I am no one to challenge a PTQ winner, but I have my reasons for thinking that Mogg Fanatic is better than Fanatical Firebrand. Firebrand has haste, and so in many instances, he gets to start off with one damage greater than Fanatic. But Fanatic can always make up for the lost damage by sacrificing to itself after combat damage. There are other instances where Mogg Fanatic is a strict upgrade:
1) Any of your 8 Bushwhacker effects on the same turn as Fanatic
2) Removal in between tapping attackers and combat damage
3) Big Thalia
4) A sweeper when your creatures are all tapped
5) A lifelinking blocker such as Slippery Bogle or Wurmcoil Engine (whether it is blocking the Fanatic itself or any x/1)
6) In conjunction with Grim Lavamancer to push the last bit of damage through - ie you attacked with the Goblin, and then at the end of opp's turn you want to sacrifice the Goblin to have 2 cards in graveyard to activate Grim Lavamancer.
7) Attacking into a 1/1 Champion of the Parish and still being able to kill it in response to its trigger.
These are instances off the top of my head that I experienced in three consecutive 3-2 leagues. I am happy with a 60% winrate and hope to continue it, but I thought I'd vocalize my opinion on that change and ask for feedback.
Magic Aids, on Youtube, just released a new video trying a Dominaria brew of 8-Whacks. He went 5-0 during his league. Namely, he tried Flame of Keld, and the Saga performed very well, quasi acting like another bushwhacker. It's another dream topdeck during the endgame.
During the last "chapter", every 1/1 hits for 3, every Fanatoc sacrificed BOLTS the opponent, and Grenades xplodes for 7.
I'm really tempted to try it.
He also tried Bomat Courier, and I love this card, the only problem is that's it's a nombo with Flame of Keld (which only boosts RED sources of damage). It showed up well, the redraw effect can be very strong by itself.
I don't know what 1 Simian Spirit Guide is doing here though. It's already a risky manabase :3
This deck kind of looks nuts, actually. I can't help but think he's wasting the Atarka's in the sideboard, though, since I've always thought green was the splash to have for this deck. Atarka can pump and hit 3 to the face or drop another land for accelerated bushwhacker turns. In some respects, I think Atarka's is better than flame. Burn spells provide their own source of card advantage by doing immediate damage that is much harder to negate than just throwing blockers out on the field.
But I agree about Bomat. I'm not sure it does enough to justify its existence here. Simian Spirit guide seems more appealing.
One last thing, there was a list that went 5-0 on an MTGO PTQ playing 4 main deck grim lavamancer.
The website only listed it as 5-0, so I based it off that. 11-0 is pretty damn good. I can see the addition of Grim Lavamancer adds that "damage without relying on monsters" aspect that is sometimes needed.
The list linked before from Magic Aids is one of the better ones I've come across. In his playtesting, the flames and Bomat just provided absurd amounts of card advantage. The chapter III mode also meant Mogg Fanatic could be sacrificed for 3 damage or the trample from Legion Loyalist would be buffed similarly. A lot of people question Flames of Keld when it came out. However, I think this deck is the perfect fit for it. For a deck to be successful it needs to win quickly and slowly. If there is no mechanism to survive stalls then the deck will fall into obscurity with the other modern brews that can kill on turn 3 only in the most ideal scenarios. The 3 pilots I watched on youtube all had a similar problem - they ran out of gas around turn 5. Their board states were often times different. Sometimes they did have a creature to continue attacking with, but the top deck mode was always consistent.
Flame of Keld and Lavamancer alleviate this somewhat, which is important. If this deck continues to shred tournaments, it will become the boogeyman and is very easily hated on with common sideboarding cards. This fact must be taken into consideration when building this deck in the future.
TLDR; flames of keld and grim lavamancer are likely ridiculous in this deck and need to be playtested further to alleviate the post turn 4 gas issues this deck has.
Flame of Keld impresses me even more, card advantage and the pleasure of Goblin Grenade for 7dmg = true love.
After playing a Gobotslist for the last months/years, the Mono-R-List just seems a bit slow for my taste - losing to Storm or similar faster aggrodecks -> any ideas, comments, dunno?
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"From my rotting body,
flowers shall grow
and I am in them
and that is eternity."
My list contains Firebrands and Mogg Fanatics to increase the value from Flame of Keld's Saga III effect. Putting them into play and immediately sacrificing them for 3 damage only serves to increase Keld's value. However, an argument can be made for Grim Lavamancer in its place. I have to admit, there were a few situations where the tap effect (versus pure sacrificing) was not preferred over Mogg's tap-free benefit. Lavamancer can ping for 2 without Keld the turn it comes into play if it's kicked off a Bushwhacker, plus it's a continuous source of damage.
I'm not sure if you're referring to an older list or this current one. The RDW goblins build is capable of, and proven to, turn 3 kills with turn 5 being very late for it. Affinity is the only aggro deck even capable of outspeeding it. Speed is not the issue here, and if it were, it would not be winning PTQs.
I firmly believe in building Dirty Kitty as a UR deck splashing green, instead of a RG deck splashing whatever color. Cantrips are just great. They let you keep 1 land hands and dig for whatever pieces you're missing (Prospector/Fecundity, ritual/Empty). The inclusion of 8 rituals and 4 Hordeling Outburst (in addition to the 4 MWM and 4 Empty that everyone plays) reduces your fizzle rate greatly when you're comboing with Prospector+Fecundity, AND gives you the alternative plan of making 6+ goblins on turn 2.
In general I would say the good matchups are fair decks (especially those that rely on spells instead of creatures to control the board) and ramp decks. Fair decks can't deal with the X-for-1 token makers and Fecundity. Damping Sphere is not a big problem because you can still cast modest Empties for 4 or 6 goblins, and that's more than they can handle (having Damping Sphere to hamstring your Empty means they are already down 1 card). Ramp decks lack interaction, so you can easily kill them with Empty into Bushwhacker, Rabblemaster, or the Prospector+Fecundity combo.
Combo decks are even matchups, dependent on play/draw and whether you draw your SB cards. You have Rabblemaster to pressure them and Dispel as a trump card against certain combos, but the strange thing is that they usually have means to wipe your board (small Grapeshots in Storm, Engineered Explosives in KCI). Don't play expensive anti-combo cards in your SB like Negate or Relic of Progenitus; you need your answers to be cheap so you can apply pressure at the same time.
Noble Hierarch creature decks and aggro decks are bad matchups. Noble Hierarch decks have no problem throwing up enough creatures to block yours and can get defensive as early as turn 2 (T1 mana dork, T2 creature). Aggro decks don't hurt themselves with their mana, while you do. And they have annoying hatebears like Thalia, Guardian of Thraben and Eidolon of the Great Revel.
I feel like a single Breeding Pool is quite useful for those turns you want to find a forest but still need a U for a cantrip.
Additionally, I have found (in my casual group) that the deck is quite vulnerable to direct damage to the Prospector. I have been thinking of including some Vines of Vastwood as some protection, probably 2 of them instead of two Outbursts.
@izzetmage, why do you call the deck "dirty kitty"? I might want to play it just cause of the name.
I actually googled that myself, I had heard of 'goblin fecundity' decks and I could never find them until I chanced upon the name.
Apparently the first person to successfully play it took forever to work it out (it is very difficult to get exactly right) and some expert commentator said "it was like watching a monkey try to work out how to wash a cat" and thus the name of the deck was born.
I didn't create the name, that was from over a decade ago.
If you want to play anti-removal spells, there are a few good ones in blue: Mizzium Skin, Dive Down, Turn Aside (can save your Fecundity too). I avoid these as I have Dispel in the SB and most spot removal spells are instants.
Ive been using a similar list to the one that won the PTQ.
My changes from the PTQ list are...
- 4 Firebrand, 3 Devastating Summons.
+ 4 Mogg Fanatic's, 1 Goblin Grenade and 2 The Flame of keld.
It needs more testing but I think these few tweaks could give it a slight edge.
So I've been looking into a bigger version of this deck since we finally are getting some of the really powerful goblin printed. Has anyone done any work on a deck like this? I will be putting together a list, but any initial input would be lovely.
Just a bit of help...Volley Veteran is amazing. With warchief out, 3 mana for a 4/2 that kills something...yes please. Also, just like legacy gobs, in this build piledrive is actually decent. I am interested to see if it can actually keep up with other midrange decks
When playing with a new strange list, try the following:
On any turn, a few times in a round after untap your cards, said to your oponent ¨... im at my upkeep step¨
Then look at your hand, check up the board, check your life points notes, if required check both graveyards and/or point your finger like you were counting damage.
Wait a few seconds and look as you were thinking a play... all of this in your upkeep step...
Then say.... hmmm nop nop... Ill draw...
REd Modern Goblins GREEn Modern Stompy BlaCkPauper Mid-Range REdBlUEWHitEModern Jeskai Delver REd EDH Krenko
While most of the cards that make up this list aren’t uncommon (and none of them are really entirely unheard of) to find in other mono-red goblin builds what probably sets my current list apart from most others are the 3 Blood Moons, 4 Simian Spirit Guides and 2 Goblin Kings maindeck. This is my rationale for why I’m doing this.
Blood moon was the inspiration for these changes. I figure Blood Moon is going to negatively affect most of my potential opponents on some level. Unless they’re playing all basic lands it’s going to do something they don’t want. Clearly, if someone will be unaffected or not affected enough to justify them staying in there, board them out, but a resolved Blood Moon will effectively shut off many other decks. Three seems to be the right number because ideally we want to get this out early and if it goes away we’d like to be able to replace it but there’s also no real benefit for having more than one in play at any given time.
The Simian Spirit Guides seem to be most useful in early game but there’s often times where it’s nice to have one more red manna. The SSGs can help get Blood Moon out on turns one or two which is really often ideal for many, very obvious reasons but it is far from useless even if we don’t get Blood Moon early. In making room for these cards, a lot of fine gobbos had to step aside, many one drops. The SSG helps negate that loss a bit by allowing to play “bigger” goblins faster allowing the deck to do things like:
Turn one:
Play mountain, drop a SSG for a red, cast Goblin Piledriver.
Turn two:
Play a mountain, cast Goblin Guide and Legion Loyalist. swing for 8.
Turn three:
Cast Goblin Bushwhacker for 2, swing for 15.
Since all those cards are four-of’s this sequence of play isn’t an exceptionally uncommon occurrence but there are other really great lines of play in there too.
Before this bit o’ change I was running Goblin Chieftain as my lord, as all my gobbos getting haste is kinda great but my reasoning for running Goblin Kings is as such… Many of my Goblins already have haste or the ability to grant haste, none of them have any kinda evasion and while mountainwalk is conditional evasion... sometimes people choose to play with mountains while other times Blood Moon forces them to.
In all, the deck looses some bodies as opposed to more “traditional” 8-whack builds which could be used for smashing your opponent but tends to make up for it by often times allowing you to play higher cost cards sooner, potentially playing a blood moon in the first two turns and potentially making your lil’ gobbo horde unblockable.
However, if we talk competitive, I think you are losing some consistency. Playing t2/t3 blood moon means that you are not flooding the board with goblins in those turns, and that is not what goblins do. You may win some games thanks to that, but you will be losing consistency. Blood moon decks are prison decks, and goblin decks are aggro decks. The combination is spicy and cool, but it will usually make you lose some efficiency from both strategies.
If you were to play this competitively, I would think about which philosophy I like the most (blood moon or whack) and would stick to it. SB-wise, I could see a blood moon easier, but that is it.
Just my opinion, maybe it actually works better than I expect
Fair enough. I recently took it to a lgs modern night and did kinda average (2-2 with each of my wins being 2-0 and each of my losses being 2-1) with it but felt I could have done better if I had more artifact hate in my sideboard (Chalice of the Void on one was my biggest issue for the night) so I added some more. I don't tend to do more than lgs events and I'm just kinda starting up doing modern (planning on making it a one lgs modern event every few weeks kinda deal) so not exceptionally competitive.
Won a pptq this weekend, deck list at end of post. There were a couple oddities but either way 8-whack got there in the end.
29 players
Round 1- Tooth & Nail
My opp. and I are mulliganing when the match slip arrives and he realizes he is at the wrong table. My real opp. arrives and gets a game loss for not having his deck list finished on time.
Match actually starts, he wins game one as I have a slow start. And game two I kill his first mana creature with a bolt off of a burning-tree emissary and swarm him to death
2-1*
Round 2-Eldrazi & taxes
Both games he has path and tidehollow sculler to slow me down and once the eldrazi displacers come down and can't regain the advantage.
0-2
Round 3-KCI
game 1- he goes off turn three... but never sees my sacred foundry, so doesn't sideboard hate for stony silence.
Game 2- I keep a one land hand since it has stony silence and Rest in peace. Finally on turn six I draw a second land and Stony silence shuts him down. He does have Sai to make tokens, but I kill it with a grenade and kill him. Game 3 is then exact same but I get stony down on turn two this time.
2-1
Round 4-no idea, but I think it's humans
We get deck checked and his aether vials are too warped. He gets a game loss and decides to drop.
Round 5-Humans
game 1-I mull to 5 and lose.
Game 2- I kill his turn one noble after playing two Burning-tree Emissarys and kill him two turns later.
Game 3- He mulls to five and I easily swarm him.
2-1
Going into round 5 I had the second worst opp win % and had to play, but all the 3-1 decided to play and I ended up in first after the swiss. No one with a record worse than 2-2 had stayed in and the bye went to the 2-2 player with the best opp win % and got him into the top 8... it was kinda weird.
Quarter finals- Eldrazi & Taxes- same opp as round 2
Game one I have a fast hand but he has double path and is able to pull ahead.
Game two I kill him on turn three with a huge swarm.
Game three we both mulligan and keep one land hands, but he has double vial. I get a second land on turn three, but he keeps vialing in Flickerwisps to slow me down. He gets a thought-knot down and double Eldrazi dispacer when I get him down to 2. Luckily he was overly conservative with his attacks, I think due to fearing the swarm attack I did in game two. I top deck a goblin grenade on my last possible turn and win.
2-1
Semis-Living End
Game one- all the salt. He cycles a bunch and I figure out what he is playing. Due to double goblin guides I see most of his draws and know he has an instant cascade spell. I haven't played against living end in awhile (6 months) He's down to 3, I draw a lighting bolt. Decide to attack for lethal and once he casts cascade spell (tapping out) I bolt him. This completely tilts him the following two games as he feels I slow rolled him. I could understand if I had let him cascade and resolve Living End, but I just waited till he tapped out in case there was any card I wasn't aware of.
Game two- he crushes me
Game three- I have a fairly quick hand and get him down to 5. He's digging for a cascade spell and cycles a streetwraith then I bolt him for the win.
He spends the next half hour salty while I wait for the finals
2-1
Finals-Tron
game one he mulls to 5, I have turn one goblin guide, and turn three have burning-tree into Reckless and another reckless plus a one drop on turn 4.
game two he mulls to five again, keeps then says go, to which I respond “no, you are going first” he says “I know... go” he kept a no land hand hoping I would goblin guide him again. Turn one is a foundry Street Denizen, turn two is Burning-tree, burning-tree, Reckless, take 13. He finally plays a land and I swing for 7 for the win.
After the tournament the only card I question having was Harsh Mentor. I sided it in but wonder if two copies of Shattering Spree would have been a better option as Mentor doesn't actually hurt KCI much. I don't like more than the one Goblin Chainwhirler as three mana is a lot in this deck. Not impossible but I'd rather have two CMC and lower. Mentor was a good option for against Eldrazi & Taxes, but I never drew it. The white splash for Stony Silence and Rest in Peace is well worth it in my opinion.
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Im defintely going to try that one!
4 Burning-Tree Emissary
4 Fanatical Firebrand
4 Foundry Street Denizen
4 Goblin Bushwhacker
4 Goblin Guide
4 Grim Lavamancer
4 Legion Loyalist
4 Reckless Bushwhacker
3 Devastating Summons
3 Goblin Grenade
Instant (4)
4 Lightning Bolt
Land (18)
4 Arid Mesa
4 Bloodstained Mire
6 Mountain
4 Wooded Foothills
3 Damping Sphere
2 Dismember
4 Goblin Chainwhirler
4 Smash to Smithereens
2 The Flame of Keld
flowers shall grow
and I am in them
and that is eternity."
1) Any of your 8 Bushwhacker effects on the same turn as Fanatic
2) Removal in between tapping attackers and combat damage
3) Big Thalia
4) A sweeper when your creatures are all tapped
5) A lifelinking blocker such as Slippery Bogle or Wurmcoil Engine (whether it is blocking the Fanatic itself or any x/1)
6) In conjunction with Grim Lavamancer to push the last bit of damage through - ie you attacked with the Goblin, and then at the end of opp's turn you want to sacrifice the Goblin to have 2 cards in graveyard to activate Grim Lavamancer.
7) Attacking into a 1/1 Champion of the Parish and still being able to kill it in response to its trigger.
These are instances off the top of my head that I experienced in three consecutive 3-2 leagues. I am happy with a 60% winrate and hope to continue it, but I thought I'd vocalize my opinion on that change and ask for feedback.
This deck kind of looks nuts, actually. I can't help but think he's wasting the Atarka's in the sideboard, though, since I've always thought green was the splash to have for this deck. Atarka can pump and hit 3 to the face or drop another land for accelerated bushwhacker turns. In some respects, I think Atarka's is better than flame. Burn spells provide their own source of card advantage by doing immediate damage that is much harder to negate than just throwing blockers out on the field.
But I agree about Bomat. I'm not sure it does enough to justify its existence here. Simian Spirit guide seems more appealing.
One last thing, there was a list that went 5-0 on an MTGO PTQ playing 4 main deck grim lavamancer.
The list linked before from Magic Aids is one of the better ones I've come across. In his playtesting, the flames and Bomat just provided absurd amounts of card advantage. The chapter III mode also meant Mogg Fanatic could be sacrificed for 3 damage or the trample from Legion Loyalist would be buffed similarly. A lot of people question Flames of Keld when it came out. However, I think this deck is the perfect fit for it. For a deck to be successful it needs to win quickly and slowly. If there is no mechanism to survive stalls then the deck will fall into obscurity with the other modern brews that can kill on turn 3 only in the most ideal scenarios. The 3 pilots I watched on youtube all had a similar problem - they ran out of gas around turn 5. Their board states were often times different. Sometimes they did have a creature to continue attacking with, but the top deck mode was always consistent.
Flame of Keld and Lavamancer alleviate this somewhat, which is important. If this deck continues to shred tournaments, it will become the boogeyman and is very easily hated on with common sideboarding cards. This fact must be taken into consideration when building this deck in the future.
TLDR; flames of keld and grim lavamancer are likely ridiculous in this deck and need to be playtested further to alleviate the post turn 4 gas issues this deck has.
Flame of Keld impresses me even more, card advantage and the pleasure of Goblin Grenade for 7dmg = true love.
After playing a Gobotslist for the last months/years, the Mono-R-List just seems a bit slow for my taste - losing to Storm or similar faster aggrodecks -> any ideas, comments, dunno?
flowers shall grow
and I am in them
and that is eternity."
I'm not sure if you're referring to an older list or this current one. The RDW goblins build is capable of, and proven to, turn 3 kills with turn 5 being very late for it. Affinity is the only aggro deck even capable of outspeeding it. Speed is not the issue here, and if it were, it would not be winning PTQs.
Playing around with this right now and very much enjoying it.
I feel like a single Breeding Pool is quite useful for those turns you want to find a forest but still need a U for a cantrip.
Additionally, I have found (in my casual group) that the deck is quite vulnerable to direct damage to the Prospector. I have been thinking of including some Vines of Vastwood as some protection, probably 2 of them instead of two Outbursts.
I actually googled that myself, I had heard of 'goblin fecundity' decks and I could never find them until I chanced upon the name.
Apparently the first person to successfully play it took forever to work it out (it is very difficult to get exactly right) and some expert commentator said "it was like watching a monkey try to work out how to wash a cat" and thus the name of the deck was born.
If you want to play anti-removal spells, there are a few good ones in blue: Mizzium Skin, Dive Down, Turn Aside (can save your Fecundity too). I avoid these as I have Dispel in the SB and most spot removal spells are instants.
| Ad Nauseam
| Infect
Big Johnny.
My changes from the PTQ list are...
- 4 Firebrand, 3 Devastating Summons.
+ 4 Mogg Fanatic's, 1 Goblin Grenade and 2 The Flame of keld.
It needs more testing but I think these few tweaks could give it a slight edge.
Just a bit of help...Volley Veteran is amazing. With warchief out, 3 mana for a 4/2 that kills something...yes please. Also, just like legacy gobs, in this build piledrive is actually decent. I am interested to see if it can actually keep up with other midrange decks
4x Goblin Guide
4x Foundry Street Denizen
4x Legion Loyalist
4x Mogg Fanatic
4x Goblin Bushwhacker
4x Mogg War Marshal
3x Goblin Piledriver
4x Reckless Bushwhacker
4x Goblin Grenade
2x Devastating Summons
Instant 4
4x Lightning Bolt
Lands 19
4x Bloodstained Mire
3x Cavern of Souls
4x Wooded Foothills
8x Mountain
1x Goblin Piledriver
2x Flame Slash
2x Forked Bolt
2x Kari Zev's Expertise
2x Dragon's Claw
2x Grafdigger's Cage
2x Blood Moon
2x Smash to Smithereens
Will keep you updated with the results.
On any turn, a few times in a round after untap your cards, said to your oponent ¨... im at my upkeep step¨
Then look at your hand, check up the board, check your life points notes, if required check both graveyards and/or point your finger like you were counting damage.
Wait a few seconds and look as you were thinking a play... all of this in your upkeep step...
Then say.... hmmm nop nop... Ill draw...
REd Modern Goblins
GREEn Modern Stompy
BlaCkPauper Mid-Range
REd BlUE WHitEModern Jeskai Delver
REd EDH Krenko
4 Goblin Bushwhacker
4 Legion Loyalist
2 Mogg War Marshal
4 Goblin Piledriver
2 Goblin King
4 Simian Spirit Guide
2 Goblin Rabblemaster
4 Reckless Bushwhacker
4 Goblin Guide
3 Blood Moon
Land
19 Mountain
Instant
4 Lightning Bolt
Sorcery
4 Goblin Grenade
1 Goblin Warchief
2 Krenko, Mob Boss
2 Dragon's Claw
2 Grafdigger's Cage
2 Tormod's Crypt
4 Smash to Smithereens
2 Kari Zev's Expertise
While most of the cards that make up this list aren’t uncommon (and none of them are really entirely unheard of) to find in other mono-red goblin builds what probably sets my current list apart from most others are the 3 Blood Moons, 4 Simian Spirit Guides and 2 Goblin Kings maindeck. This is my rationale for why I’m doing this.
Blood moon was the inspiration for these changes. I figure Blood Moon is going to negatively affect most of my potential opponents on some level. Unless they’re playing all basic lands it’s going to do something they don’t want. Clearly, if someone will be unaffected or not affected enough to justify them staying in there, board them out, but a resolved Blood Moon will effectively shut off many other decks. Three seems to be the right number because ideally we want to get this out early and if it goes away we’d like to be able to replace it but there’s also no real benefit for having more than one in play at any given time.
The Simian Spirit Guides seem to be most useful in early game but there’s often times where it’s nice to have one more red manna. The SSGs can help get Blood Moon out on turns one or two which is really often ideal for many, very obvious reasons but it is far from useless even if we don’t get Blood Moon early. In making room for these cards, a lot of fine gobbos had to step aside, many one drops. The SSG helps negate that loss a bit by allowing to play “bigger” goblins faster allowing the deck to do things like:
Turn one:
Play mountain, drop a SSG for a red, cast Goblin Piledriver.
Turn two:
Play a mountain, cast Goblin Guide and Legion Loyalist. swing for 8.
Turn three:
Cast Goblin Bushwhacker for 2, swing for 15.
Since all those cards are four-of’s this sequence of play isn’t an exceptionally uncommon occurrence but there are other really great lines of play in there too.
Before this bit o’ change I was running Goblin Chieftain as my lord, as all my gobbos getting haste is kinda great but my reasoning for running Goblin Kings is as such… Many of my Goblins already have haste or the ability to grant haste, none of them have any kinda evasion and while mountainwalk is conditional evasion... sometimes people choose to play with mountains while other times Blood Moon forces them to.
In all, the deck looses some bodies as opposed to more “traditional” 8-whack builds which could be used for smashing your opponent but tends to make up for it by often times allowing you to play higher cost cards sooner, potentially playing a blood moon in the first two turns and potentially making your lil’ gobbo horde unblockable.
Any thoughts / comments?
Modern: Goblins,Storm
Legacy: Burn
EDH: Simic Merfolk
However, if we talk competitive, I think you are losing some consistency. Playing t2/t3 blood moon means that you are not flooding the board with goblins in those turns, and that is not what goblins do. You may win some games thanks to that, but you will be losing consistency. Blood moon decks are prison decks, and goblin decks are aggro decks. The combination is spicy and cool, but it will usually make you lose some efficiency from both strategies.
If you were to play this competitively, I would think about which philosophy I like the most (blood moon or whack) and would stick to it. SB-wise, I could see a blood moon easier, but that is it.
Just my opinion, maybe it actually works better than I expect
BW BW Tokens
RG Dredgeplendid Reclamation
RW Boros Burn
GB Elves
RB Dark Goblins
WU Azorius' Relic
Modern: Goblins,Storm
Legacy: Burn
EDH: Simic Merfolk
29 players
Round 1- Tooth & Nail
My opp. and I are mulliganing when the match slip arrives and he realizes he is at the wrong table. My real opp. arrives and gets a game loss for not having his deck list finished on time.
Match actually starts, he wins game one as I have a slow start. And game two I kill his first mana creature with a bolt off of a burning-tree emissary and swarm him to death
2-1*
Round 2-Eldrazi & taxes
Both games he has path and tidehollow sculler to slow me down and once the eldrazi displacers come down and can't regain the advantage.
0-2
Round 3-KCI
game 1- he goes off turn three... but never sees my sacred foundry, so doesn't sideboard hate for stony silence.
Game 2- I keep a one land hand since it has stony silence and Rest in peace. Finally on turn six I draw a second land and Stony silence shuts him down. He does have Sai to make tokens, but I kill it with a grenade and kill him. Game 3 is then exact same but I get stony down on turn two this time.
2-1
Round 4-no idea, but I think it's humans
We get deck checked and his aether vials are too warped. He gets a game loss and decides to drop.
Round 5-Humans
game 1-I mull to 5 and lose.
Game 2- I kill his turn one noble after playing two Burning-tree Emissarys and kill him two turns later.
Game 3- He mulls to five and I easily swarm him.
2-1
Going into round 5 I had the second worst opp win % and had to play, but all the 3-1 decided to play and I ended up in first after the swiss. No one with a record worse than 2-2 had stayed in and the bye went to the 2-2 player with the best opp win % and got him into the top 8... it was kinda weird.
Quarter finals- Eldrazi & Taxes- same opp as round 2
Game one I have a fast hand but he has double path and is able to pull ahead.
Game two I kill him on turn three with a huge swarm.
Game three we both mulligan and keep one land hands, but he has double vial. I get a second land on turn three, but he keeps vialing in Flickerwisps to slow me down. He gets a thought-knot down and double Eldrazi dispacer when I get him down to 2. Luckily he was overly conservative with his attacks, I think due to fearing the swarm attack I did in game two. I top deck a goblin grenade on my last possible turn and win.
2-1
Semis-Living End
Game one- all the salt. He cycles a bunch and I figure out what he is playing. Due to double goblin guides I see most of his draws and know he has an instant cascade spell. I haven't played against living end in awhile (6 months) He's down to 3, I draw a lighting bolt. Decide to attack for lethal and once he casts cascade spell (tapping out) I bolt him. This completely tilts him the following two games as he feels I slow rolled him. I could understand if I had let him cascade and resolve Living End, but I just waited till he tapped out in case there was any card I wasn't aware of.
Game two- he crushes me
Game three- I have a fairly quick hand and get him down to 5. He's digging for a cascade spell and cycles a streetwraith then I bolt him for the win.
He spends the next half hour salty while I wait for the finals
2-1
Finals-Tron
game one he mulls to 5, I have turn one goblin guide, and turn three have burning-tree into Reckless and another reckless plus a one drop on turn 4.
game two he mulls to five again, keeps then says go, to which I respond “no, you are going first” he says “I know... go” he kept a no land hand hoping I would goblin guide him again. Turn one is a foundry Street Denizen, turn two is Burning-tree, burning-tree, Reckless, take 13. He finally plays a land and I swing for 7 for the win.
3 Legion Loyalist
3 Grim Lavamancer
4 Goblin Bushwhacker
4 Goblin Guide
4 Fanatical Firebrand
4 Foundry Street Denizen
4 Burning-Tree Emissary
4 Reckless Bushwhacker
2 The flame of Keld
3 Goblin Grenade
4 Lightning Bolt
8 Mountain
1 Sacred Foundry
9 fetches
2 searing blaze
2 Dismember
2 rest in peace
2 stony silence
2 smash to smithereens
2 harsh mentor
2 damping sphere
1 Goblin chainwhirler
After the tournament the only card I question having was Harsh Mentor. I sided it in but wonder if two copies of Shattering Spree would have been a better option as Mentor doesn't actually hurt KCI much. I don't like more than the one Goblin Chainwhirler as three mana is a lot in this deck. Not impossible but I'd rather have two CMC and lower. Mentor was a good option for against Eldrazi & Taxes, but I never drew it. The white splash for Stony Silence and Rest in Peace is well worth it in my opinion.