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  • posted a message on [Primer] Goblins
    Quote from MagicYio »
    I would strongly disagree, and say that playing 3 Piledrivers is not a bad option at all.
    The protection from blue is very relevant, making you able to race decks like Dredge (Amalgam and Narcomoeba can't block), Urza Thopter (the thopters are blue), UR Phoenix (Thing in the Ice), Storm (both creatures can't block), and makes your UW Control matchup even better. It's pretty strong against any combo deck, which is one of Goblins' weaknesses. Also doesn't die to Plague Engineer, which is an important upside as well.
    They have to be blocked most of the time, which makes them act like a removal spell which is also a creature. It's completely nuts with Warchief.
    Edit: I would still play a Tarfire as well, pretty good Matron target if you need it and decent extra removal.


    All of those are best case scenario. I don't think cards should be evaluated this way.

    Protection is a busted keyword, but blue is probably the worst protection a creature could have in this format. There is not a single piece of removal i can think of that is blue, and piledriver can be countered making the immunity to interaction aspect of protection useless. There are very few commonly played creatures that it can block, making this other aspect of protection bad.

    While piledriver may be good vs some creatures in a given deck, it is never good against the whole deck. Dredge/hoogak have other creatures they can use to block. Phoenix has red creatures they can use to block it or fly over it all day. Urza/thopter have the construct token and the thopter will whipe all other attacking goblins. Plague engineer kills other goblins that we would need to pump it to make it a good attacker, and the few 2/2 we have would die in combat to the engineer itself if we attack with them.

    The removal by attacking thing isn't that great value, because even when you have potential good attacks with piledriver you need to commit other creatures to combat, and those other attacks might be bad making it very awkward. I've played with piledriver in other decks a long time ago and thats the worst about them, for them to be good you would need to send all your stuff and make bad attacks, and if you don't do that they just sit there doing nothing.

    The fact that it is good in combo matchups (not based on creatures) might be an argument to play it, but it seems the card has all properties of a sideboard card at best, not a maindeck one. There is not a single card in my main deck list i would cut for it. I'm not really sure what purpose it would serve in the deck.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    I play zero piledrivers, they are very bad in combat, not worth it unless you play the 8 whack aggro version with legion loyalists.
    I play 4x marshals, they are just good goblin fodder.
    Here's my updated list:


    I streamlined the deck a bit, removing the one ofs, making the deck very consistent.

    I'm playing tarfire because we lack other turn one action, i dislike legion loyalist and knucklebone witch. The extra removal has been very useful.

    My experience playing with the deck convinced me that we should run 8x cost reducing goblins, those effects are totally busted with matron and ringleader.

    I also think that for the most part running the painless mana base helps a lot. The non shuffling thing i mentionned in my last post doesn't actually make sense since matron shuffles our deck, but, unless you plan on playing black non-goblin cards in the sideboard, i don't see a reason to hurt ourselves when we can have near-perfect painless mana. For this reason i plan on removing warren weirding from the sideboard for maybe engineered explosives vs bogles.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    Right, i had them listed wrong, warchief is 2-of and chieftain is 4x, just made the correction, thanks pointing it out.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    back from fnm went 3-0 with rakdos goblins, beating u/r izzet moon, jund and temur tempo
    My updated list is:

    sideboard is still a work in progress. Still missing cavern #3-4 and auntie'S hovel #4, played with blood crypts instead.
    The deck is very fun and effective, you have aggression and value and reach.
    Goblin ringleader is nuts in this deck, especially with all the acceleration.
    No fetchlands seems good with ringleader, you never shuffle the stuff you put on the bottom back in the deck.
    Love the deck, gonna play some more and do some tweaking.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    Do you think warchief is still necessary even with the full playset of frogtosser banneret? I'm not high on warren instigator, seems slow at 2 mana and no evasion makes me wonder why its played. Prospector is another source of mana so maybe i could play more of those.
    The curve is kind of high with 12 3 drops and 4x 4 drops... I'm not against more haste enablers so maybe warchief is worth it.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Goblins
    Hi! i'm new to this archetype but recent additions made me want to try out this deck.
    I like krarzan's deck and i also think knucklebone witch is a decent one drop (until we get better stuff maybe at some point). Doing things turn one seems pretty important and a more conditional champion of the parish may be good enough.
    I'm still missing a couple of lands to play this in an fnm but i'll try to get them by the time ringleader becomes legal.
    My current list:


    So the deck is 100% goblins. I did the 3/1 split with ringleader and sling gang because i feel we need the gang as a finisher. It is also probably our only chance of winning vs burn because of the lifegain part. Ringleader seems like a minimum of 3x in this deck.Chaining them into matrons into more ringleader seems like a pretty busted card advantage engine.

    I'm also trying out new krenko as a cheap way of generating board presence. Also cratermaker seems fine as a one of for artifact hate. I feel like we need a minimum of 4 interactive goblins. Cratermaker at worst kills 2 thoughness stuff. I feel good about expert, the fact that it can hit planeswalkers too at flash seems great vs control, and with cavern of souls it seems even better.
    Posted in: Aggro & Tempo
  • posted a message on Modern Zombies
    Like i mentioned at the start of my post, i'm starting with mono black because i don't own all of the needed wb lands yet. You can't play tidehollow sculler in mono black, i know its good but you need white mana to cast it.
    By the time corspe knight is available i'll switch to wb, i'll probably be able to get the lands i need by then.

    Here's the w/b list i'm currently messing with:



    Sadly won't get to test the mono black week until next week. Any thoughts?
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Zombies
    ok so here's my first attempt at post modern horizons zombies. I'm starting with a mono black version because i don't have the lands for BW yet.
    It is very value centric and features unearth, which i think should be a staple for the deck.



    There is only 20 lands because there is a lot of card draw and the curve is relatively low. Unearth can bring back any creature which is why i put 2x fleshbag marauder. You can do sac shenanigans with relentless dead and it makes unearth a one mana edict. Unearth can also be a one mana stone rain with fulminator mage from the sideboard, and can bring back all other creatures in the deck.

    I really can't wait to play the deck, i'll be testing tomorrow and see if this works.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Zombies
    To be honest i'd feel ok with carrion feeder as the only sac engine for now. Corpse knight and wayward servant care about zombie entering the battlefield, so you still get trigger off of just playing the deck. They also make stuff like dark salvation and diregraf colossus very appealing.
    Posted in: Deck Creation (Modern)
  • posted a message on Modern Zombies
    So in a month we went from having nothing new since ever to having carrion feeder, undead augur and then corpse knight. I'm now very excited for this deck again! The more new stuff we get the more i think an aristocrats/value version of zombies has the most potential. Between these and wayward servant, plague belcher and maybe even diregraf captain, we have a lot of ways to chip away our opponent's life. Trying to find the perfect mix will be a challenge for sure!
    Posted in: Deck Creation (Modern)
  • posted a message on [Primer] Assault Loam
    @CrypticCommander
    Well i've thought about sakura-tribe scout a bit more and one advantage it gives to straight RG decks is compensating the less versatile interaction with speed. We can still play the midrange game with faithless looting, wrenn and six, life from the loam and cycling lands. If we can slow down the opponent earlier by dropping our payoff cards faster and gain the ability to do multiple things a turn sooner, it may turn the game to our advantage and compensate for some of our clunkiness. Also makes things like blast zone less slow and gives us the ability to start ghost quartering without giving up too much tempo.

    I wouldn't play scout in jund or temur, now that i think about it. But i'll be trying it out in gruul. Maybe it isn't good but i'll give it a try Smile
    Posted in: Midrange
  • posted a message on [Primer] Assault Loam

    I was just curious what do you guys think of tectonic reformation? Is it worth a card? Or do you think just having 3 cycling lands in our deck being churned through with Life of the loam will be enough card draw? I was thinking about playing it as a 2 of in the deck until I get a feeling for whether it's good or not. I mean it even cycles so if we do have enough cycle lands in our hand we can always get rid of it if we want to.


    My initial impression is just run 3 cycling lands and not the enchantment, just for the sake of card economy. Dedicating 3 land slots makes more sense than having to play another enchantment.

    Other than that i feel like force of vigor might be a sideboard card of choice if we can generate enough value/card draw. Pitching an extra loam or whatnot without paying mana seems like a pretty decent option against rest in peace/leyline of the void/etc. Gets extra good vs some matchups, definitely worth trying out i think.

    Any thoughts on regrowth now being modern legal? Getting back key pieces that were milled, looted or destroyed seems good, or just having the option to do the bolt regrowth bolt play is maybe good enough?

    Also a card i want to try out alongside wrenn and six is sakura-tribe scout. Some people mentioned how the planeswalker can do busted play with exploration in legacy. Scout is the closet thing to that and can ramp us every turn as long as we have a way to get back dredged lands or fetchlands. Getting to the critical 5 lands will be important because now with the cycling lands we have access to the classic play of cast 2 loams a turn with a cycling land so that we can pitch 5 lands each turn to assault or influence for profit. We can now basically deal 20 damage in two turn from there, which is pretty sweet.
    Posted in: Midrange
  • posted a message on [Primer] Assault Loam
    So the bear enchantment and the new planeswalker made me decide to buy this deck again, i truly feel like those are very exciting cards for this archetype, which i could never make work before.

    So questions, is triple green and triple red on our payoff cards makes it impossible to splash black? we always want to be able to play those on curve so i'm thinking about going gruul with 4x fire-lit thicket, i believe this land will become a must include.

    Utility lands? Not much room i guess because again, triple red and triple green are rough. Blast zone and ghost quarter are probably too good to pass up? Unless they print a fixed wasteland, but i think between ghost quarter, tectonic edge and field of ruin modern has enough wasteland impressions.

    Do we need creature-lands? The new snow thing that turns into a construct seems nice but needing a snow basic and no producing of colored mana hurts... Ravine is maybe still better but i'm not in love with etb tapped.
    Posted in: Midrange
  • posted a message on Modern Spirits
    i think fact or fiction is the ideal 4 mana instant draw spell u/w needed to get some gas, i'm very excited to give it a shot!
    Posted in: Aggro & Tempo
  • posted a message on [Idea] Grand Architect
    Depends what you mean by «worth» to play. The expensive cards you're referring to i guess are walking ballista and hangarback walker? The rest of the deck is pretty cheap... I'd say those cards are pretty good and worth adding to your collection if you like artifacts and if you can afford them. But then what are your expectations? If you intend to win a GP then i'd say no. If you intend to play FNM type event and have fun and have a chance to win a bit then yes. There are tons of fringe decks in modern and people still play them because they like playing the deck.

    Sai is great but every non-artifact you add to the deck dilutes its synergy, especially if you play Sai, master thopterist who needs a critical mass of artifacts in your deck in order to be worth running. I do like him combined with chief engineer, i guess you can have pretty explosive turn 3s who those two out.

    I don't know what i'd remove for him, but if anyone tryed the card i'd be glad to hear about it.
    Posted in: Deck Creation (Modern)
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