T2 goblins suprising?

by dreki on 18 November 2009

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Sorceries (3)

Instants (4)


Artifacts (4)

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

finally something other than jund,vamps, or bant...
Also feel free to comment me suggestions you have for this deck but remember its for Type2 and i plan on sticking mono coloured also if u have questions about certain cards and their usefulness feel free to leave a comment inquiring i will try to reply =]

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

11
Likes

This deck has been viewed 5,351 times.

Mana Curve

Mana Symbol Occurrence

000470

Card Legality

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

Deck discussion for T2 goblins suprising?

ok if you can hit your opponant turn 3 with the instigator and you have 2 siege-gang commanders in hand then you get out 8 goblins!!! it was really fun doing it versus a vamp deck on FNM last week

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Posted 18 November 2009 at 22:31

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put a voracious dragon or two in here

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Posted 18 November 2009 at 22:49

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Dragon is to pricey and once you Devour, it creates card loss and no advantage cause all they have to do is one shot remove it and trade their 1 card for like 2-3

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Posted 18 November 2009 at 23:11

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yea i dont plan on adding any voracious dragons cost to much for a potentially crap trade off and if i do want to sack goblins i might as well use siege-gang commanders second ability

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Posted 19 November 2009 at 00:27

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Must put 3 lands when go in play target creature get +2+0

Other is ok

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Posted 19 November 2009 at 06:45

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hahahaha busola i pity your feeble intellect the land "teetering peaks" is terrible because of the fact this deck is supposed to be fast not really really slow

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Posted 19 November 2009 at 06:57

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Voracious Dragon might help. in side deck.. or maybe main.. it costs the same as Siege-Gang Commander.. and it´s devour effet is free and does the same as Siege-Gang Commander. 2 dmg pr goblin you sac and also it get a +1+1 counter on it for it.. so id do it.

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Posted 19 November 2009 at 07:06

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Voracious Dragon might help. in side deck.. or maybe main.. it costs the same as Siege-Gang Commander.. and it´s devour effet is free and does the same as Siege-Gang Commander. 2 dmg pr goblin you sac and also it get a +1+1 counter on it for it.. so id do it.

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Posted 19 November 2009 at 07:06

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d post srry. miss click on mouse.. lolz :D but +1 btw

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Posted 19 November 2009 at 07:07

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sealer i see where in some instances voracious dragon would be good but siege gang commander is easier to get out because of warren instigator

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Posted 19 November 2009 at 09:32

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hey hey don't insult busola maybe he's not american/english just like me
and not everyone is good at magic

it's lik emay people play piranha marsh XD everytime i see that happen i die over and over again
X_X

i lik ethe new ob decks they're fast and smooth, it's only stupid that 50% of the meta is filled ith those crappy jund decks i hate them : p

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Posted 19 November 2009 at 13:55

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AEther the only reason i was mean to busola was because he -1'ed the deck because it didnt have any teetering peaks if he wouldnt have done that i would have explained it to him in a more nicely put manner

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Posted 19 November 2009 at 14:33

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I would throw warchiefs in there. The 1 less and haste is nice, and they are only 3 to play.

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Posted 19 November 2009 at 15:32

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sorry, I forgot you had the chieftans in there. +1. Please check out my goblin deck. Any advice would be cool.

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Posted 19 November 2009 at 15:33

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I don't know how many time i have to say this lol but raging goblin is a terrible, terrible card

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Posted 19 November 2009 at 16:18

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Why wouldn't you run Goblin Guides in a Goblin deck...? 1 drop 2 haste... Ya they might get a land oh no! if not then you get to see what's coming up on their turn... surprises are a magic player's worst enemy.

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Posted 19 November 2009 at 16:47

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i was seriously considering putting in Guides but i decided against them because early game i dont want them to get any land and mid game i dont want their annoying landfall abilities going off for free

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Posted 19 November 2009 at 23:16

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i like it it seems nice and fast so it can contend with jund i dont see how goblin artilary is any good though

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Posted 19 November 2009 at 23:23

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meh. +1

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Posted 19 November 2009 at 23:29

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the reason Goblin Artillary is good is because it works as either spot removal or if your opponent is at less life than you and all you need is alittle more dmg to finish him

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Posted 20 November 2009 at 13:43

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Get rid of Raging Goblin and play Goblin Guide, if you look at my Sligh deck I had to find a replacement for Mogg Fantatic and I did in Goblin Guide really easily.

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Posted 20 November 2009 at 19:33

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I agree. I use a mono-red goblin deck, and Goblin Guide does twice as much as Raging Goblin, with no sizeable drawback. Sure, they may draw a land, but if it's not a land, you get to see their top card. Besides, even if it is a land, they play it and don't have a one-drop, they need to clean up. Bottom line, Goblin Guide is a wide margin better than Raging Goblin.

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Posted 15 May 2010 at 11:12

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i would take out the Valakut, the Molten Pinnacle, there good but they come in tapped which will slow down your massive goblin swarm

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Posted 13 May 2011 at 14:21

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This looks pretty solid, but I would run 4 Goblin Chieftains in place of a Goblin Artillery or Raging Goblin. Also, I would scrap the Expedition Maps for a few Panic Spellbombs to help Warren Instigator's ability and card draw. Warren Instigator, Siege-Gang Commander and the Chieftains are the heart and soul of this deck, imagine a hand with all three. If you get a swing at your opponent's life with the Instigator and drop a Chieftain and a Siege-Gang, its practically game over.

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Posted 15 May 2011 at 01:41

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Uh... srry to spoil the party but siege-gang is out of standard.

But its a fantasitic deck.

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Posted 15 May 2011 at 01:50

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Does nobody scan through previous posts? This deck was build at least by, if not before, Nov 18th 2009. Sorry to spoil the party, but this deck was definitely standard legal when it was built ;)

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Posted 15 May 2011 at 18:27

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Quest for the Goblin Lord.

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Posted 15 May 2011 at 03:16

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Way too many lands! Cut the valakuts and 2 mountains.

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Posted 16 May 2011 at 02:48

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sorry if i seem dumb for asking but.. point of land grabs? its mono red and you dont have landfall. but yea, quest for the goblin lord would fit nicely in here, maybe replace those land grabs with this 1 drop quest creature pumper.

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Posted 16 May 2011 at 03:03

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Agreed. Don't see the point in having land fetch in this deck. Also, Goblin Guide is much better than Raging Goblins.

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Posted 30 August 2015 at 03:30

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empty the warrens is a pretty awesome card. Also look at Brightstone Ritual if you are using a goblin deck. I also would use some Mudbutton Torchrunner and Raid Bombardment. Can you check out my standard tournament deck, I need advice on it.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=185319

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Posted 16 May 2011 at 20:50

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@unifiedr The Land grabs are in a mono coloured deck for thinning the deck out and making it so you're more likely to draw the card you need.

I thought of making a goblin deck, but then couldn't be bothered, so instead, I made a defender deck. Any help would be appreciate with it =]
http://www.mtgvault.com/ViewDeck.aspx?DeckID=182145

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Posted 17 May 2011 at 12:29

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Keeperofthegrow has deleted this comment.

Posted 17 May 2011 at 18:19

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i know no one wants to see it if other are posting their decklinks in yours but I neeed some advice and noooooone looks on my deck *cry* =(
http://www.mtgvault.com/ViewDeck.aspx?DeckID=185402

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Posted 17 May 2011 at 18:21

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Bocatt has deleted this comment.

Posted 18 May 2011 at 03:38

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Have you thought about Goblin Wardrivers?

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Posted 20 May 2011 at 09:34

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