Hi, I've been testing my own caleb duward's version, splashing white just for boros charm on the sideboard, in my meta there's a lot of wur, so there's a lot of supreme veredict too. I've reed the hole post today and see your discussion about including grenades and bolts or not, in this version I choose not to include it, I prefer to exploud the sinergy. This is my current list:
What do you guys think about it ? I've been thinking about cutting 2 cavern of souls because of second/third game yu couold not be able of having both red and white. Best regards !
I would say cavern is not important to your version. I personally would rather cut white and play with caverns and bigger threats like sgc, which must be verdicted instantly. But if you play a superfast goblins and boros charm then cut the caverns. I must say that the board as it is doesn't offer much other than removal, which I am not sure will be enough.
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I would say cavern is not important to your version. I personally would rather cut white and play with caverns and bigger threats like sgc, which must be verdicted instantly. But if you play a superfast goblins and boros charm then cut the caverns. I must say that the board as it is doesn't offer much other than removal, which I am not sure will be enough.
In your sideboard, have you considered a Blood Moon effect over Siege-Gang Commander? Sensation Gorger is an interesting choice I never gave much thought to before, when does he come in and how does he preform?
In your sideboard, have you considered a Blood Moon effect over Siege-Gang Commander? Sensation Gorger is an interesting choice I never gave much thought to before, when does he come in and how does he preform?
No argument there. 23 land for siege gang inclusion, including man lands. Different approach to the top end, more resilient to wrath, slightly slower of course. Better v control, worse v combo although still a decent clock with early drops.
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Sensation Gorger is an interesting choice I never gave much thought to before, when does he come in and how does he preform?
I have used him, and I think that it is a dangerous card.
He can refill your hand, that is true. But you opponent also get a refilled hand, so he can draw answers to your threats...
It is double edged knife.
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Well I figured I would share my insight on modern Goblins. My first and only modern competition deck at the moment is of course Goblins. I played a FNM Modern Tournament a few weeks ago and went undefeated.
The deck overall is pretty consistant and my Sideboard needs tweeks it was literally just thrown together last minute for the Tournament. I run heavy aggro depending on actual creatures instead of 1/1 Token generators. Most games is a t1 Goblin Guide, t2 Warren Instigator and everything else is down hill for the oppenant at that point. If you have any questions please let me know.
I have used him, and I think that it is a dangerous card.
He can refill your hand, that is true. But you opponent also get a refilled hand, so he can draw answers to your threats...
It is double edged knife.
Use him or not is the question of how fast do you cast your hand. I spend it quiet fast normally, I have 2 cards at end of turn 3. If my opponents don't have low cmc curve they have at least 4-5 cards at the same turn. Also a lot of decks have some drawing, so if we use Gorger they lose much more than we do. Another good thing about Gorger is that we decide to use his ability or not, so if we don't need it right now, we can just ignore him till later.
But to be honest he is magnet for a removal!
I have been playing online with a RB build. i got 3-1 in my first daily with it and I'm in another one right now. I decided to try out the full set of rakdos charms in the MB, so far i have won more games from having it G1 than i would have if i had just sided it in. I got splinter twin G1 when he tried to go off, won that match 2-0. Then i did lose to a pod deck, I won G1 with double rakdos charms when he started getting creatures on the board. I feel like the multiple options of the charm allows it to never actually be a dead card. Most of the time i just get to burn the opponent for 4-5 damage. It makes the living end deck into a joke.
Sideboard is a little messy, but I've been playing this deck on 1 tournament and didn't test it too much.
Sadly there is not many modern players in my area, but numbers are increasing which is good.
Before i tell you about FNM i must say, I played with 1 Goblin Guide because my buddy didn't bring other 3 copies that he had. So I was a little bit handicapped with 2 Raging goblins and one Tattermunge Maniac.
Now about tournament:
Round 1: RG Tron 2:1
I normally afraid of Tron, but with Sowing salt I was ready for a fight. First match i lose pretty quickly, he had complete Tron on his hand and with Pyroclasm he killed my early drops pretty fast. On turn 4 I lost.
I sided stone rain and Sowing salt. Match 2 I started with a pretty bad hand. 3 mountains, krenko's comand something else and Sowing salt. Opponent taken mulligan so I kept my hand.
Game started pretty slow, he pyroclasmed my 2 goblins and used another one on a single Sensation Gorger, but on turn 4 I used salt on Urza power plant and relaxed a little bit. He tried to cast Wurmcoil Engine but didn't have enough land. So i manage to won match 2.
Match 3 I rushed him in early game and he obviously didn't have any Pyroclasm on hand, so it was an easy win.
Overall Sowing Salt saved me in that one. Didn't use Stone Rain but it's still viable, because I don't always have 4 lands.
Round 2: Gruul ZOO 2:1
It started pretty funny. We both took mulligan till four cards and we still started with bad hands. I had Tattermunge Maniac and 3 lands. My opponent obviosly had worse hand since she dropped Flinthoof Boar on turn 4. I run her with Boggart Ram-gang and finish match with Goblin Grenade.
Next match I draw hand without lands so i took a muligun till 6, hand was a little better but not much. She first cast Vexing Devil so i had 16 lives at start. On second turn she casted Flinthoof Boar and Burning-Tree Emissary and boar was 3|3 so I was on defense. When she blasted my Goblin Chieftain with Lightning Bolt I knew I was done. I dragged game for a few turns to cast Siege-Gang Commander but she had too many creatures, so I lost second match.
Third match I started without mulligans with 2 lightning bolts on hand 1 land and few goblins. She casted Emissary and Boar on turn 2 again, but I killed them with bolts. After that I rushed with Legion loyalist and few goblins and win my second round.
In this match I depended fully on Lightning bolt Legion loyalist. Grenade helped a little bit too.
Round 3: Kiki Pod 2:1
Never played against Kiki Pod with this deck. Seen it in action against Melira Pod, it was pretty impressive.
First match i won pretty easy, casted Foundry Street Denizen on first turn and started to spam cheap goblins. He lost on turn 4.
Second match wasn't that easy. I started with good hand except I had 1 land and didn't draw any for quite a while. It slowed me down, my opponent manage to ramp with birds of paradise and walls. On 5 or 6 turn he used pod to find exarch and with Kiki on the table, he runs me down with millions of creatures.
Before third match i sided 2 Stone rain instead 2 Siege-Gang Commander.
First I took mulligan till 6 cards and started with bolt few goblins and 1 land. It was risky but decide to keep it. On his first turn opponent drop bird and I immediately kill with bolt, it slowed him down a little bit. I star to attack with 3-4 goblins he blocked them with walls and beasts for a bit, but i had more creatures and with Lightning bolt i manage to destroy few blockers. When i dropped Boggart Ram-Gang walls was no longer a problem. He cast few more walls and beasts, but he forgot about Loyalist and first strike so he lost a lot of them. Krenko helped me to spam a lot of goblins so I finish game with 8 or 9 goblins on the table.
It was intense and hard battle, again Lightning bolt and Legion loyalist helped me out. It also proved that Boggart Ram-Gang is a good choice for this deck.
Round 4: UW Control 0:2
I don't think this deck is a good match up for Goblins. In that round I fully depended on Cavern of souls. First match didn't start too good. I had a good hand but without Cavern. I started the match hoping I draw it soon and well I didn't. My opponent countered nearly every creature i played and with Kitchen Finks he healed himself enough to survive. I was finished by Ghost of Saint Traft, I killed first one with bolt, but second one was too much.
Before second match i sided Stone Rain and completely forgot about Combust.
At the beginning of second match i took muligan till 6 cards and got a pretty bad hand with four lands, with 2 of them been caverns. And I made biggest mistake of that evening :D, I kept that hand. For a very long time i draw only lands. I tried to slow down my opponent with Stone rain but he countered it. Then he just slam me with ghosts and angels.
After the match I really start to think about adding 1 more Cavern. Or maybe put Vexing Shusher to sideboard.
I ended up on third place right after that UW deck and Fairies, what funny is that fourth place was holden with another goblin deck. So 2 goblin decks in top 4, not bad!:cool2:
Here is little thoughts about cards i use: Boggart Ram-Gang -proved to be worthy of this deck, Before I used Five-alarm fire , it's a nice card and it helped me in few battles, but I think Ram-Gang is better choice. Haste make them pretty fast in middle game. And now I fully understand why they called Ram-gang, no walls can hold them!:D Legion Loyalist- before tournament i played with only 2 copies. When i got 4 i understood how powerful this card is, in a lot of matches against agro it helped me. Lightning Bolt and goblin grenade - i know some people prefer to put it out of goblins because in legacy no one playing them. Well that is a bad choice and not very good argument. Legacy goblins don't run them cause they have much better drawing and spawning abilities, which requirer to have more goblins on hand, and legacy is less depending on creatures than modern. Both this cards helped me win a lot of matches and i definitely not going to put it out. Goblin Wardriver - I like it, but maybe Ember Hauler is better. Wardriver provides additional power pretty good, but he is a little bit slow. Ember is not faster, but he is like additional burn spell which can be useful. Gonna test him on next FNM. Krenko, Mob Boss - he have good synergy with deck and pretty powerful with Goblin Bushwhacker and Goblin Chieftain. But he don't always comes when I really need him, so i was thinking of adding another copy. Siege-Gang Commander- normally you should win pretty fast with goblins, but it doesn't mean that every game gonna end early. If match is going to be long, Commander is a pretty good card in late game, he already helped me in a few matches and it have a good synergy with deck. But his cost is a big drawback, I normally have 4 lands for a lot of turns. Not going to put him out, but I'm looking at Boartusk Liege as an option. Sensation Gorger- again I like this card and I don't think it's drawbacks is a problem, since I cast my hand pretty fast. He have synergy and we don't really have much drawing cards in red color. But there still one problem, everyone wants to kill him! Each time I cast him, they throw tons of removal at him and sometimes it's nice cause they can't spend same removal on Krenko or Chieftain, but sometimes I really need to draw cards and to do it I really need this guy alive for at least 1 turn.
Overall I started to think about green splash. Since I'm going to use Boggart Ram-gang and maybe Boartusk Liege it's a logical choice and it will not ruin synergy of this deck. It definitely will improve sideboard and allow me to use lead the stampede instead of Gorger, still I'm not sure about it.
I know one thing, I need third Cavern of Souls, two is not enough!
Hope you like my build and little report.
What do you guys think of Raid Bombardment? Usable? Quick enough?
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So guys, I've been a long time lurker around these forums, and reading everyone's posts has really helped me improve my deck and my deck building skills overall.
So here's my take on Modern Goblins. Until Dragon's Maze I've been playing the usual weenie-Goblins aggro (ie. no Aether Vial) to a fair amount of success, but with the printing of Spike Jester I've splashed black to hopefully improve it.
The Jester has been absolutely great, especially paired with Legion Loyalist, making his flimsy toughness pretty much irrelevant when attacking, but I don't like the fact I've had to cut down the amount of War Marshal's to three - but it feels like the 2-drop spot would be pretty clogged if I didn't do so. There's one in the board, however, since it seems like it would be the better option against control.
On the topic of the sideboard, Rakdos Charm's versatility makes it an auto-four-of to me, but the rest of the board feels a bit messy, and some recommendations on better options would be much appreciated. The Terminates are naturally for creature-based decks (aggro and midrange), Duresses and extra Earwig Squad for combo, and the two Rain of Gores for the lifegain decks which have felt like an absolute uphill battle game one.
Another card I'm not completely satisfied with is Mad Auntie. Although her effect seems quite powerful, I question how it fits in with my more all-in build... What's everyone's opinion of her?
What do you guys think of Raid Bombardment? Usable? Quick enough?
Raid Bombardment seems a bit counter-intuitive to me, considering that we're trying to pump our creatures as far above their initial power as we can using our anthem effects, and thus they won't always trigger the power two or less requirement. I'd prefer Shared Animosity as my three mana enchantment of choice; I've swung with all my golbins for more than twenty thanks to it, and is made even better if you're running Legion Loyalist.
Another card I'm not completely satisfied with is Mad Auntie. Although her effect seems quite powerful, I question how it fits in with my more all-in build... What's everyone's opinion of her?
Raid Bombardment seems a bit counter-intuitive to me, considering that we're trying to pump our creatures as far above their initial power as we can using our anthem effects, and thus they won't always trigger the power two or less requirement. I'd prefer Shared Animosity as my three mana enchantment of choice; I've swung with all my golbins for more than twenty thanks to it, and is made even better if you're running Legion Loyalist.
I would cut Mad Auntie, she is usefull in EDH. But for Modern she hasn't lived up to the expectation for me.
Why I would include Raid Bombardment is that most of the time my Goblin Chieftain gets exiled, killed, ... So I'm left with a few small creatures which can't get through the defence of the others.
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I would cut Mad Auntie, she is usefull in EDH. But for Modern she hasn't lived up to the expectation for me.
I agree, usually when I play her I'd just prefer a Chieftain anyway. I'll probably switch her out on your recommendation. Does she have a place anywhere though...? Perhaps the board? I'm not sure how she'd be applicable though.
Why I would include Raid Bombardment is that most of the time my Goblin Chieftain gets exiled, killed, ... So I'm left with a few small creatures which can't get through the defence of the others.
I can imagine staring down a horde of creatures and just swinging into them with five or so 1/1s...and then the opponent takes around 5 or 6 damage thanks to Raid Bombardment and you have an empty board :/. It seems a bit too slow, perhaps if Raid Bombardment dealt 2 per creature attacking it'd be feasible reach, but I think the whole reason most decks run 4-of Loyalist is so we can trample through and deal much more than Raid Bombardment would anyway... Then again, trampling through is reliant on lords or Shared Animosity - which are begging to be removed by our opponents as you said - but I think Raid Bombardment would dilute the all-in explosiveness that this deck (or at least, my build) is usually winning with. I'd love to see your list and how things fit together for you though.
The Lightning Maulers and Cacklers seem really questionable to me. I'd sooner prefer Chieftains for a haste enabler (and a pump, of course) and even if I was considering a Cackler-esque creature, I'd choose Tattermunge Maniac instead just for the fact that he's a Goblin.
What is interesting though is the Simian Spirit Guides - I used to run a Vial-less build with Simian Spirit Guides and 3-of Instigators and the starts were sometimes just explosive. I'm interested what everyone else's experience with SSG has been like.
I agree, usually when I play her I'd just prefer a Chieftain anyway. I'll probably switch her out on your recommendation. Does she have a place anywhere though...? Perhaps the board? I'm not sure how she'd be applicable though.
I can imagine staring down a horde of creatures and just swinging into them with five or so 1/1s...and then the opponent takes around 5 or 6 damage thanks to Raid Bombardment and you have an empty board :/. It seems a bit too slow, perhaps if Raid Bombardment dealt 2 per creature attacking it'd be feasible reach, but I think the whole reason most decks run 4-of Loyalist is so we can trample through and deal much more than Raid Bombardment would anyway... Then again, trampling through is reliant on lords or Shared Animosity - which are begging to be removed by our opponents as you said - but I think Raid Bombardment would dilute the all-in explosiveness that this deck (or at least, my build) is usually winning with. I'd love to see your list and how things fit together for you though.
Well I use Mad Auntie in my Wort Boggart Auntie EDH deck, as an extra lord.
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Warren Weirding has always seemed like it could be useful to me. I'm guessing you usually use it to sac a Warmarshal, token or used Bushwhacker, but what interests me is how often have you used it Edict-style to get the opponent to sac a potential blocker against us? Seems like it would be good against certain hexproof creatures (unlike a Lightning Bolt...... >__>).
Aether Vial, from what I can gather, is for higher-curve builds which aim to exploit it and Warren Instigator to throw down Lords, Krenko and Siege-Gang Commander and win off that, rather than a horde of one-drops that the recently posted lists are trying to win with.
And Cavern of Souls is excluded from my list because I don't have any at the moment (though I'm looking to grab two from somewhere) but seems like a pretty good two-of to ensure that Loyalist or Chieftain doesn't get countered when going for the alpha, but is bad when you need to finish with Grenades or Bolts. I question the lack of them from most of the recent lists as well though.
Warren Weirding has always seemed like it could be useful to me. I'm guessing you usually use it to sac a Warmarshal, token or used Bushwhacker, but what interests me is how often have you used it Edict-style to get the opponent to sac a potential blocker against us? Seems like it would be good against certain hexproof creatures (unlike a Lightning Bolt...... >__>).
I have used it a few times on the enemy, to pop a annoying creature. Mostly in combination with Lightning Bolt. Less choice or no choice is best.
Mostly I have used it to create a few extra tokens out of a Warmarshal or Bushwhacker.
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I would say cavern is not important to your version. I personally would rather cut white and play with caverns and bigger threats like sgc, which must be verdicted instantly. But if you play a superfast goblins and boros charm then cut the caverns. I must say that the board as it is doesn't offer much other than removal, which I am not sure will be enough.
I have to disagree on Siege-Gang Commander. If he had Aether Vial or Warren Instigator it'd be different, but in the run-of-the-mill 20-land Goblins he will be a dead card a lot.
In your sideboard, have you considered a Blood Moon effect over Siege-Gang Commander? Sensation Gorger is an interesting choice I never gave much thought to before, when does he come in and how does he preform?
No argument there. 23 land for siege gang inclusion, including man lands. Different approach to the top end, more resilient to wrath, slightly slower of course. Better v control, worse v combo although still a decent clock with early drops.
Frogtosser Banneret creates explosive openings.
And Dark Confidant is neither a goblin nor very safe with 5-drops, but it's still a really strong reason to run black in this deck.
I have used him, and I think that it is a dangerous card.
He can refill your hand, that is true. But you opponent also get a refilled hand, so he can draw answers to your threats...
It is double edged knife.
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My decklist is:
The deck overall is pretty consistant and my Sideboard needs tweeks it was literally just thrown together last minute for the Tournament. I run heavy aggro depending on actual creatures instead of 1/1 Token generators. Most games is a t1 Goblin Guide, t2 Warren Instigator and everything else is down hill for the oppenant at that point. If you have any questions please let me know.
Use him or not is the question of how fast do you cast your hand. I spend it quiet fast normally, I have 2 cards at end of turn 3. If my opponents don't have low cmc curve they have at least 4-5 cards at the same turn. Also a lot of decks have some drawing, so if we use Gorger they lose much more than we do. Another good thing about Gorger is that we decide to use his ability or not, so if we don't need it right now, we can just ignore him till later.
But to be honest he is magnet for a removal!
4 Goblin guide
4 Legion loyalist
4 Foundry Street Denizen
3 Goblin Bushwhacker
4 Mogg War Marshall
2 Goblin Wardriver
4 Goblin Chieftain
2 Boggart Ram-Gang
2 Sensation Gorger
1 Krenko, Mob Boss
2 Siege-Gang Commander
4 Lightning bolt
Sorcery:
2 Krenko's command
3 Goblin Grenade
Land:
18 Mountain
2 Cavern of souls
1 Tormod's Crypt
2 Nihil Spellbomb
2 Stone Rain
2 Sowing salt
1 Skullcrack
2 Combust
2 Shattering Spree
3 Boggart Shenananigans
Sideboard is a little messy, but I've been playing this deck on 1 tournament and didn't test it too much.
Sadly there is not many modern players in my area, but numbers are increasing which is good.
Before i tell you about FNM i must say, I played with 1 Goblin Guide because my buddy didn't bring other 3 copies that he had. So I was a little bit handicapped with 2 Raging goblins and one Tattermunge Maniac.
Now about tournament:
Round 1: RG Tron 2:1
I normally afraid of Tron, but with Sowing salt I was ready for a fight. First match i lose pretty quickly, he had complete Tron on his hand and with Pyroclasm he killed my early drops pretty fast. On turn 4 I lost.
I sided stone rain and Sowing salt. Match 2 I started with a pretty bad hand. 3 mountains, krenko's comand something else and Sowing salt. Opponent taken mulligan so I kept my hand.
Game started pretty slow, he pyroclasmed my 2 goblins and used another one on a single Sensation Gorger, but on turn 4 I used salt on Urza power plant and relaxed a little bit. He tried to cast Wurmcoil Engine but didn't have enough land. So i manage to won match 2.
Match 3 I rushed him in early game and he obviously didn't have any Pyroclasm on hand, so it was an easy win.
Overall Sowing Salt saved me in that one. Didn't use Stone Rain but it's still viable, because I don't always have 4 lands.
Round 2: Gruul ZOO 2:1
It started pretty funny. We both took mulligan till four cards and we still started with bad hands. I had Tattermunge Maniac and 3 lands. My opponent obviosly had worse hand since she dropped Flinthoof Boar on turn 4. I run her with Boggart Ram-gang and finish match with Goblin Grenade.
Next match I draw hand without lands so i took a muligun till 6, hand was a little better but not much. She first cast Vexing Devil so i had 16 lives at start. On second turn she casted Flinthoof Boar and Burning-Tree Emissary and boar was 3|3 so I was on defense. When she blasted my Goblin Chieftain with Lightning Bolt I knew I was done. I dragged game for a few turns to cast Siege-Gang Commander but she had too many creatures, so I lost second match.
Third match I started without mulligans with 2 lightning bolts on hand 1 land and few goblins. She casted Emissary and Boar on turn 2 again, but I killed them with bolts. After that I rushed with Legion loyalist and few goblins and win my second round.
In this match I depended fully on Lightning bolt Legion loyalist. Grenade helped a little bit too.
Round 3: Kiki Pod 2:1
Never played against Kiki Pod with this deck. Seen it in action against Melira Pod, it was pretty impressive.
First match i won pretty easy, casted Foundry Street Denizen on first turn and started to spam cheap goblins. He lost on turn 4.
Second match wasn't that easy. I started with good hand except I had 1 land and didn't draw any for quite a while. It slowed me down, my opponent manage to ramp with birds of paradise and walls. On 5 or 6 turn he used pod to find exarch and with Kiki on the table, he runs me down with millions of creatures.
Before third match i sided 2 Stone rain instead 2 Siege-Gang Commander.
First I took mulligan till 6 cards and started with bolt few goblins and 1 land. It was risky but decide to keep it. On his first turn opponent drop bird and I immediately kill with bolt, it slowed him down a little bit. I star to attack with 3-4 goblins he blocked them with walls and beasts for a bit, but i had more creatures and with Lightning bolt i manage to destroy few blockers. When i dropped Boggart Ram-Gang walls was no longer a problem. He cast few more walls and beasts, but he forgot about Loyalist and first strike so he lost a lot of them. Krenko helped me to spam a lot of goblins so I finish game with 8 or 9 goblins on the table.
It was intense and hard battle, again Lightning bolt and Legion loyalist helped me out. It also proved that Boggart Ram-Gang is a good choice for this deck.
Round 4: UW Control 0:2
I don't think this deck is a good match up for Goblins. In that round I fully depended on Cavern of souls. First match didn't start too good. I had a good hand but without Cavern. I started the match hoping I draw it soon and well I didn't. My opponent countered nearly every creature i played and with Kitchen Finks he healed himself enough to survive. I was finished by Ghost of Saint Traft, I killed first one with bolt, but second one was too much.
Before second match i sided Stone Rain and completely forgot about Combust.
At the beginning of second match i took muligan till 6 cards and got a pretty bad hand with four lands, with 2 of them been caverns. And I made biggest mistake of that evening :D, I kept that hand. For a very long time i draw only lands. I tried to slow down my opponent with Stone rain but he countered it. Then he just slam me with ghosts and angels.
After the match I really start to think about adding 1 more Cavern. Or maybe put Vexing Shusher to sideboard.
I ended up on third place right after that UW deck and Fairies, what funny is that fourth place was holden with another goblin deck. So 2 goblin decks in top 4, not bad!:cool2:
Here is little thoughts about cards i use:
Boggart Ram-Gang -proved to be worthy of this deck, Before I used Five-alarm fire , it's a nice card and it helped me in few battles, but I think Ram-Gang is better choice. Haste make them pretty fast in middle game. And now I fully understand why they called Ram-gang, no walls can hold them!:D
Legion Loyalist- before tournament i played with only 2 copies. When i got 4 i understood how powerful this card is, in a lot of matches against agro it helped me.
Lightning Bolt and goblin grenade - i know some people prefer to put it out of goblins because in legacy no one playing them. Well that is a bad choice and not very good argument. Legacy goblins don't run them cause they have much better drawing and spawning abilities, which requirer to have more goblins on hand, and legacy is less depending on creatures than modern. Both this cards helped me win a lot of matches and i definitely not going to put it out.
Goblin Wardriver - I like it, but maybe Ember Hauler is better. Wardriver provides additional power pretty good, but he is a little bit slow. Ember is not faster, but he is like additional burn spell which can be useful. Gonna test him on next FNM.
Krenko, Mob Boss - he have good synergy with deck and pretty powerful with Goblin Bushwhacker and Goblin Chieftain. But he don't always comes when I really need him, so i was thinking of adding another copy.
Siege-Gang Commander- normally you should win pretty fast with goblins, but it doesn't mean that every game gonna end early. If match is going to be long, Commander is a pretty good card in late game, he already helped me in a few matches and it have a good synergy with deck. But his cost is a big drawback, I normally have 4 lands for a lot of turns. Not going to put him out, but I'm looking at Boartusk Liege as an option.
Sensation Gorger- again I like this card and I don't think it's drawbacks is a problem, since I cast my hand pretty fast. He have synergy and we don't really have much drawing cards in red color. But there still one problem, everyone wants to kill him! Each time I cast him, they throw tons of removal at him and sometimes it's nice cause they can't spend same removal on Krenko or Chieftain, but sometimes I really need to draw cards and to do it I really need this guy alive for at least 1 turn.
Overall I started to think about green splash. Since I'm going to use Boggart Ram-gang and maybe Boartusk Liege it's a logical choice and it will not ruin synergy of this deck. It definitely will improve sideboard and allow me to use lead the stampede instead of Gorger, still I'm not sure about it.
I know one thing, I need third Cavern of Souls, two is not enough!
Hope you like my build and little report.
60 cards
17 Mountain
17 lands
2 Akki Avalanchers
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Goblin Guide
4 Goblin Wardriver
2 Legion Loyalist
3 Lightning Mauler
3 Mogg War Marshal
4 Rakdos Cackler
4 Simian Spirit Guide
34 creatures
4 Lightning Bolt
1 Shard Volley
9 other spells
4 Dismember
4 Shattering Spree
3 Skullcrack
4 Tormod's Crypt
What do you guys think of Raid Bombardment? Usable? Quick enough?
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
So here's my take on Modern Goblins. Until Dragon's Maze I've been playing the usual weenie-Goblins aggro (ie. no Aether Vial) to a fair amount of success, but with the printing of Spike Jester I've splashed black to hopefully improve it.
4 Goblin Guide
4 Legion Loyalist
4 Foundry Street Denizen
4 Spike Jester
4 Goblin Bushwhacker
3 Mogg War Marshal
3 Goblin Chieftain
2 Earwig Squad
1 Mad Auntie
4 Lightning Bolt
3 Goblin Grenade
3 Shared Animosity
Lands (21)
4 Blood Crypt
4 Blackcleave Cliffs
4 Auntie's Hovel
2 Teetering Peaks
7 Mountain
4 Rakdos Charm
4 Terminate
3 Duress
1 Earwig Squad
1 Mogg War Marshal
2 Rain of Gore
The Jester has been absolutely great, especially paired with Legion Loyalist, making his flimsy toughness pretty much irrelevant when attacking, but I don't like the fact I've had to cut down the amount of War Marshal's to three - but it feels like the 2-drop spot would be pretty clogged if I didn't do so. There's one in the board, however, since it seems like it would be the better option against control.
On the topic of the sideboard, Rakdos Charm's versatility makes it an auto-four-of to me, but the rest of the board feels a bit messy, and some recommendations on better options would be much appreciated. The Terminates are naturally for creature-based decks (aggro and midrange), Duresses and extra Earwig Squad for combo, and the two Rain of Gores for the lifegain decks which have felt like an absolute uphill battle game one.
Another card I'm not completely satisfied with is Mad Auntie. Although her effect seems quite powerful, I question how it fits in with my more all-in build... What's everyone's opinion of her?
Raid Bombardment seems a bit counter-intuitive to me, considering that we're trying to pump our creatures as far above their initial power as we can using our anthem effects, and thus they won't always trigger the power two or less requirement. I'd prefer Shared Animosity as my three mana enchantment of choice; I've swung with all my golbins for more than twenty thanks to it, and is made even better if you're running Legion Loyalist.
I would cut Mad Auntie, she is usefull in EDH. But for Modern she hasn't lived up to the expectation for me.
Why I would include Raid Bombardment is that most of the time my Goblin Chieftain gets exiled, killed, ... So I'm left with a few small creatures which can't get through the defence of the others.
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
I agree, usually when I play her I'd just prefer a Chieftain anyway. I'll probably switch her out on your recommendation. Does she have a place anywhere though...? Perhaps the board? I'm not sure how she'd be applicable though.
I can imagine staring down a horde of creatures and just swinging into them with five or so 1/1s...and then the opponent takes around 5 or 6 damage thanks to Raid Bombardment and you have an empty board :/. It seems a bit too slow, perhaps if Raid Bombardment dealt 2 per creature attacking it'd be feasible reach, but I think the whole reason most decks run 4-of Loyalist is so we can trample through and deal much more than Raid Bombardment would anyway... Then again, trampling through is reliant on lords or Shared Animosity - which are begging to be removed by our opponents as you said - but I think Raid Bombardment would dilute the all-in explosiveness that this deck (or at least, my build) is usually winning with. I'd love to see your list and how things fit together for you though.
The Lightning Maulers and Cacklers seem really questionable to me. I'd sooner prefer Chieftains for a haste enabler (and a pump, of course) and even if I was considering a Cackler-esque creature, I'd choose Tattermunge Maniac instead just for the fact that he's a Goblin.
What is interesting though is the Simian Spirit Guides - I used to run a Vial-less build with Simian Spirit Guides and 3-of Instigators and the starts were sometimes just explosive. I'm interested what everyone else's experience with SSG has been like.
Well I use Mad Auntie in my Wort Boggart Auntie EDH deck, as an extra lord.
My deck at the moment:
I'm trying this out at the moment.
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
But he's.... hexproof?
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
Warren Weirding has always seemed like it could be useful to me. I'm guessing you usually use it to sac a Warmarshal, token or used Bushwhacker, but what interests me is how often have you used it Edict-style to get the opponent to sac a potential blocker against us? Seems like it would be good against certain hexproof creatures (unlike a Lightning Bolt...... >__>).
Aether Vial, from what I can gather, is for higher-curve builds which aim to exploit it and Warren Instigator to throw down Lords, Krenko and Siege-Gang Commander and win off that, rather than a horde of one-drops that the recently posted lists are trying to win with.
And Cavern of Souls is excluded from my list because I don't have any at the moment (though I'm looking to grab two from somewhere) but seems like a pretty good two-of to ensure that Loyalist or Chieftain doesn't get countered when going for the alpha, but is bad when you need to finish with Grenades or Bolts. I question the lack of them from most of the recent lists as well though.
I have used it a few times on the enemy, to pop a annoying creature. Mostly in combination with Lightning Bolt. Less choice or no choice is best.
Mostly I have used it to create a few extra tokens out of a Warmarshal or Bushwhacker.
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord