I'm very conflicted! On one hand, I like how Fanatical Firebrand has haste and makes for a fun turn 1 drop. However, I do like Mogg Fanatic's ability to swing and sac at the same turn.
I think others have it right, though; this is probably strongest when played alongside Mogg Fanatics rather than instead of them. And, yes, the No Lords build run Raging Goblins in the main, and this is a strict upgrade for them!
I'll definitely be playing with these guys when ROI drops.
Do you have a link or could you post one of these 'no lord' lists?
I'm conflicted as well, but I've been trying to recall the times when it is necessary to attack with Fanatic and Sac him in the same turn cycle, and I honestly don't think it's that often. Other than needing to deal the last point of damage to the opponent or to a creature, I can't think of much else. One of my favourite plays is to kill one of my own creatures that is being blocked by a lifelinker, but in that case you are saccing before damage is dealt anyways so it's the same as not attacking really. Matters on blocks though I suppose, but generally speaking if it gets to the point where we need to block we probably aren't winning anyways.
I'm very conflicted! On one hand, I like how Fanatical Firebrand has haste and makes for a fun turn 1 drop. However, I do like Mogg Fanatic's ability to swing and sac at the same turn.
I think others have it right, though; this is probably strongest when played alongside Mogg Fanatics rather than instead of them. And, yes, the No Lords build run Raging Goblins in the main, and this is a strict upgrade for them!
I'll definitely be playing with these guys when ROI drops.
Do you have a link or could you post one of these 'no lord' lists?
I'm conflicted as well, but I've been trying to recall the times when it is necessary to attack with Fanatic and Sac him in the same turn cycle, and I honestly don't think it's that often. Other than needing to deal the last point of damage to the opponent or to a creature, I can't think of much else. One of my favourite plays is to kill one of my own creatures that is being blocked by a lifelinker, but in that case you are saccing before damage is dealt anyways so it's the same as not attacking really. Matters on blocks though I suppose, but generally speaking if it gets to the point where we need to block we probably aren't winning anyways.
It's a good summary. One thing that might have been overlooked is how much better a play like t1 denizen into t2 firebrand + other haste creature, especially on the play. Looking at swinging in for between 5-6 on turn 2 before they get to drop a 2 drop that will die to your untapped firebrand next turn (pyromancer, Bob, desperation snap, thalia etc.),
Do you consider Reckless Bushwacker to be a 'lord' I didn't see any in your list, but I think it's pretty good, especially if we are looking at adding additional 1drops.
I think the two are so close that the question shouldn't be which one or there other, but how many do we want? Obviously 4 is standard, which leaves me to believe that 5 is probably correct as well, and why not 6 or 7,8 etc.
It's a good summary. One thing that might have been overlooked is how much better a play like t1 denizen into t2 firebrand + other haste creature, especially on the play. Looking at swinging in for between 5-6 on turn 2 before they get to drop a 2 drop that will die to your untapped firebrand next turn (pyromancer, Bob, desperation snap, thalia etc.),
Do you consider Reckless Bushwacker to be a 'lord' I didn't see any in your list, but I think it's pretty good, especially if we are looking at adding additional 1drops.
I think the two are so close that the question shouldn't be which one or there other, but how many do we want? Obviously 4 is standard, which leaves me to believe that 5 is probably correct as well, and why not 6 or 7,8 etc.
In the primer I write about why I'm not playing the new bushwhacker. Essentially I like the higher floor on boros charm/atarka's command. I've found that the direct damage spells more often result in more damage, and diversify my angles of attack. I feel like with 8 whacks the game is to telegraphed and easier to plan for and play against.
So no thoughts on Ramunap Ruins? I know we don't get to 5 mana very often, but there just has to be something better than running 19 mountains right? It doesn't enter tapped, and how often does it dealing damage to us to make red matter? Probably not often right?
I was asking about it before we started talking about Fanatical Firebrand, which I think is great btw.
Here is my Post Rivals List with the proposed Ramunap addition.
Well if you do not want to play mountains only then play Contested Warzones they are definitely better than the ruins.
It's not that I don't want to only play mountains, it's that the opportunity cost of the ruins is so low that even if you wanna play Warzone, we should probably still be playing some number of ruins, at least I can't think of a good reason why not. It ETBs untapped and makes red mana. I think it gets slightly worse with Warzone because the likelihood that you need to pay life for Mana increases, but even in those scenarios, it's probably fine since we are always the beatdown.
I feel the need to say this out loud: Firebrand is not a strictly better Mogg Fanatic, but more "a strictly better" Raging Goblin. That's a fact.
However, don't get me wrong: I'm not arguing which of the three is better or worse, just stating that Fanatic and Firebrand have differences. Some of us might play with 4 Mogg Fanatics and 4 Firebrands while others may go for 4 Firebrands and 4 Raging Goblins. It comes down to haste vs additional reach.
I believe Mogg Fanatic might be better than Raging Goblin in 8-whack decks, but in Atarka Goblins (4-whack + Atarka's Command) Raging and Firebrand might be a better fit since A-Command doesn't grant haste. I can see players going for 4-8 slots for Raging/Fireband/Fanatic, depending on their preference and build.
Speaking of Goblins, did anyone try them after RIX became legal? Cheers!
The new firebrand goblin is almost never better than mogg fanatic and is often much worse.
Assuming your opponent had no blockers when you play the card, it gets one point of haste damage through that mogg fanatic would not. It could be more if the haste triggers batallion or piledriver or you have lord effects - but a lot of the time its a conditional one extra damage over a fanatic as the potential upside.
Now whats important is that goblins are in the business of turning guys sideways - mogg fanatic turns sideways as much as you want and still keeps its pinging effect alive. Firebrand? Exact opposite - you must give up the ping in order to swing. The number of situations where this is horrific are numerous but lets give a few;
Opponent wraths.
Opponent casts fatal push or electrolyze.
Opponent flashes in snapcaster to block a chieftan or other x/2 (your fanatic can ping before blocks, your tapped firebrand looks on in sadness as your better goblin gets blocked and dies)
Any block where one more point of damage would finish off a relevant blocker.
And finally, when the only upside is haste you have to keep in mind that haste can be given to your fanatic by bushwhackers or chieftans, so sometimes your fanatic comes down with haste anyways.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
You can format your deck list by putting [Xdeck] without the X, before the list and [X/Deck] without the X after the list.
As far as being concerned about control decks, I don't really see the point to worry about it much. I play Goblins and UWx control quite often and I don't think I've ever lost to UWx on goblins, and I've beaten goblins only once on UWx and that is out of dozens of matches.
Sorry for the Double Post - Really want to respond to someone who posted while I was still typing up my last reponse, but it's a different subject matter, so should be fine.
The number of situations where [Firebrand is worse than Mogg] are numerous but lets give a few;
Opponent wraths.
Opponent casts fatal push or electrolyze.
Opponent flashes in snapcaster to block a chieftan or other x/2 (your fanatic can ping before blocks, your tapped firebrand looks on in sadness as your better goblin gets blocked and dies)
Any block where one more point of damage would finish off a relevant blocker.
The first point here is rarely going to be a concern. If your opponent wraths, you probably already got your extra point of damage in due to the haste, so that's break even, but that's going to be true of any sorcery speed removal. The second point is fair, but it also may not matter. An opponent would never point spot removal at Mogg fanatic, because A) it can still get a point in, but more importantly B) it's a low priority threat; no lord effect, can't pump itself, only 1 power, doesn't grand abilities to other goblins etc. The same is true of Firebrand, it's usually going to be one of the least valuable creatures on the board. The point about snapcaster is also not a great example, I don't think you should ever warp your main deck around specific cards, the format is too open to worry about niche situations like that, even if it is a real downside, you may only get paired against snapcaster decks once in a tournament.
The last point is a very real downside though. For me it basically boils down to Haste Vs Ability to deal the last lethal damage to a blocker. And I think I give a slight edge to haste, since we can't predict what our opponents will do. If it was Mogg Fanatic they might block in such a way that could prevent that situation, or they might not be running creatures that line up that way in the first place (Such as only ever having X/1s in play, or not having creatures in play, or not running creatures at all).
Anyone want to discuss the sideboard, because I'm pretty lost? I based it around a recent list that was posted on channelfireball by Efro (list credit Danny_Bambino). The original list had a SB of:
4x Smash is a necessity, I think, because of Chalice of the Void for 1 (which I ran into against E-Tron). Almost nothing else makes sense to me in Danny's SB. I moved to Tormod's Crypts since they enable surge easier than Relic, but I didn't even bring them in against dredge, or the lingering souls deck. I kept the 1-of Heelcutter and Kari Zev because I wasn't sure where they would fit. I never brought in Kari Zev, and maybe I should have, but anywhere where I thought it would be good, Heelcutter just seemed better. Going forward, I think I might drop the Kari Zev and the Tormod's crypts for another Goblin Chieftan, mogg fanatic and fantastical firebrand and something else if someone has suggestions or can talk me out of it. The 7th and 8th Fanatic effect seem unnecessary, but a lot of times they just straight up win the game - combining 2 pings to take out Scavenging Oozes actually won me a couple games, and I can imagine plenty of matches where you probably just want as many of this effect as possible.
Anyways, tell me what you guys think about Danny's sideboard philosophy, and where I might have gone wrong or right.
Thanks for the feedback! I actually played another 6 matches, lost to GW and traditional tron. I feel like traditional Tron should be a pretty good match, but anyways i'm 13 and 3 and 2 of those losses were to Courser of Kruphix decks. I tried to analyze where I might be losing there, and I'm finding that I'm getting to a long drawn out board state, we both have a million creatures. The same happened with a taxes match, but I was able to pull off the 2-1 there. To solve that issue i've been looking at cards like blazing volley and inflame. I currently have volley sitting in my board as a 4-of for testing purposes, i think it's just going to be better most of the time. I'm not sure exactly how first strike works, but I have a feeling there is some shenanigans to be had with legion loyalist and Inflame. Anyone know if that works the way I think it does (First strike resolves, I cast inflame as a one sided wrath before regular damage?) Other cards in the same vein that i looked up include Bonfire of the Damned and Savage Alliance, but they both cost a lot of mana.
@treachtv - Thanks for the write-up! Good read. I assume it's mostly theoretical? I've played a fair few matches with a split of 3/3 Fanatic/Firebrand and I actually think that the haste is better, now that I've seen how it plays out. And the reason for this is mostly for enabling Battalion on legion loyalist. There have been so many turns where I need to draw a haste creature in order to push through some amount of damage due to battalion, and increasing the number of the hasters in the deck is huge, especially with the sideboard plan that I'm currently working on, which you can read more about below if you like. Cheers.
@MrCojonudo - I've got about 20 matches under my belt now with 4-of Ruins, 1-of contested warzone and 1-of Cavern of souls. Ramunap Ruins has never done more than 2 damage to me in a match, and has won me 2 games. Contested warzone on the other hand has won me zero games, and lost me exactly 1 game. Cavern of souls hasn't come up yet, but I don't hate it as a hedge against Chalice of the void in G1. I think I will be dropping the Warzones soon, because losing that game felt really bad, if it had been even a cavern of souls I'm fairly sure I would have won.
Can you tell me about when you bring in your Grave Hate? And what you take out? It seems to butt up against your advice of not boarding into cards that are outside of your main game plan of "if you waste space in the deck with spells that do not harm your opponent, you have lost". I generally agree with that statement, and it's why I wasn't able to take anything out against dredge to bring in grave hate.
The only statement you make that I totally disagree with is "Goblins has to win by turn 4, that is a fact". It's just not true, I think I have a very good record in my last 20 matches, and I would say that most of those games I won went past turn 4, some of them up to turn 9-10. The board gets clogged, and you have to hold onto a density of spells until you can overwhelm their board to get the last 3 points of damage in so that you can finish them off with Grenades or Bolts. This happened routinely against Courser of Kruphix decks and Thalia decks in my testing the last couple of nights. Against mono white eldrazi taxes, the games went so long that in both times i faced the match we finished with less than 5 minutes each left on our clocks. This is where something like a one-sided wrath would be helpful. Against Courser decks, 1 damage kills Birds, heirarch, witness, mindcensor and even bob if they are running black. Taking out 5 blockers on turn 8 (or later, cant remember exactly) is a winning line, that I took last night actually. And against Taxes, the same is true of Mindcensor, Thalia, flickerwisp and bob. It gets even better if you are able to give your team first strike because then all of the X/2s (which there are a lot of, cant block either). That's why I've been looking into cards like Blazing Volley and Savage Alliance. Volley is just so mana effecient, but I think the instant speed of Alliance might be worth it, since the situations where you're going to want this card are going to be way past the time when you should already have 3 mana to spare (turn 6+).
I know you were a little curious about the Kari Zev Expertise as well, and so was I. I think I found the match for it - Wurmcoil Engine decks, we just can't beat that card ever, but every time they have stabilized against me they would be dead if I had Kari Zev in my hand. So I think it might be necessary to have a couple or maybe even a few copies in the board, as well as a 20th land, because hitting the 3rd land becomes super important, if they get to untap with wurmcoil, it is just game over. Unless you have another suggestion?
My list was posted a few posts ago, but I've made a couple changes since then, so I'll post it here in it's current form. I'll also post my last 20ish matches, I went through the records to to keep track of how many games went past turn 4, but I got tired after doing 4 of them, so I just started keeping track of it going forward. If you're genuinely interested in how many games out of the matches ill post that I won past turn 4, I can do so, or you can just select which matches you're interested in and I can check the records for them (It's a time consuming process where I have to re-watch the whole playback of each game).
2-1 Storm
2-0 GB Rock
1-2 GW value (skipped through attack step that would have forced bad blocks, might have won?)
2-0 8 rack
0-2 Madcap Moon
2-1 mono white eldrazi taxes
0-2 tron
2-0 Goblin Mirror (W3, W4)
2-0 UW Control (W5, W8)
2-0 W Eldrazi Taxes ( W8, W9)
The letters W/L correspond to Win or Loss, and the numbers respresent which turn the game ended. the > only follows a loss and means that I lost at turn 4 or later. Each game is recorded chronologically and independently within the parenthesis seperated by comas. So for example, 2-1 Burn (L>4, w5, w4), means that I beat burn 2-1, Lost game 1 in more than 4 turns, won game 2 on turn 5, and won game 3 on turn 4.
A lot of that information may not be useful to you, or to this conversation really, because what I'm hoping to discuss is sideboard strategies.
Do you have a link or could you post one of these 'no lord' lists?
I'm conflicted as well, but I've been trying to recall the times when it is necessary to attack with Fanatic and Sac him in the same turn cycle, and I honestly don't think it's that often. Other than needing to deal the last point of damage to the opponent or to a creature, I can't think of much else. One of my favourite plays is to kill one of my own creatures that is being blocked by a lifelinker, but in that case you are saccing before damage is dealt anyways so it's the same as not attacking really. Matters on blocks though I suppose, but generally speaking if it gets to the point where we need to block we probably aren't winning anyways.
Here's my no-lords list. I'll be playing Fanatic Firebrand now instead of raging goblin obviously.
https://tappedout.net/mtg-decks/no-lords-goblins/
Also I wrote a thing about exactly why I think Firebrand is better than Mogg Fanatic if you're only playing one or the other. https://www.reddit.com/r/GoblinsMTG/comments/7o86f5/fanatic_mogg_or_monkey_a_write_up_i_did_about_if/
Do you consider Reckless Bushwacker to be a 'lord' I didn't see any in your list, but I think it's pretty good, especially if we are looking at adding additional 1drops.
I think the two are so close that the question shouldn't be which one or there other, but how many do we want? Obviously 4 is standard, which leaves me to believe that 5 is probably correct as well, and why not 6 or 7,8 etc.
Budget Modern: GStompyG | R8-WhackR
In the primer I write about why I'm not playing the new bushwhacker. Essentially I like the higher floor on boros charm/atarka's command. I've found that the direct damage spells more often result in more damage, and diversify my angles of attack. I feel like with 8 whacks the game is to telegraphed and easier to plan for and play against.
I was asking about it before we started talking about Fanatical Firebrand, which I think is great btw.
Here is my Post Rivals List with the proposed Ramunap addition.
4 Legion Loyalist
2 Mogg Fanatic
4 Fanatical Firebrand
4 Foundry Street Denizen
4 Mogg War Marshal
4 Goblin Bushwhacker
4 Reckless Bushwhacker
2 Goblin Chieftain
1 Frenzied Goblin
4 Goblin Grenade
16 Mountain
3 Ramunap Ruins
It's not that I don't want to only play mountains, it's that the opportunity cost of the ruins is so low that even if you wanna play Warzone, we should probably still be playing some number of ruins, at least I can't think of a good reason why not. It ETBs untapped and makes red mana. I think it gets slightly worse with Warzone because the likelihood that you need to pay life for Mana increases, but even in those scenarios, it's probably fine since we are always the beatdown.
Active thread contributor of Jeskai Prowess Tempo
I think we would rather splash black for Night's Whisper since we probably don't care about the life loss and there are some decent goblins in BR.
However, don't get me wrong: I'm not arguing which of the three is better or worse, just stating that Fanatic and Firebrand have differences. Some of us might play with 4 Mogg Fanatics and 4 Firebrands while others may go for 4 Firebrands and 4 Raging Goblins. It comes down to haste vs additional reach.
I believe Mogg Fanatic might be better than Raging Goblin in 8-whack decks, but in Atarka Goblins (4-whack + Atarka's Command) Raging and Firebrand might be a better fit since A-Command doesn't grant haste. I can see players going for 4-8 slots for Raging/Fireband/Fanatic, depending on their preference and build.
Speaking of Goblins, did anyone try them after RIX became legal? Cheers!
Assuming your opponent had no blockers when you play the card, it gets one point of haste damage through that mogg fanatic would not. It could be more if the haste triggers batallion or piledriver or you have lord effects - but a lot of the time its a conditional one extra damage over a fanatic as the potential upside.
Now whats important is that goblins are in the business of turning guys sideways - mogg fanatic turns sideways as much as you want and still keeps its pinging effect alive. Firebrand? Exact opposite - you must give up the ping in order to swing. The number of situations where this is horrific are numerous but lets give a few;
Opponent wraths.
Opponent casts fatal push or electrolyze.
Opponent flashes in snapcaster to block a chieftan or other x/2 (your fanatic can ping before blocks, your tapped firebrand looks on in sadness as your better goblin gets blocked and dies)
Any block where one more point of damage would finish off a relevant blocker.
And finally, when the only upside is haste you have to keep in mind that haste can be given to your fanatic by bushwhackers or chieftans, so sometimes your fanatic comes down with haste anyways.
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
As far as being concerned about control decks, I don't really see the point to worry about it much. I play Goblins and UWx control quite often and I don't think I've ever lost to UWx on goblins, and I've beaten goblins only once on UWx and that is out of dozens of matches.
The first point here is rarely going to be a concern. If your opponent wraths, you probably already got your extra point of damage in due to the haste, so that's break even, but that's going to be true of any sorcery speed removal. The second point is fair, but it also may not matter. An opponent would never point spot removal at Mogg fanatic, because A) it can still get a point in, but more importantly B) it's a low priority threat; no lord effect, can't pump itself, only 1 power, doesn't grand abilities to other goblins etc. The same is true of Firebrand, it's usually going to be one of the least valuable creatures on the board. The point about snapcaster is also not a great example, I don't think you should ever warp your main deck around specific cards, the format is too open to worry about niche situations like that, even if it is a real downside, you may only get paired against snapcaster decks once in a tournament.
The last point is a very real downside though. For me it basically boils down to Haste Vs Ability to deal the last lethal damage to a blocker. And I think I give a slight edge to haste, since we can't predict what our opponents will do. If it was Mogg Fanatic they might block in such a way that could prevent that situation, or they might not be running creatures that line up that way in the first place (Such as only ever having X/1s in play, or not having creatures in play, or not running creatures at all).
[.deck]
4 creature 1
4 creature 2
4 creature 3
[./deck]
if I remove only the period from where it says [.deck] and [./deck] then it would like this (my last example used an X instead of a period)
4 creature 2
4 creature 3
2-1 GW value town
2-0 UW control
0-2 abzan
2-1 Dredge
2-1 eldrazi tron
2-1 Storm
2-0 GB Rock
List is:
4 Foundry Street Denizen
4 Legion Loyalist
3 Mogg Fanatic
3 Fanatical Firebrand
2 Frenzied Goblin
4 Mogg War Marshal
4 Goblin Bushwhacker
4 Reckless Bushwhacker
1 Goblin Chieftain
4 Goblin Grenade
13 Mountain
4 Ramunap Ruins
1 Contested Warzone
1 Cavern of Souls
4 Smash to Smithereens
3 Dragon's Claw
3 Tormod's Crypt
1 Kari Zev's Expertise
1 Goblin King
1 Goblin Heelcutter
1 Contested War Zone
1 Cavern of Souls
Anyone want to discuss the sideboard, because I'm pretty lost? I based it around a recent list that was posted on channelfireball by Efro (list credit Danny_Bambino). The original list had a SB of:
4x Smash is a necessity, I think, because of Chalice of the Void for 1 (which I ran into against E-Tron). Almost nothing else makes sense to me in Danny's SB. I moved to Tormod's Crypts since they enable surge easier than Relic, but I didn't even bring them in against dredge, or the lingering souls deck. I kept the 1-of Heelcutter and Kari Zev because I wasn't sure where they would fit. I never brought in Kari Zev, and maybe I should have, but anywhere where I thought it would be good, Heelcutter just seemed better. Going forward, I think I might drop the Kari Zev and the Tormod's crypts for another Goblin Chieftan, mogg fanatic and fantastical firebrand and something else if someone has suggestions or can talk me out of it. The 7th and 8th Fanatic effect seem unnecessary, but a lot of times they just straight up win the game - combining 2 pings to take out Scavenging Oozes actually won me a couple games, and I can imagine plenty of matches where you probably just want as many of this effect as possible.
Anyways, tell me what you guys think about Danny's sideboard philosophy, and where I might have gone wrong or right.
**edit, counted my W/L record wrong
@MrCojonudo - I've got about 20 matches under my belt now with 4-of Ruins, 1-of contested warzone and 1-of Cavern of souls. Ramunap Ruins has never done more than 2 damage to me in a match, and has won me 2 games. Contested warzone on the other hand has won me zero games, and lost me exactly 1 game. Cavern of souls hasn't come up yet, but I don't hate it as a hedge against Chalice of the void in G1. I think I will be dropping the Warzones soon, because losing that game felt really bad, if it had been even a cavern of souls I'm fairly sure I would have won.
Can you tell me about when you bring in your Grave Hate? And what you take out? It seems to butt up against your advice of not boarding into cards that are outside of your main game plan of "if you waste space in the deck with spells that do not harm your opponent, you have lost". I generally agree with that statement, and it's why I wasn't able to take anything out against dredge to bring in grave hate.
The only statement you make that I totally disagree with is "Goblins has to win by turn 4, that is a fact". It's just not true, I think I have a very good record in my last 20 matches, and I would say that most of those games I won went past turn 4, some of them up to turn 9-10. The board gets clogged, and you have to hold onto a density of spells until you can overwhelm their board to get the last 3 points of damage in so that you can finish them off with Grenades or Bolts. This happened routinely against Courser of Kruphix decks and Thalia decks in my testing the last couple of nights. Against mono white eldrazi taxes, the games went so long that in both times i faced the match we finished with less than 5 minutes each left on our clocks. This is where something like a one-sided wrath would be helpful. Against Courser decks, 1 damage kills Birds, heirarch, witness, mindcensor and even bob if they are running black. Taking out 5 blockers on turn 8 (or later, cant remember exactly) is a winning line, that I took last night actually. And against Taxes, the same is true of Mindcensor, Thalia, flickerwisp and bob. It gets even better if you are able to give your team first strike because then all of the X/2s (which there are a lot of, cant block either). That's why I've been looking into cards like Blazing Volley and Savage Alliance. Volley is just so mana effecient, but I think the instant speed of Alliance might be worth it, since the situations where you're going to want this card are going to be way past the time when you should already have 3 mana to spare (turn 6+).
I know you were a little curious about the Kari Zev Expertise as well, and so was I. I think I found the match for it - Wurmcoil Engine decks, we just can't beat that card ever, but every time they have stabilized against me they would be dead if I had Kari Zev in my hand. So I think it might be necessary to have a couple or maybe even a few copies in the board, as well as a 20th land, because hitting the 3rd land becomes super important, if they get to untap with wurmcoil, it is just game over. Unless you have another suggestion?
4 Foundry Street Denizen
4 Legion Loyalist
3 Mogg Fanatic
3 Fanatical Firebrand
2 Frenzied Goblin
4 Mogg War Marshal
4 Goblin Bushwhacker
4 Reckless Bushwhacker
1 Goblin Chieftain
4 Goblin Grenade
14 Mountain
4 Ramunap Ruins
1 Cavern of Souls
4 Smash to Smithereens
3 Dragon's Claw
3 Savage Alliance
3 Kari Zev's Expertise
1 Cavern of Souls
1 Goblin Chieftan
And my records (14-4) on MTGO
2-1 GW value town
2-0 UW control
0-2 abzan
2-1 Dredge
2-1 eldrazi tron
added Blazing volley to sideboard
2-1 Storm
2-0 GB Rock
1-2 GW value (skipped through attack step that would have forced bad blocks, might have won?)
2-0 8 rack
0-2 Madcap Moon
2-1 mono white eldrazi taxes
0-2 tron
2-0 Goblin Mirror (W3, W4)
2-0 UW Control (W5, W8)
2-0 W Eldrazi Taxes ( W8, W9)
switched blazing volley for savage alliance
2-0 UW control (W4, W7)
2-1 Burn (L>4, w5, w4)
2-0 Storm (W4, W4)
The letters W/L correspond to Win or Loss, and the numbers respresent which turn the game ended. the > only follows a loss and means that I lost at turn 4 or later. Each game is recorded chronologically and independently within the parenthesis seperated by comas. So for example, 2-1 Burn (L>4, w5, w4), means that I beat burn 2-1, Lost game 1 in more than 4 turns, won game 2 on turn 5, and won game 3 on turn 4.
A lot of that information may not be useful to you, or to this conversation really, because what I'm hoping to discuss is sideboard strategies.