@Rogomatic do you suggest to run the deck on white, instead of green??, do ir RGw??
Technically, you're only running G for Atarka's Command -- and you play all your cards by fetching once. I think it's possible to add a Sacred Foundry without making the mana (too) janky. You'll have to fetch twice to be able to play both G and W. With 8 fetches that is not unreasonable. In any case, it's probably better than going RW and losing Command.
Also, if you ever considered Act of Aggression, perhaps you should try Kari Zev's Expertise which seems like it's the better card.
Given that Death's Shadow will check against your life total once it's confiscated, it's highly unlikely that you will be able to get two shadows to trade. You might be able to kill one by reducing it to 0 toughness this way, though.
@Rogomatic do you suggest to run the deck on white, instead of green??, do ir RGw??
Technically, you're only running G for Atarka's Command -- and you play all your cards by fetching once. I think it's possible to add a Sacred Foundry without making the mana (too) janky. You'll have to fetch twice to be able to play both G and W. With 8 fetches that is not unreasonable. In any case, it's probably better than going RW and losing Command.
Also, if you ever considered Act of Aggression, perhaps you should try Kari Zev's Expertise which seems like it's the better card.
Other very interesting card is Heroic Intervention a friend uses it on elves. It generates nice interactions against decks like death's shadow, because if they uses temur battlerage, our indestructible goblin token won't let the damage pass over it. Is defensive but it also would have help.
I think the goblin variants have developed a strong foundation and house to begin really developing a SB section. I'm crazy busy now, but I could see some solid contenders for SB options laid out for all new and old players. But I highly suggest we keep it to red to develop the skeleton then add color. Thoughts?
Personally i think R/G is a natural fit for goblins and dont see any drawback other than occasional fetch damage. The ability to run grudge and revelry out if the side is worth it imo. Plus obvious synergy with Burning Tree and atarkas.
To me it makes sense to start with whatever your meta allows for. Being that we dont have a bunch of data to determine an optimal build for damage output its more about the SB cards imo.
The way i see it - with gruul you arent conpromising any speed for the flexibility of the sb slots. In fact i think bte and atarkas make the deck faster
For a "sideboard guide" it definitely makes sense to work off of a mono-r skeleton though.
I like Gruul over Rakdos, too. I did, however, play a mono-red version with BTE, mostly because I've had issues fitting the Commands without compromising creature density. This is especially true if you choose to run BTE. I like to split 32-10-18; I guess it is possible to tweak this to 30-12-18 and run something like this:
My problem with this version is that I'm not sure we're getting enough value out of BTE, since you can only cast MWM and RB off of it (well, technically, you can cast AC too, but buffing a non-hasted BTE is not exactly a back-breaking move, unless you have 2 more mana and a bushwhacker in hand).
small zoo might be difficult (dolmen gate in my board for this matchup)
Dolmen Gate may or may not help you. Your problem with small zoo is that their creatures (mostly) survive Pyroclasm, and yours don't. Small Zoo is the matchup where you want reach -- typically, they need to ping themselves quite a bit to get Nacatl going, so it helps to be able to throw something at their face when they stabilize the board. I'd rather have Shrapnel Blasts than Dolmen Gate here.
If you insist on the "dump and reset" strategy, I'd suggest building around Day's Undoing instead of the Bomat Courier/Ancestral Vision combo, which seems to be both more conditional and more vulnerable to disruption. Also, it seems that the Wardriver tech is fairly dependent on being able to go, T1 Wardriver, T2 Ornithopter, Memnite, Bushwhacker (seems too slow otherwise) -- so perhaps consider adding some Simian Spirit Guides maindeck.
Yes, Gobots is Goblins. lol FSD is less a main stay than Grenade so I wouldn't try to rally around it. Grenade is a loss, but I can tell you haven't tried Gobots otherwise you would understand why it was cut. This is twice in which your lack of experience shows.
This is not about why Grenade was cut, it is about the validity of categorizing a red blitz deck as "Goblins". The fact is that there is zero tribal synergy in the Kuldotha list, and every single goblin card can be replaced with a better non-goblin card, if and when one exists. You might as well claim Bushwhacker Zoo is "Goblins", because it runs 8-12 goblin cards.
I'm not rallying around anything; I'm just pointing out that modern Goblin decks are chiefly defined by the FSD and GG synergies. You can also put Piledriver and Chieftain on this list, although they are less prevalent these days. Kuldotha Red is pretty much a aggro deck which incidentally plays some goblins.
This is, of course, entirely tangential to the discussion about Bomat Courier. I don't think you've convinced anyone how the benefits of playing it outweigh the issues that were pointed out.
Playing Goblins (especially 8whack) we don't need to worry about color fixing and the fact that the Courier is not red and not a goblin (so no pump to Foundry Street Denizen or Goblin Piledriver) will certainly reduce its value to us. OTOH, I'm still thinking of testing Courier the next time I get a chance to play Modern. (I play at least 90% Commander.) YMMV.
Spec.ops is a Kuldotha Red guy, so my guess is that he's speaking mostly from the point of view of fitting it in thet type of shell. In this case, it is less bad but still probably unplayable. I mean, if you've already cut FSD and Goblin Grenade from the list, you're not playing Goblins anymore.
Anyone give bomat courier a shot yet? Thinking of giving it a whirl in the gob bits variant. After T3 it helps dig and refill for reach to close the game out for just one mana. It's also an attack trigger so he doesn't need to connect on that last hit.
Bomat Courier is an awful constructed card.
A 1/1 haste that pops for a treasure cruise after T3 is awful? How many games have you lost where your opponent has stabilized and we need to dig for reach or you draw extra lands and bluff interaction. It's hasty at a rate that can get in for 1-2 points of damage. Worst case scenario you swing and pop it before damage because it triggers in attack to cantrip it. I think it's something that slots into the game plan of hasty damage while offering something the deck hasn't historically had, CA.
Heck I guess monastery swiftspear and raging goblin are awful and unplayable too since hasty 1 power creatures are just awful. Heck let's just throw goyf in the mix while we making broad super helpful statements on playability.
The hoops you need to jump through to get any value out of Bomat Courier make him nearly unplayable. First, it has to swing multiple times, second, you need to keep mana open so that you can pop it in response to removal, and third, you need to empty your hand before it leaves play. Frankly, when my opponent can't stop my T1 block for 3 he has a whole other set of issues.
If you think Bomat Courier is in any shape or form similar to Swiftspear... I don't know what to tell you.
Anyone give bomat courier a shot yet? Thinking of giving it a whirl in the gob bits variant. After T3 it helps dig and refill for reach to close the game out for just one mana. It's also an attack trigger so he doesn't need to connect on that last hit.
Yeah I gave the Bushwhacker situation some thought. My only fear is that I'm starting to get too high with 2-drops if I bring in the reckless, and they are harder to get off. That either means increasing my land count or looking for other effects that help me win games. It will take some testing to see how much I miss the effect but this deck clearly isn't as straight up aggro as it could be.
I have some high hopes for Copter, either as 3 or 4. It does something the deck can't do, and getting it in play and swinging is something this deck can pull off without too much trouble.
I think the Copter needs shell that wants topdeck manipulation and has 1-power creatures it doesn't want to attack with or tap. Perhaps some delirium-based Temur concoction with some combination of Delvers, Gnarlwood Dryad and Young Pyro.
In Goblins, you want to go wide, pump, and swing with everything. You also don't particularly care about finding silver bullets, so I fear the Copter is destined to be an awkward fit here.
Sadly there's not enough room in the SB to dedicate to this match-up, especially because Ad Nauseam isn't played very often (though more often here in the Netherlands if I'm right). Anyway, I figured a 1-of Pithing Needle would be better than a Mogg War Marshal anyway, so why not use it then? Apparently, my opponent sided out the Lab Maniac as well (which I of course didn't know then). Earwig Squad seems great to me, but you need to have it in your hand and play three lands. So how do you usually play against Ad Nauseam? Any tips or suggestions?
Ad Nauseum is not particularly big here, and I play mono-red Goblins so this discussion would largely be academic. They don't really interact with the board except for Slaughter Pacts, so I'm guessing my approach will be to board in a full set of Piledrivers and try to go under the combo.
Also, there's always Sudden Impact/Cerebral Vortex to try and win on the stack, but they're probably a touch slow and require a dedicated SB spot (and blue splash) which is probably not worth it.
Question for you guys, how do you approach the Ad Nauseam match up? It should be a decent match up for us, being a fast aggro deck and stuff, but I've never been able to win against the deck. Last FNM, I played against an Ad Nauseam player and I lost 0-2. We had some time left, so we ran two more games (once with and once without sideboard) and again I went 0-2. All the games were really close, but each time, Phyrexian Unlife or Darkness got me.
My sideboard strategy was: -3 Mogg War Marshal, + 1 Pithing Needle (naming Lightning Storm), + 2 Earwig Squad. I didn't draw either of those cards. Pithing Needle would've won me the game, because he sided out his Laboratory Maniac. So I guess it's just bad luck on my part?
It is not a good match. If he starts we have basically zero chance on winning unless he has a bad hand. He will combo on 4thturn and phyrexian unlife means he has exrta 10 life to start with.
I would advise against 1-of SB strategies. We have zero topdeck manipulation options, so you're rather unlikely to draw that. Though it seemed to have worked for you so who knows OTOH, if you can prowl an Earwig Squad on T3 and exile Lightning Storm and Lab Maniac, you've probably won the game. Then again, they may hold Pact of Negation, so there's that.
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http://decks.tcgplayer.com/magic/modern/adam-kulp/goblins/1278590
Given that Death's Shadow will check against your life total once it's confiscated, it's highly unlikely that you will be able to get two shadows to trade. You might be able to kill one by reducing it to 0 toughness this way, though.
Technically, you're only running G for Atarka's Command -- and you play all your cards by fetching once. I think it's possible to add a Sacred Foundry without making the mana (too) janky. You'll have to fetch twice to be able to play both G and W. With 8 fetches that is not unreasonable. In any case, it's probably better than going RW and losing Command.
Also, if you ever considered Act of Aggression, perhaps you should try Kari Zev's Expertise which seems like it's the better card.
Heroic Intervention is for all practical purposes strictly worse than Boros Charm.
I like Gruul over Rakdos, too. I did, however, play a mono-red version with BTE, mostly because I've had issues fitting the Commands without compromising creature density. This is especially true if you choose to run BTE. I like to split 32-10-18; I guess it is possible to tweak this to 30-12-18 and run something like this:
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Legion Loyalist
2 Mogg Fanatic
4 Mogg War Marshal
4 Reckless Bushwhacker
4 Goblin Guide
4 Goblin Grenade
4 Lightning Bolt
4 Wooded Foothills
4 Bloodstained Mire
4 Arid Mesa
4 Stomping Ground
8 Mountain
My problem with this version is that I'm not sure we're getting enough value out of BTE, since you can only cast MWM and RB off of it (well, technically, you can cast AC too, but buffing a non-hasted BTE is not exactly a back-breaking move, unless you have 2 more mana and a bushwhacker in hand).
Dolmen Gate may or may not help you. Your problem with small zoo is that their creatures (mostly) survive Pyroclasm, and yours don't. Small Zoo is the matchup where you want reach -- typically, they need to ping themselves quite a bit to get Nacatl going, so it helps to be able to throw something at their face when they stabilize the board. I'd rather have Shrapnel Blasts than Dolmen Gate here.
If you insist on the "dump and reset" strategy, I'd suggest building around Day's Undoing instead of the Bomat Courier/Ancestral Vision combo, which seems to be both more conditional and more vulnerable to disruption. Also, it seems that the Wardriver tech is fairly dependent on being able to go, T1 Wardriver, T2 Ornithopter, Memnite, Bushwhacker (seems too slow otherwise) -- so perhaps consider adding some Simian Spirit Guides maindeck.
I would also suggest Cockatrice for deck testing (https://cockatrice.github.io/).
This is not about why Grenade was cut, it is about the validity of categorizing a red blitz deck as "Goblins". The fact is that there is zero tribal synergy in the Kuldotha list, and every single goblin card can be replaced with a better non-goblin card, if and when one exists. You might as well claim Bushwhacker Zoo is "Goblins", because it runs 8-12 goblin cards.
I'm not rallying around anything; I'm just pointing out that modern Goblin decks are chiefly defined by the FSD and GG synergies. You can also put Piledriver and Chieftain on this list, although they are less prevalent these days. Kuldotha Red is pretty much a aggro deck which incidentally plays some goblins.
This is, of course, entirely tangential to the discussion about Bomat Courier. I don't think you've convinced anyone how the benefits of playing it outweigh the issues that were pointed out.
Spec.ops is a Kuldotha Red guy, so my guess is that he's speaking mostly from the point of view of fitting it in thet type of shell. In this case, it is less bad but still probably unplayable. I mean, if you've already cut FSD and Goblin Grenade from the list, you're not playing Goblins anymore.
Which part didn't you agree with, in particular?
The hoops you need to jump through to get any value out of Bomat Courier make him nearly unplayable. First, it has to swing multiple times, second, you need to keep mana open so that you can pop it in response to removal, and third, you need to empty your hand before it leaves play. Frankly, when my opponent can't stop my T1 block for 3 he has a whole other set of issues.
If you think Bomat Courier is in any shape or form similar to Swiftspear... I don't know what to tell you.
Bomat Courier is an awful constructed card.
I think the Copter needs shell that wants topdeck manipulation and has 1-power creatures it doesn't want to attack with or tap. Perhaps some delirium-based Temur concoction with some combination of Delvers, Gnarlwood Dryad and Young Pyro.
In Goblins, you want to go wide, pump, and swing with everything. You also don't particularly care about finding silver bullets, so I fear the Copter is destined to be an awkward fit here.
Ad Nauseum is not particularly big here, and I play mono-red Goblins so this discussion would largely be academic. They don't really interact with the board except for Slaughter Pacts, so I'm guessing my approach will be to board in a full set of Piledrivers and try to go under the combo.
Also, there's always Sudden Impact/Cerebral Vortex to try and win on the stack, but they're probably a touch slow and require a dedicated SB spot (and blue splash) which is probably not worth it.
I would advise against 1-of SB strategies. We have zero topdeck manipulation options, so you're rather unlikely to draw that. Though it seemed to have worked for you so who knows OTOH, if you can prowl an Earwig Squad on T3 and exile Lightning Storm and Lab Maniac, you've probably won the game. Then again, they may hold Pact of Negation, so there's that.