Goblins was the first deck I was ever good with. It got me hooked on magic till this day. I think with the new additions in the last to sets it is plausible to have a competitive goblin deck. Without further a do.
Concept and card choices. Looking at the card pool I thought that the strengths of goblins are there speed aka haste, there ability to swarm, and a subtheme of control elements.
at one cc we have Skirk Prospector, Fanatical Firebrand, Goblin Banneret. Goblin Banneret is the most aggressive of the bunch. Is a great top deck/mana sink. Also can pump other creatures with mentor. Fanatical Firebrand is a utility card that has haste and can ping anything. Can be useful against llanowar decks. In addition can help make math more difficult against enemy blockers. Skirk Prospector has always been one of my favorite cards. I. This deck it is used to accelerate from 2 to 3. The current crop of goblin 2 drops are really weak. Thus instead of playing them I choose to for 3 drops. It can also help accelerate to early Siege-Gang Commander.
2 cc we only have Runaway Steam-Kin. This card is so good in this deck. It is must answerable on turn 2. With 10 one drops and multiple pathways to a cleat ion this gets to 4 pretty fast. Once it is at 4 mana it can be used to accelerate. Then can get pumped again with mentor. Currently have Lava Coil as my 2 drop removal. lightning strike might be better for this spot. However, due to how good rekindling Phoenix and the 5/4 elf I wanted something to answer the, clean. In addition, I think graveyards will be very important in the up coming meta
3 cc We have Goblin Warchief, Goblin Chainwhirler, Legion Warboss, Risk Factor. Chainwhirler is a no brained. Goblin Warchief inclusion is for the haste and the ability to reduce casting cost. Playing the card on turn 2 is a big advantage and must be answered. If they answer with removal, then Goblin Chainwhirler and Legion Warboss can be unanswered. Legion Warboss Is another must answer threat that gets stronger when in play for multiple turns. It can also pump team with mentor. It also produces hasty goblins. Finally Risk Factor, it’s a punisher card. However it might be the best punisher card I have seen. It can be played instant speed with a Runaway Steam-Kin activation. Also can pump Runaway Steam-Kin instant speed. It draws cards, deals damage and can be jump started. Starting with only 2 for now may want to add another.
Risk factor went from a 2 of to 4 of. I was running out of steam fairly quickly. The Risk factor at minimum is 2 four mana burn spells. It has been very good.
cut 1 Field of ruins due to mana flooding. Still have 1 in the sideboard against control.
added 1 Volley Veteran expecting an aggro heavy meta. Also with the change to lightning strike need more removal for larger creatures
Runaway Steam-Kin has been underwhelming at times. Stuggles against opposing red decks. When left alone still can be explosive.
Legion Warboss has been excellent. In addition Goblin Warchief has really overpreformed. Giving all goblins haste really shines in the control match up. Paired with Goblin Banneret can lead to quick damage.
It's built around the idea that a turn 4 Goblin Chainwhirler plus Status on the chainwhirler to wipe their board will be backbreaking against any creature deck. While Statue and Volley Veteran can take of any large single threat like Lyra Dawnbringer. From my testing it shows a lot of potential, at least against token and aggro decks since the combination of creatures like Chainwhirler and Legion Warboss plus some removal is something they don't seem to be able to deal with. Control decks are basically can you get a Legion Warboss or Vanquisher's Banner to stick. And this deck just roles over and dies to turbo-fog which is why Angrath, the Flame-Chained is in the sideboard for, but I haven't gotten around to seeing how it does yet.
The other big problem with the deck is the mana base. While not horrible, it does limit a lot of what the deck wants to do since the deck wants a lot of mountains while also wanting to cast Statue when needed.
Status seems really good. I just do not like messing with the mana to do that interaction. For that splash I want a little more, better mana and a better idea of the meta game. For instance, in a green heavy meta game status is a killer. However, it does nothing against teferi decks.
currently considering dropping volley veteran. It needs a lot of setup for the removal. In testing it has not been a flametongue kavu. However will wait on the metagame.
deck currently best at turns 2-3. Without Skirk prospector into 3 drop, I am not sure if deck is aggressive enough.
-3 volley veteran added 2 rekindling Phoenix to mainboard. Rekindling Phoenix is great in green matchups. It also matches up well with the multitude of removal spells used to attack this deck.
I have not had success with he banneret but 4 fanatic and 4 smirk as well as 4 goblin instigator into war boss and trash master is really fast and almost too much. 4 siege gang all day. I like risk factor but Idk if we need it. I would only play goblins and play 4 volley instead of strikes etc. 24 mountain. 2 warchiefs are enough we curve out without them but the haste is nice. Keep goblin
White splash will likely be necessary, even if it is just for sideboard cards. My build is similar to yours. I would say you need at least two seige gang commanders. The deck isn't necessarily fast, but turn 5 kills are possible. I would infinitely prefer black for removal and creature recursion, however. The problem I see there is the mana isn't supported and we need lands coming in untapped as often as possible for this to work.
Dark Dweller Oracle is at least a one of, and I am running two Flame of Keld. If it sticks for three turns its good game. I saw a list on MTG Goldfish, and I can't believe someone ran less than 4 instigators. Its just value. Legion Warboss is extremely good too. Don't be afraid to sack your team for cards and mana.
How do people feel radiant destiny? I feel like trashmaster is just better. Radiant destiny doesn't do anything the turn it comes down and won't help me on a turn later.
Radiant destiny is a Good. I see a lot of lists dropping Warchief but he is a bomb goblin. I’m re entertaining the thought of crater maker being another 2 drop spot. Warchief seems so necessary in this format plus he will soak up removal high priority. The white splash for the exile convoke enchantment is also great against everything
While not a goblin-goblin aggro deck. This is something I found that I just had to put together. Tried it a few times. Not sure if it has any legs, but it is fun to play. Plus it seems a bit more resilient than some other combos due to the fact it has redundancy and only needs to protect one card (Teshar).
The basic idea is to get Teshar, Ancestor’s Apostle out on to the battlefield and have a Squee, the Immortal either in your hand, graveyard, or exile and have a Skirk Prospector in hand, graveyard, or the battlefield. From there, there are a couple of ways to win.
Dive Down is meant to protect Teshar. Deafening Clarion, while looking a little weird in a deck with a lot of small creatures, is meant to slow down aggro decks since most creatures in the deck don't care if they are in the graveyard. Mox Amber is mostly to give a free trigger of Teshar if needed. Chart a Course and Discovery // Dispersal are the card selection. Right now I am doing a 3/3 split, but I could see going 2 Chart a Course and 4 Discovery // Dispersal since many times surveiling a card into the graveyard is as good as drawing it.
While not a goblin-goblin aggro deck. This is something I found that I just had to put together. Tried it a few times. Not sure if it has any legs, but it is fun to play. Plus it seems a bit more resilient than some other combos due to the fact it has redundancy and only needs to protect one card (Teshar).
The basic idea is to get Teshar, Ancestor’s Apostle out on to the battlefield and have a Squee, the Immortal either in your hand, graveyard, or exile and have a Skirk Prospector in hand, graveyard, or the battlefield. From there, there are a couple of ways to win.
Dive Down is meant to protect Teshar. Deafening Clarion, while looking a little weird in a deck with a lot of small creatures, is meant to slow down aggro decks since most creatures in the deck don't care if they are in the graveyard. Mox Amber is mostly to give a free trigger of Teshar if needed. Chart a Course and Discovery // Dispersal are the card selection. Right now I am doing a 3/3 split, but I could see going 2 Chart a Course and 4 Discovery // Dispersal since many times surveiling a card into the graveyard is as good as drawing it.
The problem is this deck is much less of a combo now that hazorets monument/gate is gone since you can't cycle through your deck. And if you do assemble the combo it doesn't win on the spot. You'll need either Banefire for infinite or heroic reinforcements. But imo without the monument looting its way harder to play
This is what im running currently. I really think experimental frenzy is the best red card in the new set. I added Dark-Dweller Oracle to sideboard to improve frenzy games. Mess with some of the numbers. Down to 2goblin Banneret. Went up to 3 rekindling Phoenix in the main deck. It’s good in every match up. Have fight with fire in the sideboard for green match ups. Also can be used on control matches as a burn finisher and a punish for wreckage.
Is there any reason you aren't splashing white? I don't see any real downside to it....Just better sideboard/removal options....Oh and venerated loxodon+ lots of Gobbos= profit.
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Standard decks:
Wr Midrange
Mono white aggro
WR aggro
This is what im running currently. I really think experimental frenzy is the best red card in the new set. I added Dark-Dweller Oracle to sideboard to improve frenzy games. Mess with some of the numbers. Down to 2goblin Banneret. Went up to 3 rekindling Phoenix in the main deck. It’s good in every match up. Have fight with fire in the sideboard for green match ups. Also can be used on control matches as a burn finisher and a punish for wreckage.
I think this list is pretty legit. Of course Phoenix is the all star. I love how stupid banneret can get on turn 3. Love runaway steam kin too! How are you doing with 21 lands tho? What do you hit Field of Ruin with?
It kind of looks like there should be a combo here with the Skirk Prospector/Goblin Instigator/Dark-Dweller Oracle/Goblin Warchief action, but I think the deck is just looking to swarm people with goblins. Maybe I'm just missing something.
I'm a little skeptical of 4 warchief and 2 warboss instead of the other way around. Is warchief secretly good?
Tocatli Honor Guard is also brutal against this deck. Still, goblins!
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2 Fanatical Firebrand
4 Skirk Prospector
4 Runaway Steam-Kin
4 Goblin Banneret
2 Siege-Gang Commander
4 Goblin Warchief
4 Legion Warboss
4 Goblin Chainwhirler
3 Goblin Trashmaster
2 Volley Veteran
20 Mountain
2 Field of Ruin
Instant
2 Risk Factor
Sorcery
3 Lava Coil
1 Fanatical Firebrand
1 Siege-Gang Commander
2 Goblin Cratermaker
4 Rekindling Phoenix
1 Volley Veteran
2 Vance's Blasting Cannons
1 Field of Ruin
1 Risk Factor
2 Lightning Strike
Concept and card choices. Looking at the card pool I thought that the strengths of goblins are there speed aka haste, there ability to swarm, and a subtheme of control elements.
Rekindling Phoenix for planeswalker match ups.
Goblin Cratermaker is for karn
Volley Veteran and Lava Coil are for Aggro
Please comment and give advice or ideas
3 Fanatical Firebrand
4 Skirk Prospector
4 Runaway Steam-Kin
4 Goblin Banneret
2 Siege-Gang Commander
4 Goblin Warchief
4 Legion Warboss
4 Goblin Chainwhirler
3 Volley Veteran
20 Mountain
1 Field of Ruin
Instant
3 Lightning Strike
4 Risk Factor
1 Siege-Gang Commander
3 Goblin Cratermaker
2 Goblin Trashmaster
3 Rekindling Phoenix
2 Vance's Blasting Cannons
1 Field of Ruin
3 Lava Coil
12 Mountain
4 Rootbound Crag
4 Dragonskull Summit
2 Overgrown Tomb
1 Forest
1 Swamp
Creatures 29
4 Goblin Instigator
4 Goblin Chainwhirler
4 Legion Warboss
3 Fanatical Firebrand
2 Goblin Banneret
2 Rigging Runner
2 Dark-Dweller Oracle
2 Goblin Cratermaker
2 Volley Veteran
2 Siege-Gang Commander
1 Squee, the Immortal
4 Status // Statue
2 Banefire
Artifacts 2
2 Vanquisher's Banner
3 Shivan Fire
2 Karn, Scion of Urza
2 Lava Coil
2 Angrath, the Flame-Chained
2 Assassin's Trophy
1 Goblin Cratermaker
1 Fight with Fire
1 Banefire
1 Field of Ruin
It's built around the idea that a turn 4 Goblin Chainwhirler plus Status on the chainwhirler to wipe their board will be backbreaking against any creature deck. While Statue and Volley Veteran can take of any large single threat like Lyra Dawnbringer. From my testing it shows a lot of potential, at least against token and aggro decks since the combination of creatures like Chainwhirler and Legion Warboss plus some removal is something they don't seem to be able to deal with. Control decks are basically can you get a Legion Warboss or Vanquisher's Banner to stick. And this deck just roles over and dies to turbo-fog which is why Angrath, the Flame-Chained is in the sideboard for, but I haven't gotten around to seeing how it does yet.
The other big problem with the deck is the mana base. While not horrible, it does limit a lot of what the deck wants to do since the deck wants a lot of mountains while also wanting to cast Statue when needed.
My current updates to the deck is
4 Fanatical Firebrand
4 Skirk Prospector
4 Runaway Steam-Kin
3 Goblin Banneret
1 Siege-Gang Commander
4 Goblin Warchief
4 Legion Warboss
2 Goblin Cratermaker
4 Goblin Chainwhirler
2 Rekindling Phoenix
20 Mountain
1 Field of Ruin
Instant
4 Lightning Strike
3 Risk Factor
2 Dire Fleet Daredevil
1 Siege-Gang Commander
1 Goblin Cratermaker
2 Rekindling Phoenix
1 Field of Ruin
1 The Immortal Sun
1 Risk Factor
2 Fight with Fire
4 Lava Coil
Dark Dweller Oracle is at least a one of, and I am running two Flame of Keld. If it sticks for three turns its good game. I saw a list on MTG Goldfish, and I can't believe someone ran less than 4 instigators. Its just value. Legion Warboss is extremely good too. Don't be afraid to sack your team for cards and mana.
How do people feel radiant destiny? I feel like trashmaster is just better. Radiant destiny doesn't do anything the turn it comes down and won't help me on a turn later.
4 Sulfur Falls
4 Clifftop Retreat
4 Sacred Foundry
4 Steam Vents
3 Mountain
3 Island
1 Plains
4 Skirk Prospector
4 Goblin Instigator
4 Goblin Warchief
4 Teshar, Ancestor's Apostle
3 Squee, the Immortal
2 Runaway Steam-kin
1 Shalai, Voice of Plenty
2 Desecrated Tomb
2 Mox Amber
Instants 3
3 Dive Down
Sorceries 8
3 Chart a Course
3 Discovery // Dispersal
2 Deafening Clarion
The basic idea is to get Teshar, Ancestor’s Apostle out on to the battlefield and have a Squee, the Immortal either in your hand, graveyard, or exile and have a Skirk Prospector in hand, graveyard, or the battlefield. From there, there are a couple of ways to win.
Dive Down is meant to protect Teshar. Deafening Clarion, while looking a little weird in a deck with a lot of small creatures, is meant to slow down aggro decks since most creatures in the deck don't care if they are in the graveyard. Mox Amber is mostly to give a free trigger of Teshar if needed. Chart a Course and Discovery // Dispersal are the card selection. Right now I am doing a 3/3 split, but I could see going 2 Chart a Course and 4 Discovery // Dispersal since many times surveiling a card into the graveyard is as good as drawing it.
The problem is this deck is much less of a combo now that hazorets monument/gate is gone since you can't cycle through your deck. And if you do assemble the combo it doesn't win on the spot. You'll need either Banefire for infinite or heroic reinforcements. But imo without the monument looting its way harder to play
4 Fanatical Firebrand
4 Skirk Prospector
4 Runaway Steam-Kin
2 Goblin Banneret
1 Siege-Gang Commander
4 Goblin Warchief
4 Legion Warboss
2 Goblin Cratermaker
4 Goblin Chainwhirler
3 Rekindling Phoenix
20 Mountain
1 Field of Ruin
Instant
4 Lightning Strike
3 Risk Factor
1 Siege-Gang Commander
3 Dark-Dweller Oracle
1 Goblin Cratermaker
1 Rekindling Phoenix
2 Experimental Frenzy
1 Field of Ruin
2 Fight with Fire
4 Lava Coil
Wr Midrange
Mono white aggro
WR aggro
Modern decks:
Naya burn
Bushwhacker zoo
8 Whack
Legacy decks:
Burn
I think this list is pretty legit. Of course Phoenix is the all star. I love how stupid banneret can get on turn 3. Love runaway steam kin too! How are you doing with 21 lands tho? What do you hit Field of Ruin with?
1 Goblin Banneret
2 Skirk Prospector
4 Dark-Dweller Oracle
2 Goblin Cratermaker
3 Goblin Instigator
4 Goblin Chainwhirler
4 Goblin Warchief
2 Legion Warboss
4 Goblin Trashmaster
4 Volley Veteran
4 Siege-Gang Commander
1 Goblin Banneret
4 Shock
2 Goblin Cratermaker
4 Lightning Strike
2 Squee, the Immortal
2 Experimental Frenzy
It kind of looks like there should be a combo here with the Skirk Prospector/Goblin Instigator/Dark-Dweller Oracle/Goblin Warchief action, but I think the deck is just looking to swarm people with goblins. Maybe I'm just missing something.
I'm a little skeptical of 4 warchief and 2 warboss instead of the other way around. Is warchief secretly good?
Tocatli Honor Guard is also brutal against this deck. Still, goblins!