Team Goblin [Modern]

by rjnfc on 26 February 2014

Main Deck (60 cards)

Sideboard (46 cards)

Sorceries (4)


Enchantments (4)


Land (4)

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Deck Description

This deck is based on the simple premise that all cards are goblins who help other goblins. The only cards that do not follow this premise are late game creatures which take advantage of the situation on the board to finish the job.

How to Play

Once you're past the early game, try to get the most useful of the 20 buffing cards onto the table. If you need cover, use Mad Auntie for regen (don't attack with her unless it's clear). If they have mountains, use the King. Otherwise, the Chieftain is typically a good choice. Hold the Gorger until last to provide draw once your hand is empty. Lay the Earwig Squad after you attack and use its prowl ability. Obviously play Stenchskipper to counter fliers once there are a few goblins down, and use Redcap once all your buffs are on the table. Then try to get him killed so he'll come back into play for a double whammy.

Deck Tags

  • Goblins
  • Lords
  • Creatures
  • Buff

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0023420

Card Legality

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

Deck discussion for Team Goblin [Modern]

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