add torpor orb just to take out 1 downside? not worth it, i'd rather they get a 5/4 than draw a torpor in my opening hand and not one pit-dweller
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well i only have 2 proteus as i only really need one to win, and i have the counters with scry, thirst for knowledge, and jace to also help me find the 1 staff i need plus i got removal for days so waiting to find one isn't a huge deal
i play goblins in modern and 2 things. quest for the goblin king is a no-no, way too slow.krenko is also way too slow. in this format you need to be winning turn 3 or 4 with a deck like this or you will just get run ver by midrange.swap krenko for goblin guides (why isnt he in here already?) and maybe drop 2 rabblemasters and the quests for goblin grenade (also another amazing finisher)
i have a polymorph deck for modern and i'd say run proteus staff instead of polymorph. being able to reuse a polymorph f necessary is amazing. i would also say run 2 emrakul instead of 1 and 1 progenitus, if budget isn't a problem emrakul is much better in every way
I personally want Mana Echoes. it's a really fun card and it wouldn't be super broken in standard and it could make sense in a lot of sets. i got a fun deck that would be modern legal if mana echoes were and it's the core of the deck sooo i'm the only person who will ever want it reprinted
Ok, i play goblins in modern and have seen some decent success and i have a few little things i see in your deck. now you may play a different playstyle than me but for me krenko is entirely too slow. goblins arent big and anything 4 mana should win you the game not waste time pumping out tokens.Spikeshot is also too slow for goblins. and i personally don't like browbeat but eh i guess it could be useful.i would say replace the spikeshots with 4 foundry street denizens. with 2 guides you can deal 7 dmg t2 or with a guide and loyalist thats 6 dmg turn 2. he's so useful.I would replace those krenko's with hellriders. he costs the same mana, he has haste, and the dmg he deals is comparable to krenko's tokens and it's immediate.have a look at mine if you wanna see mine and of course it's your deck so make the calls based on your playstyle, but i'm just saying this is what works for me.http://www.mtgvault.com/artheties1725/decks/a-good-punchline/
i actually really like this deck. i have always wanted a way to make genesis chamber awesome and this is it. the only thing i can think of is immortal servitude is MUCH better than return to the ranks.
brave the elements. it's a great card in monowhite decks like this. another card you could maybe try is mikaeus the monarch? he hasn't seen much in terms of competitive but he is pretty good as a late game draw or put him out early to pump all of your creatures.
i run 3 chieftain and 1 king because i only really wanted to run 4 lords and likes the ideas of game 1 opportunity for unblockable. though some day i may switch it and just have 4 chieftains mainboard
i will say this up front. I play a modern goblins list and it seems to do pretty well and i have not tried many of your cards so a few suggestions will be off of theory.bushwhacker should be a 4 of. when you have multiple goblins out and a loyalist they can get crazy, it's a great draw early game or late game.i play a hyper aggro goblins list so mine may be a bit too different but wardriver and krenko are entirely too slow for the deck.the mogg war marshal is OK but i would suggest running dragon fodder or krenko's command. most of the time you won't pay the echo on it so why not just get the 2 token's who can attack t3 instead of one attack turn 3 and the other turn 4?my big problem with aether vial and warren instigator may just be from my playstyle but i think they are entirely too slow, wasting 2 mana on a goblin that's only a 1/1 when you could be dropping 2 more 1 drops that could attack that turn.mogg fanatic seems decent but i think (and know from my deck) that foundry street denizen works MUCH MUCH better. i can usually deal 6-7 damage turn 2 with him if i drop a guide and loyalist.One card that shines in my list that i think many goblin decks forget about is simian spirit guide. you can drop your hand so quickly with him it's crazy.here's my deck http://www.mtgvault.com/artheties1725/decks/a-good-punchline/ you can see an explanation for a lot of my picks in the description which may give you a better idea of how some cards work for me that you may not have seen or thought of
i run a modern goblin deck, and i do fairly well so hopefully i can help.i tried mogg fanatic and he is just too slow. Legion Loyalist is AMAZING, he is fast and he can work a ton against decks like soul sisters and affinityi do realize you want black for removal options but it's screwing up your mana base a lot. i would suggest going mono red.You can take a look at my deck and see some of the cards i use, but it's your deck and you can run it how you want :)
but it goes off of name, urborg says in addition.unless i'm mistaken it doesn't work
this is tagged as modern, but it isn't modern legal...
strata scythe is a direct downgrade form lashwrithe. drop it, bump lashwrithe up to 4 and use maybe 2 nightmare lash.i would drop the geralfs for vampire nighthawks. a nighthawk with a lash is insanely good.
3 mainbord fabricate and 4 sideboard fabricates?the one thing i would definitely say is use witchbane orb instead of ivory mask, same mana essentially the same ability but it doesn't put as much pressure on your mana base.
i must say, high-five for aurelia's fury. super underrated card, just needs put into a deck.
ok, i see why you want all these pump spells and whatnot, but they help your creature get easily chumped.Your guys will get pumped no matter what so why not use bolts and burn instead of so much pump.I played this deck a while ago and isochron scepter is AMAZING in the deck. if your creature gets killed it can still drop a bolt on your opponent every turn.
maybe for 2 stormscapes? I know that's a big idea in the deck but It just doesn't seem too helpful when the biggest card it benefits is 3 mana. I can still see it's use but you need some way to kinda stop super fast combos or just have a first turn play. maybe 2 familiars and 2 judge's familiars. same amount of familiers, just different speeds and abilities.at the least run whatever in the sideboard, maybe run 2 and 2 in the main and 2 and 2 in the side if you're bent on the stormscape? you could still have access to the full 4 judge's in case of super like 1st turn 2nd turn combo decks or you can pull them out when you want to be quick getting the souls and whatnot out.or maybe just take out tamiyo? I may be missing something but she seems really slow for the deck, with a curve of around 3 why the 5 mana planeswalker who isn't helped by the familiar?And running familiars could make adding more honor of the pure much more helpful.the whole reason I am suggesting the judges is because I almost see this deck as a Merfolk type deck. using lords and whatnot to quickly outrun your opponent and cursecatcher rocks in that deck. I may be missing something completely but I see potential in this deck and I'm just trying to give insight :)
i would say find room for judge's familiar
glad i could help. that was the whole point of the deck, to have fun and get some laughs out of it
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