Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
Gatecrash cards: Main Deck: 4x Legion LoyalistSide Board: 4x Skull Crack
This deck has been viewed 5,817 times.
madisonpyro has deleted this comment.
Permalink
gobs can't be countered?
Cavern of Souls is a dang good land for any tribal deck. Especially in formats such as Modern or Legacy. Being able to cast creatures without the fear of them being countered is pretty legit if you ask me. And especially with goblins. Goblins that can't be countered means that they usually have to have some sort of instant speed removal to even think about dealing with Goblins.
have you seen the goblin out of gatecrash might be a nice addition to the deck
Apparently you aren't reading what I have written in the "Deck Description" section.
This is certainly fast however what if you ran Simian Spirit guide over Mogg War Marshall? This would allow for turn 1 Warren instigators and would be a benefit almost throughout the entire match. Another thing to note is that a good margin of your creatures assume you to have many creatures out to be effective and this generally is most crucial once you are top decking which is very quick with goblins. This is 10 creatures to be exact being the Bushwacker, the Wardriver and lastly Krenko. What I suggest is taking out a goblin Wardriver and putting in another Krenko as you will always at any time appreciate Krenko and having a 3 of is simply a better ratio. On another note, You can also replace the Mogg War Marshal with Krenko's command if you don't like the Simian Guide idea. Krenko's command will give you the 2 1/1's regardless and both will be able to attack the turn after where as only the token for Mogg War Marshall entering could attack your next turn though this comparison is a very minor one. A notable card to consider is the Siege gang commander as he can be game changing. This is especially true if you can land a turn one Warren Instigator with the Simian Spirit guide for a turn 2 Siege gang commander plus whatever else you play for 2 mana. This can lead to a turn 2 involving 6 goblins combo. Hope this helps.
Never really thought about using Spirit Guide. Definitely a strong idea, but it does take away some extra offensive power for a goblin deck like this. I thought about Siege Gang Commander, but without the Instigators, he's a dead draw in a deck like this. If I hit 5 mana, I'm usually going to be quite bummed. Playing with Siege Gang is too reliant on other cards, I feel. And my other reason for playing Mogg War Marshal over Krenko's command is sort of a silly, but, I feel, solid one. The War Marshal actually gives me 3 bodies to use. War Marshal is a wonderful chump blocker, if they have something attacking in to me. Throw my War Marshal in front of it, only to be replaced by another Goblin.
Siege Gang is a great goblin when you can drop him with Goblin Lackey, Instigator, etc. If you have to hard cast him then the deck just aint working right. Krenko is extremely good as well but he gets even better when you can Goblin Matron him...I've got a Legacy Goblin horde that has gone undefeated in the last two Legacy FNM's at my local store that you can take a look at and see if there is anything there you can use for anything:http://mtgdeckbuilder.net/Decks/ViewDeck/418460
I was like, "Man that is expensive for a goblin deck, whats with the price?" Then I see your lands lol
Uncounterable Goblins for the win. The Mesas are more there just for the little bit of deck thinning, but you replace those with 4 Mountains and you're golden, for a lot cheaper too.
Nice deck man