From your build I would cut the Knucklebone, they underperform and just seem to be a pipe-dream card. I would actually play Prickly Boggart in that slot to increase your chances of Prowling an Earwig Squad.
Mogg War Marshal is a darn good goblin but in your build he is under used. He truely shines when you run him with Greater Gargadon.
Mad Auntie is a great card but honestly this deck is so fast that you really don't need two out at any one time so you could reduce her down to 3.
Seige-Gang Commander is a great finisher for sure but sometimes I have noticed that they clog my starting hands up and really only win the games that my other goblins have failed to win in the early game, so I run only 2. Being at the top end of the mana curve for a deck that runs so few lands hurts his ability to be played in 3-4 slots.
So to recap what I would change in your list;
-4 War Marshal
-4 Knucklebone
-1 Mad Auntie
-1 Seige Gang Commander
+4 Nameless Inversion
+4 Prickly Boggart
+2 Land
What lands should I put in Basics or something like Gemstone Mine?
I played it at FNM and it did well, mana ramp hates Manabarbs (LOL)) But it lost to lark so what should I do to improve that matchup (5 people out of the 10 that showed up was playing it
U/B Rogues, I lost game 1 due to his stupid fliers. So SB time I switched
4X Captain for 4X Bitterblossom.
I won game 2 thanks to the Blossom (chump blockers FTW) Game 3 bad I lost because all my stuff died when it hit play.
U/B Flash Faeries:
I got raped both games, it wasnt pretty. We need to make this matchup better somehow.
Dstorm:
It was like he auto lost, he never comboed off either time.
Lark:
I won 2-1
Lost first game to the combo won the second to thanks to Crypt/Extirpate
so I believe the Captain is a house but that has got to be a way to make the faerie and rogue matchup better.
(the following is from a MWS test)
In Play
Pandemonium
1x Cloud Key
1x Brighthearth Banneret
1x Flamekin Harbinger
1x 8 red mana guy (cant remember his name.
I played the following
2x Rite of Flame
Remove 1x Simian Spirit Guide
play ignus, return ignus, play ignus, return, play One more time, then return
There is 6 Damage from him.
Mana through to make 8 red mana.
So Red in pool 11 Red Mana
Use all of it to bounce and return ignus 5 more times.
10 more damage
Total Damage
16 Damage
Tap mountain
Blaze
for all colorless left.
So if we could build it right it just might work.
4x Flamekin Harbringer
4x Brighthearth Banneret
4x Soulbright Flamekin
4x Grinning Ignus
4x Grapeshot
4x Blaze
The Burn (4)
4x Skred
mana Accel (16)
4x Wanderer's Twig
4x Mindstone
4x Rite of Flame
4x Simian Spirit Guide
4x Scyring Sheets
16x Snow-Covered Mountain
$80.00
So here is the deck I need some helpful tips (first it needs to stay commons/uncommons) and strict budget. Thanks
4x Brighthearth Banneret
4x Soulbright Flamekin
4x Grinning Ingus
The Win (8)
4x Grapeshot
4x Blaze
4x Rampant Growth
4x Edge of autumn
4x Wanderer's Twig
4x Into the North
4x Mindstone
4x Highland Weald
9x Snow-Covered Mountain
8x Snow-covered Forest
Any help would be awesome
$12
and -3 Wort +3 Stenchskipper?
so hows this
4x Auntie's Hovel
4x Sulfurous Springs
4x Graven Cairns
5x Mountain
3x Swamp
1x Urborg, Tomb of Yawgmoth
Creatures (24)
4x Prickly Boggart
4x Mogg Fanatic
3x Mad Auntie
4x Frogtosser Banneret
3x Earwig Squad
3x Stenchskipper
2x Siege-Gang Commander
4x Rift Bolt
4x Tarfire
4x Incinerate
3x Pyroclasm
3x ManaBarbs
4x Deathmark
3x Threaten
2x Dead//Gone
4x Auntie's Hovel
4x Sulfurous Springs
4x Graven Cairns
5x Mountain
3x Swamp
1x Urborg, Tomb of Yawgmoth
Creatures (24)
4x Prickly Boggart
4x Mogg Fanatic
3x Mad Auntie
4x Frogtosser Banneret
3x Earwig Squad
3x Wort, Boggart Auntie
2x Siege-Gang Commander
4x Rift Bolt
4x Tarfire
4x Nameless Inversion
3x Pyroclasm
3x ManaBarbs
4x Deathmark
3x Threaten
2x Dead//Gone
What lands should I put in Basics or something like Gemstone Mine?
4x Auntie's Hovel
4x Sulfurous Springs
4x Graven Cairns
3x Mountain
3x Swamp
1x Urborg, Tomb of Yawgmoth
Creatures (29)
4x Knucklebone Witch
4x Mogg Fanatic
4x Mogg War Marshal
4x Mad Auntie
4x Frogtosser Banneret
3x Earwig Squad
3x Wort, Boggart Auntie
3x Siege-Gang Commander
4x Incinerate
4x Tarfire
3x Pyroclasm
3x ManaBarbs
4x Deathmark
3x Threaten
2x Dead//Gone
I played it at FNM and it did well, mana ramp hates Manabarbs (LOL)) But it lost to lark so what should I do to improve that matchup (5 people out of the 10 that showed up was playing it
4X Inversion MAIN DECK
4X Terror SIDEBOARD
LARKYWAFFLECOPTER
but what do we take out for 2-3X Lark?
first deck list I took
4x Goldmeadow Stalwart
3x Mequito Guard
4x Preemint Captain
4x Wizened Cenn
4x Kinsbaile Borderguard
4x Nantuko Husk
1x Dust Elemental
3x Profane Command
4x Nameless Inversion
2x Fallen Ideal
3x Loxodon Warhammer
4x Caves of Koilos
3x Urborg, Tomb of Yawgmoth
2x Swamp
11x Plains
The results of this"
U/B Rogues, I lost game 1 due to his stupid fliers. So SB time I switched
4X Captain for 4X Bitterblossom.
I won game 2 thanks to the Blossom (chump blockers FTW) Game 3 bad I lost because all my stuff died when it hit play.
U/B Flash Faeries:
I got raped both games, it wasnt pretty. We need to make this matchup better somehow.
Dstorm:
It was like he auto lost, he never comboed off either time.
Lark:
I won 2-1
Lost first game to the combo won the second to thanks to Crypt/Extirpate
so I believe the Captain is a house but that has got to be a way to make the faerie and rogue matchup better.