Goblins!

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Postby Khaospawn » Mon Aug 18, 2014 6:00 pm

It's probably ripped of from another player.

Or he just combined my Storm Primer with my Goblin Primer and neglected to give me credit. XD
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Postby Valdarith » Wed Aug 27, 2014 4:35 pm

Just kinda threw this together in my head during a jog yesterday evening.

[deck]
Creatures (29)
4 Goblin Guide
4 Foundry Street Denizen
3 Tattermunge Maniac
4 Legion Loyalist
4 Goblin Bushwhacker
4 Spike Jester
4 Goblin Rabblemaster
2 Hellrider

Spells (10)
2 Goblin Grenade
4 Lightning Bolt
4 Searing Blood

Lands (21)
4 Blood Crypt
4 Blackcleave Cliffs
4 Auntie's Hovel
2 Cavern of Souls
7 Mountain

Sideboard (15)
2 Electrickery
4 Duress
1 Illness in the Ranks
3 Rakdos Charm
2 Terminate
2 Goblin Ruinblaster
1 Slaughter Games
[/deck]
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Postby Platypus » Thu Aug 28, 2014 11:04 am

What a coincidence! I was thinking of Hellrider + goblins yesterday.
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Postby Valdarith » Thu Aug 28, 2014 5:49 pm

The downside is that he dies to Bolt, but the upside is that you're cramming in threats like Goblin Guide, Spike Jester, and Goblin Rabblemaster that have to be answered, and your opponent can only play so much removal.

Illness in the Ranks out of the board is an obvious nonbo with Rabblemaster. Perhaps the three Rakdos Charm is enough for Twin, but Illness is such a huge beating against them and is also decent against decks running Lingering Souls, Spectral Procession, and Young Pyromancer. Nevertheless I think leaving it out is best.

I'm a big fan of the black splash though. Spike Jester is for real and postboard Duress, Rakdos Charm, and Terminate is very nice. Slaughter Games is nice to have against Scapeshift (that's the only game I can imagine it comes in).
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Postby Khaospawn » Thu Aug 28, 2014 6:11 pm

Not playing Goblin Chieftain should be a criminal offense
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Postby LP, of the Fires » Thu Aug 28, 2014 8:03 pm

I see zero reasons for not splashing, so rakdos will be my default for testing purposes.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Khaospawn » Thu Aug 28, 2014 8:25 pm

Here is a list that I've reverse-engineered from a match that I lost to the other day. He dealt me 11 damage on turn 4...

[deck]
Creatures 24
4 Foundry-Street Denizen
4 Goblin Guide
4 Mogg Fanatic
4 Mogg War Marshal
4 Ash Zealot
4 Goblin Bushwhacker

Burn 16
4 Lightning Bolt
4 Goblin Grenade
4 Brimstone Volley
4 Skullcrack

Land 20
20 Mountain
[/deck]

I know it looks dumb, especially with Ash Zealot in there, but it hit hard. I assume the pilot is either new to MTGO or was just playing a super cheap deck, but I found it interesting nonetheless.
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Postby Valdarith » Thu Aug 28, 2014 10:26 pm

I think Rabblemaster is better than Chieftain here. Running both probably clogs the 3cmc slot too much.
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Postby Khaospawn » Fri Aug 29, 2014 12:22 am

That's a joke, right?
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Postby Valdarith » Fri Aug 29, 2014 3:16 am

Nope.
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Postby Khaospawn » Fri Aug 29, 2014 8:16 am

Good luck then.
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Postby Khaospawn » Fri Aug 29, 2014 8:28 am

Let me know your results.
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Postby GoblinWarchief » Fri Aug 29, 2014 9:21 am

About splashing : i agree there is no reason not to play black. Spike Jester is very good and sideboard slightly improves with access to black.

About Rabblemaster : the deck is all-in , or at least it is how i approach it. you need to have your opponent at 5 or less life untile turn 3-4 so that you can finish him with a grenade at any point of te game. Goblin Chieftain is better in dealing damage faster because he has haste and pumps all your guys and gives them haste. It is a bit of a risky card though, because when you attack with everything and they kill your chieftain it is a blowout... bushwhacker is much better than chieftain. But still i think chieftain is better than rabblemaster, because the latter pushes the deck more into a "midrange" style, being a standalone threat that needs to be dealt with or take over the game, but not doing nothing impressive immediately. I think this deck is all about speed
and not standalone threats ..... but i can see potential so tell us your testing results.

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Postby Valdarith » Wed Sep 03, 2014 6:35 pm

More brewing. I like to take a few days to get a list going before I ever play it. This allows me plenty of time to reflect and find suboptimal configurations.

[deck]
Creatures (30)
4 Goblin Guide
4 Foundry Street Denizen
4 Rakdos Cackler
2 Tattermunge Maniac
4 Legion Loyalist
4 Goblin Bushwhacker
4 Spike Jester
4 Goblin Chieftain

Spells (10)
3 Forked Bolt
3 Goblin Grenade
4 Lightning Bolt

Lands (20)
2 Cavern of Souls
4 Blackcleave Cliffs
4 Blood Crypt
4 Auntie's Hovel
6 Mountain

Sideboard (15)
1 Illness in the Ranks
4 Pillar of Flame
4 Duress
2 Rakdos Charm
2 Terminate
2 Dragon's Claw
[/deck]

I actually have the Chieftains so I will try them first. This list just wants to go f-ing kill them.
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Postby GoblinWarchief » Wed Sep 03, 2014 8:07 pm

Rakdos Cackler seems a bit out of place. I would maximize tattermunge maniacs or look at mogg fanatic/goblin cohort before running him.

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Postby Khaospawn » Wed Sep 03, 2014 8:09 pm

Mogg War Marshal is really good with Bushwhacker and Grenade tricks.
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Postby Khaospawn » Wed Sep 03, 2014 8:10 pm

Though if you add him, you'll need to take out Illness in the Ranks. You can play Electrickery in its place.
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Postby Khaospawn » Wed Sep 03, 2014 8:11 pm

Besides, you don't really care much about enemy tokens anyway with Legion Loyalist as long as he has buddies. *cough cough Mogg War Marshal cough cough*
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Postby Valdarith » Wed Sep 03, 2014 8:13 pm

I thought about it, but I think the two toughness from Rakdos Cackler makes him worth it. So what if he doesn't get the bonus from Chieftain? Just because we're running a goblin list doesn't mean we HAVE to run all goblins.

While on the subject of two toughness, I put in three Forked Bolt to take care of weenies. This deck is pretty weak to little 1/1 and 2/1 dorks without Legion Loyalist in play.

Illness is one reason I'm not playing War Marshal. The other is that he's pretty slow. Spending two mana to make two tokens while having only one of them be able to attack the next turn is a little underwhelming. Illness is strictly better than Electrickery against Splinter Twin (which is the main reason the card is there) and I'm already playing four Forked Bolt in the 75 which makes running Electrickery overkill.
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Postby Khaospawn » Wed Sep 03, 2014 8:17 pm

:stubborn:
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Postby Khaospawn » Wed Sep 03, 2014 8:22 pm

Dude....Mogg War Marshal.

Take it from me, you want this guy.

"Too slow" is ridiculous. War Marshall is how you're going to repopulate your board after some sweepers, like Pyroclasm or Anger of the Gods. He's what you want to draw after you've landed a Chieftain or when your opponent wants to -2 a Lilliana. Hell, he's even a great Turn 2 play and then you can follow up with a Bushwhacker.

The main objective with Goblins is to spread out and turn sideways. You can achieve this better by playing a single spell that nets you multiple goblins.
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Postby Khaospawn » Wed Sep 03, 2014 8:26 pm

Also, about the Twin matchup, you want to be pressuring them with as many guys as possible while leaning on either Dismember or Combust. Preferable Combust since it's uncounterable and unable to be redirected.
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Postby Valdarith » Wed Sep 03, 2014 8:26 pm

I know what he does. I've played him before. I'm just a bit confused. Would Goblin Rabblemaster not be a better fit here?

My goal here is to build a deck with the most consistent goldfish. To that end, War Marshal simply doesn't deliver.
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Postby GoblinWarchief » Wed Sep 03, 2014 8:28 pm

He is not pumped by chieftain , but he also can't be sacrificed to grenade and can't be cast off cavern of souls. I wouldn't take these risks, and goblin cohort has two toughness by the way. But cohort too is risky and i would probably just play some mogg fanatics.

War marshal is not the fastest card in the world , but he triggers denizen three times and having 2 bodies is very good against heavy removal decks. Sometimes the extra token is just what you need to be able to cast a grenade for the win.

Basically my advices are always the same but this is because my R/B list in my first post in this thread has been tuned for quite a lot of time and i think it works extremely well. My only room for changes is the 21st land (keldon megaliths, i could see cutting it and going down to 20 lands), mogg fanatic/spikeshot elder (i could change them for other 1 drops or additional removal), and 4 grenades that sometimes feel
too much, but they really win a lot of games.

I like forked bolt, but you already have legion loyalist and goblin chieftain that overwhelm 1/1's. I would play it only if my meta was heavy on affinity/tokens/stuff like that.

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Postby Valdarith » Wed Sep 03, 2014 8:28 pm

If I were playing a deck with anthems and Dynacharge, I'd definitely want War Marshal (I've played those kinds of decks before).
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Postby Khaospawn » Wed Sep 03, 2014 8:30 pm

RE: Rabblemaster

He competes in the 3 spot with Chieftain. If you want to spread out on 3 drops, he may not be a bad addition since he's almost like an army in a can.

Personally, I think with the "spread out and get 'em" strategy, the list of 3-Drops are: (1) Chieftain, (2) Goblin King, and then (3) Rabblemaster.

Making guys and then buffing them immediately or the next turn is how you're going to push a bunch of damage out fast.


I'm also wondering if I could even start utilizing Brimstone Volley in some these builds....
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Postby GoblinWarchief » Wed Sep 03, 2014 8:31 pm

I understand your desire of having the fastest clock possible. The nut draw in this regard is always going to be turn 1 guide turn 2 jester ..... but since this is not always possible, your second best opener is turn 1 foundry street denizen turn 2 mogg war marshal in my opinion. That denizen is going to do a lot of damages if left unchecked.

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Postby Khaospawn » Wed Sep 03, 2014 8:32 pm

War marshal is not the fastest card in the world , but he triggers denizen three times and having 2 bodies is very good against heavy removal decks. Sometimes the extra token is just what you need to be able to cast a grenade for the win.
That part is so crucial too. But he triggers twice when you play the Marshal and then another time during the upkeep if you don't pay the echo cost. I mean, it IS possible to trigger 3 times in a turn if you Grenade the Marshal and then swing.
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Postby Khaospawn » Wed Sep 03, 2014 8:33 pm

Warchief knows his business. :D
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Postby GoblinWarchief » Wed Sep 03, 2014 8:33 pm

I thought about brimstone volley and it could be good (especially with war marshal...) but 3 mana is a lot to ask here and i suppose stoke the flames is better.

Yes, of course i meant that it triggers twice and then another time the next turn.

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Postby Khaospawn » Wed Sep 03, 2014 8:34 pm

Foundry Street Denizen is so good....or as I long to call him: Goblin-with-a-stick.
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Postby Valdarith » Wed Sep 03, 2014 8:39 pm

I understand your desire of having the fastest clock possible. The nut draw in this regard is always going to be turn 1 guide turn 2 jester ..... but since this is not always possible, your second best opener is turn 1 foundry street denizen turn 2 mogg war marshal in my opinion. That denizen is going to do a lot of damages if left unchecked.
I think Denizen into Jester is comparable here, but yes, it does increase the consistency of Denizen damage.

I've thought about Stoke the Flames. It would obviously be good with a War Marshal build and also nice to tap down a Maniac that you don't want attacking.

I've also considered Mad Auntie in more of a swarm build. Unclear if it's better than [card]
Goblin King[/card] though. Mountainwalk is pretty relevant in a format with so many red decks, but so is regenerating your Goblin Chieftain.
Last edited by Valdarith on Wed Sep 03, 2014 8:42 pm, edited 2 times in total.
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Postby GoblinWarchief » Wed Sep 03, 2014 8:41 pm

Well , i spent most of my time playing modern fine tuning goblins and skred red. In part because i love goblins, in part because i am mainly a legacy player, in part because of budget concerns. Now that they will reprint the old fetches that i already own i will start contributing more on the burn thread too.

You all know your business, but do not try to compete with me about goblins XD XD

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Postby Khaospawn » Wed Sep 03, 2014 8:42 pm

do not try to compete with me about goblins
Except for me. :p :tongue: ;-)
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Postby Khaospawn » Wed Sep 03, 2014 8:43 pm

I AM THE MOTHERFUCKING GOBLIN KING!
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Postby Khaospawn » Wed Sep 03, 2014 8:43 pm

BOW TO ME AND TREMBLE!
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Postby GoblinWarchief » Wed Sep 03, 2014 8:49 pm

Mad Auntie is the obvious lord you can play after 4 chieftains together with goblin king. It depends on how many mountains you expect to face (mountainwalk).

Yeah turn 1 denizen turn 2 jester is more damage by turn 2, but having turn 1 denizen turn 2 war marshal is most of the time more damage by turn 3 because denizen will trigger another time and you will have an extra body on the field to be pumped with chieftain/bushwhacker.

I'm so happy discussing about goblins ..... This is usually not possible in real life because when you open with auntie's hovel foundry street denizen your opponent thinks is facing an idiot :)
By the way, if you don't like war marshal and you like cackler, just try various configurations. I think in the end you will appreciate war marshal and see that cackler dissinergy with the deck can
sometimes be relevant, but the whole purpose of these discussions is improving the deck so you mustn't take my word or khaos word as a bible :)
Last edited by GoblinWarchief on Wed Sep 03, 2014 8:54 pm, edited 1 time in total.

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Postby GoblinWarchief » Wed Sep 03, 2014 8:53 pm

You know, there is no place for both because "to become king of the goblins, one must assassinate the previous king. Thus, only the most foolish seek positions of leadership" . But i think we can be a bit more intelligent than goblins and govern together. Simply put, you are the king, i am the warchief. And who is Val ??

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Postby GoblinWarchief » Wed Sep 03, 2014 8:56 pm

To be king, Khaos did in Warchief, who did in Val, who did in ....

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Postby Khaospawn » Wed Sep 03, 2014 8:58 pm

He can be whoever he wants to be. I don't think Goblins discriminate. At the end of the day, you're either food or ammunition in a Goblin's eye.
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