My focus here in making this deck is: the cheaper I can get this deck, the better. I really wanted to make a Goblin deck for all the casual play I do, and so far I like what I built. Plenty of finishers, good early game, mana ramp to get dragons out, and a few ways to use the mana if my dragons are not in my hand.
But I'm not sure. I'm not an expert on deck building, and any which-way to bring this deck price tag down will be better, (again, all I play is casual with my gf and D&D buddies before D&D).
I was thinking about maybe other mana ramps and cards like Fireball to just burnanate my foes to ashes. Wish there was more budget creatures like Skirk Prospector in the ramp aspect for that strategy, or at least getting Skirk Prospector out when I need it within budget.
*note: this was in a prior thread, thought it would be more appropriate in this thread
So far, I've been dying to try out a lifelink + sparksmith combo deck.
Basilisk Collar and Loxodon Warhammer are not enough to keep this deck mono-red, so I thought of dipping into white. But for which cards? Lifelink and Spirit Linkseems like a simple enough option, W drop, or Spirit Loop in case of removal.
With anyone of them, I'll enchant sparksmith, gain amazing removal at no cost to you with the more goblins I build up.
But I wonder if their is more I can do then a slight dip into white? I have a set of Alabaster Mages sitting around, wanting to be used. Gatherer also mentioned the ever-so-nice Darien, King of Kjeldor, a cheap, (though high CMC), lord that has an incredible effect that we can make use to our advantage. Other goblins as well have the ability to hurt us for a gain as well. Goblin Artillery is one off the top of my head. Skirk Fire Marshal seems like a nice finish, with being able to survive next turn from all of the lifegain.
So the aim of the deck is more then Sparkmage, but a theme: Deal damage, despite the cots to yourself, in order to deal more damage to your opponent, and shore up this damage with lifelink/other effective healing methods.
Challenge? do it for $20 or less
Various cards that contribute to the theme/make the combo all the sweeter
I have four Goblin Chieftain and four Goblin Wardriver that I want to build a cheap deck around. I also have four Goblin War drums. I can't afford the warlord and king, so I am trying to figure out a good casual deck without them.
Can someone help me build a R/B goblin deck(just red seems boring?). I've been looking around but there's so many variations i don't know where to starts.
Things to keep in mind
Money isn't really a big deal(nothing crazy like 100 bucks a card or anything)
It's to play with friends for fun.
I also have 4 piledrivers that I want to use if those can be included in the deck.
Can someone help me build a R/B goblin deck(just red seems boring?). I've been looking around but there's so many variations i don't know where to starts.
Things to keep in mind
Money isn't really a big deal(nothing crazy like 100 bucks a card or anything)
It's to play with friends for fun.
I also have 4 piledrivers that I want to use if those can be included in the deck.
Thanks!
You can try "Goblin Bidding". You can probably look around and find a lot of older lists, but I would try to pay attention to ones containing the newer black goblins from Lorwyn +
You can try "Goblin Bidding". You can probably look around and find a lot of older lists, but I would try to pay attention to ones containing the newer black goblins from Lorwyn +
(totalling 60 cards if I didn't do my math wrong)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Explanations:
This deck only runs on 19 mana since it has a relatively low mana curve. After test playing with some of my friends, I found that this deck runs pretty well mana wise. I know that the Boggart Ram-Gang seems weird hanging there by itself, but I really liked that card and only got my hands on one copy(should I keep it in the deck?). Usually, with this deck I can pump out 2 to 4 damage on turn 2. I have traitorous instinct in there just in case of some biggies or lords my opponent put down. It is also a win condition to take out their big guy ans swarm my goblins at them.
Overall, I am looking for more efficiency and consistency, it would be nice of you guys if you can look over my deck and see what I did wrong and improvements that can be made.
I would definately lose Coat of Arms. If you're going to be playing a 5cc spell in Goblins, I think it should be Siege-Gang. I'm not a big fan of Quest here (it's a horrible draw late game), or Traitorous Instinct, and it hurts me a little inside not to see Gempalm Incinerator as your main source of spot-removal. With Warchiefs, do you really need Rite of Flame? Seems like it could just as well be another goblin.
Ok i say it straight, this deck is a mess. I want to make this from Chaos to Goblin Aggro deck to play casually. Please help with advice and/or suggestions.
Thanks!
Ok i say it straight, this deck is a mess. I want to make this from Chaos to Goblin Aggro deck to play casually. Please help with advice and/or suggestions.
Thanks!
If somehow i could make this up to standard would be great but not a must since i don't do lot of tournaments. Thanks again for the time and help.
First off, use [deck] tags.
Secondly, your deck is all over the place. Archetypal Goblins pretty much run no equipment, efficient burn, and pretty much nothing else.
The strength of Goblin decks is their ability to slap down tons of mini-threats that don't care about dying. If you're worried about your little guys dying, then you're in a poor enough board position that you aren't coming back. Goblins want an early finish, not a long game.
Dragon's Claw and Mask of Avacyn are both too slow. Dragon's Claw grants you life, which isn't helpful for a goblin deck. You'll either win the game with 15+ life, or lose horribly. Mask of Avacyn is just too slow. It's not a threat.
Goblin Gaveleer isn't really meant for Goblin decks. He's great in Equipment decks, and he just happens to be a Goblin.
Goblin Fireslingers, like the Gaveleer, just happens to be a Goblin. A Raging Goblin would be better, as it benefits more from the power bonus your lords will provide it.
Goblin War Paint is a complete no. It also isn't meant for Goblin decks. You want +2/+2 and haste on big, trampling monsters, not puny little goblins. It, again, is not at threat. More Goblins = more power. Replace this thing with more goblins.
Fireball is too inefficient. Replace them with more Goblin Grenades. You need 6 mana to deal the 5 damage that 1 mana will get you with the Grenade.
Incinerate is just not as good as Lightning Bolt. Also, officially, you're not allowed to have more than 4 of a single card in your deck (besides basic lands and Relentless Rats).
anyone have an updated list for goblin bidding. I don't know the newer cards to well so I can't really come up with anything. Again I have piledrivers to use.
I want to build a Goblins deck while having some restrictions.
I am allowed to use any cards from the Shards of Alara block and onward and all the DuelDecks.
What are some changes that could be recommended for this decklist?
My goal is to have a deck on-par with my casual Elves deck following the same restrictions. I do not want either deck to completly overpower the other. I simply want them to be of equal level. So... what should I change to make it better / more balanced?
Gempalm incinerator rather than terminate. Card advantage, plus easier to cast. Won't kill everything, especially large creatures, but the card advantage is worth it.
blightning doesn't really add anything to the deck.
10/1/2009: Sharing multiple creature types doesn't give an additional bonus. Coat of Arms counts creatures, not creature types.
1cmc : 10
2cmc : 16
3cmc : 21
4cmc : 4
5cmc : 2
Your mana curve is inverted. You're supposed to have more 1 and 2 cc than 3. Cut down on the 3cc spells and find more 1 and 2. Alternatively, cut out some of the 3ccs and replace them with goblin warchief, which should make casting sligtly easier.
most of the goblins that are in the deck now will get replaced with these..the only problem i really have with this deck is there's not enough removal in it or defense against flying opponents
i'm considering taking out the generals in this deck, because i want to sway away from another general heavy deck (my zombie deck is nothing but generals for the most part). i'd rather turn this into a cannon fodder deck..sacrifice goblins to deal damage to the opponent
Food chain goblins doesn't see food chain often enough in the first 3 turns, and the same problem with fecundity goblins.
With 4 food chains, you have around 48% chance of getting a food chain on your opening hand if you're going first, 52% if your going second. In 3 turns, pulling a food chain is around 58%. Odds increase if you mulligan.
If I were to use 6-8 of these 3cc green enchantments I wouldn't have this problem, and the majority of the rest of the decks are the same anyways.
I am also considering adding in skullclamp somehow.
Not a goblin. If you're playing fcg, clamp will just slow you down. Fine if you're playing casually, but if you want it to be optimized, leave it out. The act of casting the clamp, clamping a goblin, then casting the goblins you drew when the clamped creature dies makes you lose a couple of turns. It is possible to win turn 2 with FCG (or turn 1 with a lotus); that sort of speed is impossible to do so if you play a clamp.
But I'm not sure. I'm not an expert on deck building, and any which-way to bring this deck price tag down will be better, (again, all I play is casual with my gf and D&D buddies before D&D).
I'm finding my mid-game lacking. With only Skirk Prospector+Fireball and Goblin Grenade+Boggart Shenanigans are the only cards to make use of my goblins during that mid game time.
I was thinking about maybe other mana ramps and cards like Fireball to just burnanate my foes to ashes. Wish there was more budget creatures like Skirk Prospector in the ramp aspect for that strategy, or at least getting Skirk Prospector out when I need it within budget.
20 Mountain
Creatures
4 Goblin Arsonist
4 Goblin Fireslinger
4 Skirk Prospector
4 Mogg War Marshal
2 Voracious Dragon
2 Predator Dragon
4 Fireball
4 Goblin Grenade
4 Dragon Fodder
Instances
4 Lightning Bolt
2 Seething Song
2 Boggart Shenanigans
always playing for those who will stop
and listen
s.m.v.
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin Guide
4 Goblin Lackey
4 Siege-Gang Commander
4 Goblin Piledriver
4 Brimstone Volley
4 Goblin Grenade
4 Lightning Bolt
4 Scalding Tarn
4 Arid Mesa
2 Bloodstained Mire
My Decks:
:symr::symr::symr: Kiki-Jiki, Mirror Breaker :symr::symr::symr:
:symb::symb::symb: Shirei, Shizo's Caretaker :symb::symb::symb:
So far, I've been dying to try out a lifelink + sparksmith combo deck.
Basilisk Collar and Loxodon Warhammer are not enough to keep this deck mono-red, so I thought of dipping into white. But for which cards?
Lifelink and Spirit Linkseems like a simple enough option, W drop, or Spirit Loop in case of removal.
With anyone of them, I'll enchant sparksmith, gain amazing removal at no cost to you with the more goblins I build up.
But I wonder if their is more I can do then a slight dip into white? I have a set of Alabaster Mages sitting around, wanting to be used. Gatherer also mentioned the ever-so-nice Darien, King of Kjeldor, a cheap, (though high CMC), lord that has an incredible effect that we can make use to our advantage. Other goblins as well have the ability to hurt us for a gain as well. Goblin Artillery is one off the top of my head. Skirk Fire Marshal seems like a nice finish, with being able to survive next turn from all of the lifegain.
So the aim of the deck is more then Sparkmage, but a theme: Deal damage, despite the cots to yourself, in order to deal more damage to your opponent, and shore up this damage with lifelink/other effective healing methods.
Challenge? do it for $20 or less
Various cards that contribute to the theme/make the combo all the sweeter
Red
White
Artifact
always playing for those who will stop
and listen
s.m.v.
I have four Goblin Chieftain and four Goblin Wardriver that I want to build a cheap deck around. I also have four Goblin War drums. I can't afford the warlord and king, so I am trying to figure out a good casual deck without them.
Thoughts?
4 Goblin Warcheif
4 Goblin Wardriver
4 Goblin Bushwhacker
4 Ember Hauler
4 Goblin Arsonist
4 Goblin Guide
4 Spikeshot Elder
4 Lightning Bolt
4 Goblin Grenade
2 Searing Blaze
Land: 22
18 Mountain
4 Teetering Peaks
Other cards can include:
And that's just on a tight budget using extended legal stuff. Lots of cards out there.
Things to keep in mind
Money isn't really a big deal(nothing crazy like 100 bucks a card or anything)
It's to play with friends for fun.
I also have 4 piledrivers that I want to use if those can be included in the deck.
Thanks!
4x Goblin guide
4x Goblin wardriver
4x Stingscourger
4x Warren instigator
4x Gempalm incinerator
4x Goblin warchief
4x Goblin chieftan
4x Goblin ringleader
4x Siege gang Commander
4x Mutavault
4x Smoldering spires
12x Mountain
"The world is an endless abyss and tomorrow
draws you deeper into the darkness."
You can try "Goblin Bidding". You can probably look around and find a lot of older lists, but I would try to pay attention to ones containing the newer black goblins from Lorwyn +
Signature and Avatar by Inkfox Aesthetics
Can you give me a sample of that?
I wouldn't bother. An optimized deck wouldn't have that kind of mana sitting around.
If a goblin deck did, it would have been better served off by casting a ringleader, casting those, then swinging in for the lethal.
The thing is just a win more card.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Here is what I got so far:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4x Goblin Guide
4x Goblin Bushwhacker
4x Goblin Arsonist
4x Goblin Wardriver
4x Goblin Chieftain
1x Boggart Ram-Gang
4x Goblin Grenade
4x Rite of Flame
2x Traitorous Instinct
Artifacts:
4x Shrine of Burning Rage
2x Coat of Arms
4x Quest for the Goblin Lord
Lands:
4x Teetering Peaks
15x Mountains
(totalling 60 cards if I didn't do my math wrong)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Explanations:
This deck only runs on 19 mana since it has a relatively low mana curve. After test playing with some of my friends, I found that this deck runs pretty well mana wise. I know that the Boggart Ram-Gang seems weird hanging there by itself, but I really liked that card and only got my hands on one copy(should I keep it in the deck?). Usually, with this deck I can pump out 2 to 4 damage on turn 2. I have traitorous instinct in there just in case of some biggies or lords my opponent put down. It is also a win condition to take out their big guy ans swarm my goblins at them.
Overall, I am looking for more efficiency and consistency, it would be nice of you guys if you can look over my deck and see what I did wrong and improvements that can be made.
thanks in advance
I would definately lose Coat of Arms. If you're going to be playing a 5cc spell in Goblins, I think it should be Siege-Gang. I'm not a big fan of Quest here (it's a horrible draw late game), or Traitorous Instinct, and it hurts me a little inside not to see Gempalm Incinerator as your main source of spot-removal. With Warchiefs, do you really need Rite of Flame? Seems like it could just as well be another goblin.
Signature and Avatar by Inkfox Aesthetics
Thanks!
2 Dragon's Claw
2 Mask of Avacyn
3 Goblin Chieftain
1 Goblin Gaveleer
3 Goblin Wardriver
3 Goblin Fireslingers
2 Goblin War Paint
2 Goblin Grenade
2 Fireball
2 Lava Axe
1 Flame Slash
1 Assault Strobe
5 Incinerate
1 Chandra's Rage
If somehow i could make this up to standard would be great but not a must since i don't do lot of tournaments. Thanks again for the time and help.
First off, use [deck] tags.
Secondly, your deck is all over the place. Archetypal Goblins pretty much run no equipment, efficient burn, and pretty much nothing else.
The strength of Goblin decks is their ability to slap down tons of mini-threats that don't care about dying. If you're worried about your little guys dying, then you're in a poor enough board position that you aren't coming back. Goblins want an early finish, not a long game.
Dragon's Claw and Mask of Avacyn are both too slow. Dragon's Claw grants you life, which isn't helpful for a goblin deck. You'll either win the game with 15+ life, or lose horribly. Mask of Avacyn is just too slow. It's not a threat.
Goblin Gaveleer isn't really meant for Goblin decks. He's great in Equipment decks, and he just happens to be a Goblin.
Goblin Fireslingers, like the Gaveleer, just happens to be a Goblin. A Raging Goblin would be better, as it benefits more from the power bonus your lords will provide it.
Goblin War Paint is a complete no. It also isn't meant for Goblin decks. You want +2/+2 and haste on big, trampling monsters, not puny little goblins. It, again, is not at threat. More Goblins = more power. Replace this thing with more goblins.
Fireball is too inefficient. Replace them with more Goblin Grenades. You need 6 mana to deal the 5 damage that 1 mana will get you with the Grenade.
Lava Axe, again, costs 5x as much as the grenade.
Flame Slash is decent, but I'd prefer Lightning Bolt, as it'll provide that extra reach you need to down your opponent.
Goblins are too small to benefit from Assault Strobe.
Incinerate is just not as good as Lightning Bolt. Also, officially, you're not allowed to have more than 4 of a single card in your deck (besides basic lands and Relentless Rats).
Chandra's Outrage is also not efficient enough for you.
A few excellent Goblin cards are: Gempalm Incinerator (this thing is unbelievably devastating, probably the best burn Goblins has access to), Goblin King, Goblin Bushwhacker, Goblin Warchief, Goblin Matron, Goblin Ringleader (synergizes excellently with the Matron), Ib Halfheart, Goblin Tactician.
There are tons, honestly, and there are tons of ways to construct a Goblin deck. You just want fast, high power, and efficient.
I am allowed to use any cards from the Shards of Alara block and onward and all the DuelDecks.
What are some changes that could be recommended for this decklist?
4 Goblin Bushwhacker
4 Goblin Guide
3 Akki Coalflinger
4 Goblin Ringleader
4 Mogg Fanatic
4 Goblin Wardriver
4 Goblin Chieftain
4 Lightning Bolt
3 Arc Trail
4 Goblin Grenade
22 Mountain
My goal is to have a deck on-par with my casual Elves deck following the same restrictions. I do not want either deck to completly overpower the other. I simply want them to be of equal level. So... what should I change to make it better / more balanced?
Gempalm incinerator rather than terminate. Card advantage, plus easier to cast. Won't kill everything, especially large creatures, but the card advantage is worth it.
blightning doesn't really add anything to the deck.
You might want to check the rules on that:
Your mana curve is inverted. You're supposed to have more 1 and 2 cc than 3. Cut down on the 3cc spells and find more 1 and 2. Alternatively, cut out some of the 3ccs and replace them with goblin warchief, which should make casting sligtly easier.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
want to add:
Boggart mob x1
Boggart Shenanigansx2
Terminatex4
Go For The Throat x4
Wort, Boggart Auntiex4
Prickly Boggart x4
Goblin Grenadex4
Warren Instigatorx4
Goblin Recruiterx4
most of the goblins that are in the deck now will get replaced with these..the only problem i really have with this deck is there's not enough removal in it or defense against flying opponents
i'm considering taking out the generals in this deck, because i want to sway away from another general heavy deck (my zombie deck is nothing but generals for the most part). i'd rather turn this into a cannon fodder deck..sacrifice goblins to deal damage to the opponent
B: The Walking Dead
BU: Myr Swarm
UW:Merfolk Madness
Food chain goblins doesn't see food chain often enough in the first 3 turns, and the same problem with fecundity goblins.
If I were to use 6-8 of these 3cc green enchantments I wouldn't have this problem, and the majority of the rest of the decks are the same anyways.
I am also considering adding in skullclamp somehow.
4 Goblin Sledder
4 Mogg Conscripts
4 Mogg Raider
4 Goblin Bushwhacker
4 Mogg Flunkies
3 Mogg Warmarshal
4 Goblin Wardriver
3 Gempalm Incinerator
4 Goblin Chieftain
4 Goblin Grenade
Lands
18 Mountain
With 4 food chains, you have around 48% chance of getting a food chain on your opening hand if you're going first, 52% if your going second. In 3 turns, pulling a food chain is around 58%. Odds increase if you mulligan.
If I were to use 6-8 of these 3cc green enchantments I wouldn't have this problem, and the majority of the rest of the decks are the same anyways.
Not a goblin. If you're playing fcg, clamp will just slow you down. Fine if you're playing casually, but if you want it to be optimized, leave it out. The act of casting the clamp, clamping a goblin, then casting the goblins you drew when the clamped creature dies makes you lose a couple of turns. It is possible to win turn 2 with FCG (or turn 1 with a lotus); that sort of speed is impossible to do so if you play a clamp.
Plain goblins, sure, skullclamp will help.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn