hows it going? i always like to add my own little twists to my decks instead of running completely standard lists. its fun and sometimes i find something that works really well for me. in my goblin deck the odd card i run is 4 of Goblin War Strike. Here's why:
turn 1; i play a mountain and a goblin (it doesnt matter which goblin)
turn 2; i play a mountain and a goblin (it doesnt matter which goblin)
turn 3; i play a mountain and either a Goblin chieftain or a Goblin warchief that gives all my goblins haste
turn 4: i play a mountain and a Krenko, Mob Boss. since he has haste, i tap him immediately to create tokens. i have 4 goblins in play so he creates 4 goblin tokens. i now have 8 total goblins.
turn 5; i play a mountain and then tap Krenko, Mob Boss to create tokens. Since i have 8 goblins, he creates 8 tokens. i now have 16 total goblins. then i play a second Krenko, Mob Boss from my hand. Since he's a legendary creature, I have to choose one of my 2 Krenkos to put in the graveyard. I choose the one thats tapped and put it in the graveyard. Since my new Krenko has haste, i tap him to create tokens. i have 16 total goblins, so he creates 16 tokens. now i have 32 total goblins. Then i use my remaining mountain to play a Goblin War Strike to do 32 damage to my opponent.
obviously this is a best case scenario, but all of these cards are 4 ofs in my deck and this exact scenario plays out pretty often. Even if it doesnt play out exactly this way, it plays out kind of this way really often. and if i have multiple copies of goblin war strike, its even better.
i like the card and it works really well for me, im just curious as to why its not generally considered a good card for a goblin deck to play.
if someone could explain it to me, id appreciate it.
thanks
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My decks. Feel free to make suggestions. The Precious B___U___G___R___W
That said, I'd love to get the conversation going here again as well. I've been doing well recently with classic and Warren Instigator builds, and I'm looking to help folks out with the technical questions of getting into little green men
What does everyone think about the new goblin chainwhirler? It could do some serious work clearing the field. hitting a ton of 1 toughness creatures in the format. If running kiki, you've got repeatable damage to everything.
This build cuts Aether Vial and plays Simian Spirit Guide instead. This give the deck a lot of opportunities to play turn 1 Warren Intigator and turn 2 Goblin Lord. There is flexibility in some such as whether or not to play Mogg War Marshal or Goblin Piledriver, what's the right number of Tarfire, etc. I dunno. Postboard, the deck has a good chance of playing t1 Chalice for 1 which Aether Vial builds would otherwise struggle.
...I'm not sure if this list isn't better though. Maybe Lotus Petal instead of Chrome Mox/Ancient Tomb?
I knocked the dust off of my pile and took it to a Legacy monthly with a terrible sideboard (3x Boil for the love of pete), and squeaked into the T8 at 8th after losses in the Swiss to Burn and Dredge. The T8 was a cakewalk of easy matches with 4c Loam, DnT (an inexperienced pilot), and Miracles. It almost felt like I was just taking their money away and only took 1 game loss in the elimination versus Miracles when they had 2 Mentors I wasnt able to knock early enough. I still love the pile, and may actually start bringing it out more often locally.
Muxus, Goblin Grandee really sends Goblin Ringleader into oblivion, since the former creature makes more card advantage and has a better body (power/toughness).
Notice that the creature revealed are put into the battlefield and not just in your hand (and you are not limited to Goblins only)!
This is a really good upgrade for this deck because it is a massive card advantage.
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turn 1; i play a mountain and a goblin (it doesnt matter which goblin)
turn 2; i play a mountain and a goblin (it doesnt matter which goblin)
turn 3; i play a mountain and either a Goblin chieftain or a Goblin warchief that gives all my goblins haste
turn 4: i play a mountain and a Krenko, Mob Boss. since he has haste, i tap him immediately to create tokens. i have 4 goblins in play so he creates 4 goblin tokens. i now have 8 total goblins.
turn 5; i play a mountain and then tap Krenko, Mob Boss to create tokens. Since i have 8 goblins, he creates 8 tokens. i now have 16 total goblins. then i play a second Krenko, Mob Boss from my hand. Since he's a legendary creature, I have to choose one of my 2 Krenkos to put in the graveyard. I choose the one thats tapped and put it in the graveyard. Since my new Krenko has haste, i tap him to create tokens. i have 16 total goblins, so he creates 16 tokens. now i have 32 total goblins. Then i use my remaining mountain to play a Goblin War Strike to do 32 damage to my opponent.
obviously this is a best case scenario, but all of these cards are 4 ofs in my deck and this exact scenario plays out pretty often. Even if it doesnt play out exactly this way, it plays out kind of this way really often. and if i have multiple copies of goblin war strike, its even better.
i like the card and it works really well for me, im just curious as to why its not generally considered a good card for a goblin deck to play.
if someone could explain it to me, id appreciate it.
thanks
The Precious
B___U___G___R___W
There's a lot of great goblins stuff going on over at http://www.mtgthesource.com/forums/showthread.php?31114-Deck-Vial-Goblins
That said, I'd love to get the conversation going here again as well. I've been doing well recently with classic and Warren Instigator builds, and I'm looking to help folks out with the technical questions of getting into little green men
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Tribal Goblins:
4 Goblin Lackey
4 Warren Instigator
4 Goblin Matron
4 Goblin Ringleader
Stuff:
3 Mogg War Marshal
1 Stingscourger
3 Gempalm Incinerator
1 Tarfire
3 Goblin Chieftain
1 Goblin Warchief
1 Goblin Trashmaster
1 Krenko, Mob Boss
1 Siege-Gang Commander
1 Goblin Sharpshooter
Accelleration:
4 Simian Spirit Guide
2 Chrome Mox
Lands:
2 Ancient Tomb
4 Cavern of Souls
4 Wasteland
12 Mountain
4 Chalice of the Void
4 Leyline of the Void
3 Pyrokinesis
2 Surgical Extraction
2 Blood Moon
This build cuts Aether Vial and plays Simian Spirit Guide instead. This give the deck a lot of opportunities to play turn 1 Warren Intigator and turn 2 Goblin Lord. There is flexibility in some such as whether or not to play Mogg War Marshal or Goblin Piledriver, what's the right number of Tarfire, etc. I dunno. Postboard, the deck has a good chance of playing t1 Chalice for 1 which Aether Vial builds would otherwise struggle.
...I'm not sure if this list isn't better though. Maybe Lotus Petal instead of Chrome Mox/Ancient Tomb?
Tribal Goblins:
4 Goblin Lackey
4 Warren Instigator
4 Goblin Matron
4 Goblin Ringleader
Stuff:
3 Mogg War Marshal
1 Stingscourger
3 Gempalm Incinerator
1 Tarfire
4 Goblin Chieftain
Bombs:
1 Goblin Trashmaster
1 Krenko, Mob Boss
1 Siege-Gang Commander
1 Goblin Sharpshooter
4 Simian Spirit Guide
4 Lotus Petal
Lands:
2 Ancient Tomb
1 Pendelhaven
1 Karakas
4 Cavern of Souls
12 Mountain
4 Chalice of the Void
4 Leyline of the Void
3 Pyrokinesis
2 Surgical Extraction
2 Blood Moon
List
15 Mountain, 4 Port, 4 Wasteland
4 Lackey, Gempalm, Matron, Warchief, Vial, Ringleader
2x War Marshal, Siege Gang, Cratermaker
1x KikiJiki, Prospector, Piledriver, Stingscourger, Sharpshooter, Chainwhirler, Trashmaster
SB:
3x Boil, Piledriver
2x Surgical, Cratermaker
1x Stingscourger, Revoker, Needle, Chainwhirler, Sharpshooter,
Playable?
Notice that the creature revealed are put into the battlefield and not just in your hand (and you are not limited to Goblins only)!
This is a really good upgrade for this deck because it is a massive card advantage.