Goblins Go To The Dark Side

by JRE47 on 27 March 2013

Main Deck (61 cards)

Sideboard (15 cards)

Sorceries (5)

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Deck Description

A Goblin deck that INTENDS to keep going beyond Turn 4... what?!

How to Play

Not your everyday Goblin deck...at least, I hope not.

Many Goblin decks I've encountered either just mass swarm with lots of tokens and little 1-2 CMC ankle biters with a few Lords to help them along, or they sacrifice the heck out of them for crippling damage. Either way, they strike fast and hard and hope to just overwhelm the opposing player before they can stabilize.

This one still has some serious swarm potential, but it's built almost to be more of a midrange deck, with some beefy Goblins who can swat aside big threats when the opponent starts to land them.

Many key Goblin pieces are still in place. You've still got your Lords (Chieftain, Warchief, and Mad Auntie) who grant haste and stat boosters, reduce costs, and even allow regeneration. You've also got Wort, Boggart Auntie, who can pull Goblins back for more action when they fall in battle (or in a fun twist, can do the same with Tarfire for seemingly endless Shocks).

And you've still got the typical Goblin potential to hit hard and fast, with cheap guys like Mogg Flunkies, Goblin Deathraiders, and Goblin Wardriver putting some scary threats on the board while the opponent is still getting going.

But like I said, this is made more for the long haul. Rather than throw your Goblins into battle and having them go down in a blaze of glory, it might be better to sit back and build them up a bit more first. Imagine a board that consisted of a couple of those 2-drops AND a Lord AND a Bloodmark Mentor (first strike for all!) AND a filled-up Quest for the Goblin Lord. Now instead of picking away a little damage early, you've got the potential to swing in with four or five first strikers with 5+ power each, easily reachable by Turn 5 or 6, or even earlier. Rather than potentially running out of steam by this point and being unable to get in that last bit of damage after early attacks, you're now set up to handle most any threat to hit the table AND keep in swinging turn after turn, needing to land only one or two assaults to finish the deal in one fell swoop. Or you can land a serious threat of your own with Boggart Mob, Siege-Gang Commander, and especially Reckless One making for excellent closers.

What do you think? Is there potential here in the Legacy environment, or is trying to turn Goblins into something other than an all-out blitz a fool's errand? Any and all questions and comments would be most appreciated! :-)

Deck Tags

  • Legacy
  • Goblin
  • Tribal
  • Midrange

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 688 times.

Mana Curve

Mana Symbol Occurrence

308470

Card Legality

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

Deck discussion for Goblins Go To The Dark Side

Nice, it looks like this will be a fun deck to use and I'm with you this is a different goblin idea then i usually see.

0
Posted 11 April 2013 at 20:55

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Nice Deck
http://www.mtgvault.com/dragon77/decks/jinxed-love-of-evil/ Made chages have a lot ..thanks

http://www.mtgvault.com/dragon77/decks/artifact-control-and-burning/ Wondering what to swap out if the vandalblast are in ?

-1
Posted 12 April 2013 at 12:26

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