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When I made the Aristocrat goblin deck, I went digging through Zendikar and found a really interesting card: Quest for the Goblin Lord. I liked it so much, I decided I wanted to make a deck out of it. But since I've made my share of goblin decks already, this one had to be a little different. So, I made a key point of the deck to be focused on tokens. It would mean not being able to throw in some of my favorites, but I pressed onwards. For a few days, I've battled with myself on what should and shouldn't be in the deck, and how many. Now, I've finally settled on what I like. And here it is: Goblin Quest.
Goblin decks normally play one way: cheap and fast. This one is a bit slower than your usual goblin deck, with a heavy amount of 3 drops. The logic behind this is that you don't want to get going until your Quest is complete. Turn one should always be Quest if you can, and then you should start throwing out tokens, because whenever a goblin comes out, it gets a quest counter. So, if you use Krenko's Command, Quest gets 2 counters. Quest is really the win con here, but don't think you need to mulligan to 4 just to make sure you have it. Goblin decks are always strong, so if you don't have Quest in hand, don't be afraid if you like a hand full of nasties to keep them. The dream hand in me eyes is:3 MountainKrenko, Mob BossGoblin ChieftainQuest for the Goblin LordFoundry Street DenizenThis hand is perfect because every card is beautiful here. You've got Quest, land, and 3 powerhouse goblins that literally win the game almost by themselves, even worse with each other. It would goT1 Mountain, QuestT2 (Draw a land on T2-4 and it's game almost guaranteed) Mountain, FSDT3 Mountain, ChieftainT4 Mountain, KrenkoWith Chieftain giving Krenko haste, you can push out 3 goblins when he hits, which makes Quest complete, which means you have 3 4/2 haste goblins with chieftain and a beefy 6/2 FSD for a swing of 18 by turn four.
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