The reason that I went back up to 4 Judith is do to it being the best draw in my fast hands. It really is slightly stronger then mayhem devil. The mild anthem effect really is better then the the extra benefit of effects from tokens.
cut torch courier. Torch was nice and cute in the deck. However it need to make way for improvements to the manabase. With Dreadhorde butcher in the 2 spot. I need more black mana sources. Thus 1 swamp was added. I also added a Main deck liliana.
liliana really works well in the aristocrats shell. She tops the curve. She creates tokens. But most importantly she can help stabilize a board. The sac triggers goes well with mayhem devil, due to triggering for both players. The card draw static ability has been a pleasant surprise. My original biggest fear was not being able to cast her. However due to priest and prospector. 6 mana is very doable.
Chandra was cut from the deck. The card draw was ok. But after adding rekindling Phoenix the 4 drop slot was crowded. Also Chandra really didn’t improve the board. The only pressure was due to its ult. Chandra better in a burn style deck. Chandra’s in sideboard replaced by 2 liliana.
spark harvest were cut for 4 lava coils. Lava coil is premiere removal in this format and is a necessary evil in red. Getting rid of most creatures is a big deal. Removal that doesn’t need creatures in play was need for the deck.
I thought about playing runaway steam-kin over the butcher. The butcher was just better in every way. With out doing anything it competes with 2/2. It can grow bigger then 4/4. I was never able to utilize steam-kin mana ability due to not enough cheap red spells. Butchers haste really helps poor on the damage. Butcher is also much better in aggro matchups due to its death trigger.
tibalt is still in sideboard however really wondering if it’s necessary. Due to priest, Phoenix and liliana. The green match up post board is very good. Tibalt is not worth sideboarding in that situation. The only deck that I could see sideboarding it in is the abzan citadel combo deck.
Will continue to update the deck and see how good I can make it.
removed dark dwellers. They for the most part was an average 2/2. Not really to strong. The sac effect was too cute max does 4 damage at a time. Added another Heartfire instead.
went down on torch courier and priest to add 3 butchers to the main. The butchers help get more game 1 victories. Also helps with the burn out plan. It’s also good against other aggro list
the 4th priestess in the sideboard
really do not need mass removal in this deck. I think only selensya tokens is the only deck we might want mass removal. Blast zone really is good to remove some of the harder to kill things or decks that are really low to the ground like white weenie and red decks. Many times going off for 1 or 2 really stops sets a lot of the aggro back. I wish I had room for 1 more blast zone.
added freebooter to sideboard want to slow control and nexus with a hand distruption plan.
because of tamioyu added spark harvest instead on rampage. Tamioyu stops us from discarding and causing opponents to sac.
tibalt was added for the green matchups aka wild growth walker decks.
The deck is a blast to play and has a lot of reach. Probably just under rdw in reach.
I have tried Bontu. Even though it’s a good card in vacuum. In this deck it’s win more and slow. The problems I have is getting to 5 mana with 2 black. It’s tough for me and I usually have to sac creatures to do it thus limiting my permanents. In addition it is not that great when your behind. That why siege gang is such a good 5 drop. It adds fodder. It helps with give the deck reach. Can help stabilize if I’m behind. Easier to cast. The best thing bontu does is sack all your creatures. However, siege gang can do it with one prospector.
Liliana is another excellent card. However 6 mana is too much for my liken. I may have to try the card. However, my current assignment has Chandra in that slot. Chandra draws cards. Deals burn damage at least 5 damage. With our reach that more then enough. Chandra ult really wins the game on the spot. 7 damage plus sac shenanigans plus 7 cards. Unlike liliana who’s more of a grinding card. The modes for Lilliana is good in the deck. But as a finisher or a control killer. It’s not as good as Chandra.
I decreased the 3 drops because they continually clogged the hand. Cut one krenko and on Judith. These cards were not really good in multiples and were lengendary so they where easy cuts.
Added torch courier. I always felt the the deck need more one drops. It improves curve and helps for fodder for priest. Torch is in the deck because it’s ablitly to give haste. I wanted more cards to enable attacking turn 3 krenko. Krenko attacking the same turn it is played can avoid cry. Or brutality. Torch can also sac with out needing mana. Thus with 1 sac lord it’s lava dart. Also can be shock if 2 sack lords are in the game. At worst the card is a raging goblin.
down on dark-dweller it was really mana intensive as card draw and never want multiples. They can be useful as another fireball effect.
Sideboard changes
added 4 duress for control and nexus combo
removed all sideboard goblins. Legion warboss wasn’t good enough. Chainwhirled was replace by brutality. Brutality is easier to cast. Stronger against aggro decks.
added dreadhorde butcher. I was inspired by other aristocrats decks. That used the creature. Also really helps against red deck and control.
rampage has been good against decks with a lot of planeswalkers.
Chandra I think is really underrated. It reminds me of a 2 mana artifact rdw had back in the day. shrine of burning rage basically they would play the card play ther hand and finish people to the artifact. It gave great enviability. Chandra is the same but better. When they attack it’s like gaining you life. It gives extra cards free. Ultimate is almost like cruel ultimatum draw 7 deal 7. In this deck with prospector and goblins and sac lords this can easily turn into an extra 7 damage.
Really having fun with developing the list. Try it out and comment. I want to make it better.
The biggest change is the drop of legion warboss from main. The deck was too overloaded in the 3 slot. Krenko was the better card. This went to 4.
I maxed on the mayhem devil. Thus having 8 sac lords
Mobilized district was disappointing. Really never activated it. Also the activated creature was mediocre. Put blasting zone instead. The extra mana the deck generates can be used to increase its counters. In addition give mass removal, enchantment, planeswalker, artifact removal.
Bontu felt win more in this deck. A lot had to go right to have it be really effective. It was 5 mana. You need creatures out especially a sac lord. It need 2 black mana. Thus it usually was stuck in hand. Or was unimpressive Thus was cut.
On the same token main decked siege gang. When I cut legion warboss. I realized that siege gang was a better token maker. Getting to 3RR was so much easier then3BB. Even when behind siege gang can help stabilize it also has been a great finisher.
Dark dweller really helps smooth draws and puts another sac enabler main deck. Also as a 2/2 for 2 it is passable on curve.
I think the deck struggles in the red deck or decks that can profitability use removal against my low drops. The 2 goblin cratermaker are standins for this matchup.
I cut trashmaster from the mainboard due to it was just a anthem effect. The aggro part of my deck is not that great that anthems really help me win. More of a midrange deck with sac effects.
siege gang was sent to the bench. I love siege gang to death. However wanna try going all in with bontu combo plan. Basically mayhem devil and sac everything to burn out.
due to the change in plan added dark-dwellers to main board. It has been much better then I though allow greater velocity through the deck.
krenko is still a stud
might go down on priest and add dark-dwellers
one less Chandra in sideboard. Really trying out bontu
Trash master still in sideboard just Incase the artifact affinity combo becomes a thing.
Moblized district needs more testing however really haven’t activated to much.
A take on the aristocrats troupe using goblins. Even though, I am very biased. Goblins have a lot of benefits to them. Unlike most aristocrats decks sacrifice effects come much easier for the goblin tribe. Cards like prospector and trash master sac for free instant speed. In addition siege turn leftover goblins to 2 damage. Goblins als have a natural go wide theme. Instigator, krenko, warboss and the commander himself all create extra goblins to sac. I’m pairing this shell with priests, Judith and mayhem devil as payoff spells. Give it a look. Test the deck. Please leave feed back.
Krenko is a monster maybe should add another copy. The value of the tokens added is so large. 1-2 attacks can end the game. He or the warboss can be played on 2nd turn.
mayhem devil and priest is a scary combination. Each activation deals 3 damage divided as you choose and makes opponent sac. Devil works well with tokens. Triggers on all sac effects. Mayhem devil gives the deck massive reach.
mana numbers came from the help of karsaten articles. The mana works out and allowed me to add mobilized district to the lands for utilities.
heartfire is great a turning dead goblins into profit. Works well with prospector as reach. Can work as a trick with krenko tokens.
currently have 9 one drops. Only Banneret can really threaten damage to opponents as a one drop. May consider finding room for one more if deck is not aggressive enough. Banneret works well with krenko and prospector. Krenko attacks Banneret can pump krenko. You can use krenko tokens to pump Banneret.
deck has the ability to kill on 4-6 turns. Prospector into warboss or krenko is the most aggressive start.
Sideboard
still a work in progress
trying out Chandra for control. Thought is that Chandra gives card draw and ultimate deals massive damage and will allow enough goblins for a combo kill. In addition, fights control on a different access. Most likely control will try to decrease spot removal for board wipes. This will punish them.
in mid range wars my sacrifice effects I think win the match up. Thus added an extra mayhem devil. In addition 3 angrath’s rampage is for planes walkers and untragetable creatures. Also great in aristocrats mirrors. Priest instant dies to it. Also great against bontu.
chainwhirler is in sideboard as 3 of. Card is still very strong. Mana built to still be able to play on 3rd turn. Have an extra mana in sideboard for it. Used against opposing get wide strategies.
cratermaker, Banneret is for matchups I need extra creatures. Or need to lower my cc to catch up.it maybe correct to replace Cratermaker with Dark-Dweller oracle. Oracle allows for a machine gun sac engine and also helps with card draw. Could be used in control match ups and mid range. Cratermaker better vs aggro.
siege gang is for decks with tons of board sweep. Can finish games quickly by itself.
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.
-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.
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.
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.
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.
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
3 Priest of Forgotten Gods
3 Dreadhorde Butcher
3 Krenko, Tin Street Kingpin
3 Siege-Gang Commander
4 Judith, the Scourge Diva
3 Mayhem Devil
8 Mountain
4 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Blast Zone
Instant
4 Heartfire
Planeswalker
1 Liliana, Dreadhorde General
1 Priest of Forgotten Gods
3 Rekindling Phoenix
1 Blast Zone
4 Duress
4 Lava Coil
2 Liliana, Dreadhorde General
Updates
Will continue to update the deck and see how good I can make it.
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
2 Torch Courier
3 Priest of Forgotten Gods
3 Dreadhorde Butcher
3 Krenko, Tin Street Kingpin
3 Siege-Gang Commander
4 Judith, the Scourge Diva
3 Mayhem Devil
8 Mountain
3 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Blast Zone
Instant
4 Heartfire
3 Kitesail Freebooter
1 Priest of Forgotten Gods
4 Duress
2 Spark Harvest
2 Tibalt, Rakish instigator
3 Chandra, Fire Artisan
Current thoughts and explanations
The deck is a blast to play and has a lot of reach. Probably just under rdw in reach.
Liliana is another excellent card. However 6 mana is too much for my liken. I may have to try the card. However, my current assignment has Chandra in that slot. Chandra draws cards. Deals burn damage at least 5 damage. With our reach that more then enough. Chandra ult really wins the game on the spot. 7 damage plus sac shenanigans plus 7 cards. Unlike liliana who’s more of a grinding card. The modes for Lilliana is good in the deck. But as a finisher or a control killer. It’s not as good as Chandra.
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
3 Torch Courier
4 Priest of Forgotten Gods
3 Krenko, Tin Street Kingpin
3 Siege-Gang Commander
2 Dark-Dweller Oracle
3 Judith, the Scourge Diva
4 Mayhem Devil
8 Mountain
3 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Blast Zone
Instant
3 Heartfire
3 Dreadhorde Butcher
1 Blast Zone
4 Duress
2 Widespread Brutality
2 Angrath's Rampage
3 Chandra, Fire Artisan
Sideboard changes
Really having fun with developing the list. Try it out and comment. I want to make it better.
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
4 Priest of Forgotten Gods
4 Krenko, Tin Street Kingpin
3 Siege-Gang Commander
3 Dark-Dweller Oracle
4 Judith, the Scourge Diva
4 Mayhem Devil
8 Mountain
3 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Blast Zone
Instant
3 Heartfire
2 Legion Warboss
2 Goblin Cratermaker
3 Goblin Chainwhirler
1 Blast Zone
4 Angrath's Rampage
3 Chandra, Fire Artisan
The biggest change is the drop of legion warboss from main. The deck was too overloaded in the 3 slot. Krenko was the better card. This went to 4.
I maxed on the mayhem devil. Thus having 8 sac lords
Mobilized district was disappointing. Really never activated it. Also the activated creature was mediocre. Put blasting zone instead. The extra mana the deck generates can be used to increase its counters. In addition give mass removal, enchantment, planeswalker, artifact removal.
Bontu felt win more in this deck. A lot had to go right to have it be really effective. It was 5 mana. You need creatures out especially a sac lord. It need 2 black mana. Thus it usually was stuck in hand. Or was unimpressive Thus was cut.
On the same token main decked siege gang. When I cut legion warboss. I realized that siege gang was a better token maker. Getting to 3RR was so much easier then3BB. Even when behind siege gang can help stabilize it also has been a great finisher.
Dark dweller really helps smooth draws and puts another sac enabler main deck. Also as a 2/2 for 2 it is passable on curve.
I think the deck struggles in the red deck or decks that can profitability use removal against my low drops. The 2 goblin cratermaker are standins for this matchup.
Blasting zone replace mountain in sideboard
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
4 Priest of Forgotten Gods
3 Krenko, Tin Street Kingpin
2 Dark-Dweller Oracle
4 Legion Warboss
4 Judith, the Scourge Diva
3 Mayhem Devil
2 God-Eternal Bontu
8 Mountain
3 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Mobilized District
Instant
3 Heartfire
2 Siege-Gang Commander
1 Dark-Dweller Oracle
3 Goblin Chainwhirler
2 Goblin Trashmaster
1 God-Eternal Bontu
1 Mountain
3 Angrath's Rampage
2 Chandra, Fire Artisan
Current thoughts
A take on the aristocrats troupe using goblins. Even though, I am very biased. Goblins have a lot of benefits to them. Unlike most aristocrats decks sacrifice effects come much easier for the goblin tribe. Cards like prospector and trash master sac for free instant speed. In addition siege turn leftover goblins to 2 damage. Goblins als have a natural go wide theme. Instigator, krenko, warboss and the commander himself all create extra goblins to sac. I’m pairing this shell with priests, Judith and mayhem devil as payoff spells. Give it a look. Test the deck. Please leave feed back.
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
1 Goblin Banneret
4 Priest of Forgotten Gods
3 Krenko, Tin Street Kingpin
2 Siege-Gang Commander
4 Legion Warboss
4 Judith, the Scourge Diva
2 Goblin Trashmaster
2 Mayhem Devil
8 Mountain
3 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Mobilized District
Instant
3 Heartfire
1 Goblin Banneret
1 Siege-Gang Commander
2 Goblin Cratermaker
3 Goblin Chainwhirler
1 Mayhem Devil
1 Mountain
3 Angrath's Rampage
3 Chandra, Fire Artisan
Current thoughts
https://www.channelfireball.com/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/
Sideboard
Most updated version of the deck.
4 Fanatical Firebrand
4 Skirk Prospector
4 Goblin Instigator
3 Priest of Forgotten Gods
3 Dreadhorde Butcher
3 Krenko, Tin Street Kingpin
3 Siege-Gang Commander
4 Judith, the Scourge Diva
3 Mayhem Devil
8 Mountain
4 Swamp
4 Dragonskull Summit
2 Unclaimed Territory
4 Blood Crypt
2 Blast Zone
Instant
4 Heartfire
Planeswalker
1 Liliana, Dreadhorde General
1 Priest of Forgotten Gods
3 Rekindling Phoenix
1 Blast Zone
4 Duress
4 Lava Coil
2 Liliana, Dreadhorde General
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
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
My current updates to the deck is
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
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
4 Kumena's Speaker
4 Deeproot Elite
4 Mist-Cloacked Herald
2 Watertrap Weaver
4 Silvergill Adept
3 Kumena, Tyrant of Orazca
2 Seafloor Oracle
4 Merfolk Mistbinder
4 Merfolk Trickster
3 Deeproot Waters
3 Song of Freyalise
Land
3 Forest
7 Island
4 Botanical Sanctum
1 Hashep Oasis
2 Unclaimed Territory
4 Hinterland Harbor
Planeswalker
2 Nissa, Steward of Elements
3 Shapers' Sanctuary
2 Skysovereign, Consul Flagship
3 Spell Pierce
2 Negatek
2 Naturalize
3 Wizard's Retort
Here is the original list.
https://www.mtggoldfish.com/archetype/standard-ug-45439#paper
4 Kumena's Speaker
4 Deeproot Elite
4 Mist-Cloacked Herald
4 Merfolk Branchwalker
4 Silvergill Adept
3 Kumena, Tyrant of Orazca
3 Seafloor Oracle
4 Merfolk Mistbinder
4 Deeproot Waters
Land
4 Forest
8 Island
4 Botanical Sanctum
2 Hashep Oasis
4 Unclaimed Territory
Instant
3 Unsummon
Planeswalker
1 Nissa, Steward of Elements
2 Watertrap Weaver
2 Silent Gravestone
3 Shapers' Sanctuary
2 Essence Scatter
1 Spell Pierce
2 Crushing Canopy
3 Negate