Quick Info
I have been messing around with this deck for a few weeks. I have played most of the top meta game decks and it is doing really well.
Early Game
The dream is to cast a Wily Goblin on turn 2 and then you can ramp into turn 3 Chandra or Rekindling. It happens more than you think.
Mid Game
The Captain is to keep the Ramp plan on track and to cast a turn 4 Glorybringer or Angrath.
Late Game
The Marionette Master is a good late game plan to finish things off and to use up any left over treasures.
General
With the Dusk Legion and the Costly Plunder you get to see a lot of cards. The Plunder is great to make use of the Goblin when he is not doing much. I have stolen creatures with Angrath and saced them using the plunder and that just feels great. The deck has a lot of little synergies and all the treasures lets you double spell when you miss out on the more explosive draws. It has good game against most decks and the sideboard is setup to play better against control and aggro decks. Please give some thoughts and let me know how i could improve things. I am going to run it at FNM this week so we will see how things go.
The previous deck was a bit clunky but i think we are on the right track now. I was unable to take the previous deck to FNM but playing with it online i saw what the problems were. I will be taking this new version to FNM this Friday and we will see how things go. Help to improve the deck would be great.
Quick Info
This is my second attempt at the deck. It is more streamlined now and the deck seems to be better focused and consistent.
Early Game
You want to setup for a turn 2 Goblin, Dire Fleet or Treasure Map. That kinda gets things rolling and usually gets you a couple of treasures by turn 4.
Mid Game
You are trying to pump out treasures and Scry with the map to setup your late game. This is where Pia and the Captain should be good at getting lots of permanents on the battlefield.
Late Game
In the mid to late game you should have Twilight Prophet online and trying to setup Marionette Master to end the game. The Prophet and the Master get lots of benefit from all the treasures and by this point with all the extra mana you should be double spelling all the time. The Map works amazingly well with Twilight Prophet and lets you deal a ton of damage and setup your draws.
General
This deck has a ton of little synergies and the thing i have done online a few times is pump out a turn 3 Chandra and that feels so good. The sideboard is for Control, Tokens and Aggro.
1 Marionette Master
4 Wily Goblin
4 Dusk Legion Zealot
3 Captain Lannery Storm
1 Twilight Prophet
4 Glorybringer
3 Rekindling Phoenix
Land
8 Mountain
4 Swamp
4 Canyon Slough
4 Dragonskull Summit
1 Field of Ruin
2 Cinder Barrens
1 Arch of Orazca
3 Fatal Push
2 Abrade
3 Vraska's Contempt
3 Costly Plunder
Sorcery
1 Sweltering Suns
1 Doomfall
Planeswalker
2 Chandra, Torch of Defiance
1 Angrath, the Flame-Chained
2 Silent Gravestone
4 Moment of Craving
2 Sweltering Suns
1 Doomfall
4 Duress
1 Chandra, Torch of Defiance
1 Angrath, the Flame-Chained
Quick Info
I have been messing around with this deck for a few weeks. I have played most of the top meta game decks and it is doing really well.
Early Game
The dream is to cast a Wily Goblin on turn 2 and then you can ramp into turn 3 Chandra or Rekindling. It happens more than you think.
Mid Game
The Captain is to keep the Ramp plan on track and to cast a turn 4 Glorybringer or Angrath.
Late Game
The Marionette Master is a good late game plan to finish things off and to use up any left over treasures.
General
With the Dusk Legion and the Costly Plunder you get to see a lot of cards. The Plunder is great to make use of the Goblin when he is not doing much. I have stolen creatures with Angrath and saced them using the plunder and that just feels great. The deck has a lot of little synergies and all the treasures lets you double spell when you miss out on the more explosive draws. It has good game against most decks and the sideboard is setup to play better against control and aggro decks. Please give some thoughts and let me know how i could improve things. I am going to run it at FNM this week so we will see how things go.
2 Marionette Master
4 Wily Goblin
2 Pia Nalaar
3 Captain Lannery Storm
4 Dire Fleet Hoarder
3 Twilight Prophet
Land
7 Mountain
5 Swamp
4 Canyon Slough
4 Dragonskull Summit
1 Field of Ruin
2 Cinder Barrens
1 Arch of Orazca
4 Treasure Map
Instant
3 Fatal Push
2 Abrade
3 Vraska's Contempt
1 Fiery Cannonade
Sorcery
2 Harsh Scrutiny
Planeswalker
3 Chandra, Torch of Defiance
1 Scavenger Grounds
2 Silent Gravestone
1 Abrade
1 Hour of Glory
1 Fiery Cannonade
3 Moment of Craving
2 Sweltering Suns
4 Duress
Quick Info
This is my second attempt at the deck. It is more streamlined now and the deck seems to be better focused and consistent.
Early Game
You want to setup for a turn 2 Goblin, Dire Fleet or Treasure Map. That kinda gets things rolling and usually gets you a couple of treasures by turn 4.
Mid Game
You are trying to pump out treasures and Scry with the map to setup your late game. This is where Pia and the Captain should be good at getting lots of permanents on the battlefield.
Late Game
In the mid to late game you should have Twilight Prophet online and trying to setup Marionette Master to end the game. The Prophet and the Master get lots of benefit from all the treasures and by this point with all the extra mana you should be double spelling all the time. The Map works amazingly well with Twilight Prophet and lets you deal a ton of damage and setup your draws.
General
This deck has a ton of little synergies and the thing i have done online a few times is pump out a turn 3 Chandra and that feels so good. The sideboard is for Control, Tokens and Aggro.