It's not favored against Stompy (at least not in my experience). If you reread what I said you'll see I referred to it as a "fairly even" matchup. It's really more draw dependent and who is on the play is important. Either side can be the aggressor so it's important to know what role you have to take more than anything (and when you need to switch roles midgame).
As for why I don't run Fireblast, more personal preference than anything. You ideally only want to be using Fireblast to finish the game (you can use it as removal but this is often going to be too big of a setback on your lands to be a good plan) It's a fine card as a 1 or 2 of but it's not something I've ever felt the deck needs to run. I more often use my burn spells to clear blockers out of the way than to dome my opponents anyways which makes something like Chain Lightning more appealing.
As for Chain Lightning, it's the worst card in the deck IMO (and if you look at my sideboarding advice it's often one of the first cards I board out) but 1 mana for 3 damage to anything is still a good deal as either removal or reach even as a worse Lightning Bolt so I don't mind having a couple copies game 1 and I can go from there after board.
I actually board some number of Smiths out against Stompy often because you usually just don't have the time/life to get to use them much and they're really poor as blockers. They're okay on the play but often miserable on the draw and drawing multiples will really hurt you on the defensive.
As a Stompy player I hope people keep following this line of logic and siding out Sparksmith against me to make my life easier.
I think one thing that people forget playing Sparksmith, especially against Stompy, is that you really need to activate him on your own turn. Make the Stompy player use his pumps to preserve creatures instead of damaging you with them. We've always been taught in our Magic education to wait til the last second to activate abilities or cast spells, but against Stompy using Sparksmith, this line of thinking is just wrong.
Yes it's the same logic for playing against Infect. The same goes for your Lightning Bolts too, it's often going to be correct to second mainphase them rather than wait until your opponent's turn. Getting greedy and hoping to get their Rancor will just lead to you getting blown out by a Vines, Groundswell, or some other pump more often than not.
As a Stompy player I hope people keep following this line of logic and siding out Sparksmith against me to make my life easier.
You can say what you want, but I've played the matchup enough from the Goblins perspective to know that Sparksmith can quickly become a liability against Stompy when forced to play defensively. On the play running the full set is fine because you are more likely to be ahead in the race and it's much easier to have Sparksmith take over the game, but on the draw drawing a bunch of Sparksmiths is backbreaking as they are very poor blockers and your life total is relevant in the matchup. What will often happen on the draw is you get to use your Sparksmith once, (maybe twice if you're really fortunate) before you are too low on life to continue using it and then it just becomes a chump blocker. That's not terrible value (especially if you get two creatures out of it), but the real problem lies in the fact that each successive Sparksmith will merely be a chump blocker making drawing multiples of them very awkward. Putting yourself low on life will also make you even more vulnerable to the Stompy player going all-in on a Ledgewalker (which can be difficult for you to deal with as is). Not saying to board them all out, but if you start on 4 you should consider boarding down to 2 on the draw.
Ah misread that, yea stompy is probably about even and I agree that the times my opponent had sparksmith, I think he never could use it more then twice and most of the time only 1 time.
If you think about it, you trade a creature, usually a 1 drop, for a bolt or a fireblast.. so it's not that devastating for stompy either when they are trying to race you.
Gather the Courage can also be a blow-out for it, or even a 2/2 groundswell.
What I did find really hard to beat in that match-up was Life-staff, once the goblin player had that online it could become pretty bad for me, pretty quickly.
If stompy remains a dominate force, do you see boarding in a second life-staff?
EDIT: I see some people use Teetering Peek, you find it too slow?
Certainly I've ran 2 Lifestaffs in my board before and could conceivably do so again though the times I usually board them in are only for Stompy, the Mirror, and Burn decks which are fairly narrow uses overall.
My gripe with Teetering Peaks is that it turns many previously keepable 1 land hands into mulligans and it's also not great as your second land either when you want to curve 1 drop into two more 1 drops. You get much more consistent openings if all of your lands enter play untapped in this deck and I think that's worth losing the late game utility of Peaks. If I wanted to run an 18th land though (I've certainly considered it) then I'd probably run a copy of Peaks.
Cool. Was also thinking about electrostatic bolt instead of chain lightning, you would lose 3 dmg to the face, but in a meta with a lot of delver and affinity it might be worth considering?
And Flayer Husk? Seems like a 1-drop with 1/1 plus upside?
Chain Lightning being more versatile overall is pretty important to have in the main but Electrostatic Bolt can be a fine sideboard option. I prefer to just use Flame Slash though as it's almost always going to be better in the situations where you'd want Electrostatic Bolt. You lose instant speed but the fact that you can also take out a Carapace Forger with it (and to a lesser extent a Frostburn Weird) is a pretty big edge over Electrostatic Bolt.
Never tried Flayer Husk in this deck but it seems like it would be bad honestly. It's not a Goblin (not a death knell but it does hurt the card) and the buff isn't too big of a deal in a deck that's looking more to flood the board than to make one bigger threat. I also have no idea what you would even want to run it over. Maybe over the Arsonists, but the utility Arsonist offers with Sledder/Raider is pretty nice to have.
Ok, just brainstorming a bit. I've read some articles and watched some videos, but it seems like this deck has pretty much been the same throughout time.
Was thinking maybe flyer husk and the 1/1 trample guy with +2/0 when equipped, though probably just too slow..
Also went trough the goblin list at common rarity, a lot of 1/1 and 1/2, 2/1's for 1 and 2 mana, with as expected not really anything better then what's currently in the list, though I did find a goblin for 4 mana that lets all your creatures must be blocked by at least 2 other creatures, might be a nice finisher, or is it just too top-heavy?
Goblin Gaveleer for the first one? I think you'd need a lot more equipment than just Flayer Husk to make him worthwhile (probably Bonesplitter too) but then you're starting to veer into a different deck I think.
The other I'm assuming is Caterwauling Boggart. 4 mana is a lot in this deck as you're usually 16-17 lands. Maybe a version of the deck that runs Goblin Matrons could get away with it as a 1-of to search up. Then again, you might just be better off running Falter if you want that effect.
Yea those are the ones :). Falter seems interesting.. Could be good against affinity?
For a bit more end-game, I was thinking about faithless looting. I understand you don't want it in your opening hand, cause the first 3 or 4 plays should all be goblins T1-T2.
But around T4 it seems nice to save up your lands and then draw an extra two as you only need 3 lands.
Not sure if you would run an extra land and this, or 1 less land..
Guess, because the mirror is a grind it could at least work there.
The thing about a card like Falter is you only really want to draw one and probably not in your opening hand either so you could only run 1, maybe 2 copies. But against decks that try to gum up the ground like Affinity and Stompy it could be okay.
I've seen some Matron lists that run a couple copies of Wild Guess but Faithless Looting could work. If you run more lands then this gives you a way to mitigate flood to some extent.
That list is a bit dated but a lot of the ideas/card choices are still valid. Maindeck Martyr of Ashes probably isn't the greatest idea right now unless you really hate losing to G/W Hexproof.
It seems Goblins are really focused on the first few turns, did you try Rite of Flame as a replacement for lands? You do have to mull zero landers with a Rite in it, which would otherwise be a land, but in theory it should make your start even more explosive.
Ideally, attack for 4 T2 instead of 2.
Could also mean you can go a little more top heavy, when you run multiple rite of flames, but the loss of consistency probably isn't worth it..
The speed boost isn't really worth the loss of a card in this kind of deck.
Would Dangerous Wager be a card worth including? It helps to give you a couple more cards when your running out.
It falls in the same camp as cards like Faithless Looting and Wild Guess - you can include a couple copies if you're running a more land-heavy version of the deck and want something to mitigate mana flooding.
Now comparing with the other options, unlike Faithless Looting (-1 card advantage on the first cast and card parity on the flashback though it also lets you see 2 more cards than Wager does) and Wild Guess (card parity) you can actually be up a card if Dangerous Wager is the last card in your hand. But at the same time you can also be forced into situations where you have to cast it with 1 or 2 other cards in your hand and either be at parity or down in cards. Another advantage of the Wager is if you're top decking and draw it you can use it right away while Faithless Looting and Wild Guess don't do anything for you unless you have at least one other card in your hand.
So the real question is how often do you expect to be empty-handed in this deck? This is a deck that can dump its hand into play very quickly, but this is also dependent on how many lands you draw and what spells you draw exactly (for instance drawing a bunch of Bushwhackers and War Marshals will lead to you playing out things much more slowly if you only draw 2 lands in that particular game). I would think if you're running an 18 or 19 land version of the deck you should be emptying your hand more quickly by virtue of having more mana/less spells to cast on average and this in turn could make Dangerous Wager a draw 2 more often than it will be a Wild Guess or 2 mana Looting with no flashback. I haven't tried cards of this nature out a lot so I can't attest too much to how well they actually work in practice but if you're playing a Matron list with a higher land count it's probably worth trying some of them to see what works well (if any of them do).
That's Ghostfire. I don't get WHY, but that's what card it is.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
He lost to a Rebels deck in the first DE he did with Goblins thanks to Cho-Manno's Blessing and has been over siding on pro-red hate ever since. Anyways always good to watch Chris' videos, he usually has some interesting takes on the stock decks of Pauper. I'll have to check it out later.
Also Weatherseed Faeries, which shuts off your offense if it hits early and you can't Pyroblast it. I think Flaring Pain would be strictly better, especially with all the Simic Post decks side boarding into a Turbo Fog deck.
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Also Weatherseed Faeries, which shuts off your offense if it hits early and you can't Pyroblast it. I think Flaring Pain would be strictly better, especially with all the Simic Post decks side boarding into a Turbo Fog deck.
You can Pyroblast it as a spell just not after it's resolved. But anyways the problem I have with these anti pro-red cards is that they're only really relevant against two decks - Mono-Blue Delver and White Weenie and it's very possible to beat Delver even if they do have a Weatherseed Faerie in play just by swarming around it. In addition, not even all Delver decks even play a Weatherseed Faerie or Sea Sprite so it's not always even relevant against them. Crimson Acolyte out of White Weenie is a bit of a different story, it will wreck this deck hard under most circumstances. White Weenie is not overly popular though so it's not too important to board for it.
I also agree, Flaring Pain is generally much better for the purpose of dealing with pro-red creatures as they're in all liklihood trying to block with them anyways. Being able to also counter a Moment's Peace or Prismatic Strands is just gravy.
The main downside to Flaring Pain is that it's not burn - Ghostfire can go to dome if you're ready to close out the game, and it trades 1-for-1 with protected creatures. Killing Guardian of the Guildpact with a Flaring Pain is generally going to cost you two dudes as well as the FP, which is probably worse than just letting him swat the one guy.
Of course, being able to eat two fogs (or one of either Two Fogs or White Two Fogs) has a great deal of appeal for me personally.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
This is factually why Goblins was a big deal during the pre-Glimmerpost era.
You should definitely use the quote button though, so people will know what you're talking about at all.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
This is my shot at Pauper goblins. This list is good at killing most things from x/1 to x/4 and has some inevitability against control - no SB as of yet though:
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Might be time to put some Flaring Pains in the sideboard with the rise in popularity of Simic Post. I got Moment's Peaced 7 times in one game yesterday lol (for those wondering, no, I did not win that game :p)
This is my shot at Pauper goblins. This list is good at killing most things from x/1 to x/4 and has some inevitability against control - no SB as of yet though:
Looks good. A bit more burn-heavy than I like to run personally but it does give a lot of reach. I could see running Reckless Abandon over Chain Lightning in my own lists as Chain Lightning is often a pretty underwhelming card (probably worst in the deck) and Reckless Abandon has some extra utility over Chain Lightning as a maindeck way to kill annoying X/4s out of Affinity and Delver decks in addition to the reach it offers. I figure Matron is probably not the best place to be though with Delver being the most popular deck in the format. A 3 mana spell really makes you susceptible to their countermagic and the best way to beat them is generally just trying to jam out multiple cheap threats a turn to overload any countermagic they try and sit on (or one threat backed by a timely Pyroblast). It's also a bit slow against the various Post decks where you really need to just blitz them as fast as possible. Let us know how the list runs for you though.
I have been playing the Frostburn Weirds for a couple of weeks and I like them. They gum up the ground, have good toughness, and if you end up in a longer game they are a decent mana sink as long as you play around your opponents direct damage spells. I also find that the opponent counters them frequently which gives me a better chance of landing a Bushwhacker.
Are there any decent Red answers to GW Auras besides Electrickery?
I am often tempted to put Faerie Macabre in my sideboard, but I am not sure about it. We win fast and it seems like it is more of a mid/late game card. If your opponent has set up graveyard shenannigans you're probably not winning anyway. Is that a fair assessment?
I have been playing the Frostburn Weirds for a couple of weeks and I like them. They gum up the ground, have good toughness, and if you end up in a longer game they are a decent mana sink as long as you play around your opponents direct damage spells. I also find that the opponent counters them frequently which gives me a better chance of landing a Bushwhacker.
Are there any decent Red answers to GW Auras besides Electrickery?
I am often tempted to put Faerie Macabre in my sideboard, but I am not sure about it. We win fast and it seems like it is more of a mid/late game card. If your opponent has set up graveyard shenannigans you're probably not winning anyway. Is that a fair assessment?
Hello, welcome to MTGS!
Frostburn Weird is certainly a good defensive card and a possible inclusion in this deck, though I think he's probably better suited to being a sideboard card for this deck specifically since he's not really what you want against the Post decks of the format and we don't operate on a ton of mana to pump him with offensively. Against decks like Stompy and the Goblins mirror I think he can be a reasonable sideboard card though.
As for G/W auras, Martyr of Ashes is a possible answer that can do a lot more damage than Electrickery does. Generally though I find all you can really do is try and race them. Sometimes they have the Armadillo Cloak and you just lose, sometimes they don't and you run them over. Electrickery can get them sometimes but it isn't a foolproof plan. The matchup is pretty poor overall but the deck is also not that popular so it's not too concerning.
Faerie Macabre doesn't really do a lot for this deck. The main uses I can see or it in the current format are trying to exile Ghostly Flicker when a Post deck tries to loop it with Mnemonic Wall or exiling a Moment's Peace against Simic Post decks so they can't flash it back. The Flicker problem can be handled by Pyroblast on their Wall which is a much more versatile card overall and Moment's Peace can be answered with Flaring Pain which actually answers both halves of the card and not just the flashback portion. Beyond that there's decks like Tortured Existence and the Woo Rats deck that use dredge creatures like Stinkweed Imps but these are not very popular decks. If you really want a graveyard hate card then I think Relic of Progenitus is better overall but I don't think it's remotely necessary in the current format.
As a Stompy player I hope people keep following this line of logic and siding out Sparksmith against me to make my life easier.
Yes it's the same logic for playing against Infect. The same goes for your Lightning Bolts too, it's often going to be correct to second mainphase them rather than wait until your opponent's turn. Getting greedy and hoping to get their Rancor will just lead to you getting blown out by a Vines, Groundswell, or some other pump more often than not.
You can say what you want, but I've played the matchup enough from the Goblins perspective to know that Sparksmith can quickly become a liability against Stompy when forced to play defensively. On the play running the full set is fine because you are more likely to be ahead in the race and it's much easier to have Sparksmith take over the game, but on the draw drawing a bunch of Sparksmiths is backbreaking as they are very poor blockers and your life total is relevant in the matchup. What will often happen on the draw is you get to use your Sparksmith once, (maybe twice if you're really fortunate) before you are too low on life to continue using it and then it just becomes a chump blocker. That's not terrible value (especially if you get two creatures out of it), but the real problem lies in the fact that each successive Sparksmith will merely be a chump blocker making drawing multiples of them very awkward. Putting yourself low on life will also make you even more vulnerable to the Stompy player going all-in on a Ledgewalker (which can be difficult for you to deal with as is). Not saying to board them all out, but if you start on 4 you should consider boarding down to 2 on the draw.
Certainly I've ran 2 Lifestaffs in my board before and could conceivably do so again though the times I usually board them in are only for Stompy, the Mirror, and Burn decks which are fairly narrow uses overall.
My gripe with Teetering Peaks is that it turns many previously keepable 1 land hands into mulligans and it's also not great as your second land either when you want to curve 1 drop into two more 1 drops. You get much more consistent openings if all of your lands enter play untapped in this deck and I think that's worth losing the late game utility of Peaks. If I wanted to run an 18th land though (I've certainly considered it) then I'd probably run a copy of Peaks.
Chain Lightning being more versatile overall is pretty important to have in the main but Electrostatic Bolt can be a fine sideboard option. I prefer to just use Flame Slash though as it's almost always going to be better in the situations where you'd want Electrostatic Bolt. You lose instant speed but the fact that you can also take out a Carapace Forger with it (and to a lesser extent a Frostburn Weird) is a pretty big edge over Electrostatic Bolt.
Never tried Flayer Husk in this deck but it seems like it would be bad honestly. It's not a Goblin (not a death knell but it does hurt the card) and the buff isn't too big of a deal in a deck that's looking more to flood the board than to make one bigger threat. I also have no idea what you would even want to run it over. Maybe over the Arsonists, but the utility Arsonist offers with Sledder/Raider is pretty nice to have.
Goblin Gaveleer for the first one? I think you'd need a lot more equipment than just Flayer Husk to make him worthwhile (probably Bonesplitter too) but then you're starting to veer into a different deck I think.
The other I'm assuming is Caterwauling Boggart. 4 mana is a lot in this deck as you're usually 16-17 lands. Maybe a version of the deck that runs Goblin Matrons could get away with it as a 1-of to search up. Then again, you might just be better off running Falter if you want that effect.
The thing about a card like Falter is you only really want to draw one and probably not in your opening hand either so you could only run 1, maybe 2 copies. But against decks that try to gum up the ground like Affinity and Stompy it could be okay.
I've seen some Matron lists that run a couple copies of Wild Guess but Faithless Looting could work. If you run more lands then this gives you a way to mitigate flood to some extent.
That list is a bit dated but a lot of the ideas/card choices are still valid. Maindeck Martyr of Ashes probably isn't the greatest idea right now unless you really hate losing to G/W Hexproof.
The speed boost isn't really worth the loss of a card in this kind of deck.
It falls in the same camp as cards like Faithless Looting and Wild Guess - you can include a couple copies if you're running a more land-heavy version of the deck and want something to mitigate mana flooding.
Now comparing with the other options, unlike Faithless Looting (-1 card advantage on the first cast and card parity on the flashback though it also lets you see 2 more cards than Wager does) and Wild Guess (card parity) you can actually be up a card if Dangerous Wager is the last card in your hand. But at the same time you can also be forced into situations where you have to cast it with 1 or 2 other cards in your hand and either be at parity or down in cards. Another advantage of the Wager is if you're top decking and draw it you can use it right away while Faithless Looting and Wild Guess don't do anything for you unless you have at least one other card in your hand.
So the real question is how often do you expect to be empty-handed in this deck? This is a deck that can dump its hand into play very quickly, but this is also dependent on how many lands you draw and what spells you draw exactly (for instance drawing a bunch of Bushwhackers and War Marshals will lead to you playing out things much more slowly if you only draw 2 lands in that particular game). I would think if you're running an 18 or 19 land version of the deck you should be emptying your hand more quickly by virtue of having more mana/less spells to cast on average and this in turn could make Dangerous Wager a draw 2 more often than it will be a Wild Guess or 2 mana Looting with no flashback. I haven't tried cards of this nature out a lot so I can't attest too much to how well they actually work in practice but if you're playing a Matron list with a higher land count it's probably worth trying some of them to see what works well (if any of them do).
I can't make out the sideboard entirely on my phone, but the maindeck is:
4 goblin arsonist
4 goblin bushwhacker
4 goblin cohort
4 goblin sledder
4 mogg conscripts
4 mogg fanatic
4 mogg raider
4 mogg war marshal
4 lightning bolt
16 mountain
2 teetering peaks
2 unknown
2 ingot chewer
4 molten rain
1 pyrite spellbomb
4 pyroblast
2 sylvok lifestaff
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That's Ghostfire. I don't get WHY, but that's what card it is.
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Fires :symr:f Salvation
You can Pyroblast it as a spell just not after it's resolved. But anyways the problem I have with these anti pro-red cards is that they're only really relevant against two decks - Mono-Blue Delver and White Weenie and it's very possible to beat Delver even if they do have a Weatherseed Faerie in play just by swarming around it. In addition, not even all Delver decks even play a Weatherseed Faerie or Sea Sprite so it's not always even relevant against them. Crimson Acolyte out of White Weenie is a bit of a different story, it will wreck this deck hard under most circumstances. White Weenie is not overly popular though so it's not too important to board for it.
I also agree, Flaring Pain is generally much better for the purpose of dealing with pro-red creatures as they're in all liklihood trying to block with them anyways. Being able to also counter a Moment's Peace or Prismatic Strands is just gravy.
Of course, being able to eat two fogs (or one of either Two Fogs or White Two Fogs) has a great deal of appeal for me personally.
Legacy Gobbyboogers R
This is factually why Goblins was a big deal during the pre-Glimmerpost era.
You should definitely use the quote button though, so people will know what you're talking about at all.
//non-goblins (10)
4 Lightning Bolt
2 Reckless Abandon
2 Fireblast
2 Death Spark
4 Goblin Cohort
4 Mogg Conscripts
4 Goblin Sledder
4 Mogg Raider
4 Goblin Bushwacker
4 Mogg War Marshal
3 Goblin Matron
1 Sparksmith
4 Goblin Arsonist
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Looks good. A bit more burn-heavy than I like to run personally but it does give a lot of reach. I could see running Reckless Abandon over Chain Lightning in my own lists as Chain Lightning is often a pretty underwhelming card (probably worst in the deck) and Reckless Abandon has some extra utility over Chain Lightning as a maindeck way to kill annoying X/4s out of Affinity and Delver decks in addition to the reach it offers. I figure Matron is probably not the best place to be though with Delver being the most popular deck in the format. A 3 mana spell really makes you susceptible to their countermagic and the best way to beat them is generally just trying to jam out multiple cheap threats a turn to overload any countermagic they try and sit on (or one threat backed by a timely Pyroblast). It's also a bit slow against the various Post decks where you really need to just blitz them as fast as possible. Let us know how the list runs for you though.
Goblins is my favourite pauper deck. I wish i was competitive but I'm really just a scrub. Anyway this is what I'm playing.
17 Mountains
Creatures 35
4 Foundry Street Denizen
2 Goblin Arsonist
4 Goblin Bushwhacker
4 Goblin Cohort
4 Goblin Sledder
4 Mogg Conscripts
4 Mogg Raider
2 Frostburn Weird
4 Mogg War Marshal
3 Sparksmith
2 Death Spark
4 Lightning Bolt
2 Reckless Abandon [Trying them over Chain Lightning]
3 Electrickery
3 Flame Slash
2 Gorilla Shaman
4 Pyroblast
3 Smash to Smithereens
I have been playing the Frostburn Weirds for a couple of weeks and I like them. They gum up the ground, have good toughness, and if you end up in a longer game they are a decent mana sink as long as you play around your opponents direct damage spells. I also find that the opponent counters them frequently which gives me a better chance of landing a Bushwhacker.
Are there any decent Red answers to GW Auras besides Electrickery?
I am often tempted to put Faerie Macabre in my sideboard, but I am not sure about it. We win fast and it seems like it is more of a mid/late game card. If your opponent has set up graveyard shenannigans you're probably not winning anyway. Is that a fair assessment?
Hello, welcome to MTGS!
Frostburn Weird is certainly a good defensive card and a possible inclusion in this deck, though I think he's probably better suited to being a sideboard card for this deck specifically since he's not really what you want against the Post decks of the format and we don't operate on a ton of mana to pump him with offensively. Against decks like Stompy and the Goblins mirror I think he can be a reasonable sideboard card though.
As for G/W auras, Martyr of Ashes is a possible answer that can do a lot more damage than Electrickery does. Generally though I find all you can really do is try and race them. Sometimes they have the Armadillo Cloak and you just lose, sometimes they don't and you run them over. Electrickery can get them sometimes but it isn't a foolproof plan. The matchup is pretty poor overall but the deck is also not that popular so it's not too concerning.
Faerie Macabre doesn't really do a lot for this deck. The main uses I can see or it in the current format are trying to exile Ghostly Flicker when a Post deck tries to loop it with Mnemonic Wall or exiling a Moment's Peace against Simic Post decks so they can't flash it back. The Flicker problem can be handled by Pyroblast on their Wall which is a much more versatile card overall and Moment's Peace can be answered with Flaring Pain which actually answers both halves of the card and not just the flashback portion. Beyond that there's decks like Tortured Existence and the Woo Rats deck that use dredge creatures like Stinkweed Imps but these are not very popular decks. If you really want a graveyard hate card then I think Relic of Progenitus is better overall but I don't think it's remotely necessary in the current format.
Hope that is helpful.