This is just a real rough draft, but could something like this be a player in the format? Potentially I am missing out on something obvious like Null Rod, or some sort of superior combo-esque finisher. However, the concept, could it survive against this Fish/Workshop/Dredge metagame? Cavern get's the creatures through Chalice of the Void and Aether Vial, Goblin Lackey, and Warren Instigator cheat goblins in past sphere effects. Siege-Gang Commander and potentially Mogg War Marshal are good against Smokestack.
Goblin Recruiter paired with Goblin Ringleader is a good tutor/draw engine that is complimented with Skullclamp. As someone with no experience in Goblins I wouldn't know which "lord" is best to include, but likely one that grants haste (Goblin Warchief).
The Cavern also can pay for Earwig Squad's Prowl cost, should it not be "vial'd" in through Lackey or the Instigator. The effect of the Earwig Squad is pretty amazing, potentially striping out the opponents wincon's. The 5/3 body is impressive, as it is the same as Workshop stallwart Lodestone Golem.
Just an idea, would be cool to get some input as it is a fairly cheap deck to get the pieces for as a change-of-pace, especially in a 15 proxy meta.
Earwig squad only gets his earwig effect if you cast him by prowl, so it's generally inadvisable to cheat him in. With this in mind, vials aren't really that great and are too slow. you need more fast mana. Demonic consultation is also good here, what with finding earwig sqauds. Finding one and earwigging is your top priority.
You're better off with a full set of moxen than vial. For one thing, with only 16 lands (5 of which blow up and only 4 of which produce black mana), you will have extreme difficulty reaching the mana required to use earwig, and earwig is your only chance against many decks.
Skip the recruiter.
Actually, better yet, if you want to keep the 4 recruiters scrap the skullclamps and replace them with foodchain. Doing so gives you a (theoretical) turn 1 win, and a realistic turn 2/3 win goldfishing.
Mondu beat me to it. If you want to go this route, add Food Chains, Ancient Tombs, and full moxen to enable a T1 Goblin + Food Chain. Back when this deck was a thing, the idea was to set up your library with a Goblin Ringleader every fourth card. Cast ringleader, sac for 5 mana, cast next four goblins ending with ringleader, etc.
I don't remember all of the exact stacks, but you want to end up with 2-3 Piledrivers, and a warchief to give them haste. Mogg War Marshall goes a long way toward keeping the chains going by netting you +3 mana.
I disagree that Food Chain is the way you want to go. Earwig Squad is absolutely required, as soon as possible, every game (or at least every game 1). I don't think trying to combo out quickly and dig up an earwig squad quickly is necessarily a good idea. I also think Warren Instigator is sick, and I would play 4.
My friend played a goblin list something like this in recent tournament, and barely missed the top 4 due to lack of familiarity with the deck he was up against in his last round.
The Frogtossers let you prowl Squad on the first turn. The Spirit Guides are additional fast mana, especially for Instigators. It may seem like a lot of fast mana, but it's needed, I think. You'll be able to cast your spells through spheres (spirit guides are great for this) and prowl Squads like nobody's business. The Bolts take care of almost any opposing creatures, and you can get fast, almost combo-like kills with Kiki-Jiki, Prospector, and Siege-Gang. I don't think piledriver is needed. Pro-blue isn't really that powerful, and you don't need him to be huge since your game plan is really to play control, and then switch to aggro once you've ripped their deck apart and amassed an army.
Once you go full power, then this probably should be moved out of the Null Rod forum into the Misc forum - but I think they are both viable competitive builds. The problem in vintage is that there are so many good decks, to win a tournament you need to have the best deck at that moment (which is true in most formats). I am not sure how often Goblins is the "best" deck, it certainly can be a surprise and avoid sideboard hate.
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Goblin Recruiter paired with Goblin Ringleader is a good tutor/draw engine that is complimented with Skullclamp. As someone with no experience in Goblins I wouldn't know which "lord" is best to include, but likely one that grants haste (Goblin Warchief).
The Cavern also can pay for Earwig Squad's Prowl cost, should it not be "vial'd" in through Lackey or the Instigator. The effect of the Earwig Squad is pretty amazing, potentially striping out the opponents wincon's. The 5/3 body is impressive, as it is the same as Workshop stallwart Lodestone Golem.
Just an idea, would be cool to get some input as it is a fairly cheap deck to get the pieces for as a change-of-pace, especially in a 15 proxy meta.
7x Mountain
4x Cavern of Souls
4x Wasteland
1x Strip Mine
Artifact
1x Mox Ruby
1x Black Lotus
4x Aether Vial
4x Skullclamp
Instant
2x Mental Misstep
Creature
4x Goblin Lackey
1x Skirk Prospector
2x Goblin Tinkerer
1x Stingscourger
1x Warren Instigator
4x Goblin Recruiter
4x Goblin Piledriver
3x Goblin Matron
1x Gempalm Incinerator
1x Goblin Sharpshooter
4x Goblin Ringleader
1x Kiki-Jiki, Mirror Breaker
4x Earwig Squad
1x Siege-Gang Commander
4x Leyline of the Void
4x Thorn of Amethyst
2x Red Elemental Blast
2x Pyroblast
2x Mental Misstep
Skip the recruiter.
Actually, better yet, if you want to keep the 4 recruiters scrap the skullclamps and replace them with foodchain. Doing so gives you a (theoretical) turn 1 win, and a realistic turn 2/3 win goldfishing.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I don't remember all of the exact stacks, but you want to end up with 2-3 Piledrivers, and a warchief to give them haste. Mogg War Marshall goes a long way toward keeping the chains going by netting you +3 mana.
My friend played a goblin list something like this in recent tournament, and barely missed the top 4 due to lack of familiarity with the deck he was up against in his last round.
4 Earwig Squad
3 Frogtosser Banneret
4 Goblin Lackey
4 Warren Instigator
3 Simian Spirit Guide
4 Goblin Matron
1 Kiki-Jiki, Mirror Breaker
1 Stingscourger
1 Skirk Prospector
1 Siege-Gang Commander
1 Demonic Consultation
1 Demonic Tutor
4 Lightning Bolt
Mana
4 Cavern of Souls
3 Mountain
4 Badlands
1 Strip Mine
1 Swamp
4 Wasteland
4 Bloodstained Mire
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
1 Black Lotus
1 Mox Jet
1 Mana Crypt
The Frogtossers let you prowl Squad on the first turn. The Spirit Guides are additional fast mana, especially for Instigators. It may seem like a lot of fast mana, but it's needed, I think. You'll be able to cast your spells through spheres (spirit guides are great for this) and prowl Squads like nobody's business. The Bolts take care of almost any opposing creatures, and you can get fast, almost combo-like kills with Kiki-Jiki, Prospector, and Siege-Gang. I don't think piledriver is needed. Pro-blue isn't really that powerful, and you don't need him to be huge since your game plan is really to play control, and then switch to aggro once you've ripped their deck apart and amassed an army.