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But really this is another revision of my Goblin deck. Is 22 mana more than I need? Can I drop to 20 and be successful? Slightly more burn than my last version, more Dragons, more Commanders, no more Quest for the Goblin Lord, because I realized that it slowed my deck down a full turn. Still would like more 1 drops (only have burn spells and Goblin Guide as 1 drop if you don't count Bushwhacker with no kicker) but I don't know what to remove for Raging Goblin. Any ideas on this would be appreciated! And the mana curve I'm still not sure about.
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I always go for 18 mana lands. That way I have enough room for everything I need
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Earthquakes in here? kinda odd when you're trying to overrun with goblins. Think about possible ball lightning and / or hellspark elementals. The other nice things are basilisk collars with the warren instigators.
Yea, I know that it's a little odd to have Earthquake in a goblin deck, but it's a really strong "last chance" card. As long as your opponent is at lower health than you and you have the mana to finish them, it doesn't matter if your goblins die. I wouldn't use it unless I had to, but I like the ability to have it as a last resort. Basilisk Collar would be cool, but I don't know if it would be fast enough to run in this deck. I'll look into it though, good idea :). What about lands Talkyn? Should I stay at 22? I don't trust having 18 lands, that seems way too low even for mono red burn, but I don't know if I need 22.
i would try running this on mws and seeing how it plays out. i think the 22 should be ok becuase the teetering peeks are acting more like a buff than a land. maybe get rid of 2 if you get mana flooded. also have you considered goblin assault? that card is eh a lot for some people. also. sorry again for exploding on you. we are usually pretty chill on this site. dont know what i was thinking. sorry again. +1 looks solid to me. lemme know how it goes after some playtesting.
Thanks man :) I'm actually proxying the cards I don't own right now to test it against my G/W Ally deck. I'll post on here after I play a game or two with it and see how it goes. Goblin Assault is an idea, and it would be great if I put the Goblin Lord quest back in, but I dunno. I'm not used to enchantments like that tbh Lol. I'll proxy it later and see how it plays.
I appear to have done the impossible: I made a goblin deck that seems to be retardedly slow. I rarely get a turn 1 play, since I try to hang on to my burn spells to destroy creatures. This deck managed to beat my G/W Ally deck 3/3 times but it was a close thing. Warren Instigator + Siege-gang Commander happened once, but I never got to play a Voracious Dragon (/sadface). This deck actually has an amazingly strong mid / late game, but is kind of shitty early game. I dunno how I turned red into that, but I did. Any ideas on how to make this faster in early game without losing my late game?
Like i said before, ball lightning or helspark elementals will get out quick hits on your opponent to make them afraid of what ever you're going to play.
You're right... that's probably a good call. I think I'll move Earthquake to the sideboard completely and put Hellspark Elemental in. Maybe I'll drop a mountain too... 22 lands has been doing more than enough. That leaves room for 3 Hellspark Elementals. Sounds good to me :).