Kuldoth Bushwhac Batlecry Fire

by Asturonethorius on 09 June 2018

Main Deck (60 cards)

Sideboard (16 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

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This deck came about after I saw my friend leo play a far lesser version that still won semi consistently won by turns 4,5,6. I also saw a player at a FNM take a lesser variant version of this deck to modern format PTQ, GP in Seattle WA, where he placed about somewhere between 24th to 58th place out of a lot of players. That deck didnt have Goblin Piledriver, didnt have Mox Opal, didnt have Rabblemaster, Kingpin, Dual casting, etc.

So I set out to improve upon Kuldotha Rebirth Goblin Bushwhacker Mono Red. That led to me, and another guy making almost the same exact deck without copying each other over on TO site. Then I made the following changes that posted here. I added Piledriver, Rabblemaster, Kingpin, etc. Where Dedward(A prominent deckbuilder here) helped me is suggested that I focus on bushwhack pumping, and battlecry pumping by going with 4 of Goblin Bushwhacker instead of as a 3 of, and taking some pieces out.
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The concept of the deck is it is somewhere between semi inconsistent to semi consistently to consistently, without mulliganning puts out LOTS of Goblins, 1/1's, on turns 1,2,3, 4 and then pumps them upto 2/2's, 3/2's, on turns 1,2,3, 4, then attacks on turns 1,2,3,4, then deals LOTS of unblocked damage turns 1,2,3,4, then either finishes them off with either lots of goblins, an or with burn damage, on turns 1,2,3,4. If Mulligan, the deck is somewhere between semi consistent to consistent to very consistent.

If opponent does not die turns 2,3,4,5, then goblin can either get pumped up big to 5/5's, by, on turns 4,5,6, an or Piledriver can turn into about a 56/4, by turns 4 to 7, an or Goblin Grenade can kill 5/5's.

If Mulligan, deck plays consistently.
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Deck Breakdown:

60 Cards, a mix of 4 ofs, 3 ofs, 2 ofs, 21 lands, (mana ratio might seem low but with the Mox Opals, and the consistency of Mono Red, Colorless, Generic mana, cards, and with extreme low mana curve, cmc cost average, and per card, etc, the lower mana ratio works just fine)

22 creatures, 17 noncreature spells

Tokens:

2 Rabblemasters, 4 Kuldotha Rebirth, 2 Krenko Kingpin

Pump: 15

4 Goblin Bushwhackers, 2 Goblin Chieftains, 4 Signal Pest, 2 Goblin Wardrivers, 1 Kessig Wolf Run, 2 Castle Embereth

Removal, Burn: 7

4 Goblin Grenades, 3 Shrapnel Blast

Haste: 8: 2 Chieftains, 4 Bushwhackers, 2 Rabblemasters

16 artifacts to help with metalcraft for Mox Opal, and to cast Shrapnel Blast, and to Kuldotha Rebirth Goblins

Mana Ramp: 4: 4 Mox Opals

Combos, Shenanigans:

1 Kuldotha + 1 Artifact turns 1,2.

Lots of Goblins + Piledriver.

Bushwhacker + lots of Goblins/creatures

Chieftain + lots of creatures, goblins

1 Chieftain + 1 Bushwhacker + 1 signal pest + lots of creatures
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With a extremely little tiny bit of tweaking deck should be a PTQ, tournament caliber tier 1.15 deck, that should be able to top 6 to top 8 most to almost all Modern Format FNM's, top 9 to top 12 in semi competitive tournaments. Top 13 to top 20 in States, Regional competitive tournaments, top 23 to top 33 in PTQ, and top 34 to top 67 in Pro Grand Prix(GP). And the occasional steal of a top 10 to top 13 finish at PTQ, GP(with a pro player playing it). That is just a rough, educated, estimated, projected predictions. I am not saying deck is guaranteed to meet predictions.

I am open to reading, listening,thinking about, considering, trying to make a couple, few, some extremely minor tweaks. But not interested in wholesale lots of changes.
And if I dont make a change, it wouldnt be due to lack of listening, and stubbornous, pride, ego, etc, but rather because if it does not make rational logical sense, at least to me. The best way to make suggestions is to use logic, reason, constructive debate, discussion, persuasion.

Thanks to Dedwards who gave some constructive comments that helped me figure out a way to get the deck down to 60 cards while still having the needed cards to work.

Also I need some help with the sideboard.so sideboard suggestions would be greatly appreciated.

Sorry if this is too long. Thanks for viewing the deck. Thanks for reading. Thanks for commenting. Thanks for constructive suggestions.

And when, if you think the deck is good, worth a +1, Like, Upvote, etc, then when, if that the case, then please +1, like, upvote the deck, so that ot doesnt get ignored, and because ot, the deck deserves being liked, +1's, Upvotes, 39 to 49 +1's, likes, upvotes, because this deck is better then decks of mine that have gotten 29 to 39 +1's, likes, upvotes, at this site, and other sites in past..

Thanks for any +1's, likes, Upvotes.

Mike.

PS Deck did:

19 damage on turn 2(AWESOME DRAW),

43 damage turn 3(AWESOME DRAW)

100 damage turn 4(AWESOME DRAW)

200 damage turn 5(Awesome Draw)

429 damage turn 5,6(Awesome Draw)

Almost perfect, best case, ultimate draw, that happen about 1 time per every 33 to 50 to 100 to 500 to 1000 draws, games.

PS Note:

Only reason for Budget Tag, is that the deck is semi budget deck because Deck can be bought at TCG.for midrange price of $137, which is pretty cheap for it the deck being one of the best decks of its kind, if not the best deck of its kind.

How to Play

Very easy to play. 1. Get stuff out FAST, pump it FAST. Either Remove creatures, BURN opponent FAST. ATTACK DEAL DAMAGE FAST.WIN FAST.

1. Use Kuldotha Rebirth an or Memnites, Bushwhacker, Signal Pest to to get stuff first 1 to 3 turns.

2. Try to use Pile driver turns 2,3,4, while trying to avoid pile driver on turns 1,2.

3. Try not to use Bushwhacker until turn 2, while avoiding a turn 1 bushwhacker unless have no other option or if can get lots of goblins out with a bushwhacker turn 1.

4. Save Chieftain until turns 2,3,4,5, and not turns 1,2, unless have no other choice so that can pump lots of goblins.

Deck Tags

  • Modern
  • Aggro
  • Mono Red
  • Goblin
  • Token
  • Burn
  • Competitive
  • Budget

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 2,805 times.

Mana Curve

Mana Symbol Occurrence

040290

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Kuldoth Bushwhac Batlecry Fire

Note: While this is my created deck list, I havent built bought the cards to build, play this deck at a tournament. I have proxied deck. I have playtested this deck thousands of times. I plan on spending 3 months to 13 months to buy the cards for this deck, and then to spend another 3 months to 13 months to take this deck to a PTQ, in Seattle, WA. I live 200+ miles from Seattle.

If anybody wants to sleeve up this deck, play it at a competitive tournament like a PTQ, just please give me credit for this decklist build variant, and please report how did, etc.

As to why take so long to build, play deck in tournament: Please Note the $300 to $700 price tag(guess gone are the days when a PTQ, tier 1.5 level goblin deck only costed about $25 to $115).

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Posted 10 June 2018 at 05:58

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Took out, changed the 2 Goblin Guides in 1 more Goblin Bushwhacker for 4 Bushwhackers, and into 1 more Goblin Piledriver for 4 Piledrivers, instead of 2 Piledrivers like before. This gives more consistency at Bushwhacker and Piledriver.

Took out, changed the 2 Relentless Assaults into 2 more Lightning Bolts and 1 more Goblin Grenade, for 4 grenades and 4 bolts. More consistency, at burn, creature removal. Also altho Relentless would be helpful, it just doesnt come out at right time. It either comes out too early and or too late or not at all. And running 3 of them to help with that doesnt help either because of 2 generic mana, 2 red, 4 cmc mana cost. Also changed Galvanic Blast into 1 more Curse of Stalking Prey and into more grenades, bolts.

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Posted 10 June 2018 at 11:06

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I think you've misread the Chancellor's "in your opening hand" ability.

"You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Goblin creature token with haste."

You only get to create "a" goblin, ie 1 Goblin using the "in opening hand" ability.

The second ability of the Chancellor only happens when the Chancellor itself enters the battlefield.


The rest of the deck seems OK, even if I don't like it being above 60 (and thus negatively affecting draws and opening hand).

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Posted 11 June 2018 at 14:28

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Yeah your right, misread it. Thats why I thought could get up to 18 damage first turn. Time to change deck name. Change deck notes. There might be some other way to get to lots of damage turn 1, but Chancellor is not it. As to your comment about more then 60 cards, I get what you say, but without more then 60 cards, I just dont see how Modern Kuldotha Red Goblins, gets all the cards it needs to compete competitively in Modern. Every card in the deck has a good argument on why it has to be in deck at close to the numbers in deck, and that without,the deck would not compete competitively against Modern

Thats been the knock on, against Modern Kuldotha Red Goblins, is that it almost takes too many moving parts, to consistently work, and its inconsistent, and if it peters out after, or doesnt get going by turns 3,4,5, it can fizzle out, a problem I am trying to fix.

Mulliganning does help though

Dont know how the FNM guy was able to take a lesser variant version of this deck, to Modern PTQ seattle, and do as well as he did. Must have been lucky, combined with good play, combined with easier opponent draws, bad luck by opponents, etc.

Any suggestions on how to tweak deck without wholesale changes would be greatly appreciated, as maybe I am not seeing something

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Posted 11 June 2018 at 16:51

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You have a number of not as important to the combo pieces, so it depends on how much you're willing to go all in on the combo pieces.

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Posted 11 June 2018 at 18:42

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Thanks for the comment Dedwards. Maybe it would help if I made the case for each card.

1. Chancellor: having as a 4 of makes it so thst I can get 1,2 goblins with other Kuldotha goblins, goblin guide. Also I can use infernal plunge to get Chancellor out on turns 3,4,5, so that it can double goblins, and a 5/5 mid to late game.

2. Goblin Bushwhacker: Haste, pumps goblins.

3. Goblin Chieftain Haste, pumps goblins

4. Signal pest battlecry pumps everything. Helps metalcraft for Mox, can be Kuldotha Rebirthed into goblins, and flys.

5. Goblin guide a 2/2 haste for 1 cmc. Good target for pumping up, helps do damage early, fast.

6. Memnites are necessary for Kuldotha Rebirth, good targets for pumping, helps get metalcraft for mox, helps deal damage early, fast, good targets for infernal plunge, cost 0 mana for 1/1.

7. Piledriver: Tho doesnt help pump, doesnt help get goblins out fast, it does self pump itself big if attacks with a lot of other goblins attacking with it. A good target for pumping up by battle cry, by chieftain, bushwhacker, and because it can get very big, it also good for mid to late game.

8. Kuldotha Rebirth. Necessary to produce goblins.

9. Goblin Grenades necessary for burn,creature removal damage. Good for removing blockers, an or finishing off opponent with burn damage.

10. Lightning Bolt, same as Grenade above.

11. Mox Opal: Provides extra mana if metal crafted, gets goblins out quicker, can ve used by Kuldotha after it tapped for mana so that dont have to Kuldotha a 1/1 pumped memnite

12.infernal plunge helps get goblins and Chancellor out faster.

13. Krenko doubles goblins.

14. Curse of stalking prey helps pump creatures that attack not blocked, that deal damage.

So what do you think should be taken out and why?

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Posted 11 June 2018 at 20:43

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So, assuming we want to go all in on the go wide and Bushwhack _ASAP_ plan, the following don't quite fit the bill:

> Goblin Chieftain - It costs 3. Good card, and can do a lot for us, but too slow at 3. Maybe a sideboard option though.
> Krenko, Mob Boss - It costs 4 and have to wait a turn to start using its affect, without assistance from something else giving haste. If it doesn't give fast impact when played, it's too slow.
> Curse of Stalked Prey - If we're Bushwhacking ASAP, extra damage over time doesn't fit the bill as we're (hopefully) winning in one attack.
> Infernal Plunge - Again, Bushwhacking ASAP, so no need for ramp. If we're ramping, we're not Bushwhacking.
> Goblin Piledriver - Can move a few copies, or all to be sideboard as tech against control. Maybe paired up with a few copies of sideboarded Goblin Rabblemasters. I can see a few copies of Reckless Bushwhacker taking this spot, if there's space, to increase the chances of Bushwhacking ASAP.

TBH, the only reason I'd leave Chancellor of the Forge in the main deck is for the free 1/1 goblin on turn 1, otherwise I'd cut it for something like Dragon Fodder / [[Krenko's Command]] / Mogg War Marshal.

I'm also not sure we need Goblin Guide in this deck. It's a good card, no doubt, but is it really necessary for this deck idea? Do we really have space for it?

This is all my personal opinion on the Kuldotha Rebirth + Bushwhacker plan. Take from it what you will, the final choice is ultimately yours.

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Posted 11 June 2018 at 22:33

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Thanks Dedward. Some notes about maximized bushwhacking: 1. Max Bushwhacking doesnt happen until turns 1-4, and then sometimes fizzles out,meaning sometimes winning turns 1-4, but if game goes past turns 3,4,5, you lose, and that happens somewhere between some to almost a lot of the time.

2.Bushwhacker after it hits a turn is useless afterwards, often useless on turn 1 by itself.

3. Even if have 4 Bushwhackers, you get 1,2 per game, and realky need 3 per game.

4. For Bushwhacker to work, you not only need to bushwhack fast like you say, but you also need LOTS of goblins. Bushwhacker with 1,2, and sometimes even 3 goblins, is almost useless.

That is why need Goblin Guide at 1 cmc, memnite, signal pest, and anything else that puts creatures out FAST turns 1,2.

Chieftain at 3 cmc that gives haste +1 +1, is a turn 3 finishing card, to win on turn 3. Thats why its a 3 of. A 4 of, to many. A 2 of is too few.

Chiefain can also be played on turn 2 with Mox. Mox ramps when metal crafted.

The only questionable cards to me is Chancellor, Infernal Plunge, Krenko, and maybe Curse of Stalked Prey.

Infernal plunge really only helps Krenko, Chancellor, Chieftain, get out.

Krenko is either only a 2 of or not at al. That said, if I get rid of both Chancellor, Krenko, leaving only Kuldotha Rebirth, by itself in a deck, does not get out enough goblins to make Bushwhacker viable. Need either Chancellor and Kuldotha in a deck, or Kuldotha and Krenko in a deck.

Chancellor helps, but only if get rebirth to go off with it, early game, and only if have infernal plunge, to be useful mid to late game.

Curse is helpful as a 2 of if get a lot of goblins out early, in that sense it is like using goblin wardriver, or signal pest, or bushwhacker turn 2 to do a lot of damage on turn 3 to finish off win game.

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Posted 12 June 2018 at 00:52

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Reckless Bushwhacker is not good for main deck or sideboard because it take 5 mana: 3 mana + 2 mana kicker to Bushwhack, and as such is too slow, and wont bushwhack until turns 4,5,6. Piledriver is better then Rabblemaster, because its only 2 cmc, and a 1/2 vs rabblemaster 2/2 for 3 cmc, and Piledriver gets +2 +0 per goblin vs rabblemaster gets only +1 +0 per goblin. As such Piledriver is a good turn 2,3,4 main deck option, and is good as a 2,3 of.

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Posted 12 June 2018 at 01:52

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Ok, it was extremely tough, and thought almost impossible to get down to 60 cards. I took some of Dedward's advice, but not all. I knocked chancelor down to 2 instead of 4, because I agree about chancellor. That still lets me use chancellor while improving non chancellor draws.

I didnt think 3 signal pest would be as good as 4, but with Goblin Guide, playtesting has shown that 3 signal pest is ok. I also went with 3 grenades, instead of 4, because 3 grenades, 3 bolts still gets me 1 to 4 burn spells per game.


Making these changes has made it so that still have needed cards, at a better drawing 60 cards. During playtesting of sample hands and game simulators, simulations, etc, the deck is somewhere between semi consistent and consistent, and if mulligan an or double mulligan the deck plays consistent, gets goblins out fast, pumps them up fast, removes blockers, attacks, deals a lot of damage from atrack fast, and burns opponent fast.

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Posted 13 June 2018 at 02:16

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Hey Dedwards, I think this is as committed to maximized bushwhacking as I am either can or will, or willing to get. I cut down Goblin guide from 3 of, to a 2 of. I cut Chieftain from a 3 of to a 2 of in order to have 4 bushwhackers, instead of only 3 bushwhackers. I cut the 4 chancellors down to 2 chancellors.

Deck seems to get a lot of goblins out fast, bushwhack fast, somewhere between semi inconsistent to semi consistent to consistent witgout mulliganning. And if Mulligan or double Mulligan, the deck is consistent in getting out goblins, bushwhacking, dealing 10 to 15 damage turns 1,2,3,4, winning on turns 2,3,4,5.

And when Mulligan, double Mulligan, the deck doesnt fizzle out, run out of steam by turns 4,5,6. And if game goes to turns 4,5,6, then Pile driver, curse, infernal plunge, chieftain, krenko, Chancellor, the deck can win, hold its own, keep going, win during turns 5 to 9.

So thanks for your help

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Posted 13 June 2018 at 22:06

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So Dedwards what would you recomment for a sideboard? I need to deal with control, board wipe, reanimator, infect, affinnity, dredge, storm, graveyard, burn, etc.

Also are there any special lands that would, could pump my goblins, make them unblockable, etc?

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Posted 13 June 2018 at 22:12

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Ok I found Contested War Zone a land that I can battlecry my goblins. That means if I Kuldotha Rebirth + Chancelor + 2 memnites + 1 goblin guide turn 1, I deal 2 damage turn 1. Then turn 2. Play Bushwhacker to give me 6 2/1 creatures that can attack turn 2. Then if drop contested War Zone Land, the 6 2/1 creatures, become 6 3/1 creatures, that deal 18 damage turn 2.

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Posted 14 June 2018 at 04:07

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G G goblines win

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Posted 14 June 2018 at 19:33

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Thanks. I know, and you know why Goblins win, and why Goblins in this deck wins, but even though we know, can you please explain why Goblins win, and why Goblins in this deck wins. Also do you want to play, give this deck a try. Also do you want to please +1 the deck, since you like the deck. Thanks for your comment, and glad you like the deck.

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Posted 14 June 2018 at 22:47

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goblines aways win GG

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Posted 20 June 2018 at 18:28

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I forgot to add Shrapnel Blast, instead of Lightning Bolt. I forgot all about it. Then out of the blue I remembered it. 12 artifacts in the deck, should be enough to get at least 1 artifact to get at least 1 blast. off, if not 2. Between 3 Gob Grenades, and 3 Shrapnel Blast, thats 2, 5 burn direct damage dealing spells per game on average, for 10 damage to opponents life total, for half their 20 life total.

Also that is capable of killing either 2 5/5's, or 1 10/10, and if block with Chancellor, or a pumped up Goblin, I could in theory kill a 15/15 to 17/17

So the deck gets out goblins fast turns 1,2,3, then either pumps up, bushwhacks turns 2,3,4, and if either doesnt do that or if that is not enough, it either does 5 to 10 burn damage finishing them of turns 3,4,5, or it puts out a 7/2 to 7/3 to 9/2 to 9/3 Piledriver turns 2,3,4,5, and if the game goes into turns 5,6,7,8, either the goblins get pumped up BIG(6/6), or drop, play Chancellor, or play Krenko, or have a 9/4 to 13/5 Piledriver, or finish off opponent with a grenade, blast

And against control, graveyard, boardwipe, reanimator, Affinity, storm, ramp, I have my sideboard of Surgical Extraction, Grafdigger Cage, Shatterstorm, Tunnel Ignus, etc.

And the deck is somewhere between semi inconsistent to semi consistent to consistent at best without Mulliganing, exceot when dont have enough land, mana.

And if Mulligan or double Mulligan because have to much mana, lands, or no creatures, a hand like 2 Krenko creatures, no, or 1 other creature like 1,2 piledrivers, and 2 stalking Preys, and 2 unfernal plunges, etc, then if mulligan, or double mulligan because of that, the deck usually plays somewhere between semi consistent to consistent to very consistently well.

This deck is just not fair to the competition, and I can see why it either is, can, should be, etc, a tier 1.5 modern format competitive tournament deck.

I have playtested sample hands, sample, simulated games, on hand, game simulators, hundreds of games.

My next step, is I am going to proxy, playtest this deck against mt friends Leo, Joel, Jarret, against other modern format good builds, decks, in hundreds of games, where I expect this deck to do well.

After that, I will spend about 3 to 13 months building, buying the cards for this deck, then in another 3 to 13 months after that I will try to take this deck to PTQ seattle.

Also I think this deck is better then other higher rated ranked +1 ed decks I have made(17 to 20 +1's), and is certainly worth far more then the 3 +1's it has gotten so far, and is probably worth AT LEAST if not more, at least 7,8,9 +1's, if not more.

After all this is a deck that can do 15 damage turn 1, 17 damage turn 2, WIN ON TURN 2, WIN ON TURN 3, win on, by, under turns 4,5, put out a 10/2 piledriver turn 2, can kill a 13/13 to 16/16 on, by turns 3,4,5.

So this deck probably deserves a little more like, love.

Whether you like me or not, whether, if you hate goblins, hate how expensive the deck is, etc,

How can this deck not deserve a little more like, love, +1's?

I am not trying to be pushy, demand that the deck be +1 ed, etc.

If you think the deck deserves a +1 or like the deck, then please +1, like it.

If you dont like the deck or dont think the deck deserves a +1, then dont +1 deck if you dont want to.

But seriously how can this deck not deserve more like, love, +1, etc?

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Posted 16 June 2018 at 01:56

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Still need some help with my sideboard.

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Posted 16 June 2018 at 04:38

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Sideboard and Land Breakdown:

My sideboard and Land configuration might look weird to some, but there is a reason for it.

1. 3 Surgical Extraction: can cast by paying 2 life. Its good to clean out counterspells, creature removal, burn spells, board wipe spells, once they have been used against me. Once a card I dont like is in a graveyard, I can target it, and all copies of that card in their deck is GONE. Especially good against CONTROL, BURN, COUNTERSPELLS, BOARD WIPE, BURN SPELLS

2. 2 Grafdigger Cages: only cost 1 colorless. Can stop reanimator, Dredge, and stop control from snapcastering counterspells from graveyard.

3. 2 of 1 of each of counterspells. Together both 1 of's act as a 2 of. Combined with Surgical Extraction, and Grafdigger Cage, they shut down CONTROL, REANIMATOR, BOARD WIPE, but also work agains RAMP, BIG CREATURES, BIG BURN, etc. 1 of Unified Will: only cost 1 colorless, 1 blue, and as long as I have more creatures then opponent(a big likelyhood with this deck), I can counter any spell for just 2 mana. 1 of Spell Pierce: This is a earlier game counterspell that only cost 1 blue, that can cast early game, countering something I dont like(like a turn 3,4,5 boardwipe), while still being able to play something else for 1,2,3 mana, so to be able to keep tempo, momentum going. At turns 2,3,4,5, opponent is unlikely to have 2 extra mana to get off spell, especially if its a 3,4,5,6 cmc spell, and especially if its a boardwipe spell. The spell is less effective late game, as opponent can come up with the 2 extra mana easier. But still if play it well can even still be effectively used even late game IF played very well.

Now that is why I have the Steam Vent Shock Lands. 4 Steam Vent Shock lands should be enough to get at least 1 out to use counterspells when I need to sideboard them in. And if do sideboard them in, and if a steam vent doesnt get out, I can always Mulligan to try to help a steam vent to come out and to have 1 counterspell. This wont always happen, work, and once in a super great while mess up the once in a super great while game, but it doesnt have to come out all the time. Thats what the other sideboard cards are for, and it helps just enough to offset any mess up, and helps just enough to give, get a slight competitive advantage against, in occasionally stopping, preventing things like board wipe, which gives a slight competitive advantage. So while board wipe is still a concern for this deck, with these counterspells, sideboard cards, boardwipe is less of a concern, less of a problem.

4. 2 of Melira Slyvok Outcast. Shuts infect down. Thats why have 4 Karplusan Forrest to provide the needed 1 green of its cheap 2 cmc cost. And if oponnent try to burn, remove it, again thats what counterspells are for. Again it wont always come out, but it will help a little against infect.

5. 2 Shatterstorm: is to shutdown affinity for artifact affinity decks.

6. Blood Moon is for against those non red decks that play a lot of specialty nonbasic lands. It wont hurt me, because I dont care if my nonbasic lands become mountains. But opponents wont be able to do anything with their mountains.

7. Tunnel Ignus is for those decks that land ramp 2, 3 lands per turn to drop a 6/6 to 8/8 on turn 2 for 6 because of land ramping, and or doing 20 damage on turns 1-4 thru land ramping, Valukut Burn, etc.

This sideboard helps, covers almost everything except Storm.

Now for my Land Base Breakdown.

1. 1 of Contestested War Zone Battlecrys pumps my creatures, goblins.

2. 1 of Kessig Wolf Run will help pump Chancellor, Piledriver extremely BIG with TRAMPLE, to help win turns 4,5,6,7,8,9.

3. 1 of Mirrorpool: can, would, will copy a Grenade, Blast to deal 10 damage to finish off beat opponent. Thats another reason why the 4 Karplusan Forest, and the other 2, 1 of's lands, War Zone, Kessig, and the 2 Darksteels, is that makes 8 lands that produce colorless mana to fuel mirrorpool's 2 mana copying cost, since only colorless mana can be used to pay the 2 colorless mana cost per newer MTG rules. Those 8 lands should be able to produce at least 2 colorless mana IF Mirrorpool comes out.

4. 2 of Darksteel Citadel: It is a indestructible artifact that helps metal craft for Mox Opal, can be used by Shrapnel Blast, and Kuldotha Rebirth, helps add up to 12 artifacts for Shrapnel blast, Rebirth to target. And it can produce colorless for Mirrorpool.

5. The reason why only 1 of, of each of the 1 of the colorless nonbasic lands, is that together they form a 3 of, meaning any 1 of the 3, 1 of's will probably get out on average. And it doesnt matter which of the 3 get out as each of the 3 help win, power up mirrorpool, provide mana, etc. And there are 5 nonbasic colorless lands. That makes it so that they dont come out too often because the 5 of is broken down into 1, 2 of's, and 3, 1 of's, and makes it so that they come out often enough. And it doesnt mess up draws very often, and on the rare, uncommon times it does mess up draws, can Mulligan, but that not needed very often.

6. The 4 Karplusan Forest help Melira come out, while providing colorless for mirrorpool, and provides red for most almost all the deck, sideboard.

7. The 4 steam vents help cast the sideboarded counterspells.

8. 9 mountains

9. 22 lands, a .366, 36 6% mana ratio(22 lands รท 60 cards in deck), The mana ratio works because of the low mana curve, low average cmc cost of almost everything in deck.

This mana base still works pretty very well consistently.

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Posted 16 June 2018 at 23:13

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I found a better fit then Goblin Guide for this deck.

2 Legion Loyalist is hasted like Goblin Guide, and its only being a 1/1 instead of 2/2, is offset by making goblins FIRST STRIKE, and TRAMPLE, which synergizes, well with lots of goblins that need First Strike, and goblins like Foundry Street Denizen, and Piledriver, and Rabblemaster, that can get very big, very fast, are good targets for loyalist giving out trample ability.

2 Founding Street Denizen gets bigger for each goblin that comes into play. That combos real well with anything that puts out lots of red creatures fast like Kuldotha Rebirth, Chancellor, Rabblemaster, Krenko.

Then because of how great a fit Denizen and Loyalist are, Rabblemaster was needed in addition to Piledriver. And the only way I could squeeze in 2 Denizen, 2 Loyalist, 2 Rabblemaster, 2 Krenko, was to take out 2 Goblin Guide, 2 infernal Plunge, 2 Curse of Stalking Prey.

Then I cut 1 signal pest to add 1 more Goblin Grenade.

Taking out infernal plunge was ok, because in playtesting I only used Infernal plunge to get Chancellor out turn 5, instead of turn 7, which only happened about 13 to 23% of the time.

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Posted 20 June 2018 at 06:13

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Tweaked Deck some more. Added 3 Lightning Axes to have 11 burn, removal cards to help control the board to help the goblins. Playtesting changes now.

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Posted 22 September 2019 at 11:00

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I need help with what, which of either 3 Lightning Bolts, 3 Galvanic Blast, 3 Lighning Axes, 3 Brimstone Volleys, 3, 1,2,3 cmc, deals 3,4,5,6 damage to player or creature, to put in 3 deckslots as a 3 of,

Which should I do?

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Posted 27 September 2019 at 01:17

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I figured out what burn pachage go with . I put in the Cavern of Souls to help against counterspells. Raging Ravine is a man land to help make sure deck has a creature out and doesnt fizzle out. Also put in Kessig Wolf run, to make the goblins wolf riding, and to pump the goblins up big in a super extremely rare times games last long enough, and in case need to win the game with a goblin pumped by Kessig Wolf Run.

Deck seems to be freaking Awesome!

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Posted 01 October 2019 at 02:18

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Took out 1 Bolt, 2 Piledrivers(Since Rabblemaster does same thing), and added 2, 3 cmc Krenko Kingpin's, to end up with 2 Krenko Kingpins, 3 Goblin Wardriver, 10 burn, removal broken into 4 Grenades, 3 Bolts, 3 Shrapnel Blast.

Deck is still just as fast, but pumps better(more battlecry), and make more 1/1 red goblin tokens, and Rabblemaster can get big like Piledriver, and Kingpin can easily get semi big(4,5,6,7/4,5,6,7), that can put 4 to 8 1/1 red goblin tokens out per turn.

Example. Turn 1: Signal Pest, Turn 2: drop kingpin. Turn 3. Pest+ Bushwhacker. Attack with 4/3 kingpin(whacker +1/+1 to Kingpin, 2 Pest, giving +1/+0 each, for total of +2/+0 to kingpin, for grand total of +3/+1 to kingpin making him a 4/3), Kingpin attacked, so gets +1/+1, becoming a 5/4 kingpin, that if gets thru deals 5 damage, then puts out 5 1/1 goblin tokens. ON TURN 3. End of Turn 3. Turn 4: Kingpin becomes 6/5 for 6 1/1's. Turn 5: Kingpin is 7/6. 7, 1/1s. Turn 6: Kingpin 8/7 8 1/1s. Turn 7: 9/8 for 9 1/1's.

If just 1. Pest, battlecryer, and. 1, +1/+1, Kingpin is 4/3 turn 3,4, instead of 5/4, 4 1/1's. Turns 4,5 5/4, 5 1/1s. Turn 5,6. 6/5. 6 1/1's, Turn 6,7, 7/6, 7, 1/1s.

Now combine all those 1/1's with Rabblemaster, and. Rablemaster can easily get to about a 20/3 Rabblemaster.

So the deck can both play fast and has big enough staying power to go toe to toe with Mid Range, even decks that get out, 10/10's to 15/15, turns 5,6,7,8,9,10.

And the burn can easily finish off midrange, control, lategame, big 10/10 to 13/13 creatures, decks, by eother doing enough damage to their face, or either alone to their creatures, or by blocking their creatures combined with burn damage to kill their Titanic 10/10 to 13/13 creatures.

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Posted 02 October 2019 at 07:46

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Dual Casting, or Increasing Vengeance, and why? Until I figure out which, going with 1 each, since they cost the same, etc. This has the potential to make deck a top tier 1 deck, since can cast then copy grenade or blast for 10 damage to face. Can even easily kill a 17/17 creature: Block with a 3/3(3 damage). then Grenade i(+5 more damage for tot 8 dam), For 1 red, then copy it, thats 5 more damage(tot 13(then cast a 2nd grenade out of 4, for 5 more damage(tot 18 damage(17/17 dead), total cost is 4 red. And can flash cast the spell copy later for 5 cmc.

Also can copy Kuldotha rebirth and put out 6 1/1 goblins for the cost of 1 Kuldotha Rebirth, 1 increasing Vengeance, 1 sacrificed artifact out of 16 artifacts, and a total of 3 red mana.

This is speeds up the deck even faster, and can go head to head against rediculously big(8/8 to 18/18 creatures like Eldrazi, and can keep up with PURE burn decks, by doing 18+ damage, an or by using Witchbane orb.

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Posted 04 October 2019 at 12:57

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Decided to go with Dual Casting

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Posted 05 October 2019 at 13:30

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19 damage turn 2. 28 damage turn 3, 47 damage turn 4, and 100 damage turn 5, is the best the deck has ever done. Now sure thats a Perfect, ultimate Draw, to do that. But it the deck has done that. Usually its a combo of Chieftain, War Driver, Pest, Rabblemaster, Kingpin, 1 of each out, and working together to form not just 1 Voltron, but many mini Voltrons, that synergistically buff, stack, work together to 1. Get a LOT(14 TO 28 goblins out), pump each of them up +2,3,4, have Rabblemaster be 16/3,4,5 because of the +1/+0 it gets for each attacking goblin, and Kingpin becoming a 6,7,8 power in 2,3 turns that produces about an average of 4,5,6 1/1 goblins that pump up rabblemaster that get pumped up to 4/2,3 to 5/2,3, each. And rabblemaster also produces 1, 1/1 goblin that hasted that get pumped up.

Then you throw in Goblin Grenades, and Shrapnel Blast that have been copied to do 10 damage each time for 10 to 40 damage, and its easy to see why, how this deck easily can do 100+ damage in a turn, on turns 4,5,6.

And the deck has done that.

This is the most FASTEST, MOST EXPLOSIVE, HIGHEST DAMAGING GOBLIN DECK I HAVE EVER PLAYED, LET ALONE PLAYED.

And I have played some pretty good legacy, modern, standard formatted goblin decks over the years, that were not my decks, that are not as good as this deck is.

Also I have seen, played PTQ, GP goblin decks, that belonged to local PTQ, GP game players, that play in Spokane at the local game stores, FNM's, 1 of which placed about top 25 at PTQ, GP, that doesnt have the output, not as fast, doesnt do as much damage, doesnt put out as big of goblins, etc, and because of that are not as good as this deck.

This is not to brag. The deck honestly seems this good, and probably is this good.

The deck almost always does about 3, 5, 10, 15, 20 damage per turn, and does 20, 25, 30,35 damage on average by, on, around turns 3,4,5. Thats usually good enough to win by on turns 3,4,5 at least semi consistently.

The only times this doesnt happen, is if, when, if the deck gets a bad draw. And that only happens about 17% to 29% to 43% of the time.

And usually that can be fixed by mulliganning or double mulliganning when, if that happens

The deck also has sideboard answers to infect, graveyard, affinity, control, ramp, burn, and the deck out aggros, other aggro decks, and can go head to head with Jund, Tron, Kiki Chord, Midrange, because of how big the goblins can get.

And also this is a deck that I have improved upon, and as such is my deck. I didnt clone, or copy, net deck, etc, this deck, in case there are semi similar decks.

So because of all the above, I dont get why this deck isnt getting the love, likes, +1's it deserves.

This deck deserves somewhere between 7 to 9 likes, and 50 to 100 likes.

I have seen lesser goblin decks, that are nowhere near, dont do as good as this deck does, that have more likes then this deck.

I just dont get it.

Oh well this is AWESOME, with or without the likes, doesnt matter.

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Posted 05 October 2019 at 15:29

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Based off playtesting, I have decided to go with 2 Goblin Piledrivers, instead of either 2 Bolts, or 2 Dual Casting, because I think Pilefriver together with Wardriver, Kingpin, Rabblemaster, Chieftan, Pest, will create more EXPLOSIVE, MORE PUMPED, BIGGER GIANT PILEDRIVERS, RABBLEMASTERS, that would do 100, 125, 150, 175 damage turns 4,5,6,7.

So doing a Bolt, or a copied Bolt for 3 to 6 damage, and or a copied grenade or Blast for 10 damage is less important compared to that also I might find a way to still squeeze the spell copyong in somehow.

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Posted 05 October 2019 at 16:19

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There, I did squeeze it all in, together. 61 cards, 22 lands, that a 36% land mana ratio. That normally not good. But in this deck, the deck used to be 60 cards, 21 lands a 35% land mana ratio. The new 36% ratio, combined with the 4 Mox Opals always seems to consistently get 3,4,5 land, mana out(with the aid of Mox Opal), by on turns 2,3,4,5, which is enough to cast out the 1,2,3 cmc stuff in deck.

Dexk usually doesnt get either mana flooded, or mana droughted, and usually has the right amount of mana to succeed in getting out stuff.

Also the consistency is still there.

The deck still gets out LOTS of Goblins, thru either or, or both Rabblemaster, Kingpin, Kuldotha Rebirth(that can be copied).

Then it the goblins get pumped either by: BUSHWHACKER, WARDRIVER, PEST, Contested land, Battlecry, Goblin Chieftan.

Then those pumped goblins not only get big themselves(3,4,5,6 power each), as semi finishers, but help pump up Piledriver, and Rabblemaster into at 13,25(power), 2,3,4,5,6(toughness), finishers.

The 7 burn, removal(4 grenades, 3 blast, deal 5 damage to creature or player, and can be copied to deal 10 damage to creature or player.)

And Kuldotha Rebirth can be copied as well.

So deck still at least semi consistently does what it is supposed to do, even with 61 cards.

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Posted 05 October 2019 at 16:42

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Got deck to deal 19(both total damage and that much damage in 1 turn on turn 2.). damage on, by turn 2. 43 (Total damage) damage turn 3. 100 damage on turn 4. 200 damage on turn 5

Almost near almost perfect ultimate draws that happen 1 per every 33 to 333 to 1000 games.

Even though that isnt consistent and is extremely inconsistent. It shows what deck can do, and why it can at least semi consistently win, by on turns 2,3, 2.5, 3,4, 3.5, 4,5, 4.5, and why deck can go toe to toe with Ramp, midrange, after turn 5,6, and why opponents of this deck are consistently on a Turn 5 clock, where almost guaranteed to lose to this deck by, on turn 5, IF MULLIGAN, IF HAVE TO MULLIGAN.

Typically the way deck does that is 3 1/1 Kuldotha Goblins turn 1. a Bushwhacker, 1,2 memnites, Signal Pest, 1,2 Moxes on turn 1.

Turn 2: Either Chieftain or Kingpin turn 2.

Turn. 3 : Chieftain or Kingpin, and a Signalpest

Turn 4: Rabblemaster and Wardriver

Turn 5. Piledriver and Wardriver

Turn. 1: 1 3/2 Memnite, 3, 3/2 Goblins, 1, 3/2 Bushwhacker, 1, O/1 Pest, 15 damage. (must go 2nd, draw the right7 cards, then draw right 8th card)

Turn. 2: Goblin. Chieftain , 1, 2/1 Memnite, 1 3/2 Chief, 1 3/2 Bushwhacker, 3, 3/2 Gob tokens, attack for 17 damage, 32 total damage

Turn 3: Kingpin, 1 signal pest. Kingpin has haste because of Chief, and is 2/3, instead of 1/2 because of Chief. Attack with everything. 1 signal pest pumps King by +1, making it 3/4, that gets +1, when attacks to 4/5, that puts out 4, 1/1 gob tokens with haste(Chief) that each get pumped to 3/2, for, 7 3,2 gob tokens, 1 3/2 bushwhack, 1 3/2 chief, 1 4,5 Kingpin, for 31 damage, 64 total damage(turn 3 damage plus previous turns damage)

Turn 4: Rabblemaster, Wardriver

Kingpin gets +1. From chief, +3 from 3 battlecryers(2 pest, 1 wardriver), +1, last attack, +1 this attack, so Kingpin is 6/5, puts out 6 1/1 gob tokens hasted. Rabblemaster puts out 1/ gob token hasted. Thats 7. 7 from last turn. So 14 1/1 gob tokens that get Pumped to 4/3. So 14 4/3 gob tokens, 1 4/3 bushwhacker, 1, 5/3 Chief, 1 4,1 Memnite, 1 23/3 Rabblemaster, 1 5/3 Wardriver, that does: 97 damage(161 total damage)

Turn 5: Piledriver, 1 kicked Bushwhacker, 1 Wardriver

Kingpin gets +2 from previos attacks, +2 from 2 wardrivers, +2 from 2 pest, +1, from kicked bushwhacker, +1 from 3rd attack. So kingpin +8/6, that produces 8 1/1's. Rabblemaster put out a 1/1. Thats 23 1/1 goblin tokens, that 6/3 each, 1 8/6 kingpin, a 34/4 Rabblemaster, a 2, 6/3 Bushwhackers, 2, 6/3 Wardrivers, 2, 2/1 Pest, 60/4 Piledriver. For 268 damage on turn 5, for 429 total damage by, on turn 5.

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Posted 08 October 2019 at 16:44

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Put Narset's Reversal in place of dual casting, because it can not only copy Grenade, Blast, Kuldotha Rebirth, but after copy them, they go to hand, instead of graveyard for another usage.

Doing this, can spend 1 red, sac goblin, cast genade, then pay 2 blue, copy Grenade, copied grenade deals 10 damage, grenade goes to hand, pay 1 red, sac goblin, cast grenade, deal 5 more damage, for 15 total damage for the cost of 4 mana, 2 sacked goblins.

And the 4 steamvents, plus the 7 fetchlands, should be plenty enough blue mana to cast Narset's Reversal.

Pesky goblin shamans casting pesky blue magic, who would have thunk it, thought that was possible, lol.

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Posted 12 October 2019 at 01:18

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Got deck down to 60 cards, 22 lands, and a .366%, 36.6% land Mana Ratio.

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Posted 28 October 2019 at 22:51

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Have playtested the new changes a LOT with Sample hands, Sample games. The mana ratio is perfect, with 2,3,4 lands in hand, almost every game, and extremely rare to get only 0,1 land, or 5,6 or all land. And usually average 3,4, 3.5 lands per every 4,5, 4.5 turns thru the first 4,5, 4.5 turns, of the games.

And the deck can play so fast, so explosive. Deck has won on turn 2 about 3 to 5 to 7 times out of the lots of playtesting. Has won on turn 3, about 10 to 15 to 20 to 25 times. Has won by turn 4 about 33 to 100 times. Wins by, no later then turn 5 at latest about 98% of time, and by no later then turn 6, about 99.9999% of time. And by no later then turn 7, at extreme latest 99.999% of time. Game is Garanteed to be won, if won, no later then, by turn 8 at the latest, 100% of the time, unless it loses.

Deck can go toe to toe and win vs Midrange, Tron, El Drasi, 8/8 creatures. The deck has done 429 total damage by, on turn 5,6.

And deck has done 10 damage via a copied Goblin Grenade, where had out a working Mox Opal mana source, and 2 lands for 3 mana, where pay 1 red for Goblin Grenade, then copied it, then got it back for 2 blue. And have done 2 Goblin grenades for 2 red. Also on turn 3 have done 15 damage by a copied goblin grenade then getting it back, and recasting it again.

That means that can easily kill a 15/15 thru either blocking, or copying, reusing, recasting grenade, or doing a combination of both, or by blocking with 1,2,3 big goblins. And that means that can easily do 5 to 10 damage via goblins turns 2,3, then hit with either multiple grenades, or a copied grenade, for 10 to 15 more damage for game, win.

The deck recovers from, wins despite board wipe quickly, either by winning before board wipe, or by casting a sideboarded in Unified Will counterspell, or by finishing them off by Grenade or Blast after board wipe.

The deck has sideboard answers for, against infect, control, graveyard.

This is the most amazing, awesome, non legacy, non vintage goblin deck, I have ever played, seen.

I will make this deck, sleeve it up, and play the deck at a PTQ, etc, when, if I get the chance, because of work as a NAC, EMT, family, etc

When, if anybody wants to use, play this deck in competitive tournament play, they, you can, when, if want to, as long as I get credit for the deck.

This deck deserves at least 7 to 10 to 13 likes minimum, to 23 to 43 likes, as other decks of mine which are not as good as this deck, have about 17 to 20 likes are on the hotpage, and I have yet to see a Modern Format Goblin deck on any site as good as this deck is. I would take this modern format goblin deck over any goblin deck I have seen on this, other sites(And I have seen almost all of the modern format goblin decks at this and other sites)

Oh well. This deck is freaking awesome. Extremely happy with, love how this deck plays.

Enjoy the deck, when, if want.

Mike.

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Posted 30 October 2019 at 03:23

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Have playtested the new changes a LOT with Sample hands, Sample games. The mana ratio is perfect, with 2,3,4 lands in hand, almost every game, and extremely rare to get only 0,1 land, or 5,6 or all land. And usually average 3,4, 3.5 lands per every 4,5, 4.5 turns thru the first 4,5, 4.5 turns, of the games.

And the deck can play so fast, so explosive. Deck has won on turn 2 about 3 to 5 to 7 times out of the lots of playtesting. Has won on turn 3, about 10 to 15 to 20 to 25 times. Has won by turn 4 about 33 to 100 times. Wins by, no later then turn 5 at latest about 98% of time, and by no later then turn 6, about 99.9999% of time. And by no later then turn 7, at extreme latest 99.999% of time. Game is Garanteed to be won, if won, no later then, by turn 8 at the latest, 100% of the time, unless it loses.

Deck can go toe to toe and win vs Midrange, Tron, El Drasi, 8/8 creatures. The deck has done 429 total damage by, on turn 5,6.

And deck has done 10 damage via a copied Goblin Grenade, where had out a working Mox Opal mana source, and 2 lands for 3 mana, where pay 1 red for Goblin Grenade, then copied it, then got it back for 2 blue. And have done 2 Goblin grenades for 2 red. Also on turn 3 have done 15 damage by a copied goblin grenade then getting it back, and recasting it again.

That means that can easily kill a 15/15 thru either blocking, or copying, reusing, recasting grenade, or doing a combination of both, or by blocking with 1,2,3 big goblins. And that means that can easily do 5 to 10 damage via goblins turns 2,3, then hit with either multiple grenades, or a copied grenade, for 10 to 15 more damage for game, win.

The deck recovers from, wins despite board wipe quickly, either by winning before board wipe, or by casting a sideboarded in Unified Will counterspell, or by finishing them off by Grenade or Blast after board wipe.

The deck has sideboard answers for, against infect, control, graveyard.

This is the most amazing, awesome, non legacy, non vintage goblin deck, I have ever played, seen.

I will make this deck, sleeve it up, and play the deck at a PTQ, etc, when, if I get the chance, because of work as a NAC, EMT, family, etc

When, if anybody wants to use, play this deck in competitive tournament play, they, you can, when, if want to, as long as I get credit for the deck.

This deck deserves at least 7 to 10 to 13 likes minimum, to 23 to 43 likes, as other decks of mine which are not as good as this deck, have about 17 to 20 likes are on the hotpage, and I have yet to see a Modern Format Goblin deck on any site as good as this deck is. I would take this modern format goblin deck over any goblin deck I have seen on this, other sites(And I have seen almost all of the modern format goblin decks at this and other sites)

Oh well. This deck is freaking awesome. Extremely happy with, love how this deck plays.

Enjoy the deck, when, if want.

Mike.

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Posted 30 October 2019 at 03:24

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Sideboard Slots, that can be used to sideboard sideboard cards into the deck. for competitive Tournament play.

3 sideboard slots:

1. Go with 1 less Bushwhacker, to go from 4 down to 3, by taking 1 out then reolacing it with with a sideboard card.

2. 4 Mox Opal down to 3 Mox Opal for 1 sideboard slot.

3. 3 Kuldotha Rebirth, instead of 4 for 1 sideboard slot.

Using, taking out a memnite is not recommended, because they cost zero, help Kuldotha rebirth have a target, and to help get creature out fast, early.

Using, taking out a goblin grenade will, would, could cause not being able to remove threats, do direct damage to player, plus less targets for Narset.

Also only use 4 of's as possible slots, and dont use 2 of's, or 3 of's.

Also leave at least 1 4 of in deck, when sideboarding, and only use 4 sideboard slots at most.

And dont take 2 of anything out of deck in order to sideboarding.

If dont follow these sideboard guidelines, deck wont work, play as well.

But if follow these sideboard guidelines then deck will still play ok.

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Posted 30 October 2019 at 04:10

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Found a way to have 4 signal pest instead of 3 by adding 1, without taking anything out and without going over 60 cards, by going down to 21 lands, instead of 22. While not near perfect, the mana draw ratio is ok, because of the 4 mox opals, that achieves metalcraft easier with 4 signal pest instead of 3. That makes it so that a working Mox Opal comes out more often and often enough to ramp, compensate for 1 less land, 21 lands, instead of 22. Have to mulligan a little tiny bit more often, but trade off is that 4 signal pest is better then 3 and helps deck be more explosive, consistent. So trade off worth it in my opinion.

So this is the best the deck can get.

I am still open to constructive advice, but not only am I not interested at the moment in wholesale changes, but not interested in anything more then 1 card slot slight, smallest of changes, smallest tweak possible, and whether to go with 3 Pest or 4 pest, or 21, or 22 lands, etc.

Can make constructive suggestions, but I am unlikely to make any suggested changes, unless the suggested change is pretty logical, persuasive, etc.

So the deck is pretty much done, finalized, ready to be built, sleeved up.

Thanks for the advice, help that has been given, some of it used, whether it has been used or not. It has been greatly appreciated.

Thanks for the likes, +1's.

Mike

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Posted 30 October 2019 at 22:40

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changed the contested War Zone Battlecry Colorless land into 2 Castle Embereth red mana battlecry pump lands. The change should make battlecry pump happen more often, while making it so that a colorless land comes into play less often, while making a better chance that red mana available for Bushwhacker, Wardriver Mana cost.

Reason for 2 of them: 2 will make it so that likely to come out turns 3,4,5, when have the 3 mana, 1 generic colorless mana, 2 red to pay the cost to activate the lands Battlecry ability. If go with 3. its more likely the land would enter play early on turns 1,2. And it would be more likely that would end up with, 1 or 2, in play tapped because 3 of them would cause greater chance of that because greater chance of not getting either a basic mountain, or Shockland Steam Vent, Stomping ground, to make it so that it didnt come into play tapped. 4 of them would be like problems of 3 of them, but even worse.

1 of them, and it wouldnt come out often enough.

2 of them is the right number of them, and will come out often enough at the right 3,4,5,6 turns, while not wrecking mana base.

Also I used the Budget tag, because the deck can be bought for $137 which is pretty darn cheap, for a Modern Format deck of this caliber.

Updated the deck description and did a LOT more playtesting of sample hands, sample games.

Deck is so fantastic, amazing, awesome, etc. I really like, love, am really happy with this deck!


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Posted 05 November 2019 at 05:34

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Well this is a good deck I have to say I am really impressed with what you're doing here with this deck it's like goblins to the face with shrapnel blast and Goblin Piledriver is to make your toilet say why is there goblins beating the hell out of me this is actually a real good Goblin deck I asked you to admit Mr Man it looks good Mister dude man PS my phone is on GG......

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Posted 10 November 2020 at 01:50

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