And i know there are a bunch of ways they can win. So what i'm going to do is put up what i came up with, but i can scratch the whole deck and do something else if you can convince me too
All about sacrificing your goblins. Your tools are Arms Dealer, Siege-Gang Commander, and Goblin Grenade, and Boggart Shenanigans. The goblins you want to pitch are Ember Hauler, Goblin Arsonist, and Mudbutton Torchrunner, Murderous Redcap, and maybe Tuktuk the Explorer.
The name of the game is pretty simple. Get some goblins on the field and swing away, and then sacrifice them to finish off the damage. Take a hand with: 3 Mountain, 2 Goblin Grenade, and 2 Goblin Arsonist.... I wouldn't complain. t1 mountain and arsonist, t2 mountain,another arsonist. swing with arsonist for 1, grenade it so you deal 7 dmg in total on t2. blah blah blah...
Anyways, here's an example deck list
20 Mountain
Creatures[24]
4 Goblin Arsonist
4 Mudbutton Torchrunner
4 Murderous Redcap
4 Ember Hauler
2 Arms Dealer
2 Siege-Gang Commander
2 Ib Halfheart, Goblin Tactician
2 Goblin Sledder
4 Boggart Shenanigans
Spells
4 Goblin Grenade
4 Fling
4 Reckless Abandon
And that's my take on a competitive goblin deck... Thoughts?
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