Goblin (standard)

by Xanooo on 07 February 2011

Main Deck (60 cards)

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Deck Description

My try at a goblin deck that i'd like to make at some point in the not so far future :)

Leaving 6 spots open as im not quite sure what to put in em. More goblins or some instant / sorceries (raid bombardement / quest for the goblin lord? altho those 2 dont really sync together i guess)

Would be nice to hear some thoughts, thanks!

Deck Tags

  • Theme

Deck at a Glance

Social Stats

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This deck has been viewed 1,688 times.

Mana Curve

Mana Symbol Occurrence

000510

Card Legality

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

Deck discussion for Goblin (standard)

1 more lightning bolt for sure, not so many war zones if any +2 giude +2 instigator i think the lands you've chosen will kinda mess up the deck:p maybe try some fetch lands to thin it and make it easier to get the goblins you need

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Posted 07 February 2011 at 08:32

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Yeh i kinda noticed in the sample hand drawing.. it kinda sucks not having 2 red mana for 2-3 (or more) turns.

How about Arid mesa for fetching?

* changes

-2 contested war zone
+1 lightning bolt
+2 Warren instigator
+2 Goblin Guide
+2 Arid mesa

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Posted 07 February 2011 at 08:59

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Drop Ember Hauler, Arsonist, Elder. 2 Contested War zones, no other lands besides basics. 4 bolts, 3-4 Arc Trails, 3-4 Flame Slashes (wall killers baby!) 4 Signal Pests, and possibly 2 Hero of Oxid Ridge for late-game. Let's face it, goblins are a 'can you survive until turn 4?' deck, and if you can with over 6 life, you pretty much win. So you need to just stop them turn 2-3. I'm not sure if that equals 60, but it's a start! You honestly don't need more than 19 land in the entire deck. I do dig Rally the Forces though, especially with 3-4 instances of Battle Cry happening simultaneously.

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Posted 07 February 2011 at 09:00

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In mono-colored decks... NEVER run fetchlands. They're dead weight. You don't need to shuffle, you don't know what's coming next anyway lol. It's easier to just put in mountains and according to mathematics, the deck thinning doesn't even give you card advantages until turn 16. Also, feel free to comment my decks, especially my Tezzerator =)

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Posted 07 February 2011 at 09:02

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I must completely disagree with you about never running fetchlands in mono decks....

Thinning is thinning, period. While it's not as useful persay as in a mutli-colored deck, it still get's land out of the way and gets you (ever so slightly) closer to the cards you need. It's also good to get your deck nice and shuffled up a bit (has always had a positive effect in my experience.)

The cost of one life is nothing to pay for the advantage that fetchlands give.

Put your Arid Mesas back in Xanooo!

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Posted 30 May 2011 at 20:27

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I would for sure run fetchlands, they get the land out of your deck so you can draw more of the carrds you want to use, also drop lightning bolt and arc trail and add Goblin Grenade x3 and goblin warstrike x3

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Posted 08 February 2011 at 20:17

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also take out contested war zone, mystifying maze andteetering peaks and add x4 scalding tarn and for the rest just basic mountains

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Posted 08 February 2011 at 20:20

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Stingray016 has deleted this comment.

Posted 08 February 2011 at 20:24

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also run Goblin warchief instead of emberhauler and goblin lackey instead of spikeshot elder

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Posted 08 February 2011 at 20:25

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Looks like fun....I bet it plays fast!

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Posted 11 February 2011 at 13:39

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