Not going to go higher then 69 cards.
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Its crazy but at 69 cards the deck still works, and added some things, changed things.Went with 2 of my fight mechanic Planeswalker. Went with a 1 lightning Axe and 1 Path to Exile as a 2 of a 1 cmc removal cards, thatvbetter then having either 2 Axe or 2 path to exile.Added 1 more Bird, for 3 birds, 3 Spirit Guides, because birds, spirit guides werent coming out enough, so with 6 mana dorks in birds, spirit guides, the deck plays much faster.
I could use some sideboard suggestions. Also I am only open to extremely small tweak changes such as whether to go with 3. Mystical Speculation, 2 Judge unworthy or whetherto go with the opposite 3 Judge unworthy, 2 Mystical Speculation. And I am not open to wholesale changes annd only open to logical rational reasonable constructive persuasive non wholesale small tweak changes.Also think this deck is worth more then just 1 like, +1, etc.
I like your Kuldotha deck that is different from mine. Only thing I would change is chsnge the reckless bushwhacker which take 5 mana to work, and is too slow, and 1,2 of your 4 of's into goblin guide, goblin chieftain, maybe piledriver. Also 19 lands is not ebough, 21 lands is enough with Mox Opals.Also if your doing a budget deck, then nevermind.But other then that, good modern goblin deck +1 like!Can you view my goblin deck to see if you like it, maybe get some ideas from it to extrapolate, and to maybe +1 like my deck, if you want to, like my deck.My deck:https://www.mtgvault.com/asturonethorius/decks/t115dmkuldothgobbushwhacker/
Not sure if you are just taking goblins, cards in your card collection, instead of just building the best decklist you can regardless of whether have cards or not, and then buying, building deck later.The reason I wonder that is some of your card choices, and cards at a 1 of.Also I understand that your trying to get lots of goblins out fast, and pump them up fast, but if thats your goal like it seems then Kuldotha Rebirth Memnite Signal Pest Bushwhacker is the fastest way to get goblins out and pump them up fast. And if you want to use goblin hordes you use something like pileriver to get make a GIANT goblin VOLTRON.There are a couple, few, some, alternative, maybe even equal ways to put out goblins fast, pump them up, utlize goblins fast, but not very many, hardly any other ways to go as fast.Also by not adding memnites, signal pest, Kuldotha Rebirth, etc,, you have less targets for Bushwhacker, and if you Goblin Grenade, you wont have left over goblins, because your not Kuldotha Rebirth Memniting memnites, goblins, signal pest.Also if you memnite, signal pest, you can use Shrapnel Blast.Now I am not saying, suggesting that you have to take my suggestions, and build your deck the same as mine, but if you want to build a fast pump happy goblin deck you need to consider using somewhere between some too most, to almost all the same cards, kinds of cards.Now if want to go. In a different direction like going slower, producing less goblins, but pumping bigger goblins, then different cards then the ones I and others use, and then ones your using here might be better.Some things to keep in mind though:Modern Format is a Aggro Format with decks like. Dredge, Storm, Infect, etc, winning on turns 2,3,4 at least somewhere between semi consistently to consistent.The other thing to consider is that there is a LOT of spot removal and board wipe cards that come out turns 3,4,5. Some of these cards are Day of Judgement, Wrath of God, Damnation, and blue has lots of mass boardwiping boomerage return all creatures to hand cards, and there is Ratchet Bomb.That, this is not to discourage you. It just means that you have to get your goblins out faster, and in greater numbers faster, and pumped up faster, so that your goblins win by turns 2,3,4,5. And you need a plan B in case that doesnt work.Also your sideboard needs a lot of work. You dont want to put a lot of extra goblin, red spells that you dont want to main deck to your sideboard. Rather instead you want to use cardslike surgical extraction, Grafdigger cage that gives you answers that help you deal with Control better, graveyard, dredge, reanimator better.Cards like slagstorm, anger of Gods, etc, dont belong in either your main deck or sideboard, because you doont want to board wipe your own goblins, and you shouldnt be worried about your opponent putting out lots of creatures, because your goblins should be coming out faster, bigger then your opponents creatures.Instead, again use those board wipe slots in your sideboard to come up with answers for problems.To help you out, I will post my version, variant of modern goblins.A FNM player took a lesser variant version of my deck without a lot of the cards I have iun my deck to PTQ in seattle, where he placed well.Again I am not saying you have to copycat my deck, but my deck might help you, give you some ideas from which to create a derivative, a extrapolated, hopefully a. improved upon deck that helps you out. And if that causes your deck to be too expensive for you now, remember that you can take3 months to 2 yeaars to build, buy the deck your constructing putting together.My deck:https://www.mtgvault.com/asturonethorius/decks/t115dmkuldothgobbushwhacker/That said a good start for a beginner like you said you are.
Sideboard and Land Breakdown:My sideboard and Land configuration might look weird to some, but there is a reason for it.1. 3 Surgical Extraction: can cast by paying 2 life. Its good to clean out counterspells, creature removal, burn spells, board wipe spells, once they have been used against me. Once a card I dont like is in a graveyard, I can target it, and all copies of that card in their deck is GONE. Especially good against CONTROL, BURN, COUNTERSPELLS, BOARD WIPE, BURN SPELLS2. 2 Grafdigger Cages: only cost 1 colorless. Can stop reanimator, Dredge, and stop control from snapcastering counterspells from graveyard.3. 2 of 1 of each of counterspells. Together both 1 of's act as a 2 of. Combined with Surgical Extraction, and Grafdigger Cage, they shut down CONTROL, REANIMATOR, BOARD WIPE, but also work agains RAMP, BIG CREATURES, BIG BURN, etc. 1 of Unified Will: only cost 1 colorless, 1 blue, and as long as I have more creatures then opponent(a big likelyhood with this deck), I can counter any spell for just 2 mana. 1 of Spell Pierce: This is a earlier game counterspell that only cost 1 blue, that can cast early game, countering something I dont like(like a turn 3,4,5 boardwipe), while still being able to play something else for 1,2,3 mana, so to be able to keep tempo, momentum going. At turns 2,3,4,5, opponent is unlikely to have 2 extra mana to get off spell, especially if its a 3,4,5,6 cmc spell, and especially if its a boardwipe spell. The spell is less effective late game, as opponent can come up with the 2 extra mana easier. But still if play it well can even still be effectively used even late game IF played very well.Now that is why I have the Steam Vent Shock Lands. 4 Steam Vent Shock lands should be enough to get at least 1 out to use counterspells when I need to sideboard them in. And if do sideboard them in, and if a steam vent doesnt get out, I can always Mulligan to try to help a steam vent to come out and to have 1 counterspell. This wont always happen, work, and once in a super great while mess up the once in a super great while game, but it doesnt have to come out all the time. Thats what the other sideboard cards are for, and it helps just enough to offset any mess up, and helps just enough to give, get a slight competitive advantage against, in occasionally stopping, preventing things like board wipe, which gives a slight competitive advantage. So while board wipe is still a concern for this deck, with these counterspells, sideboard cards, boardwipe is less of a concern, less of a problem.4. 2 of Melira Slyvok Outcast. Shuts infect down. Thats why have 4 Karplusan Forrest to provide the needed 1 green of its cheap 2 cmc cost. And if oponnent try to burn, remove it, again thats what counterspells are for. Again it wont always come out, but it will help a little against infect.5. 2 Shatterstorm: is to shutdown affinity for artifact affinity decks.6. Blood Moon is for against those non red decks that play a lot of specialty nonbasic lands. It wont hurt me, because I dont care if my nonbasic lands become mountains. But opponents wont be able to do anything with their mountains.7. Tunnel Ignus is for those decks that land ramp 2, 3 lands per turn to drop a 6/6 to 8/8 on turn 2 for 6 because of land ramping, and or doing 20 damage on turns 1-4 thru land ramping, Valukut Burn, etc.This sideboard helps, covers almost everything except Storm.Now for my Land Base Breakdown.1. 1 of Contestested War Zone Battlecrys pumps my creatures, goblins.2. 1 of Kessig Wolf Run will help pump Chancellor, Piledriver extremely BIG with TRAMPLE, to help win turns 4,5,6,7,8,9.3. 1 of Mirrorpool: can, would, will copy a Grenade, Blast to deal 10 damage to finish off beat opponent. Thats another reason why the 4 Karplusan Forest, and the other 2, 1 of's lands, War Zone, Kessig, and the 2 Darksteels, is that makes 8 lands that produce colorless mana to fuel mirrorpool's 2 mana copying cost, since only colorless mana can be used to pay the 2 colorless mana cost per newer MTG rules. Those 8 lands should be able to produce at least 2 colorless mana IF Mirrorpool comes out.4. 2 of Darksteel Citadel: It is a indestructible artifact that helps metal craft for Mox Opal, can be used by Shrapnel Blast, and Kuldotha Rebirth, helps add up to 12 artifacts for Shrapnel blast, Rebirth to target. And it can produce colorless for Mirrorpool.5. The reason why only 1 of, of each of the 1 of the colorless nonbasic lands, is that together they form a 3 of, meaning any 1 of the 3, 1 of's will probably get out on average. And it doesnt matter which of the 3 get out as each of the 3 help win, power up mirrorpool, provide mana, etc. And there are 5 nonbasic colorless lands. That makes it so that they dont come out too often because the 5 of is broken down into 1, 2 of's, and 3, 1 of's, and makes it so that they come out often enough. And it doesnt mess up draws very often, and on the rare, uncommon times it does mess up draws, can Mulligan, but that not needed very often.6. The 4 Karplusan Forest help Melira come out, while providing colorless for mirrorpool, and provides red for most almost all the deck, sideboard.7. The 4 steam vents help cast the sideboarded counterspells.8. 9 mountains9. 22 lands, a .366, 36 6% mana ratio(22 lands รท 60 cards in deck), The mana ratio works because of the low mana curve, low average cmc cost of almost everything in deck.This mana base still works pretty very well consistently.
Still need some help with my sideboard.
I forgot to add Shrapnel Blast, instead of Lightning Bolt. I forgot all about it. Then out of the blue I remembered it. 12 artifacts in the deck, should be enough to get at least 1 artifact to get at least 1 blast. off, if not 2. Between 3 Gob Grenades, and 3 Shrapnel Blast, thats 2, 5 burn direct damage dealing spells per game on average, for 10 damage to opponents life total, for half their 20 life total.Also that is capable of killing either 2 5/5's, or 1 10/10, and if block with Chancellor, or a pumped up Goblin, I could in theory kill a 15/15 to 17/17So the deck gets out goblins fast turns 1,2,3, then either pumps up, bushwhacks turns 2,3,4, and if either doesnt do that or if that is not enough, it either does 5 to 10 burn damage finishing them of turns 3,4,5, or it puts out a 7/2 to 7/3 to 9/2 to 9/3 Piledriver turns 2,3,4,5, and if the game goes into turns 5,6,7,8, either the goblins get pumped up BIG(6/6), or drop, play Chancellor, or play Krenko, or have a 9/4 to 13/5 Piledriver, or finish off opponent with a grenade, blastAnd against control, graveyard, boardwipe, reanimator, Affinity, storm, ramp, I have my sideboard of Surgical Extraction, Grafdigger Cage, Shatterstorm, Tunnel Ignus, etc.And the deck is somewhere between semi inconsistent to semi consistent to consistent at best without Mulliganing, exceot when dont have enough land, mana. And if Mulligan or double Mulligan because have to much mana, lands, or no creatures, a hand like 2 Krenko creatures, no, or 1 other creature like 1,2 piledrivers, and 2 stalking Preys, and 2 unfernal plunges, etc, then if mulligan, or double mulligan because of that, the deck usually plays somewhere between semi consistent to consistent to very consistently well.This deck is just not fair to the competition, and I can see why it either is, can, should be, etc, a tier 1.5 modern format competitive tournament deck.I have playtested sample hands, sample, simulated games, on hand, game simulators, hundreds of games.My next step, is I am going to proxy, playtest this deck against mt friends Leo, Joel, Jarret, against other modern format good builds, decks, in hundreds of games, where I expect this deck to do well.After that, I will spend about 3 to 13 months building, buying the cards for this deck, then in another 3 to 13 months after that I will try to take this deck to PTQ seattle.Also I think this deck is better then other higher rated ranked +1 ed decks I have made(17 to 20 +1's), and is certainly worth far more then the 3 +1's it has gotten so far, and is probably worth AT LEAST if not more, at least 7,8,9 +1's, if not more.After all this is a deck that can do 15 damage turn 1, 17 damage turn 2, WIN ON TURN 2, WIN ON TURN 3, win on, by, under turns 4,5, put out a 10/2 piledriver turn 2, can kill a 13/13 to 16/16 on, by turns 3,4,5.So this deck probably deserves a little more like, love.Whether you like me or not, whether, if you hate goblins, hate how expensive the deck is, etc, How can this deck not deserve a little more like, love, +1's?I am not trying to be pushy, demand that the deck be +1 ed, etc.If you think the deck deserves a +1 or like the deck, then please +1, like it.If you dont like the deck or dont think the deck deserves a +1, then dont +1 deck if you dont want to.But seriously how can this deck not deserve more like, love, +1, etc?
Thanks. I know, and you know why Goblins win, and why Goblins in this deck wins, but even though we know, can you please explain why Goblins win, and why Goblins in this deck wins. Also do you want to play, give this deck a try. Also do you want to please +1 the deck, since you like the deck. Thanks for your comment, and glad you like the deck.
Ok I found Contested War Zone a land that I can battlecry my goblins. That means if I Kuldotha Rebirth + Chancelor + 2 memnites + 1 goblin guide turn 1, I deal 2 damage turn 1. Then turn 2. Play Bushwhacker to give me 6 2/1 creatures that can attack turn 2. Then if drop contested War Zone Land, the 6 2/1 creatures, become 6 3/1 creatures, that deal 18 damage turn 2.
So Dedwards what would you recomment for a sideboard? I need to deal with control, board wipe, reanimator, infect, affinnity, dredge, storm, graveyard, burn, etc.Also are there any special lands that would, could pump my goblins, make them unblockable, etc?
Hey Dedwards, I think this is as committed to maximized bushwhacking as I am either can or will, or willing to get. I cut down Goblin guide from 3 of, to a 2 of. I cut Chieftain from a 3 of to a 2 of in order to have 4 bushwhackers, instead of only 3 bushwhackers. I cut the 4 chancellors down to 2 chancellors.Deck seems to get a lot of goblins out fast, bushwhack fast, somewhere between semi inconsistent to semi consistent to consistent witgout mulliganning. And if Mulligan or double Mulligan, the deck is consistent in getting out goblins, bushwhacking, dealing 10 to 15 damage turns 1,2,3,4, winning on turns 2,3,4,5.And when Mulligan, double Mulligan, the deck doesnt fizzle out, run out of steam by turns 4,5,6. And if game goes to turns 4,5,6, then Pile driver, curse, infernal plunge, chieftain, krenko, Chancellor, the deck can win, hold its own, keep going, win during turns 5 to 9.So thanks for your help
Ok, it was extremely tough, and thought almost impossible to get down to 60 cards. I took some of Dedward's advice, but not all. I knocked chancelor down to 2 instead of 4, because I agree about chancellor. That still lets me use chancellor while improving non chancellor draws.I didnt think 3 signal pest would be as good as 4, but with Goblin Guide, playtesting has shown that 3 signal pest is ok. I also went with 3 grenades, instead of 4, because 3 grenades, 3 bolts still gets me 1 to 4 burn spells per game. Making these changes has made it so that still have needed cards, at a better drawing 60 cards. During playtesting of sample hands and game simulators, simulations, etc, the deck is somewhere between semi consistent and consistent, and if mulligan an or double mulligan the deck plays consistent, gets goblins out fast, pumps them up fast, removes blockers, attacks, deals a lot of damage from atrack fast, and burns opponent fast.
Reckless Bushwhacker is not good for main deck or sideboard because it take 5 mana: 3 mana + 2 mana kicker to Bushwhack, and as such is too slow, and wont bushwhack until turns 4,5,6. Piledriver is better then Rabblemaster, because its only 2 cmc, and a 1/2 vs rabblemaster 2/2 for 3 cmc, and Piledriver gets +2 +0 per goblin vs rabblemaster gets only +1 +0 per goblin. As such Piledriver is a good turn 2,3,4 main deck option, and is good as a 2,3 of.
Thanks Dedward. Some notes about maximized bushwhacking: 1. Max Bushwhacking doesnt happen until turns 1-4, and then sometimes fizzles out,meaning sometimes winning turns 1-4, but if game goes past turns 3,4,5, you lose, and that happens somewhere between some to almost a lot of the time.2.Bushwhacker after it hits a turn is useless afterwards, often useless on turn 1 by itself.3. Even if have 4 Bushwhackers, you get 1,2 per game, and realky need 3 per game.4. For Bushwhacker to work, you not only need to bushwhack fast like you say, but you also need LOTS of goblins. Bushwhacker with 1,2, and sometimes even 3 goblins, is almost useless.That is why need Goblin Guide at 1 cmc, memnite, signal pest, and anything else that puts creatures out FAST turns 1,2.Chieftain at 3 cmc that gives haste +1 +1, is a turn 3 finishing card, to win on turn 3. Thats why its a 3 of. A 4 of, to many. A 2 of is too few.Chiefain can also be played on turn 2 with Mox. Mox ramps when metal crafted.The only questionable cards to me is Chancellor, Infernal Plunge, Krenko, and maybe Curse of Stalked Prey.Infernal plunge really only helps Krenko, Chancellor, Chieftain, get out. Krenko is either only a 2 of or not at al. That said, if I get rid of both Chancellor, Krenko, leaving only Kuldotha Rebirth, by itself in a deck, does not get out enough goblins to make Bushwhacker viable. Need either Chancellor and Kuldotha in a deck, or Kuldotha and Krenko in a deck.Chancellor helps, but only if get rebirth to go off with it, early game, and only if have infernal plunge, to be useful mid to late game.Curse is helpful as a 2 of if get a lot of goblins out early, in that sense it is like using goblin wardriver, or signal pest, or bushwhacker turn 2 to do a lot of damage on turn 3 to finish off win game.
Thanks for the comment Dedwards. Maybe it would help if I made the case for each card. 1. Chancellor: having as a 4 of makes it so thst I can get 1,2 goblins with other Kuldotha goblins, goblin guide. Also I can use infernal plunge to get Chancellor out on turns 3,4,5, so that it can double goblins, and a 5/5 mid to late game.2. Goblin Bushwhacker: Haste, pumps goblins. 3. Goblin Chieftain Haste, pumps goblins4. Signal pest battlecry pumps everything. Helps metalcraft for Mox, can be Kuldotha Rebirthed into goblins, and flys.5. Goblin guide a 2/2 haste for 1 cmc. Good target for pumping up, helps do damage early, fast.6. Memnites are necessary for Kuldotha Rebirth, good targets for pumping, helps get metalcraft for mox, helps deal damage early, fast, good targets for infernal plunge, cost 0 mana for 1/1.7. Piledriver: Tho doesnt help pump, doesnt help get goblins out fast, it does self pump itself big if attacks with a lot of other goblins attacking with it. A good target for pumping up by battle cry, by chieftain, bushwhacker, and because it can get very big, it also good for mid to late game.8. Kuldotha Rebirth. Necessary to produce goblins.9. Goblin Grenades necessary for burn,creature removal damage. Good for removing blockers, an or finishing off opponent with burn damage.10. Lightning Bolt, same as Grenade above.11. Mox Opal: Provides extra mana if metal crafted, gets goblins out quicker, can ve used by Kuldotha after it tapped for mana so that dont have to Kuldotha a 1/1 pumped memnite12.infernal plunge helps get goblins and Chancellor out faster.13. Krenko doubles goblins.14. Curse of stalking prey helps pump creatures that attack not blocked, that deal damage.So what do you think should be taken out and why?
Yeah your right, misread it. Thats why I thought could get up to 18 damage first turn. Time to change deck name. Change deck notes. There might be some other way to get to lots of damage turn 1, but Chancellor is not it. As to your comment about more then 60 cards, I get what you say, but without more then 60 cards, I just dont see how Modern Kuldotha Red Goblins, gets all the cards it needs to compete competitively in Modern. Every card in the deck has a good argument on why it has to be in deck at close to the numbers in deck, and that without,the deck would not compete competitively against ModernThats been the knock on, against Modern Kuldotha Red Goblins, is that it almost takes too many moving parts, to consistently work, and its inconsistent, and if it peters out after, or doesnt get going by turns 3,4,5, it can fizzle out, a problem I am trying to fix.Mulliganning does help thoughDont know how the FNM guy was able to take a lesser variant version of this deck, to Modern PTQ seattle, and do as well as he did. Must have been lucky, combined with good play, combined with easier opponent draws, bad luck by opponents, etc.Any suggestions on how to tweak deck without wholesale changes would be greatly appreciated, as maybe I am not seeing something
Took out, changed the 2 Goblin Guides in 1 more Goblin Bushwhacker for 4 Bushwhackers, and into 1 more Goblin Piledriver for 4 Piledrivers, instead of 2 Piledrivers like before. This gives more consistency at Bushwhacker and Piledriver. Took out, changed the 2 Relentless Assaults into 2 more Lightning Bolts and 1 more Goblin Grenade, for 4 grenades and 4 bolts. More consistency, at burn, creature removal. Also altho Relentless would be helpful, it just doesnt come out at right time. It either comes out too early and or too late or not at all. And running 3 of them to help with that doesnt help either because of 2 generic mana, 2 red, 4 cmc mana cost. Also changed Galvanic Blast into 1 more Curse of Stalking Prey and into more grenades, bolts.
Note: While this is my created deck list, I havent built bought the cards to build, play this deck at a tournament. I have proxied deck. I have playtested this deck thousands of times. I plan on spending 3 months to 13 months to buy the cards for this deck, and then to spend another 3 months to 13 months to take this deck to a PTQ, in Seattle, WA. I live 200+ miles from Seattle.If anybody wants to sleeve up this deck, play it at a competitive tournament like a PTQ, just please give me credit for this decklist build variant, and please report how did, etc.As to why take so long to build, play deck in tournament: Please Note the $300 to $700 price tag(guess gone are the days when a PTQ, tier 1.5 level goblin deck only costed about $25 to $115).
Sorry for the multi post again but my smartphone is making it real easy to accidently misclick the button and accidently nulti postAlso couch whats your reasoning on Domri Rade over Kord an Garruk? Is it the card advantage, fight ability? I really like Kords abiluty as welll. And Garruk can do 3 damage, remove a smaller creature, can put out deathtouchers, and most importantly seaech for any creature.Having all 3 where all 3 walkers have needed abilities and where any of the 3 walkers can screw opponent, is like havibg a 3 of instead of a 1 of where any one of the 1 of's is helpful, screw opponents, and where aby one of the 3 1 ofs as a 3 of is likely to come out, be helpful, screw opponent.
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