Deck is kind of a mash up until if figure out what's working and what isn't.
T1 faithless looting, wraith, land = play all hollow ones you have/draw into
T1 foundry street denizen, T2 drop two one drops/war-marshall to get in for 3 and go from there
Bushwacker supports go wide strats
Gate to the Afterlife acts as a fecundity in color that gives you a strong late game plan that you can get online t3/t4. Although the gift tokens come back as black zombies, the denizens will still get pumped by red creatures coming into play.
Matron gives you junk to discard and reanimate later if you need to grab a sideboard bullet.
The discard from gift can help you with hollow ones t2/3 if you can ramp into one early and you don't get looting wraiths.
Wraiths help fuel the yard and turn gift on
Goblin grenade for reach. It's pretty annoying that the reanimated creatures don't retain their original creature type but whatever, deck has serious churn and doesn't normally have issues hitting creatures.
Deck is pretty naturally resilient to removal that isn't exiled based and can still win without the yard (early hollow one beats or large denizens). What's nice is that you can punch through for 5-10 damage during turns 1-3 and then get the reanimation engine online while you just continue to dig/sculpt a hand for goblin/grenade to finish an opponent off.
Goblin Engineer can tutor for a gift and bin it. You can sac a hollow one to recur the gift to the battlefield if you need to OR reanimate the engineer to grab a hollow one and bin it to recur it as a zombie next turn if you have the gift online but need more stuff to reanimate.
Instigator retains double strike and can continue to dump stuff from your hand if you draw into it. Instigator connecting and dropping matron can then trigger the tutor during the first strike damage phase and give you another goblin to drop when he connects again. He's actually way scarier coming out of yard as a zombie than he is as the 1/1. Before then he's a removal magnet to keep prospector around.
Even if the deck stumbles turns 1-3 and is fishing for a prospector, the wraiths/lootings/matron give you enough dig to hit land drops and eventually get the engine online. What's nice about the deck is that he doesn't typically have to mulligan very much because you end up sculpting hands over the first few turns anyway. In goldfishing I've just flashbacked a looting turns 4-6 intent to basically mill myself for 2 and get some more juice in the yard.
I still want to try a sideboard of something like:
Basically just a bunch of extra removal, the mimic/redcap/prospector combo for infinite damage (engineer can tutor/recur mimic and matron can tutor redcap while gift can recur it), a siege-gang commander to gum up the board and he's a great recursion target, and another bushwhacker if I need to go wide. Bloodmoons are there because we can t1 prospector/t2 land + bloodmoon and buy ourselves a few turns to get the ball rolling.
My tips for the "classic" storm version with Rites:
* Guttersnipe is quite powerful because it turns a rite of mana/a token geenrator in extra damage to the opponent, thus reducing the opponent's pv considerably. Bad topdeck, but once you have in play
* I think that Goblin Electromancer should be reconsidered. It doesn't only reduce the casting cost of the rites of mana, Empty the Warrens and many token generators making them way more efficient (as if it wasn't enough...) but makes Distant Melody a lot more useful than Fecundity because it refills your hand immediately, as you cast it. I think that splashing for U can be more convenient than using G.
The U splash allows you to play spell such as Shimmer of Possibility, Truth or Tale or Treasure Hunt as additional tutors and drawers, which are more efficient than the G ones because you can find "virtually" any kind of card you need in the deck, without being limited to creatures or lands.
4 prismatic vista
10 mountain
4 skirk prospector
1 goblin bushwhacker
4 foundry street denizen
4 mogg fanatic
3 fanatical firebrand
4 mogg war-marshall
1 goblin engineer
2 goblin matron
1 warren instigator
4 street wraith
4 hollow one
2 goblin grenade
4 gate to the afterlife
1 god-pharaoh's gift
Deck is kind of a mash up until if figure out what's working and what isn't.
T1 faithless looting, wraith, land = play all hollow ones you have/draw into
T1 foundry street denizen, T2 drop two one drops/war-marshall to get in for 3 and go from there
Bushwacker supports go wide strats
Gate to the Afterlife acts as a fecundity in color that gives you a strong late game plan that you can get online t3/t4. Although the gift tokens come back as black zombies, the denizens will still get pumped by red creatures coming into play.
Matron gives you junk to discard and reanimate later if you need to grab a sideboard bullet.
The discard from gift can help you with hollow ones t2/3 if you can ramp into one early and you don't get looting wraiths.
Wraiths help fuel the yard and turn gift on
Goblin grenade for reach. It's pretty annoying that the reanimated creatures don't retain their original creature type but whatever, deck has serious churn and doesn't normally have issues hitting creatures.
Deck is pretty naturally resilient to removal that isn't exiled based and can still win without the yard (early hollow one beats or large denizens). What's nice is that you can punch through for 5-10 damage during turns 1-3 and then get the reanimation engine online while you just continue to dig/sculpt a hand for goblin/grenade to finish an opponent off.
Goblin Engineer can tutor for a gift and bin it. You can sac a hollow one to recur the gift to the battlefield if you need to OR reanimate the engineer to grab a hollow one and bin it to recur it as a zombie next turn if you have the gift online but need more stuff to reanimate.
Instigator retains double strike and can continue to dump stuff from your hand if you draw into it. Instigator connecting and dropping matron can then trigger the tutor during the first strike damage phase and give you another goblin to drop when he connects again. He's actually way scarier coming out of yard as a zombie than he is as the 1/1. Before then he's a removal magnet to keep prospector around.
Even if the deck stumbles turns 1-3 and is fishing for a prospector, the wraiths/lootings/matron give you enough dig to hit land drops and eventually get the engine online. What's nice about the deck is that he doesn't typically have to mulligan very much because you end up sculpting hands over the first few turns anyway. In goldfishing I've just flashbacked a looting turns 4-6 intent to basically mill myself for 2 and get some more juice in the yard.
I still want to try a sideboard of something like:
4 bloodmoon
1 stingscourger
2 murdurous redcap
1 metallic mimic
1 goblin piledriver
1 goblin bushwhacker
1 goblin grenade
1 munitions expert
2 lightning bolt
1 siege-gang commander
Basically just a bunch of extra removal, the mimic/redcap/prospector combo for infinite damage (engineer can tutor/recur mimic and matron can tutor redcap while gift can recur it), a siege-gang commander to gum up the board and he's a great recursion target, and another bushwhacker if I need to go wide. Bloodmoons are there because we can t1 prospector/t2 land + bloodmoon and buy ourselves a few turns to get the ball rolling.
* Guttersnipe is quite powerful because it turns a rite of mana/a token geenrator in extra damage to the opponent, thus reducing the opponent's pv considerably. Bad topdeck, but once you have in play
* I think that Goblin Electromancer should be reconsidered. It doesn't only reduce the casting cost of the rites of mana, Empty the Warrens and many token generators making them way more efficient (as if it wasn't enough...) but makes Distant Melody a lot more useful than Fecundity because it refills your hand immediately, as you cast it. I think that splashing for U can be more convenient than using G.
The U splash allows you to play spell such as Shimmer of Possibility, Truth or Tale or Treasure Hunt as additional tutors and drawers, which are more efficient than the G ones because you can find "virtually" any kind of card you need in the deck, without being limited to creatures or lands.