Goblins v1.0 (Help a newbie, c..

by gucci on 15 September 2011

Main Deck (60 cards)

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Deck Description

Goblin deck with a decent amount of burn.
Goblin Grenade + Reverberate = Crying opponent

Any suggestions for draw power? Infiltration Lens are great but don't always do the trick.

Deck Tags

  • Fun

Deck at a Glance

Social Stats

22
Likes

This deck has been viewed 17,415 times.

Mana Curve

Mana Symbol Occurrence

000430

Card Legality

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

Deck discussion for Goblins v1.0 (Help a newbie, critique please)

4 fireblasts
Get a fourth guide

Take a look at my goblin deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=231052

Teetering peaks are a waste. They'll slow you down. Better off with straight mountains. Bloodlust is almost a second grenade.
Flame slash does good damage but only to creatures. Better off with something that can kill players as well

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Posted 15 September 2011 at 08:37

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Ok. :)
Should I replace Teetering Peaks with 4 more Mountains or just put in other cards (such as a fourth Goblin Guide, etc)?

Thanks for the feedback

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Posted 15 September 2011 at 21:42

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I like the general idea, but I have to agree with thorne44, Teetering Peaks should come out. The "enters the battlefield tapped" part will slow you down way too much. I run a standard goblin deck and find the best feature in it is the draw (yes I got draw in red). Goblins often get blocked so as to kill them and I equip mine with Infiltration Lens (especially useful on Goblin Gaveleer). The other draw I use is Ichor Wellspring. It serves 2 extra purposes in my gobbie deck, 1) metalcraft for Galvanic Blast and 2) fuel for Kuldotha Rebirth. Draw in a goblin / burn deck works wonders :p

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Posted 15 September 2011 at 10:20

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I really like Infiltration Lens, I'll have to give that a go. Would you recommend using a full playset or just a few of them?

I think I'll avoid the Wellspring though, as I do not run Kuldotha Rebirth or use any metalcraft cards. I do have Browbeat for that extra draw power (and if they opt to take the 5 damage, that's fine because I was going to do ~5 damage with the cards I drew anyways :P )

Also, same question that I asked thorne44 - Replace Peaks with Mountains (to stay at 20 lands) or just put in other cards (or perhaps something in-between)?

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Posted 15 September 2011 at 21:46

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I run 4. they cost {1} to play and {1} to equip, so you don't lose much speed and having multiple on a creature that gets blocked results in even more draw for you :)

I'd say stick to 20 lands. I run 17, but that's because everything in my gobbie deck costs 2 or 1 (except my Chieftains that cost 3). Your deck has allot more higher cost cards than mine, so you'll need more lands.

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Posted 15 September 2011 at 22:07

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Alrighty. I put in the Infiltration Lenses and took out the Teetering Peaks. Ended up taking out the flame slashes and goblin fireslingers to make room. Having 4 of something is nicer than having 2 of 2 different things.

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Posted 15 September 2011 at 22:42

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this is a good deck you should check out my glistening steel deck
http://www.mtgvault.com/ViewDeck.aspx?DeckID=237558

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Posted 27 September 2011 at 08:13

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So I see 2 basic problems here.. And not specific stuff, just bigger pictures stuff..

1) So looking at the deck it goes back quite a bit, in which case you could throw in some older cards that do a better job with what your going for (be it burn or goblins) On the other hand, if your going for standard, you want to rethink this a little bit.

2) Figure out if you want either a goblin deck or a burn deck since they're not as similar as you might think.

A standard goblin deck might be able to use stuff like my goblins w/innistrad deck, while a burn deck (with scars being the big thing for now) would probably be an artifact/burn deck with stuff like moltensteel dragons, Immolating souleaters and shrines of burning rage (also maybe some metalcraft stuff) . The problem with Chandra and her phoenix being in a goblin deck is that she doesn't add anything substantial to it and you could be using something a lot better in place of her (e.g. goblin wardrivers or spikeshot elders for removal)

All in all, I've been playing goblins and burn for about a year now and I've got several standard and legacy decks (on MTGO) dedicated to their shenanigans so I'd like to think I could help, depending on what direction you want to go...

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Posted 27 September 2011 at 22:34

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Thanks for the feedback :)
to address your points:
1) The Goblin Matron, I believe, is the only non-modern legal card in there. I'm thinking of taking it out and structuring this deck for modern. I might go full Standard, but that would require building practically an entirely new deck, and I lack the resources and desire to do that at the moment.

2) If I had to choose between the two, I would definitely stick with Goblins.
Why? Short answer: Goblin Grenade.
Not-as-short answer: I really like the feel of a goblin deck. Dropping minions every turn and wailing on my opponent is more exciting to me than a control or some other sort of deck.
The reason I have burn cards in there is simply because by turn 4 or 5 my opponent could possibly have formed a defense against the goblins, and those burn cards can help finish them off (or serve as creature removal if necessary).

I want to avoid going legacy goblins. I lack both the older, and usually more expensive, goblins and goblin support cards that make them work (as far as I understand). Also, I'm only in my second month of playing MtG and legacy is still intimidating to me.

What would you suggest for me given that the aim of this deck is "Modern Goblins".

Things I want to keep:
Creatures - Guides, Chieftans, Bushwhackers, Arsonists
Other spells - Goblin Grenades, Reverberates, Lightning Bolts

Everything else is open for replacement, but through testing all the cards seem to play their part, so it's hard to decide what to take out.

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Posted 29 September 2011 at 01:00

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Nice :) Well, I haven't used reverberate much but thats just a personal preference.. I can see how it could work. Here's what I think:

I would replace the acts of treason with Panic attacks or Tectonic Rifts. Especially since those can let your instigators through on turn 3 and 4 when you can actually attack with them and expect to face more than one blocker since no player is going to let you swing with an instigator if they can help it. (Either that or try Intimidator Initiates since they let you do the same thing repeatedly). As a cautionary note, this might not necessarily work with the infiltration lenses since you need to be blocked to be able to draw.

Bushwhackers, chieftains, guides and instigators are like the bread and butter of even standard goblins (until now) and you are probably good on those counts. Maybe 4 of the instigators would be a good idea.

The Mogg War marshals I'm a bit skeptical about. I don't see myself paying the cost to actually keep him on the field and that translates to paying {1}{R} for 2 1/1 goblin tokens. The same thing is a sorcery called dragon fodder and that would probably work better since you have reverberate in there too. However, I haven't used marshals myself so I could be wrong. Anyway, tokens shouldn't be the concern here since you aren't trying to overwhelm them or being defensive and having chump blockers at the ready either.

My last tip would be to throw in some kind of mana acceleration like pyretic ritual or seething song since your deck depends on being able to throw out your hand as fast as possible and to have enough creatures in it. This isn't a deck that can sustain itself beyond a certain number of turns so you should push for as much condensed damage as you can in the first few before you run out of steam.

A perfect draw would look like this:
T1: guide = 2 dmg from the guide
T2: Instigator = 2 dmg from the guide again
T3: Seething song + panic attack + bushwhacker = 3 (guide) + 2(Bushwhacker) + 6(Instigator)
T4: Goblin Grenade ftw.

Something like that has only ever happened once for me :) Makes up for every loss with goblins when it does...

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Posted 03 October 2011 at 07:24

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Wow! Thank you so much for your insightful post!
I'll definitely consider all of that and see how I can fit it into my deck.

I feel pretty good about dropping the act of treasons. I may put in 3 tectonic rifts in their place, as they seem extremely useful. If I'm going that route then I may need to reduce/remove the infiltration lens. Definitely at least take them down to 3 based on my test runs.

I also like the idea of throwing in mana acceleration. I'll look through all of my options and see what feels best for this deck. I know there's a new one in Innistrad where you sac a creature and pay 1 mana to get 3 mana, which could combo quite nicely with a goblin arsonist.

I'll pay extra attention to the Mogg War Marshals in my upcoming test runs. They are nice to draw, but ultimately not always game changing. They do seem like a slow-ish option for this sort of deck, and at 2 it's not like I'm going to miss them dearly if I take them out.

I came across a card called Vexing Shusher. It seem really nice, at least a side deck card, and I'll probably test it in the main deck once my next iteration stabilizes. 2 mana 2/2 that cant be countered? Pretty sweet deal when you add in the fact that you can pay one more mana to make any spell uncounterable. Gives some extra insurance to those all-out goblin grenade volley plays for the win.

Thanks for the knowledgeable response. It's really helpful for a relatively new player like myself.

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Posted 04 October 2011 at 05:51

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Anytime :) Good luck..

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Posted 04 October 2011 at 07:06

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Boggart Ram-Gang is a good card, try adding 2-3.

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Posted 01 October 2011 at 22:10

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It certainly seems good! I'll put it on the drawing board for my next revision. Don't want to change too much all at once.

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Posted 04 October 2011 at 05:54

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This is for modern, right? Because if not, Goblin Warchief is at least as good as the chieftain.

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Posted 06 October 2011 at 00:59

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Yes, it is for modern. Thanks for the input though :)

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Posted 08 October 2011 at 01:55

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Welp... It's been a while but I updated it.

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Posted 17 January 2012 at 05:58

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=283738

This is my Modern Goblin build.

I'd honestly say add Tuktuk. Grenade + Tuktuk with a Chieftan out is fun as shit. Oh, take 5, I get a 6/6 with haste. Hit you for 8. Oh what, you're 7? Bolt, Bolt, Tarfire.

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Posted 17 January 2012 at 07:53

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browbeat for draw...

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Posted 23 January 2012 at 11:23

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That actually was in here at first!
Turns out your opponent never chooses what you want them to choose, heh.

It only works in your favor when you're far ahead.

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Posted 24 January 2012 at 00:52

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maybe then i've just been lucky... to me its more or less a win/win... 3 cards or 5 dmg...

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Posted 24 January 2012 at 11:34

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I like it, you should check my burn deck out too http://www.mtgvault.com/ViewDeck.aspx?DeckID=284226

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Posted 23 January 2012 at 20:00

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maybe brute force instead of tetering peaks?

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Posted 24 January 2012 at 04:45

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Nice deck. Nice use of Infiltration Lens. Check out my Goblin deck. I get 3rd & 4th round kills with it. I'd love some suggestions on my deck as well. Mine is more of a direct damage deck using goblins as fuel.

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Posted 25 January 2012 at 00:06

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When dark ascension hits.. Draw power = desperate ravings, swap out the lens for them, all the draw power u will need

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Posted 25 January 2012 at 00:56

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what about Shared Animosity....you can hit for a lot of dam and then use goblin grenade to finish the job

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Posted 25 January 2012 at 10:28

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That looks like a pretty solid card. I'll test it out.
Maybe I can get rid of the last two Teetering Peeks for it.

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Posted 25 January 2012 at 21:43

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this seems decent, but your missing a lot of key goblin burn cards! heres my goblin burn deck, you might want to base yours off it...
http://www.mtgvault.com/ViewDeck.aspx?DeckID=276305

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Posted 25 January 2012 at 16:02

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Goblin War Strike is pretty dirty, but this is a modern format deck

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Posted 25 January 2012 at 21:38

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I want to make a extended Goblin deck like this. But if you want speed here is a link to my deck. I won the other day on turn four with just one mountain in play.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=208062

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Posted 25 January 2012 at 23:35

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Looks pretty intense.
I wanted to avoid too many artifacts though.

0-drops are fast and always nice to have, but I don't think they're worth the deckspace in this particular deck.

I am considering 1-3 Spikeshot Elders. They're sick.

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Posted 25 January 2012 at 23:55

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Why not sub out tectonic rift for some goblin ruinblasters? you can destroy a land and get a hasted golblin for less mana. Also, im not really as fan of goblin guide in such an aggressive deck as the last thing i would want is to be giving them extra lands early and i know everybody is gonna tell me how great it is knowing what their opponents next draw will be but with a deck like this you dont really have an option except to hit them hard and fast regardless of what they have in their library or hand. You might want to consider adding in a couple of elixers of vitality so you can get extra value out of ya lightning bolts and goblin grenades.

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Posted 25 January 2012 at 23:43

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I've thought about Ruinblasters. The basic reasoning for favoring Tectonic Rift is that most of the time you get a full unblocked swing, which is handy. By the time this deck reaches the 4 mana for the Rift, there's a good chance that the opponent's defense is starting to take shape. Running 1/1's-3/3's into fatties isn't particularly smart. The "Plan B" of this deck (activated when the opponent builds up their defense) is run through with unblockables and/or toss your goblin grenades.

Goblin Guide is nasty. I understand not wanting to give your opponent land, but you need to build decks assuming that your opponent will always have enough land to play their hand (so the extra 1/3 chance of giving them a land usually isn't a significant advantage for them)

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Posted 25 January 2012 at 23:51

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ok, well this is just from my experience, but normally by turn... i dunno, 4, if you hit them with guide each turn, sure! theyve take 6-7 damage! but now they have a chance to drop a grave titan, or an olivia or somthing that'll win them the game in only a few turns! then, you have to be either really lucky to kill them off early or just defend long enough to kill them off and then die from something else! if you want a 1 drop that'll hit the opponnent for a lot, i'd go for bloodcrazed goblin (not the best, but still good), Mogg fanatic (prolly the best goblin there is, i've actually won many games with this card), frenzied goblin, mogg sentry or mudbutton clanger (this guy gets really big, really fast, and you get to know whats coming, sadly, your opponnent does too). all of these cards are pretty good alone and, aside from bloodcrazed, will do you a helluva lot more than goblin guide will. (bloodcrazed kinda turns suicidal on ya after a while). also, for a sideboard, can i recommend goblin king, combust, shattering spree (its shatter for 1 and you can use it to clear an entire field in 1 go) and jaya ballard, task mage (sure, she's not a goblin, but she kicks ass against blue), they could all be very beneficial in this deck!
on another note, you should look into claws of valakut, which is amazing in any red deck and even better if you have spikeshot goblin (my favorite goblin) and spikeshot elder in the deck. this lets you deal like 10-20 damage really fast and is great for dealing with big creatures! also, theres quest for the goblin lord and goblin arsonist! (arsonist is great for this because you can hit the opponent with him early game, then sack him for a goblin grenade and take out a titan!)

those are just my thoughts! feel free to disregard them for all i care, i'm just trying to help you make a badass deck! but hey, i'm insane! so what do i know!?
link491

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Posted 30 January 2012 at 14:36

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Pyromancer's ascension r fire elemental to double the damage an searing blaze

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Posted 01 February 2012 at 09:04

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An spike shoot goblin is better in my opinion it more to play but less to use its ability an if u drop firebreathing on him opposites jus seem cry lol an it also good to protect your kill creature with lightning greaves r swiftfoot boots

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Posted 01 February 2012 at 09:15

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drop claws of valakut on him rather than fire breathing... it saves mana

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Posted 01 February 2012 at 14:12

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Nice deck. Can you please check out mine and help me make it better?
http://www.mtgvault.com/ViewDeck.aspx?DeckID=290805

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Posted 05 February 2012 at 23:12

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I'd suggest adding Increasing Vengeance from Dark Ascension. It is identical to Reverberate at first, with the option of flashing it back late game for double copies.

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Posted 06 February 2012 at 00:52

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ghozt has deleted this comment.

Posted 12 February 2012 at 20:29

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Posted 12 February 2012 at 20:32

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