I believe the closest/best answer we have right now for card advantage is claim // fame. I have been playing it as a 1-of for some time and works wonders. An additional copy goes in the SB for grindier matchups. Skirk Prospector seems really strong but I am not sure it fits an aggressive deck... It would be great in some sort of combo/midrange deck, but I think it wouldnt fit versions like mine. Ideas on this?
Hey hey. Long time fan of Goblins and tribes in general. Played a little bit 8Whack awhile back before we got Piledriver. As soon as I saw Skirk Prospector I immediately thought of Murderous Redcap. But all I could think of as the third piece was Melira, and that just wasn't gonna do. Thanks, Hidralzki. I'm not a standard player and knew Mimic existed but didn't realize its buff was in the form of +1/+1 counters. That's perfect. I'm gonna be brewing hard on that one.
Sam Black wrote an article recently for SCG with a really rough sketch for a couple of Gobbo decks. One of them is BR. I've always like that flavor of Goblins. It opens up for grindier playstyles and the manabase is great, just like in BG elves. Auntie's Hovel is great with Blackcleave Cliffs. Knucklebone Witch can get out of hand pretty fast with Skirk Prospector, Mogg War Marshal, Siege-Gang Commander, etc. The list allows for some grind and fatty goblins, which I like. I'm gonna be brewing with goblin grind in mind with a built in combo.
As far as card advantage, that's a tough one. There's always Lead the Stampede, but of course that requires a G splash. It's good enough to consider though. It could easily fit in a midrange/grindy gobbo deck.
Just some stuff I've been chewing on lately. Food for thought. I'm excited to start brewing.
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For the longest time... years.... I've been trying to figure out "how do I get card draw in Goblins?"
It seems to be the holy grail, if we could suddenly draw a few more cards on turn 3-4, instead of being empty handed and out of answers, it would turn this deck around.
Regarding card draw in goblins, the closest thing I've manage to make work is 2 copies of Faithless Loothing, but it's still far from optimal.
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Sorry for the bad english, not my native language!!!
Regarding card draw in goblins, the closest thing I've manage to make work is 2 copies of Faithless Loothing, but it's still far from optimal.
Well, with Skirk Prospector in the wild, you can use Fecundity. But that'll be a different deck than it used to be. Still, it's an interesting engine if you can make it work.
First post here. Skirk Prospector spiked my interest in modern goblins. How about using him alongside Enduring Renewal and Goblin Arsonist? Another infinite damage combo that could be used alongside the already discussed mimic/redcap combo. Impact Tremors is also a possibility for Goblin Arsonist 5-8.
Hey hey. Long time fan of Goblins and tribes in general. Played a little bit 8Whack awhile back before we got Piledriver. As soon as I saw Skirk Prospector I immediately thought of Murderous Redcap. But all I could think of as the third piece was Melira, and that just wasn't gonna do. Thanks, Hidralzki. I'm not a standard player and knew Mimic existed but didn't realize its buff was in the form of +1/+1 counters. That's perfect. I'm gonna be brewing hard on that one.
Sam Black wrote an article recently for SCG with a really rough sketch for a couple of Gobbo decks. One of them is BR. I've always like that flavor of Goblins. It opens up for grindier playstyles and the manabase is great, just like in BG elves. Auntie's Hovel is great with Blackcleave Cliffs. Knucklebone Witch can get out of hand pretty fast with Skirk Prospector, Mogg War Marshal, Siege-Gang Commander, etc. The list allows for some grind and fatty goblins, which I like. I'm gonna be brewing with goblin grind in mind with a built in combo.
As far as card advantage, that's a tough one. There's always Lead the Stampede, but of course that requires a G splash. It's good enough to consider though. It could easily fit in a midrange/grindy gobbo deck.
Just some stuff I've been chewing on lately. Food for thought. I'm excited to start brewing.
We could have Fecundity as the main draw engine for the combo, then 2 lead the stampede as fecundity 5-6? In Elves they draw a lot of cards with Lts, I'm sure it will also draw a lot of cards for us if the deck is composed mostly of goblins.
We could have Fecundity as the main draw engine for the combo, then 2 lead the stampede as fecundity 5-6? In Elves they draw a lot of cards with Lts, I'm sure it will also draw a lot of cards for us if the deck is composed mostly of goblins.
My only thought there is keeping the number of green cards in your deck to a minimum, since once you get the Prospector engine running, you are only hitting red mana. The 4 Fecundiy could make a difference and would be worth it. 5-6 might be too many... but I don't know.
Yesterday FNM was almost perfect. I went 3-1 with the list in my signature. I had some doubts about SB, since it was the first time I took this deck to a somewhat competitive environment (28 people tournament), and I made some decision that would not make next time. I will briefly comment the matches and strategy:
Claim // Fame is actually AMAZING, seriously. I was able to pull a game after bringing my goblin guide back and +2/+0, next turn he was at 7 lives and was too afraid to attack, what gave me the time to draw a couple gobs and whack them for the win.
The reason to take the Piledrivers out is that they are a bit weak against all the removal that Jund packs. Same line serves for Rabblemaster, however, I supposed that for grindier matchups, he could do some work. Topdecking him after the first removal fight seemed to be appealing. They worked great honestly, but after speaking to the second guy (the first told me they were great against him, but maybe was a bit biased by how hard they smashed him...), I believe the tech I would use would be:
The Earwigs survive fatal push, block goyfs, and would allow my to take their SB hate like finks, angers, or the like. What do you guys think?
2-1 Blood and Taxes (just the RW variant of D&T, I totally made the name up right there)
Aether vial deck. I was able to race him super hard game 1. Loyalist was UNBELIEVABLE blanking those 3/3 golems with first strike. Game two i kept a very risky 1-lander and didnt succeeded. G3 I won t3 :O.
Didnt see any SB but he showed me after the match his copy of Worship. I sort of knew something like that was coming so I brought in a 1-of Earwig. God, that card is so versatile... And hits for 5!
0-2 Affinity
G1 he starts with a hand such that ends up playing 2 Vault Skirges. I drop GG and reveal a plating... he hits for 9 lifelink t2 and I fail to find any of my removal so I concede. I couldnt find any piece of disruption in g2 either. Only a very well played sudden shock got rid of a pesky arcbound but in the end it didnt help against a metalcrafted etched champion... I feel like our plan against affinity is similar like burn´s plan, i.e., try to be the control deck for the first turns and remove all relevant threats and build up the counter attack after that. Pity I couldnt find a single Mogg fanatic... What is your approach guys?
Overall a very solid performance. I wish I could have gone 4-0, but, hey!, affinity is a great deck and he had a reeeaaally good draw. So nothing to complain about Any feedback you guys might have, please let me know. I think this version of the deck is definitely great and offers a bit of extra consistency thanks to the black splash. Spike Jester was the main reason I went black, and couldnt be happier about it now.
I need a hand. I'm planning on splashing white green and/or black in my 8 whack deck. This will be done one color at a time with cards only located in my sideboard. Boros charm, earwig squad, k command, are all possibilities.
I'm going with 19 land. My question is, what and how many of each shocklamd and fetchland should I run to be able to consistently cast a two color spell on turn two?
I'm guessing one r/w shock, one r/b shock one r/g shock along with 7-8 fetchland? Considering all of the fetchable lands will be mountains in addition to whatever other color I'm looking for, I could maybe run less basic mountains in favor of more fetches if need be?
I dunno. If anyone could give me an idea of what they do or would use, I'd be grateful.
I need a hand. I'm planning on splashing white green and/or black in my 8 whack deck. This will be done one color at a time with cards only located in my sideboard. Boros charm, earwig squad, k command, are all possibilities.
I'm going with 19 land. My question is, what and how many of each shocklamd and fetchland should I run to be able to consistently cast a two color spell on turn two?
I'm guessing one r/w shock, one r/b shock one r/g shock along with 7-8 fetchland? Considering all of the fetchable lands will be mountains in addition to whatever other color I'm looking for, I could maybe run less basic mountains in favor of more fetches if need be?
I dunno. If anyone could give me an idea of what they do or would use, I'd be grateful.
That can be a little tricky sometimes. Since we run such a lean manabase to begin with, splashing multiple colors can be challenging. I usually splashed either Green or White... for a while it was RG maindeck, and White sideboard... when the white came in, the green came out, so that I wasn't too strained on resources. This deck is all about that early pressure, so being stuck on a color can spell the end if you aren't careful.
This land setup is I'm sure similar to others... 8 fetches, 3 shocks (2 in G, 1 in W, or vice versa), 4 fastlands of your maindeck splash, and usually 4 basics (for 19 total).
Trying to splash for 3 additional colors with such a lean manabase seems impossible... you won't get the results you want.
What if all of the lands I'm fetching tap for red in addition to a color I'll need?
So to begin with, 4 auntie's hovel as I'm maindecking a couple duress, a couple claim//fame and a couple spike jester.
Now, if LL of my fetches grab mountains, and I run say, 8 of those, and one each of the shocklands that produce red and g/w/u, that technically gives me 9 lands that can be whatever splashed color I want right?
I guess playing and testing will do this question wonders.
On another note: who else is excited about THIS making all our little guys unblockable?
What if all of the lands I'm fetching tap for red in addition to a color I'll need?
So to begin with, 4 auntie's hovel as I'm maindecking a couple duress, a couple claim//fame and a couple spike jester.
Now, if LL of my fetches grab mountains, and I run say, 8 of those, and one each of the shocklands that produce red and g/w/u, that technically gives me 9 lands that can be whatever splashed color I want right?
I guess playing and testing will do this question wonders.
On another note: who else is excited about THIS making all our little guys unblockable?
Toss up a list maybe. I'm not sure Duress is in your best interests here, a T1 Duress is not a T1 Goblin, which puts you behind schedule.
Relying on 8 fetches for more than a color or two I think is a mistake without some other form of mana support... You can always test it out yourself, but I've played a ton of Goblins (and a ton of Burn, same idea mana-wise)... it's not gonna go the way you want it to go.
Regarding the blue human.... it's a blue human. It doesn't go in this deck at all.... plus it whiffs on a lot of your goblins... your Goblin Guides, Bushwhackers and Foundry Street Denizens don't benefit from this. Instead, I would consider something like Frenzied Goblin to take away one of their blockers. In the first few turns of a game, this can often open the door to big damage. In my experience though, people generally only maindeck 1 of these guys.
The blue human gives foundry St drnizen unblockable. It has 1 toughness. BUSHWHACKER also have 1 toughness.
With duress, I'm really just trying to take away pyroclasms/sweepers and stuff like Cryptic Command. I'm less worried about creatures than sorceries and instants that take out more than one of my cards for one of theirs.
I'm going to try my fetchland idea tomorrow. I'll do without the green as I have none of the sideboard elements I'd be using.... When did k command get so EXPENSIVE btw?
Anyhow. I'll mostly have just some mb Warren wierdings and an earwig squad, maybe two right away. I'll sideboard boros charms and see how just one color at a time splashing works out.
The blue human makes a terrible goblin. Seriously.
And if you're talking MBing Duress, I would read THIS old article by Reid Duke. I think it (the article) is applicable here and I think you would benefit from reading it, if you haven't already.
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Has anyone else been brewing combo goblins (comblins)? I've been working on BR, RG, and BRG. It's starting to come together but it's just not there yet. I'm pulling out my hair!!! I'd be interested to know if anyone else is working on something similar and if so, if they've had any luck or not.
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Has anyone else been brewing combo goblins (comblins)? I've been working on BR, RG, and BRG. It's starting to come together but it's just not there yet. I'm pulling out my hair!!! I'd be interested to know if anyone else is working on something similar and if so, if they've had any luck or not.
I've been thinking about it a lot... more or less on paper (and in mind) but I haven't put cards in a pile yet to see what would happen.
I haven't played a whole lot in the last few months, but I've been itching to get back into a few games lately... this might be a deck that draws me into it.
My problem (just like anyone's) is I can see 2-3 different variants of this deck, but have no idea which one (if any) are actually good. I kind of like the idea of it being a combo deck with the potential of aggro backup (more creatures). There are some more all-in combo deck ideas, I'm not as fond of those because you really have to rely on a few pieces... but the aggro/combo option also has problems (in that there are a few older cards that would make it a slam dunk that aren't Modern legal).
Would love to discuss options... I haven't seen anyone post anything other than brews... no actual testing.
Yeah man... I feel like we're just not quite there yet, which bums me out since I just ordered a TON of different foil gobbos (comparatively cheap for foil singles, but expensive altogether). I feel like just one more Gobbo from the old sets would get us over the edge, but I'm worried it's not there yet. Still, someone may end up figuring it out and breaking it. I hope. So far my lists have felt like they're all "almost there" but that's it. And I'm not happy enough with them to post anything.
As far as combo engines, we have a few, but the lack of good tutors is a problem.
There's also Scuzzback Marauders for infinite mana with the first engine, or infinite mana/draw when you add fecundity to the first engine, or infinite mana/damage when you add Siege-Gang Commander to the first engine. All these are absurdly clunky, but I still felt I'd mention them.
Jim Davis wrote THIS article on SCG with a Fecundity list recently.
And Sam Black wrote THIS article recently with a list that had Knucklebone Witch that I really liked.
I've been toying with Frogtosser Banneret with decent results in RB Midrange/Combo builds.
Our only tutor right now (besides the green ones that all seems too mana intensive) is Boggart Harbinger, but I hate that he puts the card on top of the library and we have no good card draw. You could combine him with Fecundity, sacking him to prospector to draw the card he just put on top, but that seems super clunky.
I have to go, there was more I wanted to say but I'm out of time. That's enough to chew on for a bit though. Looking forward to hearing your thoughts.
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Yeah I've had my mind set on Fecundity/Warrens as pieces of the puzzle. Basically a Dirty Kitty revision, but it would be a pretty different deck.
A list also wound up on mtggoldfish recently as well, and I think he's on the right track.... The trick is getting good use out of what you lay down. A Mogg War Marshall is a mana-positive goblin, it's basically a Ritual on a stick in this deck where you need it. If you can run another 8-10 Rituals, you can draw the deck and go off.
The old deck had some really good "backup plans" to get around different situations. Goblin Sledder was a good way to make sure that if you had a medium number of bodies up against blockers, you could always get the damage through. Matron obviously fetched out important pieces when they were needed. Goblin Sharpshooter was also a great way to clear boards or kill an opponent without combat... just sac/draw until they die.
The only card I see that can replace Sharpshooter is Boggart Shenanigans. It's not a body, but it does basically the same thing (without being able to hit creatures, which may or may not be a big deal). Funny enough you could also tutor it with a Matron, but we don't have that option.
There are also other ways to really push the storm angle... Rituals, Manamorphose, Battle Hymn, Infernal Plunge... and there are also some good options for more card draw/filtering like Commune with the Gods, Faithless Looting, or something in that vein, however you have to be careful because they won't produce mana.
As for creatures, I don't know if it's worth going the route of Goblin Warchief and a bunch of 2-3 cmc Goblins like Goblin Piledriver, Mogg War Marshal, and Boggart Shenanigans... makes better use of the mana being generated, but get's a little trickier without the combo going and you may not get enough pressure on the board. Or you can stick with the 1 cmc creatures and Have a good aggro plan with the Fecundity/Prospector combo lurking in the background. Also seems silly not to have Goblin Bushwhacker in the mix somewhere... large plan or small, he will pump and haste your team for the win if you've somehow got a ton of fodder on the board early.
I know none of this is all that decisive. Lots of "I don't knows". Which is the truth. But the more we talk about it, we might be able to whittle down a viable deck from all these options.
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BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Sam Black wrote an article recently for SCG with a really rough sketch for a couple of Gobbo decks. One of them is BR. I've always like that flavor of Goblins. It opens up for grindier playstyles and the manabase is great, just like in BG elves. Auntie's Hovel is great with Blackcleave Cliffs. Knucklebone Witch can get out of hand pretty fast with Skirk Prospector, Mogg War Marshal, Siege-Gang Commander, etc. The list allows for some grind and fatty goblins, which I like. I'm gonna be brewing with goblin grind in mind with a built in combo.
Sam's article (it's premium): http://www.starcitygames.com/article/36924_Goblins-And-Teshar-In-Modern-Knights-In-Standard.html
As far as card advantage, that's a tough one. There's always Lead the Stampede, but of course that requires a G splash. It's good enough to consider though. It could easily fit in a midrange/grindy gobbo deck.
Just some stuff I've been chewing on lately. Food for thought. I'm excited to start brewing.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
Regarding card draw in goblins, the closest thing I've manage to make work is 2 copies of Faithless Loothing, but it's still far from optimal.
Well, with Skirk Prospector in the wild, you can use Fecundity. But that'll be a different deck than it used to be. Still, it's an interesting engine if you can make it work.
Thoughts?
We could have Fecundity as the main draw engine for the combo, then 2 lead the stampede as fecundity 5-6? In Elves they draw a lot of cards with Lts, I'm sure it will also draw a lot of cards for us if the deck is composed mostly of goblins.
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My only thought there is keeping the number of green cards in your deck to a minimum, since once you get the Prospector engine running, you are only hitting red mana. The 4 Fecundiy could make a difference and would be worth it. 5-6 might be too many... but I don't know.
2-0 Jund
Just push and play goblins sideways. Nice to see mighty Tarmogoyfs held back by a couple potentially attacking goblins hehe. Rabblemaster was surprisingly great at eating goyfs
IN: 2 Dismember, 2 Goblin Rabblemaster, 1 Claim // Fame.
OUT: 2 Goblin Piledriver, 4 Legion Loyalist.
2-0 Jund
Again, the same line. Got to some conclusion after speaking to the guy.
IN: 2 Dismember, 2 Goblin Rabblemaster, 1 Claim // Fame.
OUT: 2 Goblin Piledriver, 4 Legion Loyalist.
Claim // Fame is actually AMAZING, seriously. I was able to pull a game after bringing my goblin guide back and +2/+0, next turn he was at 7 lives and was too afraid to attack, what gave me the time to draw a couple gobs and whack them for the win.
The reason to take the Piledrivers out is that they are a bit weak against all the removal that Jund packs. Same line serves for Rabblemaster, however, I supposed that for grindier matchups, he could do some work. Topdecking him after the first removal fight seemed to be appealing. They worked great honestly, but after speaking to the second guy (the first told me they were great against him, but maybe was a bit biased by how hard they smashed him...), I believe the tech I would use would be:
IN: 2 Dismember, 2 Earwig Squad, 1 Claim // Fame.
OUT: 2 Goblin Piledriver, 4 Legion Loyalist.
The Earwigs survive fatal push, block goyfs, and would allow my to take their SB hate like finks, angers, or the like. What do you guys think?
2-1 Blood and Taxes (just the RW variant of D&T, I totally made the name up right there)
Aether vial deck. I was able to race him super hard game 1. Loyalist was UNBELIEVABLE blanking those 3/3 golems with first strike. Game two i kept a very risky 1-lander and didnt succeeded. G3 I won t3 :O.
IN: 2 Rakdos Charm, 1 Earwig Squad.
OUT: 1 Claim // Fame, 2 Mogg War Marshal
Didnt see any SB but he showed me after the match his copy of Worship. I sort of knew something like that was coming so I brought in a 1-of Earwig. God, that card is so versatile... And hits for 5!
0-2 Affinity
G1 he starts with a hand such that ends up playing 2 Vault Skirges. I drop GG and reveal a plating... he hits for 9 lifelink t2 and I fail to find any of my removal so I concede. I couldnt find any piece of disruption in g2 either. Only a very well played sudden shock got rid of a pesky arcbound but in the end it didnt help against a metalcrafted etched champion... I feel like our plan against affinity is similar like burn´s plan, i.e., try to be the control deck for the first turns and remove all relevant threats and build up the counter attack after that. Pity I couldnt find a single Mogg fanatic... What is your approach guys?
IN: 2 Rakdos Charm, 2 Smash to Smithereens, 1 Foul-tongue Shriek, 1 Sudden Shock.
OUT: 4 Mogg War Marshal, 1 Claim // Fame, 1 Spike Jester (I believe).
Overall a very solid performance. I wish I could have gone 4-0, but, hey!, affinity is a great deck and he had a reeeaaally good draw. So nothing to complain about Any feedback you guys might have, please let me know. I think this version of the deck is definitely great and offers a bit of extra consistency thanks to the black splash. Spike Jester was the main reason I went black, and couldnt be happier about it now.
Thank y´all for your help! Have a nice one!
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
UBlue EndU
BAd NauseamB
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
I'm going with 19 land. My question is, what and how many of each shocklamd and fetchland should I run to be able to consistently cast a two color spell on turn two?
I'm guessing one r/w shock, one r/b shock one r/g shock along with 7-8 fetchland? Considering all of the fetchable lands will be mountains in addition to whatever other color I'm looking for, I could maybe run less basic mountains in favor of more fetches if need be?
I dunno. If anyone could give me an idea of what they do or would use, I'd be grateful.
That can be a little tricky sometimes. Since we run such a lean manabase to begin with, splashing multiple colors can be challenging. I usually splashed either Green or White... for a while it was RG maindeck, and White sideboard... when the white came in, the green came out, so that I wasn't too strained on resources. This deck is all about that early pressure, so being stuck on a color can spell the end if you aren't careful.
This land setup is I'm sure similar to others... 8 fetches, 3 shocks (2 in G, 1 in W, or vice versa), 4 fastlands of your maindeck splash, and usually 4 basics (for 19 total).
Trying to splash for 3 additional colors with such a lean manabase seems impossible... you won't get the results you want.
So to begin with, 4 auntie's hovel as I'm maindecking a couple duress, a couple claim//fame and a couple spike jester.
Now, if LL of my fetches grab mountains, and I run say, 8 of those, and one each of the shocklands that produce red and g/w/u, that technically gives me 9 lands that can be whatever splashed color I want right?
I guess playing and testing will do this question wonders.
On another note: who else is excited about THIS making all our little guys unblockable?
Tetsuko Umezawa, Fugitive
Toss up a list maybe. I'm not sure Duress is in your best interests here, a T1 Duress is not a T1 Goblin, which puts you behind schedule.
Relying on 8 fetches for more than a color or two I think is a mistake without some other form of mana support... You can always test it out yourself, but I've played a ton of Goblins (and a ton of Burn, same idea mana-wise)... it's not gonna go the way you want it to go.
Regarding the blue human.... it's a blue human. It doesn't go in this deck at all.... plus it whiffs on a lot of your goblins... your Goblin Guides, Bushwhackers and Foundry Street Denizens don't benefit from this. Instead, I would consider something like Frenzied Goblin to take away one of their blockers. In the first few turns of a game, this can often open the door to big damage. In my experience though, people generally only maindeck 1 of these guys.
With duress, I'm really just trying to take away pyroclasms/sweepers and stuff like Cryptic Command. I'm less worried about creatures than sorceries and instants that take out more than one of my cards for one of theirs.
I'm going to try my fetchland idea tomorrow. I'll do without the green as I have none of the sideboard elements I'd be using.... When did k command get so EXPENSIVE btw?
Anyhow. I'll mostly have just some mb Warren wierdings and an earwig squad, maybe two right away. I'll sideboard boros charms and see how just one color at a time splashing works out.
And if you're talking MBing Duress, I would read THIS old article by Reid Duke. I think it (the article) is applicable here and I think you would benefit from reading it, if you haven't already.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
I've been thinking about it a lot... more or less on paper (and in mind) but I haven't put cards in a pile yet to see what would happen.
I haven't played a whole lot in the last few months, but I've been itching to get back into a few games lately... this might be a deck that draws me into it.
My problem (just like anyone's) is I can see 2-3 different variants of this deck, but have no idea which one (if any) are actually good. I kind of like the idea of it being a combo deck with the potential of aggro backup (more creatures). There are some more all-in combo deck ideas, I'm not as fond of those because you really have to rely on a few pieces... but the aggro/combo option also has problems (in that there are a few older cards that would make it a slam dunk that aren't Modern legal).
Would love to discuss options... I haven't seen anyone post anything other than brews... no actual testing.
As far as combo engines, we have a few, but the lack of good tutors is a problem.
We have:
Skirk Prospector, Metallic Mimic, Murderous Redcap
Skirk Prospector, Lightning Crafter, Kiki-Jiki, Mirror Breaker
Skirk Prospector, Fecundity, Empty the Warrens
There's also Scuzzback Marauders for infinite mana with the first engine, or infinite mana/draw when you add fecundity to the first engine, or infinite mana/damage when you add Siege-Gang Commander to the first engine. All these are absurdly clunky, but I still felt I'd mention them.
Jim Davis wrote THIS article on SCG with a Fecundity list recently.
And Sam Black wrote THIS article recently with a list that had Knucklebone Witch that I really liked.
I've been toying with Frogtosser Banneret with decent results in RB Midrange/Combo builds.
Our only tutor right now (besides the green ones that all seems too mana intensive) is Boggart Harbinger, but I hate that he puts the card on top of the library and we have no good card draw. You could combine him with Fecundity, sacking him to prospector to draw the card he just put on top, but that seems super clunky.
I have to go, there was more I wanted to say but I'm out of time. That's enough to chew on for a bit though. Looking forward to hearing your thoughts.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
A list also wound up on mtggoldfish recently as well, and I think he's on the right track.... The trick is getting good use out of what you lay down. A Mogg War Marshall is a mana-positive goblin, it's basically a Ritual on a stick in this deck where you need it. If you can run another 8-10 Rituals, you can draw the deck and go off.
The old deck had some really good "backup plans" to get around different situations. Goblin Sledder was a good way to make sure that if you had a medium number of bodies up against blockers, you could always get the damage through. Matron obviously fetched out important pieces when they were needed. Goblin Sharpshooter was also a great way to clear boards or kill an opponent without combat... just sac/draw until they die.
The only card I see that can replace Sharpshooter is Boggart Shenanigans. It's not a body, but it does basically the same thing (without being able to hit creatures, which may or may not be a big deal). Funny enough you could also tutor it with a Matron, but we don't have that option.
There are also other ways to really push the storm angle... Rituals, Manamorphose, Battle Hymn, Infernal Plunge... and there are also some good options for more card draw/filtering like Commune with the Gods, Faithless Looting, or something in that vein, however you have to be careful because they won't produce mana.
As for creatures, I don't know if it's worth going the route of Goblin Warchief and a bunch of 2-3 cmc Goblins like Goblin Piledriver, Mogg War Marshal, and Boggart Shenanigans... makes better use of the mana being generated, but get's a little trickier without the combo going and you may not get enough pressure on the board. Or you can stick with the 1 cmc creatures and Have a good aggro plan with the Fecundity/Prospector combo lurking in the background. Also seems silly not to have Goblin Bushwhacker in the mix somewhere... large plan or small, he will pump and haste your team for the win if you've somehow got a ton of fodder on the board early.
I know none of this is all that decisive. Lots of "I don't knows". Which is the truth. But the more we talk about it, we might be able to whittle down a viable deck from all these options.