My deck runs 19 basic lands, all of them mountains, and I feel that it could use more utility lands. Teetering Peaks and especially Forgotten Cave have been considered, which ones should be run and how many? Any help is greatly appreciated
Decklist can be found here: https://tappedout.net/mtg-decks/07-03-19-pauper-goblins/
There was a great goblin writeup somewhere on the net, with three decklists that all sport the same solid core, then diverge in what the unallocated cards are, but remain focused on what that particular iteration of the deck is trying to achieve. Alas, I can't find it anymore, but I remember it being a helpful read and folks who tried one of the builds - there was one which used Kruin Striker as Foundry Street Denizen 5-8 - had great sucess with it. It was the terror of the local meta for a while, and the only reason it's not anymore was that I sold it to a random newbie who had stopped showing up regularly after that. And I can't put another list together because people keep buying up my Lightning Bolts and Fireblasts for other decks.
You list seems a bit unfocused in this regard. It doesn't fully sport what that article listed as core, and it also mixes up several of the possible strategies in a way that probably dilutes them. I can't remember what the core was, exactly, but if you manage to find the article, give it a read, it's pretty spot on.
And as for your question - after a bunch of time trying those lists out, my crew has come to the conclusion that the correct number of non-mountain lands in a goblins list is - zero. You really, really, really want to curve out, and since so much of your stuff costs 1, or at most 2 mana, anything that comes into play tapped will end up costing you way more games than being able to occasionally cycle a land will win you games. You also never want to not be able to sac a land for Fireblast. And your deck will often enough keep one-land hands, that either starting with a cycling land or drawing a cycling land will mean all it does is come into play tapped. The benefits of just about any other land you could put in seem pretty marginal, too.
This is different than with Burn lists where cycling a land can (and often will) lead to immediately dealing damage to your opponent with the card you drew.
"Masques Block is the worst block ever! There's not one decent card in there! The whole internet say's so, you're literally the only person who ever said it was good!" - random noob in a conversation with an Eldrazi.
Raze is horrible, cut it. Symmetrical and bad. In fact its 2 for one-ing yourself, even worse.
Sacking cast gobbos for effects is bad, ditch it. Pure card disadvantage. Consider what lugo86 said with Kruin Striker.
As lujo86 said, go all mountain, you never want an untapped land. If you do want a utility land try one or two Radiant Fountain as lifegain is always pertinent against Burn (and a few other aggro decks).
Get Goblin Caves for the sideboard 3 copies. There are so many l and 2 damage sweepers out there it isn't even funny.
Think about Raid Bombardment or some other enchantment that most decks can't deal with game one. Creature removal abounds, Enchantment removal is practically non-existent game one and sporadic game 2 and 3.
Best wishes and try to find that article he mentions, will give you some better guidance than what I can provide. Good luck.
Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Saccing gobbos is actually how the deck beats 1/3 roadblocks which are important in the format. This means that Mogg Raider and Goblin Sledder are both core and the main reason to even attempt running goblins at all. It makes the deck very capable of getting past Augur of Bolas and such. Also, being able to sac half your goblins to save others from Electrickery and Nausea means you have a chance where other decks would not. I'd play no less than 6 of those guys, and probably 7 or 8.
Otherwise, yeah, everything WarMachine said, except I'm not sure I'd run anything that costs 3 mana in a Goblin Deck (including Goblin Matron - there are combo/toolbox lists but we were much happier with redundancy lists with a lower curve). Goblin Caves are worth it, though. If you want an enchantment, Impact Tremors ought to do the trick. Mogg War Marshal is key to always having sac fodder for Raiders/Sledders or EtB Triggers for Tremors, Denizens or Kruin Strikers.
Goblins are a terrifying deck, with their only real problem being that Sparksmith is actually worse in a Goblin deck than a random RDW build, because you can't just hose down dude strats with him due to having too many Goblins on board. And remember to keep your non-dude stuff to a minimum.
"Masques Block is the worst block ever! There's not one decent card in there! The whole internet say's so, you're literally the only person who ever said it was good!" - random noob in a conversation with an Eldrazi.
Let me clarify on sacking cast goblins. Sacking cast goblins cards is bad. Sacking goblin TOKENS is much better. Usually because cards like Dragon Fodder and Krenko's Command give you 2 gobbos for one card.
I will post up my Goblin Token decks with Impact Tremors and some other enchantments/goblin instants. I have played against the classic Goblin lists and I have had very good success. It doesn't sack a single goblin as they are used to fuel the strategy (goblin count) and those gobbos are used to chump block quite a bit.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
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Decklist can be found here: https://tappedout.net/mtg-decks/07-03-19-pauper-goblins/
You list seems a bit unfocused in this regard. It doesn't fully sport what that article listed as core, and it also mixes up several of the possible strategies in a way that probably dilutes them. I can't remember what the core was, exactly, but if you manage to find the article, give it a read, it's pretty spot on.
And as for your question - after a bunch of time trying those lists out, my crew has come to the conclusion that the correct number of non-mountain lands in a goblins list is - zero. You really, really, really want to curve out, and since so much of your stuff costs 1, or at most 2 mana, anything that comes into play tapped will end up costing you way more games than being able to occasionally cycle a land will win you games. You also never want to not be able to sac a land for Fireblast. And your deck will often enough keep one-land hands, that either starting with a cycling land or drawing a cycling land will mean all it does is come into play tapped. The benefits of just about any other land you could put in seem pretty marginal, too.
This is different than with Burn lists where cycling a land can (and often will) lead to immediately dealing damage to your opponent with the card you drew.
Sacking cast gobbos for effects is bad, ditch it. Pure card disadvantage. Consider what lugo86 said with Kruin Striker.
As lujo86 said, go all mountain, you never want an untapped land. If you do want a utility land try one or two Radiant Fountain as lifegain is always pertinent against Burn (and a few other aggro decks).
Get Goblin Caves for the sideboard 3 copies. There are so many l and 2 damage sweepers out there it isn't even funny.
Yank Tarfire and go with Pyroblast in the side.
Think about Raid Bombardment or some other enchantment that most decks can't deal with game one. Creature removal abounds, Enchantment removal is practically non-existent game one and sporadic game 2 and 3.
Best wishes and try to find that article he mentions, will give you some better guidance than what I can provide. Good luck.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Otherwise, yeah, everything WarMachine said, except I'm not sure I'd run anything that costs 3 mana in a Goblin Deck (including Goblin Matron - there are combo/toolbox lists but we were much happier with redundancy lists with a lower curve). Goblin Caves are worth it, though. If you want an enchantment, Impact Tremors ought to do the trick. Mogg War Marshal is key to always having sac fodder for Raiders/Sledders or EtB Triggers for Tremors, Denizens or Kruin Strikers.
Goblins are a terrifying deck, with their only real problem being that Sparksmith is actually worse in a Goblin deck than a random RDW build, because you can't just hose down dude strats with him due to having too many Goblins on board. And remember to keep your non-dude stuff to a minimum.
I will post up my Goblin Token decks with Impact Tremors and some other enchantments/goblin instants. I have played against the classic Goblin lists and I have had very good success. It doesn't sack a single goblin as they are used to fuel the strategy (goblin count) and those gobbos are used to chump block quite a bit.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."