Nothing new in the mainboard from me. Still running Goblin Wardriver which I don't see too much of in posts here and the OP. He makes Spikeshot Elder into a beating. Still not a huge fan of Shared Animosity. I've never had it without it being win-more. If there were a better 5th lord than Goblin King, I'd replace it.
Biggest change has been in the sideboard. So far I like Pillar of Flame just as extra removal against decks particularly weak to it (eg. Infect) and it is another way to shut off Kitchen Finks and Voice of Resurgance
I'm still playing Shared Animosity Goblins myself. It basically always feels like the most powerful card in my deck when I resolve it. I find it competitive enough, but the Tron and UWR matchups are really really rough.
So hows everyones testing going? Good news? Bad News both? Mine has been mixed
Tested my deck in 2 tournaments, not bad, but not very successful.
Lack of Guides is making impact too.
I can easily beat Tron with Sowing salt in side, b\w tokens with Legion Loyalist , UWR is not big problem too.
But I have some trouble with Naya blitz, Splinter twin and UW control.
Naya blitz got bigger creatures and can cast them pretty fast with Burning-tree emissary, if I don't have enough bolts and Loyalists i can't do much.
Splinter twin is too damn fast! Even with good hands i can't kill it fast enough, and can't stop combo since i don't have much removal.
And with UW control, without Cavern of Souls on table i can do nothing, and since I have only 2, there is a big chance I don't have them when I need.
I'm 100% sure i gonna change 2 Goblin Wardrivers for Ember haulers. Wardriver helped me a lot, but lack of burn is a big problem.
Next FNM is on saturday, I"m gonna rebuild side and hope for the best.
P.S: Boggart Ram-gang rules:cool2:!
for those of you who splash black in your decks, should a Mad Auntie (or 3) be considered? the only downside I see is that it doesn't turn on the FS Denizen - in fact, after the release of MMasters, even Earwig Squads have become reeaaaal cheap and I want to experiment with 1 or 2 in the SB
It is an all out aggro deck with burn for reach. It is consistent and surprisingly resilient. I came to this build after trying many goblin decks that had a higher curve. I found that a lower curve was working better for me.
I'm still working on the sideboard. It's difficult to decide what I'm going to side out since tinkering with the main deck at all can have undesired effects. The Pyroclasms will be taken out once I figure out what I'd rather have there.
Breaking the Deck Down
This deck has one purpose, get your opponent to 0 ASAP. The way this deck accomplishes it is by overwhelming your opponents with cheap bodies. There are 23 creatures and between the Mogg War Marshals and Dragon Fodders you get another 12 Goblins. Since the mana curve tops at 3, you can create a board presence quickly.
I don't see why anyone playing goblins seriously would even consider cutting him. A 2/2 hasty dude for one. Yes he can give your opponent card advantage, but it's irrelevant for two reasons. One, this deck is often times too fast for card advantage to matter. Second, if a land isn't revealed, we get to see what they are drawing and can plan accordingly. Automatic 4.
Mogg War Marshal
A great card for anyone looking to play more dudes than the opponent can handle. He's a 1/1 that makes a 1/1 when he CitP and another one to replace him when he dies. The drawback is the echo cost. I find that it creates a tempo loss in the early game, so I put it at 3. I'm thinking of adding a fourth to the sideboard for matchups that have a lot of counters.
A win con of sorts. The only time I play this is when I can kick it and it will mean something. Otherwise he's just a 1/1. What's nice about this pump spell is that with Cavern of souls it can't be countered. Auto 4.
Our lord that grants us haste. He's the guy that will usually eat removal immediately because the game will end quickly if he's on the board. I thought of cutting him to 3, but granting haste just helps so much when you can play multiple creatures the next turn. He's staying at 4.
Foundry Street Denizen
A 1/1 that gets +1/+0 for every red creature that comes into play until end of turn. That's what this deck does. He's the preferred turn one play, second being Goblin Guide. He eats removal a lot as well because he's swinging for at least 2 and usually 3 or 4 by turn 3. Auto 4.
A hasty 1/1 one drop. What makes him special is his Battalion ability, granting all of your creatures first strike, trample, and making them unblockable by tokens. This guy is a key component in the alpha strike. Auto 4.
If you turn Mountains sideways and you don't play lightning bolt, you're a moron.
This card wins games. I will only use it to target a player, unless targeting a creature will either win me the game or keep me from losing the game the next turn. We play lots of dudes, so sacrificing isn't a problem, unless it's countered. These usually get sided out against counters.
Two 1/1 goblins for two. I prefer to see this early game because I can have two creatures attacking next turn without having to tap 2 lands. If they had haste, it would be a 4 of. They don't so I'm running 3.
This card is just win. We play lots of dudes, and we play them fast. When combined with Legion Loyalist and a kicked Bushwhacker it's GG. Just downright unfair when multiples hit the board. Auto 4
This is a card that when played at the right time can win you games. It's ok early, but I'd rather see it later when the board is stalled and all I'm drawing is land. The trick to this card is holding on to your lands once you hit 6. This will give you something to pitch when you draw. I settled at two because it's a win more card.
I will go into detail on the sideboard once it's complete. I will also talk about cards that I tried, but ended up cutting
In my experience, you never pay the echo cost of Mogg War Marshall. It can be used with Goblin Granade, a free blocker, or would leave back a token if the opponent clears the board. Kicking a Bushwhacker or casting a Chieftain is already you game plan, and are better ways to spend you mana than paying the echo. And in case you have Cavern of Souls on board, it can be uncounterable.