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Just a basic sligh deck. It seems to work pretty good. The only problem with it is that if I'm playing against a deck that can survive past turn 6 or 7 than it kind of runs out of steam. I've played many games where my opponent is down to a 5 or less life and my deck just runs out of steam and he is able to come back. Any suggestions are appreciated, as long as they are T2. Thanks for looking.
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The deck was changed a little bit after I put it on here, and I couldn't figure out how to take cards out of the card list. That is why there are some cards that have 0's for quantities. Anyone want to tell me how to remove cards from the list, and I'll change it. Thanks
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Regarding my above comment, I found out how to remove the cards... So ignore my first comment.
Earthquake is the way to go here. Once you run out of steam use it to clear the field and try to kill them through direct damage if they are down to around 5 life.
Also consider, these two cards, Teatering peaks and Goblin Bushwaker to give your creaters alittle something extra.
Yeah, I put pyroclasm to kind of clear up the playing field, but I think I'm going to substitute those for earthquake. Thanks for the suggestions. The Peaks are good, and I might try those and see how they work out, but the bushwacker won't really help me because most of my creatures die the turn they come out and I want them to come out asap, so dropping the bushwacker won't pump many creatures...
What about some howling mines? I just played against someone that put it out, and I kicked their a$$ cause my hand was always full of stuff to do. If I threw in like 3 mines, what would you suggest I take out?
Maybe switch some stuff around and add Blistering Firecat? 7/1 for 3 mountains and a colorless with haste and trample.
Blistering Firecat isn't T2 legal. I would add Zektar Shrine Expedition and possibly Quest for the Pure Flame. Both would be nice for some later game damage boost.
maybe goblin guide and replace the fireball with banefire if you have the cash. other than, its pretty good. o and i would get rid of your magma sprays for the mines if you want those in.
A little update on the deck. I added 3 mines and took out 3 sparkmage apprentices. It works really good now. I'm still having trouble with blue control, but its getting better. mrgoodbytes- I tried quest for the pure flame, but it just slowed the game down. If I played it on the first turn then I would have to wait a turn to start attacking, and thats bad. Most T2 decks I play against have lots of the lands that come into play tapped, so I utilize that by attacking heavily the first 3 or 4 turns. After about the 4th or 5th turn its kinda too late in the game to play the quest. I was thinking about trying the Zektar card, but it seems a little slow to. Maybe I'll throw it in for a couple of games and see how it does. Hipponox- I was actually thinking about buying goblin guides. I don't know if I should replace the Raging Goblins, or the Jackal Familiars. Thanks for mentioning the Banefire. Thats a good idea. Thanks for the suggestions.
pete, as for the replacement for goblin guide, straight up drop the raging, 2 power for one mana coming from the jackal is too much to pass up so 1st turn jackal, 2nd turn goblin guide, 4 damage, kinda like your own putrid leech =]
oh and why not goblin cheiftains????