I Changed some things recently: Mainboard -1 "Bloodmark Mentor" (I don't want to have 2 of them in my hand) +1 "Furystoke Giant" (Finisher, combined with "Goblin Chieftain" and "Krenko, Mob Boss" he can be really ugly ;) ) Sideboard: +2 Zo-Zu the Punisher (Thanks to patzebat and his goblindeck) +4 Vexing Shusher
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"Quest for the Goblin Lord" is a nice piece of enchantment for goblins. It also works very well with "Mogg War Marshal" You could also think of "Goblin Lackey" (Not modern legal) or "Warren Instigator". Combined with "Infiltration Lens" they can make your enemy sweat: Block and let you draw card (and normaly loose a creature due to doublestrike) or don't block and risk 2 goblins for free on the field. You could also try to reduce the number of mountains to 18-20. The mana curve of this deck is pretty low, so it should work. As finisher I personally use "Furystoke Giant" on my goblin Deck
Why not keep in mono-red? e.g. http://www.mtgvault.com/muktol/decks/r-burn/
It's worth a try. I'm using 16 Lands in my burndeck ;)http://www.mtgvault.com/muktol/decks/r-burn/
With so many cc1 spells you can think of reducing the number of mountains to 18. But you'll have to test this carefully.
I also played around with the idea of forming a deck around "Drogskol Captain", the main disadvantage is, that it is to slow against common modern or standard decks. But perhaps some of my Ideas will help you:As cheap spirits I used "Spectral Rider"(Intimidate), "Kaijin of the Vanishing Touch"(Bounces blocked creatures back on hand) or "Lantern Kami"(Cheap and flying). The rider is also a great creature to carry "Inquisitor's Flail" to your enemy. "Rushing-Tide Zubera" is a good blocker and a nice choice for carddraw. As support I used the following instants/ sorcerys/ equipments: "Skillful Lunge"(Buff), "Inquisitor's Flail"(Damage), "Spell Pierce"(Counterspell), "Mana Tithe"(Counterspell) and "Otherworldly Journey"(Protection and buff).Ultimately I splashed green to get access to some other spirits, but that is not really a good choice for a budget deck
Our local dealer wants 2€ for one Wall of Denial, on other platforms it ranges from 0,15€ to 0,5€ ;)
http://www.wizards.com/magic/tcg/resources.aspx?x=judge/resources/sfrmodernhttp://www.wizards.com/magic/magazine/article.aspx?x=judge/resources/sfrlegacy"Legacy decks may consist of cards from all Magic card sets, any edition of the core set, and all special sets, supplements, and promotional printings released by Wizards of the Coast."My Goblin deck locks like this:http://www.mtgvault.com/muktol/decks/r-tribal-goblins/ I would change "Boggart Ram-Gang" to "Goblin Wardriver" and "Shrine of Burning Rage" to Quest for the Goblin Lord"
I would change from "Guard Gomazoa" to "Wall of Denial". The jellyfish can be pretty easily killed by a bolt, the wall should hold out longer. Backdraw of the wall is, that it's mana costs are more complicatedI would also up the number of "Perimeter Captain" and "Doorkeeper" to 4, as they are your main tactic to win."Curse of the Bloody Tome" is normally to slow with it's milling, i don't know i it works well in this deck. If you want to handicap your enemy, try "Chronic Flooding"Also good walls/defenders are "Wall of Omens" (Carddraw), "Wall of Tanglecord" (Strong & possible reach) and "Steel Wall" (Cheap)
Keep her in the deck and try it out, that's the best way to see if there are cards that you don't like or never are able to play. Let's do a little calculation: Chandra costs cc6, so I would say that you can play her in T8+. You can activate her +1 or -2 ability once for sure, your enemy can't do something against that (As long as he wont counter the Chandra spell). So yo get to discard the enemys hand and draw 3 cards or 4dmg for 6 mana for sure. Planeswalkers are the best targets to attack that there are in the whole game, so your enemy will do what he can to kill your Chandra. Normally you don't have enough creatures and simply don't want to waste your spell on enemy creatures, so She will have gone the next turn. What did she then ultimately do? Discard the enemys hand and draw 3 cards or 4dmg on your enemy, and bought you a turn. Not really good for a cc6 which is normally supposed to win the game.
What I would do:- 4 Boggart Ram-Gang: The 'Wither' ability is of no great use here- 2-4 Mountains: I'm normally trying to build decks with a manabase of 20 lands, but when the most cards won't cost more than cc2 I would try it with 18 Lands. They can still be increased if it wont work.- 1 Krenko, Mob Boss: Down to 3, you'll never want to have 2 of him in you hand3-4 Infiltration Lens: For Carddraw+ 1 Goblin Chieftain: Up to 4, yo will need him4 Goblin Wardriver: 2/2 and Warcry4 Mogg War Marshal: Produces 2 tokens and works very well with "Quest for the Goblin Lord"2 Siege-Gang Commander: Better than "Beetleback Chief". The mana costs are irrelevant here, as you never want to hardcast them+ 1-2 Spikeshot Elder: His abbility is expensive but works well with everything that pushes power..."Quest for the Goblin Lord", "Goblin Chieftain" and "Goblin Wardriver"4 Warren Instigator: Best goblin there is aside from "Goblin Lackey". Move all 4 from sideboard to mainboard+ 4 Quest for the Goblin Lord: Pushes all creatures you controlI have no experience with "Riot Piker", but personally I don't like creatures that say 'Has to attack every turn'You'll have to experiment a little to bring the deck down to 60 cards.
Thanks for the advise, I changed from "Living Hive" to "Khalni Hydra" :)
Ticklyfish do you allready have your U/W Mill in the database? I love white and I would really be interested in seeing how this works. :)
I have built a similar deck for one of my friends, and he is very successful.Take a look at http://www.mtgvault.com/muktol/decks/r-tribal-goblins/and feel free to ask if you need some help.
Personally I wouldn't put cards more exoensive than cc3 into a burndeck, and even the cc3 have to be real matchwinners"Cinder Pyromancer": My stomach says that it is to expensive and does to little, but i have to admit that i have little expirience with this card"Furnace of Rath": Costs to much to be of great use. You normally don't want to 'waste' that much mana in thing that effect the game only in the next turn. It's a great card for sure, but I think it would be better to cast 2-4 spells on your enemy this turn. "Burst Lightning" and "Shock": It's damage/mana ratio is not good enough, as replacements I would take a look at "Magma Jet" and "Shard Volley". "Magma Jet" has also the advantage that you can Scry2 and thus see what your next 2 turn draws will be. If you want a cc1/2dmg spells "Forked Bolt" does a good job as it is flexible enough."Shock": Dito...it's damage/mana ratio is not good enough"Skullcrack": I would put it into my sideboard, unless you have a great deal of lifegain decks as enemy's"Chandra Ablaze" and "Chandra, the Firebrand": They bot cost to much. As replacement for "Skullcrack" and both Chandra's I would take a loot at 'burn' or RDW creatures like "Goblin Guide", "Vexing Devil", "Hellspark Elemental" or "Ball Lightning"For my own Burndeck's sideboard I use "Vexing Shusher" against counter/control and "Wheel of Fate" when I really need the carddraw.Hope I could help you!(Sorry for my bad English, I am no native speaker :) )
depends on the decks you're up to. You have it in your Sideboard, if you feel that it is more usefull than e.g. "Dream Twist" just switch. With the upcomming rulechange it will be possible to have a Sideboard with less than 15 cards.
Depends on how stable your mana base is. If you can play with standard lands it's OK, otherwise you will need duallands. The searchlands are good for searching standards and thinning out the lands. Also they help to activate the landdrop ability of your Hedron Crab.
-3 Nemesis of Reason -4 Archive Trap (-> Sideboard) -4 Twincast -3 Terramorphic Expanse +4 Jaces Phantasm (or Wight of Precinct Six, which looks better to you) +3 Jace, Memory Adept +4 Dream Twist +3 Nephalia Drownyard
I didn't see a "Standard" Tag, and thus went for modern.
"Purely a mill deck" "Defensive" ?!? Something isn't right here... If you realy want to mill your enemy to 'death' you need more possibilities to do so: Instead "Wall of Frost" you could use "Hedron Crab". Put the Frostwall into your sideboard but I would look for a flying defender that I could use instead. I would change "Nemesis of Reason" for "Consuming Aberration" and decrease it's number to 3. If you want to stay offensive think about 1 or 2 "Mirko Vosk, Mind Drinker" Also I would put "Suffer the Past" into the sideboard. Its to specific to be usefull in every match. (OK, I don't know your game partners, but in our local modern tournaments I haven't had use for much GY hate) "Jace Beleren" is a good choice for a cc3 slot, I would nevertheless change to "Jace, Memory Adept" "Mind Grind" -> "Glimpse the Unthinkable". Its more efficient, and in combination with "Jace's Phantasm" you could have 5/5 with flying in Turn 2 "Traumatize" comes to late without ramp to be of much use. As cc5 spell it comes in turn 5 (if you manage to play a land every turn), at that point there should be allready be a great mass of cards in your opponents graveyard. "Sleep" -> Sideboard. It helps you to buy time, but when you really mill your enemy to death he normaly shouldn't have that many creatures out. With some space in your deck take a look at these mill-spells: Duskmantle Guildmage Breaking // Entering Dream Twist Thought Scour Mind Funeral Nephalia Drownyard Millstone Greetings Muktol
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