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  • posted a message on [Primer] Goblins
    Care to explain the timing of your deck? What have been your results? I don't like Instigator unless you are forcing him first turn.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    True, but I like the extra bang that comes from my arsonists dying. Hmmm...
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    Cool! Nice report! As I told you before I think this is the way forward with goblins. It's astonishingly fast. I am still all for dismember in main, and I am not a fan of Command or Denizen, but still nice.

    @All: What do you think about earthquake in the mainboard? Do you have a better suggestion for a finishing blow kinda spell?
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    I understand adding Hellspark as I did too as well. One question, if you don't mind, what went wrong with the jesters? They have been awesome for me thus far so I am really interested in seeing what is not clicking for you.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    I understand what you mean. I personally think that Command, Marshal and Denizen are way too slow for a goblin deck. I'd personally change them and add some removal or some direct damage spells. It has done wonders for me.
    Posted in: Aggro & Tempo
  • posted a message on Print this Wizards (so I can play it in modern)
    I understand what you mean. I modified the design accordingly.
    Posted in: Modern
  • posted a message on Print this Wizards (so I can play it in modern)
    I am a sucker for goblins and I personally think that goblins are lacking a bit of interaction between them to make them a powerhouse in modern. BTW: This all takes place in a plane where goblins have been persecuted and enslaved by humans for centuries and Squee, now a planeswalker, helps them reclaim their freedom. I would continue developing my idea, but no one really wants to read that :P.

    Squee, Goblin Advisor 1RR
    Planeswalker – Squee
    At the beginning of your upkeep, you may return Squee, Goblin Advisor from your graveyard to your hand
    0 Return target Goblin from your graveyard to your hand.
    +1 If a goblin would die from combat damage this turn, instead return it to the battlefield tapped.
    -2 Sacrifice a goblin. Squee, Goblin Advisor deals 5 damage to target creature or player.

    Goblin Artisan 1R
    Tap: Put a red goblin token onto the battlefield that’s a copy of target Goblin you control. That token loses all activated abilities and has defender.
    “Goblin engineering has gone far. Fortunately not that far.”

    Qwazz, Goblin Ambassador 2RR
    Creature – Legendary Goblin
    Shroud, defender.
    When Qwazz, Goblin Ambassador enters the battlefield, choose an opponent. That player gains control of Qwazz, Goblin Ambassador.
    At the beginning of its controller’s turn, Goblin, Goblin Ambassador deals 1 damage to him or her.
    “Even though he was sent to make peace with the humans, he couldn’t avoid returning to the old goblin peacemaking ways”.

    Goblin Toddler 0
    Creature – Goblin
    Goblin Toddler is red.
    You can cast only one Goblin Toddler each turn.
    As goblins are born with their complete set of teeth, matrons with all their fingers are rare in the goblin society.

    Screeching Goblin 1R
    Creature – Goblin Warrior
    When Screeching Goblin enters the battlefield tap all creatures.

    Krazz, Returned Tactician 2 W/R W/R
    Legendary Creature – Goblin Soldier
    All Goblins you control gain +1/+1 and first strike.
    Tap: Put onto the battlefield a 1/1 red and white goblin token.
    Enslaved and educated by humans, he made his life mission to teach his kinship everything he learned.

    I have tons more, but what do you guys think about these?

    No clue why the mana sign ain't working for me, but w.e.

    Posted in: Modern
  • posted a message on [Primer] Goblins
    Hey there guys! I've been working on my own version of BR goblins with a twist. The goal of the deck is to be as fast as possible and to overwhelm your opponent. I've been playing with this deck for around three months and the results have been very good. It's not a tier 1 deck but it's a solid tier 2 deck that can surprise a lot of established decks. As far as my testing goes against tier 1 decks it does fairly well against pods deck if you get a good hand, same with Jund. Against zoo it depends mostly on who starts and how well we sideboard. The decks that gives us the most problems are Tron (Karn + Wurmcoil is really hard to deal against), UWR control (if we get dragged past turn 6 we are in deep *****) and affinity. BW tokens tests have been inconclusive as the meta I play in doesnt have a lot of those decks.

    This is the deck:

    8 Mountain
    4 Sulfurous Springs
    4 Blackcleave Cliffs
    4 Auntie's Hovel
    4 Goblin Arsonist
    4 Spike Jester
    4 Goblin Guide
    4 Goblin Chieftain
    3 Night's Whisper
    3 Hellspark Elemental
    4 Legion Loyalist
    3 Dismember
    4 Goblin Bushwhacker
    3 Goblin Grenade
    4 Lightning Bolt

    The sideboard goes a little bit by

    3 Dreadbore
    3 Vexing Shusher
    3 Illness in the Ranks
    3 Shattering Spree
    3 Blood Moon

    What do you guys think? What would you remove or add? I've been thinking about removing the Elementals in favor of something else, but I am not sure about what to add.
    Posted in: Aggro & Tempo
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