Hey, people, what do you think about Risk Factor?
Could this card give us the Card Advantage we're looking for?
I'm going to try it as a 1-of. It's very powerful since if we can cast it end step it's pretty likely we can fully utilize all the extra cards because our average cmc is so low, and I doubt they can afford to take 8 damage. However, 3 Mana spells are a tough sell in these decks since we want to be dealing most of our damage before turn 4 anyways
Curious about Ramunap Ruins. I suggested it in Goblins awhile back and no one took it serious despite it having almost no downside in my own testing. I only play around 20 matches or so before starting up with a different deck, but it seemed ok. How has your experience been? How often are you activating it? How often do you feel the pain from making red is effecting your games?
Curious about Ramunap Ruins. I suggested it in Goblins awhile back and no one took it serious despite it having almost no downside in my own testing. I only play around 20 matches or so before starting up with a different deck, but it seemed ok. How has your experience been? How often are you activating it? How often do you feel the pain from making red is effecting your games?
It's great when you get mana flooded, which happens more than I like. Blow all the mana on an extra two damage and then sac them all off for Devastating Summons and if you haven't immediately won at that point you were never going to.
Have you tried lowering your land count to 18? That seems to be the typical amount for 8-Whack and it might reduce your land flood issue. The only card that might be problematic is your 3 CMC Blood Moons in the sideboard.
Hi everyone! I'm new to this thread but I recently fell in love with 8 Whack so I wanted to join you Goblin lovers. As a new member I think I have to share my list, so here we go:
I've seen so many people running Devastating Summons but personally I don't like that card so much because it requires to sacrify 3 lands to put 2 mediocre 3/3's at sorcery speed and when it gets countered it feels REALLY bad. I'd rather run 2 Shard Volley which are a concrete reach when we flood, at instant speed and doesn't feel so bad when the opponent counters it. Obviously I might be wrong since I'm a newbie to this deck.
Of course any feedback or advices are welcome!
P.S. There are no guides for now because my LGS haven't recived any of them yet, but I'll add them ASAP
Hey folks. I've had a few people ask about a Goblin deck I made yesterday, posting it here for people to give a try to if they like. Not sure if anyone of you tried Frenzy yet, but its a hilarious engine on its own in a deck like this, and with a Steam-Kin it becomes stupid very quickly. Over 2 turns I 'drew' 18 cards yesterday against a UW Control Deck. So part Burn, part 8Whack, and part Steam-Kin/Frenzy engine, it ran hot for me last night.
Went 4-0 last night at a modern event, only dropped 2 games all night vs green tron and mardu vehicles. Yes, that's right, I dropped a game to a deck from last year's standard. I had 1 mana and zero whackers. Thankfully balance was restored.
I've seen so many people running Devastating Summons but personally I don't like that card so much because it requires to sacrify 3 lands to put 2 mediocre 3/3's at sorcery speed and when it gets countered it feels REALLY bad.
The whole point of it is to tap your 3 mana, play a summons for one and sac three lands (or more), and then use the 2 mana in float to kick or surge a whacker. Then your 3/3's are 4/3's and have haste. With a loyalist on board they have first strike and trample. It's an obscene combo, you just need to know how to play it right.
The whole point of it is to tap your 3 mana, play a summons for one and sac three lands (or more), and then use the 2 mana in float to kick or surge a whacker. Then your 3/3's are 4/3's and have haste. With a loyalist on board they have first strike and trample. It's an obscene combo, you just need to know how to play it right.
Yeah you're right, I didn't see the potential until I tried it, really powerful combo. How's playing with 18 lands? I saw a lot of lists playing with 19 and I tried myself doing the same but sometimes I flood and sometimes I screw (which happens more rarely than flooding), so I didn't figured out yet what's the ideal number.
Yeah you're right, I didn't see the potential until I tried it, really powerful combo. How's playing with 18 lands? I saw a lot of lists playing with 19 and I tried myself doing the same but sometimes I flood and sometimes I screw (which happens more rarely than flooding), so I didn't figured out yet what's the ideal number.
Absolutely fine honestly, I've been playing with 17 lands up until last week, but knocked it up to 18 lands and opted for 3 ruins instead of 4. The worst hand I've gotten so far is a single ramunap ruins in hand for land, but after mulligan to 6 everything rights itself. Honestly, this deck is really really easy to run with single land hands. I've won a fair few matchups with only 2 lands on the board turn 4. Burning-tree emissary too stronk - one game went mana > foundry street denizen > mana > emissary > emissary > emissary > whacker and they scooped.
A few thoughts:
1) Bomat Courier is a beast. He either draws removal that would otherwise be slowing down my clock, or provides the gas I need to push through lethal late in the game. He pretty much won me two matches against UW control.
2) I could use something to help me in matches where my opponents go wide fast. I lost a match against some kind of GW Collective Consciousness deck that just plays ramp, coco, and good cards (Ooze, KotR, etc). I would get in some damage, but by turn four the field would be cluttered with creatures that are better than mine. Scavenging Ooze is the worst. Maybe Seismic Stomp or something like that?
Related question: If they play first, and drop a mana dork, should I burn it as my T1 play? (Assuming I have alternatives like Guide, or Denizen).
3) Goblin Grenade is busted. I went up to four from three in the top-8 list.
A few thoughts:
1) Bomat Courier is a beast. He either draws removal that would otherwise be slowing down my clock, or provides the gas I need to push through lethal late in the game. He pretty much won me two matches against UW control.
2) I could use something to help me in matches where my opponents go wide fast. I lost a match against some kind of GW Collective Consciousness deck that just plays ramp, coco, and good cards (Ooze, KotR, etc). I would get in some damage, but by turn four the field would be cluttered with creatures that are better than mine. Scavenging Ooze is the worst. Maybe Seismic Stomp or something like that?
Related question: If they play first, and drop a mana dork, should I burn it as my T1 play? (Assuming I have alternatives like Guide, or Denizen).
3) Goblin Grenade is busted. I went up to four from three in the top-8 list.
That's a neat list, although I don't understand playing Firebrand over Mogg Fanatic but that's my opinion.
To answer to your question: against GW Valuetown there's not so much we can do, the goal is to be faster and kill them before they get value from their powerful creatures. Seismic Stomp may be useful but I wouldn't put it in my SB because there are better cards. (However kill the dork anytime you can!)
Goblin Granade is what makes this deck viable and I personally love it
I'm not sure this is playable, but I guess it's worth testing since it's similar to Frenzied Goblin which is playable from time to time.
The upside is if your opponent stabilizes the board you can still keep chipping away for 1-2 damage a turn (with a Lord, perhaps), the downside is it doesn't really enable situations where you could alapha swing into 1-2 blockers like frenzied Goblin can.
I'd be curious to try out Judith, the Scourge Diva (hilarious name) in a black splash version of this deck. Essentially acts as a whacker (+1/+0) and adds some reach.
Could this card give us the Card Advantage we're looking for?
I'm going to try it as a 1-of. It's very powerful since if we can cast it end step it's pretty likely we can fully utilize all the extra cards because our average cmc is so low, and I doubt they can afford to take 8 damage. However, 3 Mana spells are a tough sell in these decks since we want to be dealing most of our damage before turn 4 anyways
4x Burning-Tree Emissary
4x Fanatical Firebrand
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Goblin Guide
4x Legion Loyalist
4x Reckless Bushwhacker
4x Lightning Bolt
4x Goblin Grenade
2x Devastating Summons
2x The Flame of Keld
Land
16x Mountain
4x Ramunap Ruins
2x Blood Moon
2x Dragon's Claw
4x Mogg Fanatic
4x Smash to Smithereens
3x Tormod's Crypt
Modern:R 8Whack R|W White Knights W
Curious about Ramunap Ruins. I suggested it in Goblins awhile back and no one took it serious despite it having almost no downside in my own testing. I only play around 20 matches or so before starting up with a different deck, but it seemed ok. How has your experience been? How often are you activating it? How often do you feel the pain from making red is effecting your games?
It's great when you get mana flooded, which happens more than I like. Blow all the mana on an extra two damage and then sac them all off for Devastating Summons and if you haven't immediately won at that point you were never going to.
Modern:R 8Whack R|W White Knights W
Budget Modern: GStompyG | R8-WhackR
15 Mountain
4 Ramunap Ruins
Instants
4 Lightning Bolt
2 Shard Volley
4 Goblin Grenade
Creatures
4 Burning-Tree Emissary
4 Foundry Street Denizen
4 Goblin Bushwhacker
2 Goblin Chieftain
2 Goblin Piledriver
4 Legion Loyalist
3 Mogg Fanatic
4 Mogg War Marshal
4 Reckless Bushwhacker
I've seen so many people running Devastating Summons but personally I don't like that card so much because it requires to sacrify 3 lands to put 2 mediocre 3/3's at sorcery speed and when it gets countered it feels REALLY bad. I'd rather run 2 Shard Volley which are a concrete reach when we flood, at instant speed and doesn't feel so bad when the opponent counters it. Obviously I might be wrong since I'm a newbie to this deck.
Of course any feedback or advices are welcome!
P.S. There are no guides for now because my LGS haven't recived any of them yet, but I'll add them ASAP
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
4 Wooded Foothills
2 Arid Mesa
1 Misty Rainforest
4 Stomping Ground
3 Rootbound Crag
4 Mountain
//Burn
4 Lightning Bolt
4 Lava Spike
2 Burst Lightning
4 Goblin Guide
4 Mogg Fanatic
4 Goblin Bushwhacker
4 Reckless Bushwhacker
//Mana
4 Burning-Tree Emissary
4 Manamorphose
4 Runaway Steam-Kin
//Frenzy
4 Experimental Frenzy
1 Forest
3 Surgical Extraction
2 Blood Moon
2 Abrade
4 Destructive Revelry
3 Goblin Cratermaker
EDIT: This is game 3 I just had. :]
1. Fetch Stomping Ground - Guide - Swing for 2.
1. Tower - Map
2. Mountain - Steam-Kin - Swing for 2.
2. Mine - Crack Map for Tron
3. Fetch Stomping Ground - Manamorphose, Guide, Reckless Bushwhacker - Swing for 13 - Take the Counters off the Steam-Kin, Lava Spike.
Also trying Flame Jab, in place of the Burst Lightning.
Spirits
4x Burning-Tree Emissary
4x Fanatical Firebrand
4x Foundry Street Denizen
4x Goblin Bushwhacker
4x Goblin Guide
4x Legion Loyalist
4x Reckless Bushwhacker
3x Mogg Fanatic
1x Goblin Rabblemaster
4x Lightning Bolt
4x Goblin Grenade
2x Devastating Summons
Land
15x Mountain
3x Ramunap Ruins
2x The Flame of Keld
4x Abrade
4x Smash to Smithereens
3x Tormod's Crypt
The whole point of it is to tap your 3 mana, play a summons for one and sac three lands (or more), and then use the 2 mana in float to kick or surge a whacker. Then your 3/3's are 4/3's and have haste. With a loyalist on board they have first strike and trample. It's an obscene combo, you just need to know how to play it right.
Modern:R 8Whack R|W White Knights W
Yeah you're right, I didn't see the potential until I tried it, really powerful combo. How's playing with 18 lands? I saw a lot of lists playing with 19 and I tried myself doing the same but sometimes I flood and sometimes I screw (which happens more rarely than flooding), so I didn't figured out yet what's the ideal number.
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
Absolutely fine honestly, I've been playing with 17 lands up until last week, but knocked it up to 18 lands and opted for 3 ruins instead of 4. The worst hand I've gotten so far is a single ramunap ruins in hand for land, but after mulligan to 6 everything rights itself. Honestly, this deck is really really easy to run with single land hands. I've won a fair few matchups with only 2 lands on the board turn 4. Burning-tree emissary too stronk - one game went mana > foundry street denizen > mana > emissary > emissary > emissary > whacker and they scooped.
Modern:R 8Whack R|W White Knights W
http://www.starcitygames.com/decks/124877
Everyone loves an angry mob RWG
Why so Bloo? RU
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
A few thoughts:
1) Bomat Courier is a beast. He either draws removal that would otherwise be slowing down my clock, or provides the gas I need to push through lethal late in the game. He pretty much won me two matches against UW control.
2) I could use something to help me in matches where my opponents go wide fast. I lost a match against some kind of GW Collective Consciousness deck that just plays ramp, coco, and good cards (Ooze, KotR, etc). I would get in some damage, but by turn four the field would be cluttered with creatures that are better than mine. Scavenging Ooze is the worst. Maybe Seismic Stomp or something like that?
Related question: If they play first, and drop a mana dork, should I burn it as my T1 play? (Assuming I have alternatives like Guide, or Denizen).
3) Goblin Grenade is busted. I went up to four from three in the top-8 list.
That's a neat list, although I don't understand playing Firebrand over Mogg Fanatic but that's my opinion.
To answer to your question: against GW Valuetown there's not so much we can do, the goal is to be faster and kill them before they get value from their powerful creatures. Seismic Stomp may be useful but I wouldn't put it in my SB because there are better cards. (However kill the dork anytime you can!)
Goblin Granade is what makes this deck viable and I personally love it
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
Completely unsure, somehow I love it
flowers shall grow
and I am in them
and that is eternity."
The upside is if your opponent stabilizes the board you can still keep chipping away for 1-2 damage a turn (with a Lord, perhaps), the downside is it doesn't really enable situations where you could alapha swing into 1-2 blockers like frenzied Goblin can.
Interesting list...
Everyone loves an angry mob RWG
Why so Bloo? RU