Hello all! I've been lurking around here for quite a while after finally taking the plunge into the Modern format. Had to use my Goblin Guides somewhere, right? I want to give a big thank you to everyone who contributes to the thread as it has been very helpful in my own playtesting and deckbuilding! The list I'm running is a slight variant of the "Goblin Surge" deck a page or two back.
SSGs are useful for 2 reasons: (1) they pitch to Fury of the Horde, and a Mountain doesn't, and (2) they allow for explosive T1s with BTE. If you don't run any of those two, then you probably need 0 SSGs. If you only run BTEs, there's still a good argument for removing part if not all of them.
One thing that's worth pointing out after my last round of testing is that Goblin Grenade has pretty poor synergy with both Monastery Swiftspear and Reckless Bushwhacker. Obviously, under normal circumstances you want to sac for grenade after combat -- which means you're leaving damage from the Swiftspear on the table, and if you choose to kick Bushwhacker with a grenade, you've reduced the grenade to a Bolt.
My experiences with SSG is that I personally never want multiples in hand, especially while trying to "go off". My list runs a 15/3 Land/SSG split. I prefer this to the 14/4 split because when attempting to draw into other spells via Gitaxian Probe and Manamorphose, I'd rather not have SSG pop up. While I can't deny the usefulness and overall burst potential of the ape, I do believe the correct number for this kind of deck is at least 3. Can anyone offer some insight or feedback for running 3 to 4 SSG?
In regards to Goblin Grenade, I completely agree with Rogomatic here. Grenade is surely powerful, but I imagine that T3 decks that run playsets of Swiftspears, BTE, and Reckless may have some difficulties resolving the grenade when needed. Running a playset of SSG, coupled with the Grenades, should make them easier to resolve.
Not sure if anyone else heard but goblins won the legacy tournament at scg Atlanta today. I know it's a completely different build but it shows the little guys can get it done.
Okay, so Friday did not go well. I really got no data on my Goblin Surge brew as I got deck screwed more times than should have happened based on the testing I have done, and Zinamogg has done.
Round 1 - U/W control. 0-2 (A very easy matchup)
Lose Roll
Game 1 - FLOODED end up with 5 lands by T5
Game 2 - FLOODED end up with 4 lands by T4
The deck never got off of the ground due to flooding. Still had the opponent on the defensive until he started using flickerwisp to gain a lot of life T3+ with his ETB lifegain guy.
Round 2 - Endless turns deck. 2-0 (a very easy matchup)
Lose Roll
The deck did okay, drew devastating summons each game and that card allowed me to dodge his gigadrowse each turn - going wide.
Round 3 - Burn. 1-2
Lose Roll
Game 1 was all about who went first. He went first
Game 2 I won with two goblin grenades and a very slow hand
Game 3 I got flooded AGAIN (6 lands this time by T6). Had him at 4. His comment "I should not have won that match"
Round 4 - Burn. 1-2
Lose Roll
Game 1 I win. This time I was stuck on one land while he flooded out. One of the strangest games of magic I have ever played. I won with 2 life left after he drew 4 lands in a row. Te turn I won (probably my 7th-8th turn) I drew my second mana source. After cantripping at least 3 times.
Game 2 he has a nut draw and kills me with swifts and 4 lightning bolt effects in a row.
Game 3 FLOODED AGAIN.
This was probably the least fun I have had playing magic in recent memory. In all of the above games (10 total) I only drew Reckless bushwhacker 3 times, and goblin bushwhacker 4 times. The two games I drew my 1-of devastating summons it helped a lot.
I feel I cannot use this tournament as any sort of data. Running 15 lands and 3 SSG there is no way I should have gotten flooded 40% of the time. In my 100 goldfished games, I flooded for a total of 11/100 games = 11%. Losing all four dice rolls was just icing on the cake.
Regardless of the luck factor, this left an extremely bad taste in my mouth, and I will probably not bring this brew to SCG Regionals next week. Back to my regular goblin deck for now. I cannot afford to sink any more time into this until after that tournament is over. I might try adding 1-2 Reckless Bushwhacker to that list with a couple manamorphose.
Just Ugh...
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
The two games I drew my 1-of devastating summons it helped a lot.
That's the reason I like to try to fit 2 Devastating Summons in the deck. It just has "I win" written on it way too many times, particularly when drawn T3-T4.
Regardless of the luck factor, this left an extremely bad taste in my mouth, and I will probably not bring this brew to SCG Regionals next week. Back to my regular goblin deck for now. I cannot afford to sink any more time into this until after that tournament is over.
That was that the brew with BTE/Pilerdiver/SSG and no cantrips, correct?
@Rogomatic - yes I am going to continue working on my "normal" build with BTE/Pile/SSG and no cantrips. Going to see what I have to do to squeeze in 1-2 Reckless Bushwhacker and 1 Devastating Summons. You are correct about the summons. It is also good flood insurance - and I guess I really need that regardless of my land count lol. Ill post my thoughts on the build sometime this week.
@Wolpert - it seems you had only slightly more success than I with "Goblin Surge" lol. To me it seems that the matches you lost were not any fault of the deck. When combos go off on you it is hard to win, unless you can T3 them on the play. It makes me very sad that Amulet bloom didn't just 'dissappear' from Modern, and Grishoalbrand is worrysome as well. Jund is removal.dec - a bad matchup for this particular build, but still winnable. I usually board Blood Moon against them in place of goyf removal. In general I have found 1-for-1 removal to not work so well running the green gobbos.
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I wouldn't use all of those board cards, but the alteration to the mana base seems negligible for the added flexibility in the sideboard. It is even better if you are running maindeck manamorphose.
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I participated on Modern Monday tournament with 14 players, went 3-1. I lost to RUG Delver in round 1, then won against Mono Black Eldrazi, Lantern and Affinity.
All in all, I used 16 lands and 2 Simian Spirit Guides, 2 Goblin Grenades, 2 Surgewhackers, 2 Atarka's Commands and playsets of Gitaxian Probes, Mamamorphoses and other usual suspects, including Monastery Swiftspear and BTE. I'm torn on Probes, but manamorphose is decent, and deck played nice (sorry to hear you guys had some back luck, happens..). I'll probably play with this deck again on friday, will keep you guys posted.
Awesome! Glad someone had some luck lol. How was it with only 2 grenades? Can u post your full list? Thanks
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I basically replaced Signal Pest and some token generators with Mogg Fanatic and Mutagenic Growth, I also removed SSG for more consistency over speed. My idea is to have more interaction with the opponent and also protect MSS and other guys against board wipes such as Pyroclasm, I think I'm somewhere in between T3 and No-lords lists.
Here's the result of the 50 goldfish games:
T3 wins: 12 (24%)
T4 wins: 33 (66%)
T5 wins: 5 (10%)
Mulligans: 18 - I'm thinking it has something to do with the website I used to goldfish (don't think I'm allowed to mention the name), had some pretty crazy hands with like 5 or 6 lands.
As Rogomatic mentioned, not having Goblin Guide can be tricky, it's really hard to decide if you should keep a hand without MSS and FSD, even tho I got some T3 wins without them (mostly due to Bushwackers and Grenade)
Interesting. Intangible Virtue should only be better than Atarka's Command if you get to swing with tokens multiple times. How often did that happen? It somehow feels like a "win more" situation.
Round 1: Temur Delver (c/p of SCG event 1st place), 1-2 (0-1)
Game 1 - too much removal, delver, fast tasigur and goyfs to present blockers and start the clock while killing my creatures slowly but surely.
Game 2 - won on turn 3, something something kicked/surged, finished him off with Pilled of Flame.
Game 3 - not much I could do, more or less a repeat of game 1.
Round 2: Mono Black Eldrazi, 2-1 (1-1)
Game 1 - I played against my friend with whom I tested his eldrazi deck, so I knew what was coming. He made a mistake and forgot that I exiled my spirit guide and didn't use his Wasteland Strangler turn2, so I got to him, but either way I believe we are favored game 1 (at least vs mono black version).
Game 2 - early discard + bombs with tokens left me helpless, there was a turn or two where a topdeck loyalist could have pushed some dmg thru, but I bet he had removal ready.
Game 3 - explosive start, and I just love to see him play turn1 relic/claw instead of discard spell. I went Foundry into double Guide into bushwhacker effect to seal the deal (he was at 3 life after my turn 3, and I had bolt and grenade in hand). I also didn't fetch turn1, but opted for a mountain instead, so he wouldn't get an exile.
Round 3: Lantern 2-1 (2-1)
Game 1 - also a friend of mine, he maindecked two pyroclasm as we were all expecting lots of aggro, and he was right, we had 3 burn, another regular goblins deck (with lords, in addition to our no-lords I played), and an aggro naya zoo (plus RUG and Grixis delver). Anyhow, he wins the roll and starts, manages to get the lock with 6 life, I concede.
Game 2 - fast start, he wipes my two times, but I get by with damage and destructive revelry. In this matchup, I just sided out slower stuff and cantrips for artifact hate (obviously) and damage spells. I boarded in all the pillars, hemorrhage, forked bolt, atarka's cmd and so on. It's self-explanatory, I'm just mentioning it.
Game 3 - funny game, he plays aether grid and starts pinging me after stabilizing the board on 10 life with bridge and 1 card in hand. I ended up sequencing so that my loyalist could attack in addition to swiftspears, and he wasn't able to cast both cards on the next turn, so I had another attack at ready. Swing with 2 swiftspears and 2 loyalists, before damage cast bolt. He goes to 1, and I have forked bolt + 1 mana open, game.
Round 4: Affinity 2-1 (3-1)
Game 1 - I start and get him down fast. I don't remember which cards I played, but he went from 20 to 18 (guide), to 16, and to 8. After that I won.
Game 2 - decent draw, but a bit "unlucky" at the end, as I get him down to 1 with many outs but just didn't happen (I even had a goblin grenade in my hand). In the meantime, he got to rebuild and got me in two meaty swings (plating).
Game 3 - I'm on the draw, but got to a very aggressive start, taking him down to 2. Then it's topdeck mode and I get destructive revelry, show it and say heh, and he extends his hand. Only afterwards did it come to me that he had a ravager on board, but I was at 15 life so had many outs remaining.
All in all, it was a decent tourney for me. Reckless bushwhacked did good, I don't even remember if it was a surge or kicker if I think about the games now, I always had something to trigger, but I played only two copies mb. Swiftspear was good, but Manamorphose was awesome, as it enables to kicker the bushwhacker after BTE. I also missed mogg fanatics, and I ended up siding them in most games. Otherwise, I find gitaxian probes a little .. plain? Getting the info is good, drawing a card and triggering a swiftspear/surgewhacker is better, but it could just be some other threat, or that was the feeling I got at least. Maybe I just didn't get their "part of the job". Anyhow, next time I play with goblins, I'll keep trying the BTE-Surge-Swiftspear "goblin" deck, and I will also join in on MTGO as soon as Oath hits the online_shelves.
Edit: I gave Reality Hemorrhage a shot since I have 3 Pyrite Spellbombs (yes, they are bulk but I really don't wanna order commons) which were in my skred red deck that my friend played on the same event.
Nice write-up treach. Maybe you should sack the probes for 1 more Reckless and 3 Mutagenics? I have a feeling that 8 cantrips may be overrated (probes not adding extras like Manamorphose did for u), and you'll get more raw power with the mutagenics. Or even get some of the grenades back in. From what I gather from this thread is that most seem to miss mogg fanatics as soon as they're out of goldfishing mode and go to play. So maybe that's the answer!
Probes give you information, and an easy item to SB out.
So here's the thing i see with Gitaxian Probe. The reason they work so well in storm or twin(before banning) or delver, because they trigger towards spell counts, they offer a view of an opponent's hand so you don't overextend, and they help trigger delver as well as card draw which is needed in these decks to be dependable.
In goblins, we have no use for spell counts, we don't need card draw (that much anyway), and it doesn't trigger anything besides taylor swift's. I rather just see mutagenic growth and an additional SSG in treach's list then to see those at all even. He could even do one more and add another Goblin Grenade, to be honest, I think they are very 'cute', but I would not include them in any of my goblin lists. They don't really help me win more, they may help you draw that answer, and it's pretty much a free spell, but idk I just think they need to be something else. Zacholistic had the right idea, I think 2 reckless per goblin deck is enough, I feel that anymore and you are flooding your hand with too much 3cmc cards.
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Modern: B 8Rack RX Goblins BG Elves (Attempting) UBW Mill G Stompy UB Tezzerator
Legacy: W Stax
Truth to be told, I had 18lands and zero spirit guides, but at the last minute, I needed two fetchland so my brother could play burn, and I had SSG on hand and just put them in. I would have used two mountains but didnt have them at hand. I didnt have any problems regarding mana, expect for being flooded on occasions.
I agree with Franx regarding Gitaxian Probe, getting information and drawing a card is nice, but in a goblin deck that's not as important as other decks. Mutagenic Growth has a better synergy with goblins, specially on lists running Monastery Swiftspear, as I mentioned on my last post you can save two guys from a board wipe with it, as long as you have MSS on the field. I'd rather save my guys from a Pyroclasm than just know my opponent has it.
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4 Monastery Swiftspear
4 Burning-Tree Emissary
4 Goblin Guide
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Legion Loyalist
4 Reckless Bushwhacker
4 Manamorphose
4 Gitaxian Probe
2 Atarka's Command
3 Lightning Bolt
1 Goblin Grenade
Mana
3 Simian Spirit Guide
4 Bloodstained Mire
2 Wooded Foothills
4 Copperline Gorge
2 Stomping Ground
3 Mountain
Anyway, I figure I'd chime in on the below:
My experiences with SSG is that I personally never want multiples in hand, especially while trying to "go off". My list runs a 15/3 Land/SSG split. I prefer this to the 14/4 split because when attempting to draw into other spells via Gitaxian Probe and Manamorphose, I'd rather not have SSG pop up. While I can't deny the usefulness and overall burst potential of the ape, I do believe the correct number for this kind of deck is at least 3. Can anyone offer some insight or feedback for running 3 to 4 SSG?
In regards to Goblin Grenade, I completely agree with Rogomatic here. Grenade is surely powerful, but I imagine that T3 decks that run playsets of Swiftspears, BTE, and Reckless may have some difficulties resolving the grenade when needed. Running a playset of SSG, coupled with the Grenades, should make them easier to resolve.
I can't find the list, or see anything about that today jedidad, maybe the information will show up tomorrow?Nevermind
Pretty cool write up, we can only dream of a first turn lackey.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
Round 1 - U/W control. 0-2 (A very easy matchup)
Lose Roll
Game 1 - FLOODED end up with 5 lands by T5
Game 2 - FLOODED end up with 4 lands by T4
The deck never got off of the ground due to flooding. Still had the opponent on the defensive until he started using flickerwisp to gain a lot of life T3+ with his ETB lifegain guy.
Round 2 - Endless turns deck. 2-0 (a very easy matchup)
Lose Roll
The deck did okay, drew devastating summons each game and that card allowed me to dodge his gigadrowse each turn - going wide.
Round 3 - Burn. 1-2
Lose Roll
Game 1 was all about who went first. He went first
Game 2 I won with two goblin grenades and a very slow hand
Game 3 I got flooded AGAIN (6 lands this time by T6). Had him at 4. His comment "I should not have won that match"
Round 4 - Burn. 1-2
Lose Roll
Game 1 I win. This time I was stuck on one land while he flooded out. One of the strangest games of magic I have ever played. I won with 2 life left after he drew 4 lands in a row. Te turn I won (probably my 7th-8th turn) I drew my second mana source. After cantripping at least 3 times.
Game 2 he has a nut draw and kills me with swifts and 4 lightning bolt effects in a row.
Game 3 FLOODED AGAIN.
This was probably the least fun I have had playing magic in recent memory. In all of the above games (10 total) I only drew Reckless bushwhacker 3 times, and goblin bushwhacker 4 times. The two games I drew my 1-of devastating summons it helped a lot.
I feel I cannot use this tournament as any sort of data. Running 15 lands and 3 SSG there is no way I should have gotten flooded 40% of the time. In my 100 goldfished games, I flooded for a total of 11/100 games = 11%. Losing all four dice rolls was just icing on the cake.
Regardless of the luck factor, this left an extremely bad taste in my mouth, and I will probably not bring this brew to SCG Regionals next week. Back to my regular goblin deck for now. I cannot afford to sink any more time into this until after that tournament is over. I might try adding 1-2 Reckless Bushwhacker to that list with a couple manamorphose.
Just Ugh...
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
That's the reason I like to try to fit 2 Devastating Summons in the deck. It just has "I win" written on it way too many times, particularly when drawn T3-T4.
That was that the brew with BTE/Pilerdiver/SSG and no cantrips, correct?
@Wolpert - it seems you had only slightly more success than I with "Goblin Surge" lol. To me it seems that the matches you lost were not any fault of the deck. When combos go off on you it is hard to win, unless you can T3 them on the play. It makes me very sad that Amulet bloom didn't just 'dissappear' from Modern, and Grishoalbrand is worrysome as well. Jund is removal.dec - a bad matchup for this particular build, but still winnable. I usually board Blood Moon against them in place of goyf removal. In general I have found 1-for-1 removal to not work so well running the green gobbos.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
10x Fetches
3x Mountain
1x Stomping Ground
1x Sacred Foundry
3x Simian Spirit Guide
1x Boros Charm
1x Stony Silence
1x Kataki, War's Edge
1x Thalia, Guardian of Thraben
1x Rest in Peace
1x Deflecting Palm
1x Harm's Way
1x Burrenton Forge-Tender
1x Path to Exile
I wouldn't use all of those board cards, but the alteration to the mana base seems negligible for the added flexibility in the sideboard. It is even better if you are running maindeck manamorphose.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
All in all, I used 16 lands and 2 Simian Spirit Guides, 2 Goblin Grenades, 2 Surgewhackers, 2 Atarka's Commands and playsets of Gitaxian Probes, Mamamorphoses and other usual suspects, including Monastery Swiftspear and BTE. I'm torn on Probes, but manamorphose is decent, and deck played nice (sorry to hear you guys had some back luck, happens..). I'll probably play with this deck again on friday, will keep you guys posted.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Anyway, last night I did 50 goldfish games with a build based on Rogomatics idea of MSS and tokens, here's the list:
4x Burning-Tree Emissary
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Legion Loyalist
3x Mogg Fanatic
4x Monastery Swiftspear
3x Reckless Bushwhacker
1x Devastating Summons
4x Dragon Fodder
4x Goblin Grenade
4x Lightning Bolt
3x Mutagenic Growth
18x Mountain
I basically replaced Signal Pest and some token generators with Mogg Fanatic and Mutagenic Growth, I also removed SSG for more consistency over speed. My idea is to have more interaction with the opponent and also protect MSS and other guys against board wipes such as Pyroclasm, I think I'm somewhere in between T3 and No-lords lists.
Here's the result of the 50 goldfish games:
T3 wins: 12 (24%)
T4 wins: 33 (66%)
T5 wins: 5 (10%)
Mulligans: 18 - I'm thinking it has something to do with the website I used to goldfish (don't think I'm allowed to mention the name), had some pretty crazy hands with like 5 or 6 lands.
As Rogomatic mentioned, not having Goblin Guide can be tricky, it's really hard to decide if you should keep a hand without MSS and FSD, even tho I got some T3 wins without them (mostly due to Bushwackers and Grenade)
Regarding the Goblin Grenade discussion, I feel Mutagenic Growth can help with the sinergy, as you can cast Reckless Bushwacker after Mutagenic and keep a Mountain open for Grenade after combat.
I'm liking this list so far, will work on SB and test it against real players online, any feedback is greatly appreciated.
Interesting. Intangible Virtue should only be better than Atarka's Command if you get to swing with tokens multiple times. How often did that happen? It somehow feels like a "win more" situation.
Especially if you need to swing with goblins on every turn
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
4 Goblin Guide
4 Foundry Street Denizen
4 Legion Loyalist
4 Monastery Swiftspear
4 Burning-Tree Emissary
4 Goblin Bushwhacker
2 Reckless Bushwhacker
2 Simian Spirit Guide
Spells
2 Atarka's Command
2 Goblin Grenade
4 Gitaxian Probe
4 Lightning Bolt
4 Manamorphose
2 Bloodstained Mire
2 Wooded Foothills
2 Stomping Ground
4 Copperline Gorge
6 Mountain
2 Mogg Fanatic
1 Reality Hemorrhage
1 Forked Bolt
2 Pillar of Flame
1 Goblin Piledriver
1 Reckless Bushwhacker
2 Atarka's Command
1 Shattering Spree
4 Destructive Revelry
Round 1: Temur Delver (c/p of SCG event 1st place), 1-2 (0-1)
Game 1 - too much removal, delver, fast tasigur and goyfs to present blockers and start the clock while killing my creatures slowly but surely.
Game 2 - won on turn 3, something something kicked/surged, finished him off with Pilled of Flame.
Game 3 - not much I could do, more or less a repeat of game 1.
Round 2: Mono Black Eldrazi, 2-1 (1-1)
Game 1 - I played against my friend with whom I tested his eldrazi deck, so I knew what was coming. He made a mistake and forgot that I exiled my spirit guide and didn't use his Wasteland Strangler turn2, so I got to him, but either way I believe we are favored game 1 (at least vs mono black version).
Game 2 - early discard + bombs with tokens left me helpless, there was a turn or two where a topdeck loyalist could have pushed some dmg thru, but I bet he had removal ready.
Game 3 - explosive start, and I just love to see him play turn1 relic/claw instead of discard spell. I went Foundry into double Guide into bushwhacker effect to seal the deal (he was at 3 life after my turn 3, and I had bolt and grenade in hand). I also didn't fetch turn1, but opted for a mountain instead, so he wouldn't get an exile.
Round 3: Lantern 2-1 (2-1)
Game 1 - also a friend of mine, he maindecked two pyroclasm as we were all expecting lots of aggro, and he was right, we had 3 burn, another regular goblins deck (with lords, in addition to our no-lords I played), and an aggro naya zoo (plus RUG and Grixis delver). Anyhow, he wins the roll and starts, manages to get the lock with 6 life, I concede.
Game 2 - fast start, he wipes my two times, but I get by with damage and destructive revelry. In this matchup, I just sided out slower stuff and cantrips for artifact hate (obviously) and damage spells. I boarded in all the pillars, hemorrhage, forked bolt, atarka's cmd and so on. It's self-explanatory, I'm just mentioning it.
Game 3 - funny game, he plays aether grid and starts pinging me after stabilizing the board on 10 life with bridge and 1 card in hand. I ended up sequencing so that my loyalist could attack in addition to swiftspears, and he wasn't able to cast both cards on the next turn, so I had another attack at ready. Swing with 2 swiftspears and 2 loyalists, before damage cast bolt. He goes to 1, and I have forked bolt + 1 mana open, game.
Round 4: Affinity 2-1 (3-1)
Game 1 - I start and get him down fast. I don't remember which cards I played, but he went from 20 to 18 (guide), to 16, and to 8. After that I won.
Game 2 - decent draw, but a bit "unlucky" at the end, as I get him down to 1 with many outs but just didn't happen (I even had a goblin grenade in my hand). In the meantime, he got to rebuild and got me in two meaty swings (plating).
Game 3 - I'm on the draw, but got to a very aggressive start, taking him down to 2. Then it's topdeck mode and I get destructive revelry, show it and say heh, and he extends his hand. Only afterwards did it come to me that he had a ravager on board, but I was at 15 life so had many outs remaining.
All in all, it was a decent tourney for me. Reckless bushwhacked did good, I don't even remember if it was a surge or kicker if I think about the games now, I always had something to trigger, but I played only two copies mb. Swiftspear was good, but Manamorphose was awesome, as it enables to kicker the bushwhacker after BTE. I also missed mogg fanatics, and I ended up siding them in most games. Otherwise, I find gitaxian probes a little .. plain? Getting the info is good, drawing a card and triggering a swiftspear/surgewhacker is better, but it could just be some other threat, or that was the feeling I got at least. Maybe I just didn't get their "part of the job". Anyhow, next time I play with goblins, I'll keep trying the BTE-Surge-Swiftspear "goblin" deck, and I will also join in on MTGO as soon as Oath hits the online_shelves.
Edit: I gave Reality Hemorrhage a shot since I have 3 Pyrite Spellbombs (yes, they are bulk but I really don't wanna order commons) which were in my skred red deck that my friend played on the same event.
Probes give you information, and an easy item to SB out.
In goblins, we have no use for spell counts, we don't need card draw (that much anyway), and it doesn't trigger anything besides taylor swift's. I rather just see mutagenic growth and an additional SSG in treach's list then to see those at all even. He could even do one more and add another Goblin Grenade, to be honest, I think they are very 'cute', but I would not include them in any of my goblin lists. They don't really help me win more, they may help you draw that answer, and it's pretty much a free spell, but idk I just think they need to be something else. Zacholistic had the right idea, I think 2 reckless per goblin deck is enough, I feel that anymore and you are flooding your hand with too much 3cmc cards.
Modern:
B 8Rack
RX Goblins
BG Elves (Attempting)
UBW Mill
G Stompy
UB Tezzerator
Legacy:
W Stax
Mutagenic Growth has a better synergy with goblins, specially on lists running Monastery Swiftspear, as I mentioned on my last post you can save two guys from a board wipe with it, as long as you have MSS on the field. I'd rather save my guys from a Pyroclasm than just know my opponent has it.