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Red / Black Goblin Chaos
Early game its just a basic goblin token deck. Sorceries, enchants, and creatures focused on making more goblins. Late game things get a little twisted. Drop Possibility storm, confusion in the ranks, or grip of chaos (all three if your lucky) and cripple your opponents strategy. Possibility storm makes things unpredictable for everyone. But not so much for this deck. All your creatures have a similar effect and buff all your other creatures already in play. It actually will help get enchantments out cheaper (cast the quest, possibility storm it into confusion in the ranks!). All your sorceries give you tokens, and there is only one instant spell (so it will possibility storm into itself for a guaranteed cast).Confusion in the ranks is good for thievery. Pay close attention to the wording. Every permanent that COMES INTO PLAY gets changed. You know what that means? Yup, I just traded my 1/1 token for your legendary. And since this is a token deck, it should out pace most creature decks. Soon your opponents will have a field of 1/1 goblins and you'll have all their big baddies. Also, a good part of your enchantments are not player specific, so trade the confusion in the ranks to them and still benefit from it's effect!Next is Grip of Chaos. Magic just became a game of russian roulette. Most targeted abilities, sorceries, or instants are not limited. You can hit yourself with a burn spell, and you can heal your opponents. Grip of Chaos changes you CAN, to you MAY. (Sure friend! Cast lightning bolt if you want! 12 of the possible targets are these tokens I cant get rid of, 4 are the tokens I gave to you, and the other 7 are to big to be killed by it. Oh look at you go, all those options and you managed to hit yourself, good job!) Lastly look at the synergy in all the cards. Every creature buffs only creatures you control. (So that gob token is a 3/3 on your side, but becomes a 1/1 again when you give it to your opponent.) Most of your enchantments work across the board so everyone gets to benefit from the wildness! And your sorceries all do the same thing just to a different strength, so it gives you a little predictability in this mess. Throw in one last sucker punch to really seal the win. Brand. Oh glorious Brand. Trade all your gob tokens for the enemies baddies, then Brand brings them back home (most likely also benefiting from haste if you have the right cards out!). Now your opponent faces the horde, plus their favorite monsters, with no reliable defense. (Fog possibility storms into....! Giant growth, well F***) A couple draw backs to the deck. It would be completely outpaced by a dedicated token deck. (That would be one helluva mess though) And there is no plan B. Once it's all in place its like a boulder going down hill. It will either steam roll over everything or be diverted and bounce around uselessly.
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