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My deck description got deleted from before I guess!The idea behind this deck is to get as many goblins as possible out using Krenko, Mob Boss. Ash zealots are mainly there to put the pressure on early, and they're too good to not put into a mono-red quick deck. Plus, any flashback will get hurt.I see the easiest failings of this deck as follows:Removing Krenko is relatively easy.There's little to no flying protection.Nothing to save against board sweepers.I can't deal with enchantments like sphere of safety and o-ring. Other than those things, this deck usually actually plays pretty well in multiplayer. Even when my friends use Sphere of Safety and Blood Artist spam, I can usually massive raid, or the like. It becomes a matter of "If I build up too fast before they do, can I kill them?" or "If I don't build up very quickly until after they do the majority of their damage, I can rush in at the end..."
Get out as many goblins as possible on turns 1, 2, 3 -- by turn 4 or 5 get Krenko and/or fervor out. Create a huge amount of goblins. Swing, swing, swing. Ideally get out massive raid, or five alarm fire and deal damage. Legion loyalist and dynacharge should pump up the damage.
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like some of the changes. interested to see how it fares.
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