The death and rebirth of Trial goblins in standard
READ IT HERE AS WELL. I NEED THE VIEWS
I APOLOGIZE FOR THE LATENESS OF THIS POST AS I HAD FOOD POISONING AND WAS SICK ALL DAY.
Possessing the ability to have 25 points of power on the board by turn 3, goblins last format were extremely fast. relying on the beast of a card that warren instigator was. being able to drop 2 siege gang commanders or 1 SGC and 1 chieftain allowed for very quick wins by overwhelming the opponent before he could even cast day of judgment. Winning as fast as on turn 3 with a T1 guide 18- T2 instigator-16 Turn 3 peaks on instigator and swing dropping chieftain having a 3 first strike -13 and than 4 regular combat along side of the guide bringing your opponent to 6 and its just boltx2 for the win. Later the deck started playing quest for the goblin lord making late game goblins a base power of 3 which is sizable for any card that costs 2 or less.
This was last format.
Although it still is a powerful archetype winning the GA States/Provincial championship the archetype as tribal goblins lost so much with losing SGC. No longer is a quest for the goblin lord viable and with no SGC than instigator is not really needed. The deck is now a form of goblins that rushes while playing in a sparkmage combo backup. The Goblin deck now is finally a version of red that maintains speed while having a late game. I know as a player I might sleeve this up at a FNM one day but right now Im content with my RDW list i played at states.