goblins artifatcs (comment)

by 4yearstrong4 on 18 October 2010

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)


Land (3)

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Deck Description

goblins and artifacts

Deck Tags

  • Horde

Deck at a Glance

Social Stats

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This deck has been viewed 690 times.

Mana Curve

Mana Symbol Occurrence

000400

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for goblins artifatcs (comment)

why would you try to gain life in a speed stompy deck, dragons claw is definately going to be a dead card every time you draw it, even in a situation when dragon claw might seem like its going to help you out of a sticky situation, its not going to be enough.

Warren Instigator is still legal and can completely alter the game if he hits your opponent, especially if a couple of Siege-Gang Commanders just hit the board. and with the cheiftan and quest, the double strike can be deadly.

and one last thing, if your going to play bloodcrazed goblin, more 1 mana burn is definately necessary.

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Posted 18 October 2010 at 17:12

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there's a few problems with this deck:

1) bloodcrazed goblin. it's too circumstantial to work consistently. and in your early turns (when a 2/2 creature could possibly get in for some early damage) this card will do nothing. play goblin guide instead. it's a 2/2 with haste! for 1 red mana. it's insane and every goblin deck needs it. it may let your opponent draw lands sometimes but they can still only play 1 a turn so it doesn't actually hurt you that much.

2) no warren instigator. it's a bomb. get it in there.

3) bull rush. get rid of it. it's a waste of deck-space. you can do so much more with those two slots in your deck. like Koth of the Hammer, or even something like devastating summons as a finisher.

4) in a goblin deck, you want every card to translate into damage. your individual threats are so small that you want to be able to throw them out so fast your opponent can't keep up. dragon's claw takes this strategy and kicks it in the balls..... you will pretty much ALWAYS want to play something else before the claw, until it's maybe the last card in your hand. keep pumping out threats and remove this card. it just slows you down.


your aim is speed. you need to get in for the kill as quick as possible, and so what if they get an extra card in their hand every now and then. dealing 20 damage is your focus.

goblin runeblasters (ruinblasters?) are great for stalling your opponent. better than, say, quest for the goblin lord. by the time the quest finally sees an activation, i'm willing to bet your opponent has a couple of fairly large threats on the board or at least some sweeping tech like infest. quest does nothing to help you here and won't win games quickly. instead it draws games out to the point where red decks begin to fall apart while other slower decks build up steam and take the game into their own hands.

other enablers that this deck would need if you stuck in some devastating summons is goblin bushwhackers. haste and an attack bonus. good times.


so yeah. on reflection: needs some key cards changed for sure before it'll work well.

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Posted 18 October 2010 at 17:47

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i am planning on buying this deck. im creating it here and seeing if it works well and so i can tweak it. my current salary of minimum wage at McDonalds doesnt cover koth of the hammer. koth of the hammer costs more than twice as much as this entire deck does.

i like devastating summons in this deck.

i would use goblin guide but the site i buy magic cards from is currently out of stock. battle-rattle shaman makes for a good replacement for now

thanks for the tips guys!

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Posted 18 October 2010 at 18:40

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