Thoughts? I sort of want to try making Aether Vial good. I figure at 2, it is insane. Is Guide really needed in this deck? Vial is sort of a 1-drop. Goblin Arsonist might make a better 1-drop than Guide, as it can help me trigger Morbid. The sideboard is meant to captialize on Aether Vial. I hope to have a Vial at 2 and 3; thus I can throw land destruction effects while I play goblins via Vial.
I recently saw a gobbos list somewhere that splashed white pretty much just to run Thalia and Resto angel in the main for a little more meat and a surprise auto win with Kiki Jiki. I think that would be something i'd be interested in playing with. Has anyone seen this list/had any success with it?
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If you always do what you always did, then you'll always get what you always got.
i have Bloodmoon in the side and some other things but the side board is the works for now. What this deck really needs are Scalding Tarns and Arid Mesa to help clear the mana out of the deck cause it works wonders til i draw nothing but land.
the deck is built on what i have atm and can be extremely brutal with a decent hand. I have even won games with only one mana thanks to an Aether Vial and some smart choices. Cavern of Souls could make it into the deck as a potential 3 of but i want the deck to burn out the opponent so the fetchlands would be a must in that situation. Teetering peaks is just fun to add some damage.
used to run Peaks and Brute force on a goblin guide turn 2 for a total of 9 damage ( 2 from turn one swing) followed next turn by a kicked bushwhacker swing and grenade for another 10. nut draw i know but it was hillarious on the play to see especially if they sac'ed fetchlands and couldnt get rid of my gobos.
either way AEther vial is fun. especially if i swing and after blockers pop in a cheiftain.
Plato:
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
I only started yesterday, using the basic list from the OP. I've played only around 20 games (they tend to be short, win or loss), but my winrate is around 70%.
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Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
what i want to change in that deck is add
4xArid Mesa
4xScalding Tarn
replacing 8 mountains and replace the searing spears with Searing Blaze. the extra 3 to the player and creature would definately help the deck with damage output and the deck thinning would get rid of my problem of being mana swamped.
overall I have had about a 75% win ratio with the other 25% being mostly mana swamped than actually being out played. I also havent played this against a lot of top tier modern decks so i actually expect the win % to drop to 50% even after the changes. Then its a matter of tweaking.
How does the drawback benefit you? I've heard people say that you can use the reveal to your advantage...how so, exactly? It sounds like an attempt to justify a bad card.
I do find that Goblin Guide helps me out, especially if they're down to 3 cards or less. I know when to hold certain cards and not cast them. Such as I'll drop a Mogg War Marshal as a feint to get them to counter while I wait to drop my Seige-gang commander in my 2nd main. Or just wait for them to tap out If I mknow they're holding.
I would also say my win % is about 75%, suprisingly.
That's playing against top teir Tron decks and many other high level tournament decks. I haven't played in like 6 months until a few days ago. I have been wanting to build a goblin deck for sometime now but I wanted a legacy deck. As you all know legacy goblin decks are so much more expencive and just not real competitive against other proven legacy decks. So I went with a modern build.
I wanted a good mix between speed and power with enough burn to keep players honest. This is what I came up with:
So far the only thing about it I feel like needs to be chaged would be the Goblin Kings. Without running Blood Moon or Magus of The Moon in my deck or SB he's useless 80% of the time. People just aren't running mono red decks and if they have red splash they're still not using Mountains. So I think he's going to get the ax unless I decide to add Blood moon to my SB.
Moral of the story is modern needs some new goblins, period.
Played a Modern Daily on MTGO this evening using the following list. Haven't seen many full field reports in this thread, so I thought I'd give it a shot.
Game 1:
Right from the outside, incredibly difficult to maintain a board presence. Electrolyze, Lightning Bolt and Grim Lavamancer just went to town on me, and he never ran out of them. He never even bothered to play a sweeper, and eventually lost to a Batterskull.
This game also went poorly - my opening hand had multiple Lightning Bolt and Skullcrack and the mana to play them, so I kept it expecting to see as many creature targets as Game 1. What creatures I did play died (I think a Goblin Guide got in about twice overall), and lacking creature targets I started to aim my burn at the dome. This became a grindy game of 'who dies first', but he was better equipped. However after playing every Lightning Bolt, Skullcrack in my deck I did manage to take him down.
Game 3:
I knew what I was up against now and realized there was no way he was going to let me keep a board presence, so I went full monty. Sided in Blood Moon in hope of punishing his manabase and maybe shut off some of his removal.
-3 Shared Animosity
-2 Shattering Spree
+1 Goblin Grenade
+2 Blood Moon
+2 Dragon's Claw
Didn't work out though - largely the same as Game 2, but this time I didn't win the race. He dropped a baneslayer Angel on me and I didn't have enough Skullcrack to stop him lifegaining beyond my reach.
Match 2: UWR Control 2-1
Game 1:
My opponent lost connection during my second turn and didn't come back until he only had 12 minutes left. He then proceeded to kill all of my Goblins, and keep doing so. Top deck a goblin, play it, it dies. This continued until Celestial Colonnade and Snapcaster Mage ended me.
...or so I would have done if I hadn't spent so long typing my board into a text file. oops. Unsure if it stuck, I went into G2.
The early game lockdown didn't hit nearly as hard this time around, and I did some good work, knowcking him down to 6 with creatures before he became proerly functional, and I was holding the Goblin Grenade. I just had to hit for a pinch more. Then he swept, leaving me with one token (thanks Mogg!). Next turn I attached with the token, then Grenaded him for game.
Game 3:
Boarded the same as last game (I think it may have submitted, because I didn't have to change anything on the SB screen).
My opponent has only 5 minutes left on his clock, and sits for a while on the play decision down to 3:41. I mull to 5, too much land then none. Not cool. More waiting....down to nothing, and a win by default.
Match 3: W Lifegain 0-2
Game 1:
Was fairly apprehensive after seeing the T1 Soul's Attendant. Bolted it, but it was followed by a Soul Warden and Martyr of Sands. Not fun. Swung down to 11, but they Martyr'd up to 22. Staring down the face of a 10/10 Ajani's Pridemate, the game was more or less over at that point.
They opened with Martyr, I bolted it. When the followup was Squadron Hawk, I felt the winds changing. Swung down to 11, tapping out despite the Skullcrack I was holding. He tutored a Martyr, but couldn't play it, so I was ready. He activated it next turn and I skullcracked. I Mogged and naded him to 5, but it didn't stick. stuck in topdeck mode and staring down multiple ETB lifegain, I watched as he went up to 12 and scuttled beyond all hope of victory.
Match 4: W Lifegain 0-2
What. The hell.
Game 1:
He opened with a Serra Ascendant and a Squadron Hawk, and I exploded from the gates with Denizen, Bushwacker, and two Guides. Knocked him down to 12 (after the gain from his turn. Dropped Shared Animosity on turn 4 but a path and a trade meant I only got though for 3. At this point I'm starting to run out of cards. They drop a Soul's Attendant and Spectral Procession, going up to 13 again. Not having any answer to the walls of chump blockers and ramping lifegain, I scooped.
Lessons:
-I need to have chump sweepers on my sideboard. Maybe Electrickery.
-This deck has a couple of really nasty matchups.
-Goblin Cohort is pretty average.
I entered this hoping to see the variety of the Modern metagame, but all I got was this lousy t-shirt.
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Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
Ah! I didn't know we had a Sulfuric Vortex type card in Modern, wonderful. I love Rain of Gore too but I'm trying not to add colors right now because manabases are expensive
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Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
I think you could also consider Sulfur Elemental in the board. I use it and it blows W/x Lifegain and W/x Tokens out hard when it resolves
Good suggestion, but a lot of lists run Honor of the Pure in my experience. I'll definitely test it but it might be a bit situation since its a dead card if they have any lord effects whatsoever. Still a strong option since it is asymmetrical unlike Volcanic Fallout and the other options I can been considering.
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Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
Going through Gatherer looking for replacements for 2 Goblin Cohorts and maybe the Akki Avalanchers. There are other options in the thread but I haven't tested yet, but;
Boros Recruit - The first strike is redundant when a Goblin Legionary is in play, but better than Akki Avalanchers in a creature-filled matchup outside of that imo - it is fairly rare that sacrificing a land is acceptable.
Goblin Wardriver - This doesn't play as nice with Foundry Street Denizen as Mogg War Marshall, but in the right circumstance its like a repeated Goblin Bushwacker.
Mogg Sentry - Potentially good against control. We usually play our spells before combat, and this guy just gets bigger if they counter them or remove them before damage. Sadly, still dies to lightning bolt.
I plan to test these, but does anyone have thoughts on them?
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Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
What's your opinion on palying Kuldotha Red in modern? Seems risky, but also very explosive. (also has a lot more cards than the standard predecessor)
I have faced a deck like that once in the Just for Fun queue, and it knocked the **** out of me. On turn 2 it had kuldotha'd twice and I was already on the ropes.
That said, I suspect he had a very good hand - all the lists I have seen for it don't look even close to consistent enough to be viable. This decks consistency is one of its strengths imo - we can always drop a 1 drop, then two one drops, and often follow up with a lord. When we do this, we usually win, and when we don't the loss gets more likely. Kuldotha would be in a similar position, but without that consistency.
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Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
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4 Foundry Street Denizen
4 Goblin Guide
4 Goblin Bushwhacker
4 Mogg War Marshal
3 Goblin Wardriver
3 Goblin Chieftain
2 Krenko, Mob Boss
1 Wort, Boggart Auntie
1 Earwig Squad
4 Aether Vial
Instants/Sorceries/Enchantments: 9
4 Goblin Grenade
3 Tragic Slip
2 Brimstone Volley
Lands: 21
4 Cavern of Souls
4 Arid Mesa
4 Scalding Tarn
4 Blood Crypt
5 Mountain
4 Molten Rain
3 Stone Rain
3 Blood Moon
3 Relic of Progenitus
2 Stingscourger
Thoughts? I sort of want to try making Aether Vial good. I figure at 2, it is insane. Is Guide really needed in this deck? Vial is sort of a 1-drop. Goblin Arsonist might make a better 1-drop than Guide, as it can help me trigger Morbid. The sideboard is meant to captialize on Aether Vial. I hope to have a Vial at 2 and 3; thus I can throw land destruction effects while I play goblins via Vial.
Find me on mwsgames or magic-league (screenname: Ledfut). Mention that you are from mtgsalvation
3x Goblin King
4x Mogg War Marshal
2x Stingscourger
4x Goblin Bushwhacker
4x Legion Loyalist
4x Goblin Guide
4x Lightning Bolt
4x Searing Spear
2x Krenko's Command
4x Goblin Grenade
17x Mountain
i have Bloodmoon in the side and some other things but the side board is the works for now. What this deck really needs are Scalding Tarns and Arid Mesa to help clear the mana out of the deck cause it works wonders til i draw nothing but land.
the deck is built on what i have atm and can be extremely brutal with a decent hand. I have even won games with only one mana thanks to an Aether Vial and some smart choices. Cavern of Souls could make it into the deck as a potential 3 of but i want the deck to burn out the opponent so the fetchlands would be a must in that situation. Teetering peaks is just fun to add some damage.
used to run Peaks and Brute force on a goblin guide turn 2 for a total of 9 damage ( 2 from turn one swing) followed next turn by a kicked bushwhacker swing and grenade for another 10. nut draw i know but it was hillarious on the play to see especially if they sac'ed fetchlands and couldnt get rid of my gobos.
either way AEther vial is fun. especially if i swing and after blockers pop in a cheiftain.
Isn't guide one of the best goblins we have?
I would personally remove the Searing Spear, for a Foundry Street Denizen
"Only the dead have seen the end of the war."
Modern 0Affinity
Modern Silverblack RRed Deck Wins
Tiny Leaders EDH RWUShu Yun
Commander RWGUril, the Sad Panda
Commander RDarretti, the Scrap Lord
I only started yesterday, using the basic list from the OP. I've played only around 20 games (they tend to be short, win or loss), but my winrate is around 70%.
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
4xArid Mesa
4xScalding Tarn
replacing 8 mountains and replace the searing spears with Searing Blaze. the extra 3 to the player and creature would definately help the deck with damage output and the deck thinning would get rid of my problem of being mana swamped.
overall I have had about a 75% win ratio with the other 25% being mostly mana swamped than actually being out played. I also havent played this against a lot of top tier modern decks so i actually expect the win % to drop to 50% even after the changes. Then its a matter of tweaking.
How does the drawback benefit you? I've heard people say that you can use the reveal to your advantage...how so, exactly? It sounds like an attempt to justify a bad card.
I would also say my win % is about 75%, suprisingly.
That's playing against top teir Tron decks and many other high level tournament decks. I haven't played in like 6 months until a few days ago. I have been wanting to build a goblin deck for sometime now but I wanted a legacy deck. As you all know legacy goblin decks are so much more expencive and just not real competitive against other proven legacy decks. So I went with a modern build.
I wanted a good mix between speed and power with enough burn to keep players honest. This is what I came up with:
2 - Cavern of Souls
3 - Goblin Bushwhacker
4 - Goblin Chieftain
4 - Goblin Guide
4 - Goblin King
1 - Krenko, Mob Boss
4 - Legion Loyalist
4 - Lightning Bolt
4 - Mogg War Marshal
18 - Mountain
2 - Shared Animosity
1 - Siege-Gang Commander
1 - Spikeshot Elder
2 - Tarfire
2 - Warren Instigator
I just moved my two Shared Animositys from the SB to my main deck after SBing them in and getting such good results.
My sideboard is no joke just leftover stuff and a couple of cards I decided to get last minute. No real though has went into it yet. (with that said it's worked great lol)
SB:
3 - Combust
3 - Goblin Assault
3 - Goblin Grenade
3 - Shattering Spree
2 - Spikeshot Elder
1 - Warren Instigator
So far the only thing about it I feel like needs to be chaged would be the Goblin Kings. Without running Blood Moon or Magus of The Moon in my deck or SB he's useless 80% of the time. People just aren't running mono red decks and if they have red splash they're still not using Mountains. So I think he's going to get the ax unless I decide to add Blood moon to my SB.
Moral of the story is modern needs some new goblins, period.
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
2 Goblin Cohort
4 Akki Avalanchers
4 Goblin Bushwhacker
4 Foundry Street Denizen
4 Legion Loyalist
4 Mogg War Marshal
4 Goblin Chieftain
4 Goblin Guide
3 Shared Animosity
4 Lightning Bolt
3 Goblin Grenade
Land
20 Mountain
2 Combust
4 Skullcrack
2 Blood Moon
1 Goblin Grenade
2 Shattering Spree
2 Relic of Progenitus
2 Dragon's Claw
Match 1: UWR Control 1-2
Game 1:
Right from the outside, incredibly difficult to maintain a board presence. Electrolyze, Lightning Bolt and Grim Lavamancer just went to town on me, and he never ran out of them. He never even bothered to play a sweeper, and eventually lost to a Batterskull.
Game 2:
My meta knowledge is pretty shaky, so I didn't quite realize I was up against control, so I boarded in Batterskull-shaped hate and hoped for the best.
-2 Gobin Cohorts
-4 Akki Avalanchers
-2 Foundry Street Denizen, I think.
+2 Shattering Spree
+4 Skullcrack
+2 Combust
This game also went poorly - my opening hand had multiple Lightning Bolt and Skullcrack and the mana to play them, so I kept it expecting to see as many creature targets as Game 1. What creatures I did play died (I think a Goblin Guide got in about twice overall), and lacking creature targets I started to aim my burn at the dome. This became a grindy game of 'who dies first', but he was better equipped. However after playing every Lightning Bolt, Skullcrack in my deck I did manage to take him down.
Game 3:
I knew what I was up against now and realized there was no way he was going to let me keep a board presence, so I went full monty. Sided in Blood Moon in hope of punishing his manabase and maybe shut off some of his removal.
-3 Shared Animosity
-2 Shattering Spree
+1 Goblin Grenade
+2 Blood Moon
+2 Dragon's Claw
Didn't work out though - largely the same as Game 2, but this time I didn't win the race. He dropped a baneslayer Angel on me and I didn't have enough Skullcrack to stop him lifegaining beyond my reach.
Match 2: UWR Control 2-1
Game 1:
My opponent lost connection during my second turn and didn't come back until he only had 12 minutes left. He then proceeded to kill all of my Goblins, and keep doing so. Top deck a goblin, play it, it dies. This continued until Celestial Colonnade and Snapcaster Mage ended me.
Game 2:
If this was going to be more of the same from Match 1, I knew what I wanted to do.
-3 Shared Animosity
-4 Akki Avalanchers
-2 Goblin Cohorts
+2 Blood Moon
+4 Skullcrack
+2 Combust
+1 Goblin Grenade
...or so I would have done if I hadn't spent so long typing my board into a text file. oops. Unsure if it stuck, I went into G2.
The early game lockdown didn't hit nearly as hard this time around, and I did some good work, knowcking him down to 6 with creatures before he became proerly functional, and I was holding the Goblin Grenade. I just had to hit for a pinch more. Then he swept, leaving me with one token (thanks Mogg!). Next turn I attached with the token, then Grenaded him for game.
Game 3:
Boarded the same as last game (I think it may have submitted, because I didn't have to change anything on the SB screen).
My opponent has only 5 minutes left on his clock, and sits for a while on the play decision down to 3:41. I mull to 5, too much land then none. Not cool. More waiting....down to nothing, and a win by default.
Match 3: W Lifegain 0-2
Game 1:
Was fairly apprehensive after seeing the T1 Soul's Attendant. Bolted it, but it was followed by a Soul Warden and Martyr of Sands. Not fun. Swung down to 11, but they Martyr'd up to 22. Staring down the face of a 10/10 Ajani's Pridemate, the game was more or less over at that point.
Game 2:
-4 Akki Avalancher
+4 Skullcrack
-2 Goblin Cohort
+2 Combust
They opened with Martyr, I bolted it. When the followup was Squadron Hawk, I felt the winds changing. Swung down to 11, tapping out despite the Skullcrack I was holding. He tutored a Martyr, but couldn't play it, so I was ready. He activated it next turn and I skullcracked. I Mogged and naded him to 5, but it didn't stick. stuck in topdeck mode and staring down multiple ETB lifegain, I watched as he went up to 12 and scuttled beyond all hope of victory.
Match 4: W Lifegain 0-2
What. The hell.
Game 1:
He opened with a Serra Ascendant and a Squadron Hawk, and I exploded from the gates with Denizen, Bushwacker, and two Guides. Knocked him down to 12 (after the gain from his turn. Dropped Shared Animosity on turn 4 but a path and a trade meant I only got though for 3. At this point I'm starting to run out of cards. They drop a Soul's Attendant and Spectral Procession, going up to 13 again. Not having any answer to the walls of chump blockers and ramping lifegain, I scooped.
Game 2:
-4 Akki Avalanchers
+4 Skullcrack
I open with Foundry Street Denizen, he opens with Soul Warden. I bolt it, but another one followed along with a Soul's Attendant. After a Spectral Procession to 23, and a Martyr, I inwardly gave up as I accepted the inevitable.
Lessons:
-I need to have chump sweepers on my sideboard. Maybe Electrickery.
-This deck has a couple of really nasty matchups.
-Goblin Cohort is pretty average.
I entered this hoping to see the variety of the Modern metagame, but all I got was this lousy t-shirt.
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
Ah! I didn't know we had a Sulfuric Vortex type card in Modern, wonderful. I love Rain of Gore too but I'm trying not to add colors right now because manabases are expensive
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
Good suggestion, but a lot of lists run Honor of the Pure in my experience. I'll definitely test it but it might be a bit situation since its a dead card if they have any lord effects whatsoever. Still a strong option since it is asymmetrical unlike Volcanic Fallout and the other options I can been considering.
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
Boros Recruit - The first strike is redundant when a Goblin Legionary is in play, but better than Akki Avalanchers in a creature-filled matchup outside of that imo - it is fairly rare that sacrificing a land is acceptable.
Goblin Wardriver - This doesn't play as nice with Foundry Street Denizen as Mogg War Marshall, but in the right circumstance its like a repeated Goblin Bushwacker.
Mogg Sentry - Potentially good against control. We usually play our spells before combat, and this guy just gets bigger if they counter them or remove them before damage. Sadly, still dies to lightning bolt.
I plan to test these, but does anyone have thoughts on them?
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon
I have faced a deck like that once in the Just for Fun queue, and it knocked the **** out of me. On turn 2 it had kuldotha'd twice and I was already on the ropes.
That said, I suspect he had a very good hand - all the lists I have seen for it don't look even close to consistent enough to be viable. This decks consistency is one of its strengths imo - we can always drop a 1 drop, then two one drops, and often follow up with a lord. When we do this, we usually win, and when we don't the loss gets more likely. Kuldotha would be in a similar position, but without that consistency.
Standard: Turbofog Maze's End
Modern: Goblins, IzzeTron, Tempo Twin
Legacy: Burn
Commander: Scion of the Ur-Dragon