My testing is mixed too, but i'm just playing around in cockatrice.
I splash white for lightning helix and path which worked really well against affinity.
I really can't decide if I like Legion Loyalist, I guess he could be amazing but he hasn't done much for me.
Legion Loyalist is a beating against decks with creatures.
He's a Raging Goblin in a few matchups, but he's worth it for all of the times you dominate combat because your opponent loses the ability to proifitably block. Not to mention you get through Lingering Souls, Timely Reinforcements, Voice of Resurgance, or Batterskull tokens.
Nothing new in the mainboard from me. Still running Goblin Wardriver which I don't see too much of in posts here and the OP. He makes Spikeshot Elder into a beating. Still not a huge fan of Shared Animosity. I've never had it without it being win-more. If there were a better 5th lord than Goblin King, I'd replace it.
Biggest change has been in the sideboard. So far I like Pillar of Flame just as extra removal against decks particularly weak to it (eg. Infect) and it is another way to shut off Kitchen Finks and Voice of Resurgance
I'm still playing Shared Animosity Goblins myself. It basically always feels like the most powerful card in my deck when I resolve it. I find it competitive enough, but the Tron and UWR matchups are really really rough.
So hows everyones testing going? Good news? Bad News both? Mine has been mixed
I haven't been able to play much. But the results have been mixed.
My play group used a lot of removal at the moment, so it has been difficult at times.
Private Mod Note
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Rollback Post to RevisionRollBack
Plato:
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
So hows everyones testing going? Good news? Bad News both? Mine has been mixed
Tested my deck in 2 tournaments, not bad, but not very successful.
Lack of Guides is making impact too.
I can easily beat Tron with Sowing salt in side, b\w tokens with Legion Loyalist , UWR is not big problem too.
But I have some trouble with Naya blitz, Splinter twin and UW control.
Naya blitz got bigger creatures and can cast them pretty fast with Burning-tree emissary, if I don't have enough bolts and Loyalists i can't do much.
Splinter twin is too damn fast! Even with good hands i can't kill it fast enough, and can't stop combo since i don't have much removal.
And with UW control, without Cavern of Souls on table i can do nothing, and since I have only 2, there is a big chance I don't have them when I need.
I'm 100% sure i gonna change 2 Goblin Wardrivers for Ember haulers. Wardriver helped me a lot, but lack of burn is a big problem.
Next FNM is on saturday, I"m gonna rebuild side and hope for the best.
P.S: Boggart Ram-gang rules:cool2:!
Plato:
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
for those of you who splash black in your decks, should a Mad Auntie (or 3) be considered? the only downside I see is that it doesn't turn on the FS Denizen - in fact, after the release of MMasters, even Earwig Squads have become reeaaaal cheap and I want to experiment with 1 or 2 in the SB
I've tried both... Mad Auntie really underwhelmed me. Earwig Squad tested brilliantly against, combo, control and anything with important pieces (Pod, Tron et al.)
noted, thanks!
definitely Earwig Squad in the sideboard then, might even try the Aether Vial lists if I really feel the need for the aunties
It is an all out aggro deck with burn for reach. It is consistent and surprisingly resilient. I came to this build after trying many goblin decks that had a higher curve. I found that a lower curve was working better for me.
I'm still working on the sideboard. It's difficult to decide what I'm going to side out since tinkering with the main deck at all can have undesired effects. The Pyroclasms will be taken out once I figure out what I'd rather have there.
Edit:
Breaking the Deck Down
This deck has one purpose, get your opponent to 0 ASAP. The way this deck accomplishes it is by overwhelming your opponents with cheap bodies. There are 23 creatures and between the Mogg War Marshals and Dragon Fodders you get another 12 Goblins. Since the mana curve tops at 3, you can create a board presence quickly.
Creatures
Goblin Guide
I don't see why anyone playing goblins seriously would even consider cutting him. A 2/2 hasty dude for one. Yes he can give your opponent card advantage, but it's irrelevant for two reasons. One, this deck is often times too fast for card advantage to matter. Second, if a land isn't revealed, we get to see what they are drawing and can plan accordingly. Automatic 4.
Mogg War Marshal
A great card for anyone looking to play more dudes than the opponent can handle. He's a 1/1 that makes a 1/1 when he CitP and another one to replace him when he dies. The drawback is the echo cost. I find that it creates a tempo loss in the early game, so I put it at 3. I'm thinking of adding a fourth to the sideboard for matchups that have a lot of counters.
Goblin Bushwhacker
A win con of sorts. The only time I play this is when I can kick it and it will mean something. Otherwise he's just a 1/1. What's nice about this pump spell is that with Cavern of souls it can't be countered. Auto 4.
Goblin Chieftain
Our lord that grants us haste. He's the guy that will usually eat removal immediately because the game will end quickly if he's on the board. I thought of cutting him to 3, but granting haste just helps so much when you can play multiple creatures the next turn. He's staying at 4.
Foundry Street Denizen
A 1/1 that gets +1/+0 for every red creature that comes into play until end of turn. That's what this deck does. He's the preferred turn one play, second being Goblin Guide. He eats removal a lot as well because he's swinging for at least 2 and usually 3 or 4 by turn 3. Auto 4.
Legion Loyalist
A hasty 1/1 one drop. What makes him special is his Battalion ability, granting all of your creatures first strike, trample, and making them unblockable by tokens. This guy is a key component in the alpha strike. Auto 4.
Spells
Lightning Bold
If you turn Mountains sideways and you don't play lightning bolt, you're a moron.
Goblin Grenade
This card wins games. I will only use it to target a player, unless targeting a creature will either win me the game or keep me from losing the game the next turn. We play lots of dudes, so sacrificing isn't a problem, unless it's countered. These usually get sided out against counters.
Dragon Fodder
Two 1/1 goblins for two. I prefer to see this early game because I can have two creatures attacking next turn without having to tap 2 lands. If they had haste, it would be a 4 of. They don't so I'm running 3.
Shared Animosity
This card is just win. We play lots of dudes, and we play them fast. When combined with Legion Loyalist and a kicked Bushwhacker it's GG. Just downright unfair when multiples hit the board. Auto 4
Faithless Looting
This is a card that when played at the right time can win you games. It's ok early, but I'd rather see it later when the board is stalled and all I'm drawing is land. The trick to this card is holding on to your lands once you hit 6. This will give you something to pitch when you draw. I settled at two because it's a win more card.
I will go into detail on the sideboard once it's complete. I will also talk about cards that I tried, but ended up cutting
Edit:
In my experience, you never pay the echo cost of Mogg War Marshall. It can be used with Goblin Granade, a free blocker, or would leave back a token if the opponent clears the board. Kicking a Bushwhacker or casting a Chieftain is already you game plan, and are better ways to spend you mana than paying the echo. And in case you have Cavern of Souls on board, it can be uncounterable.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
Legion Loyalist is a beating against decks with creatures.
He's a Raging Goblin in a few matchups, but he's worth it for all of the times you dominate combat because your opponent loses the ability to proifitably block. Not to mention you get through Lingering Souls, Timely Reinforcements, Voice of Resurgance, or Batterskull tokens.
Nothing new in the mainboard from me. Still running Goblin Wardriver which I don't see too much of in posts here and the OP. He makes Spikeshot Elder into a beating. Still not a huge fan of Shared Animosity. I've never had it without it being win-more. If there were a better 5th lord than Goblin King, I'd replace it.
Biggest change has been in the sideboard. So far I like Pillar of Flame just as extra removal against decks particularly weak to it (eg. Infect) and it is another way to shut off Kitchen Finks and Voice of Resurgance
Don't forget the very relevant ability to attack past Wurm tokens after you Smash to Smithereens a Wurmcoil Engine.
I'm still playing Shared Animosity Goblins myself. It basically always feels like the most powerful card in my deck when I resolve it. I find it competitive enough, but the Tron and UWR matchups are really really rough.
I haven't been able to play much. But the results have been mixed.
My play group used a lot of removal at the moment, so it has been difficult at times.
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
Tested my deck in 2 tournaments, not bad, but not very successful.
Lack of Guides is making impact too.
I can easily beat Tron with Sowing salt in side, b\w tokens with Legion Loyalist , UWR is not big problem too.
But I have some trouble with Naya blitz, Splinter twin and UW control.
Naya blitz got bigger creatures and can cast them pretty fast with Burning-tree emissary, if I don't have enough bolts and Loyalists i can't do much.
Splinter twin is too damn fast! Even with good hands i can't kill it fast enough, and can't stop combo since i don't have much removal.
And with UW control, without Cavern of Souls on table i can do nothing, and since I have only 2, there is a big chance I don't have them when I need.
I'm 100% sure i gonna change 2 Goblin Wardrivers for Ember haulers. Wardriver helped me a lot, but lack of burn is a big problem.
Next FNM is on saturday, I"m gonna rebuild side and hope for the best.
P.S: Boggart Ram-gang rules:cool2:!
Standard: Pure Jank:p
Modern: UB Control:cool2:
Legacy: Death & Taxes
Vintage: UWR Geist Fish
EDH: Thassa,Obzedat
60 cards
17 Mountain
17 lands
2 Akki Avalanchers
4 Foundry Street Denizen
4 Goblin Bushwhacker
3 Goblin Chieftain
4 Goblin Guide
4 Goblin Wardriver
2 Legion Loyalist
4 Simian Spirit Guide
4 Tattermunge Maniac
31 creatures
3 Krenko's Command
4 Lightning Bolt
1 Shard Volley
12 other spells
4 Dismember
4 Skullcrack
3 Smelt
4 Tormod's Crypt
@ Lantern: How about a mix of Dragon Fodder and Krenko's Command? Speaking of Krenko, Mob Boss, he is stupid good with Chieftain.
FREE BLOODBRAID ELF
Credit to DolZero for this awesome sig!
4 Goblin Guide
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Goblin Chieftain
3 Goblin Wardriver
2 Krenko Mob Boss
2 Legion Loyalist
4 Mogg War Marshal
12 Mountain
2 Cavern of Souls
4 Arid Mesa
4 Sacred Foundry
Instant/Sorcery (7)
4 Lightning Helix
4 Boros Charm
Enchantment (3)
3 Shared Animosity
3 Stony Silence
2 Dismember
3 Combust
2 Skullcrack
3 Shattering Blow
2 Tormod's Crypt
So is my current RW list, with varied results
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
Something along these lines?
4 Memnite
4 Ornithopter
2 Signal Pest
4 Foundry Street Denizen
4 Goblin bushwhacker
4 Goblin Chieftain
3 Legion Loyalist
4 Goblin Guide
4 Goblin Grenade
4 Lightning Bolt
4 Kuldotha rebirth
Lands:
3 Darksteel Citadel
2 Teetering Peaks
4 Arid Mesa
4 Scalding Tarn
6 Mountain
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
4 Goblin Bushwhacker
4 Goblin Chieftain
4 Goblin Guide
4 Legion Loyalist
4 Mogg Fanatic
4 Mogg War Marshal
3 Thalia, Guardian of Thraben
1 Zo-Zu the Punisher
4 Lightning Bolt
2 Cavern of Souls
10 Mountain
4 Sacred Foundry
4 Scalding Tarn
4 Magus of the Moon
2 Combust
3 Dismember
2 Ravenous Trap
4 Smash to Smithereens
Another card I would consider is Ib Halfheart, Goblin Tactician.
War Zone is not good card in general, and in 4-cost creatures Krenko is much better than Ib, well at least in my opinion.
noted, thanks!
definitely Earwig Squad in the sideboard then, might even try the Aether Vial lists if I really feel the need for the aunties
2 Teetering Peaks
2 Cavern of Souls
16 Mountain
Creatures
4 Goblin Guide
3 Mogg War Marshal
4 Goblin Bushwhacker
4 Goblin Chieftain
4 Foundry Street Denizen
4 Legion Loyalist
4 Lightning Bolt
4 Goblin Grenade
3 Dragon Fodder
4 Shared Animosity
2 Faithless Looting
1 Cavern of Souls
4 Shattering Spree
4 Relic of Progenitus
2 Pyroclasm
4 Skullcrack
It is an all out aggro deck with burn for reach. It is consistent and surprisingly resilient. I came to this build after trying many goblin decks that had a higher curve. I found that a lower curve was working better for me.
I'm still working on the sideboard. It's difficult to decide what I'm going to side out since tinkering with the main deck at all can have undesired effects. The Pyroclasms will be taken out once I figure out what I'd rather have there.
Edit:
Breaking the Deck Down
This deck has one purpose, get your opponent to 0 ASAP. The way this deck accomplishes it is by overwhelming your opponents with cheap bodies. There are 23 creatures and between the Mogg War Marshals and Dragon Fodders you get another 12 Goblins. Since the mana curve tops at 3, you can create a board presence quickly.
Creatures
Goblin Guide
I don't see why anyone playing goblins seriously would even consider cutting him. A 2/2 hasty dude for one. Yes he can give your opponent card advantage, but it's irrelevant for two reasons. One, this deck is often times too fast for card advantage to matter. Second, if a land isn't revealed, we get to see what they are drawing and can plan accordingly. Automatic 4.
Mogg War Marshal
A great card for anyone looking to play more dudes than the opponent can handle. He's a 1/1 that makes a 1/1 when he CitP and another one to replace him when he dies. The drawback is the echo cost. I find that it creates a tempo loss in the early game, so I put it at 3. I'm thinking of adding a fourth to the sideboard for matchups that have a lot of counters.
Goblin Bushwhacker
A win con of sorts. The only time I play this is when I can kick it and it will mean something. Otherwise he's just a 1/1. What's nice about this pump spell is that with Cavern of souls it can't be countered. Auto 4.
Goblin Chieftain
Our lord that grants us haste. He's the guy that will usually eat removal immediately because the game will end quickly if he's on the board. I thought of cutting him to 3, but granting haste just helps so much when you can play multiple creatures the next turn. He's staying at 4.
Foundry Street Denizen
A 1/1 that gets +1/+0 for every red creature that comes into play until end of turn. That's what this deck does. He's the preferred turn one play, second being Goblin Guide. He eats removal a lot as well because he's swinging for at least 2 and usually 3 or 4 by turn 3. Auto 4.
Legion Loyalist
A hasty 1/1 one drop. What makes him special is his Battalion ability, granting all of your creatures first strike, trample, and making them unblockable by tokens. This guy is a key component in the alpha strike. Auto 4.
Spells
Lightning Bold
If you turn Mountains sideways and you don't play lightning bolt, you're a moron.
Goblin Grenade
This card wins games. I will only use it to target a player, unless targeting a creature will either win me the game or keep me from losing the game the next turn. We play lots of dudes, so sacrificing isn't a problem, unless it's countered. These usually get sided out against counters.
Dragon Fodder
Two 1/1 goblins for two. I prefer to see this early game because I can have two creatures attacking next turn without having to tap 2 lands. If they had haste, it would be a 4 of. They don't so I'm running 3.
Shared Animosity
This card is just win. We play lots of dudes, and we play them fast. When combined with Legion Loyalist and a kicked Bushwhacker it's GG. Just downright unfair when multiples hit the board. Auto 4
Faithless Looting
This is a card that when played at the right time can win you games. It's ok early, but I'd rather see it later when the board is stalled and all I'm drawing is land. The trick to this card is holding on to your lands once you hit 6. This will give you something to pitch when you draw. I settled at two because it's a win more card.
I will go into detail on the sideboard once it's complete. I will also talk about cards that I tried, but ended up cutting
Find me on mwsgames or magic-league (screenname: Ledfut). Mention that you are from mtgsalvation
I like the inclusion of Faithless Looting and have seen the power of Shared Animosity as an opponent. I miss Blood Moon in the sideboard.
Edit:
In my experience, you never pay the echo cost of Mogg War Marshall. It can be used with Goblin Granade, a free blocker, or would leave back a token if the opponent clears the board. Kicking a Bushwhacker or casting a Chieftain is already you game plan, and are better ways to spend you mana than paying the echo. And in case you have Cavern of Souls on board, it can be uncounterable.