Goblins have been a part of Magic since the game's inception in 1993 and have been the favorite race of many people since that time. Several decks centered around these little critters have been popularized and played over the years including Goblin Bidding, Vial Goblins, & Food Chain Goblins. Like many red based aggro decks, R/B Goblins utilize cheap, efficient creatures and a substantial burn suite to demolish its opponent as quickly as possible. As is typical with a fast, aggressive deck, R/B Goblins suffers from a lack of a mid-late game plan and is susceptible to board sweepers and mass removal. With the release of Lorwyn, Goblins are back in Standard as a viable force for the first time since their sound following back in Onslaught.
R/B Goblins are a nasty little bunch, capable of winning games quickly. With the addition of Lorwyn's Boggarts, these little critters are highly synergistic. [card=mogg war marshal]Some make tokens[/card], [card=mogg fanatic]deal direct damage[/card], & [card=wort, boggart auntie]revive your army[/card]. Others [card=stingscourger]bounce opposing creatures[/card], [card=knucklebone witch]grow at the expense of others[/card], & [card=boggart harbinger]tutor one another[/card]. They have access to a sufficient array of [card=incinerate]direct damage[/card] & [card=fodder launch]removal[/card], & even [card=thoughtseize]hand[/card] & [card=grave pact]board[/card] disruption. As a red and black deck, Goblins also have a [card=magus of the moon]plethora[/card] [card=deathmark]of[/card] [card=sulfur elemental]sideboard[/card] [card=profane command]options[/card] [card=pithing needle]too[/card]. Whether you're beating and burning face, [card=threaten]stealing[/card] and [card=greater gargadon]sacking[/card] creatures, or turning you're horde into a [card=mad auntie]sizable force[/card], Goblins are a powerful and well rounded bunch, and more importantly, a blast to pilot.
"The Original" sligh deck was introduced in 1996 by Jay Schneider. Sligh decks are all about speed and R/B Goblins is no exception. Sligh decks, like most aggro decks want to attack, attack, attack and because of this fact, the deck's curve is highly important. This means the deck needs to be able to play cheap threats each turn in order to defeat the opposition quickly before they have the opportunity to stabilize the board. Direct damage spells are used to burn opposing blockers out of your way & offer the deck some much needed reach.
To be honest, there isn't much of a difference between how the two versions work. The most glaring difference is that the Midrange/Toolbox utilizes Boggart Harbinger to tutor up specific answers to opposing decks. The Harbingers give toolbox pilots access to cards higher in CMC (converted mana cost) without clogging their hand with expensive, uncastable cards early on, & essentially lets you employ the use of a wider variety of spells.
Mogg Fanatic - Cheap, efficient, & versatile. Blocks and kills X/1's while pinging an opponent for 1. Takes down opposing X/2's all by himself.
KnuckleBone Witch - Maybe not quite as good as Mogg Fanatic as he needs to rely on other Goblins dying. Overall, a solid card choice. This guy can get out of hand if left unchecked. Great synergy with Gargadon & Facevaulter.
Greater Gargadon - Played primarily alongside Knucklebone Witch for added synergy. Useful against decks that utilize board sweepers & mass removal.
Festering Goblin - Mogg Fanatics 5-8, but they're not as versatile. They can't ping opposing players but can take care of an opponent's X/1's (when sacrificed) or X/2's (when blocking). Be careful though...if your opponent has no creatures on the board, you'll be forced to give one of your own creatures -1/-1 should he die.
Face Vaulter - The Goblin version of Nantuko Husk, but with an activation cost of . Serves as a secondary sac outlet to Greater Gargadon.
Raging Goblin - Swings for 1 the turn he comes into play. After that, he's a vanilla 1/1.
Mogg War Marshal - Essentially you get three 1/1's for two mana. Synergy with Knucklebone Witch, Greater Gargadon/Facevaulter, Mad Auntie/Goblin King, and Wort. **HINT- If you have Gargadon on the board when you play this and you know you're NOT going to pay the echo cost, sac him during opponents EOT if he didn't block so you have an additional 1/1 without summoning sickness to attack with.**
Squeaking Pie Sneak - 2/2 for two with evasion. Needs a Goblin in hand to be played for two though. Lacks as a top deck draw.
Stingscourger - Pseudo-Bounce at sorcery speed. Good for removing an opponents biggest threat.
Keldon Megaliths - Once you exhaust your hand, this gets the last few points of damage though. Useful against X/1's or to inflict lethal damage to opposing creatures. Disrupts tempo though because it enters play tapped.
Pendelhaven - Not used for its ability to produce green mana, but rather to pump your army of 1/1's.
Tresserhorn sinks - Budget replacement for Sulfurous Springs if you can't buy/afford them.
Ghitu Encampment - Like Keldon Megaliths, the fact that it enters play tapped can kill your tempo. Useful against control decks & troublesome Troll Ascetics.
Incinerate - 3 damage for two mana. Blasts would-be blockers out of the way, or deals that last bit of damage to an opponent. Slight wouldn't be sligh without a burn suite.
Rift Bolt - A sorcery speed Lightning Bolt, albeit a turn later, but can be hardcast if necessary.
Tarfire - Goblin version of Shock. Fetchable with Boggart Harbinger and reusable via Wort.
Shock - Those who are worried about pumping opposing Tarmogoyfs may choose to run this > Tarfire.
Terror - Instant speed removal against non-black/artifact creatures.
Deathmark - Cheap, sorcery speed removal, often relegated to the SB to deal with green and white creatures of all kinds (Elves, Kithkin, Treefolk, Tarmogoyf, etc.).
Fodder Launch - Nukes opposing fat & then sends 5 damage to the face of your opponent. It will cost you one of your Goblins though. Also fetchable and reusable.
Slaughter Pact - Solid creature removal when you're tapped out. Unfortunately it costs you tempo and mana the following turn.
Nameless Inversion - Lorwyn's Last Gasp. Doubles as creature removal and potential creature pump. Another card that can be fetched and reused.
Sudden Death - Instant speed removal that can't be responded to (with the exception of Morph). Gets around countermagic, activated abilities, and other instant speed spells. Helpful vs opposing Teferi's.
Cruel Edict - Typically SB material to deal with untargetable creatures or creatures with protection.
Shriekmaw - A sorcery speed Terror for two, or a sorcery speed 3/2 Terror with Fear for 5. It's versatility makes it a solid choice in most decks utilizing black. It can also be sacked to Gargadon after it's been evoked.
Magus of the Scroll - Name a card and reveal one at random from your hand. If the revealed card is the one named, it deals 2 damage to a target of your liking. Useful when you run out of gas.
Boggart Shenanigans - Enchantment that pings opponents for 1 every time a Goblin dies.
Threaten - Steal an opponents biggest threat, attack him with it, then sacrifice it to your Gargadon.
Empty the Warrens - You get 2 tokens for each spell played before turn this is cast.
Magus of the Moon - Turns nonbasic lands to mountains. Works well with Goblin King.
Sulfur Elemental - 3/2 instant speed creature with split second. Gives white creatures +1/-1
Fury Charm - Artifact destruction, creature pump + trample, or 2 counters off your suspended Gargadon.
Profane Command - Opponent loses X life, revive a creature with cost X or less, X creatures get Fear, or a creature gets -X/-X. Pick two.
Grave Pact - If one of your creatures die, so do one of your opponents.
Sudden Spoiling - Turns an opponent's creatures into vanilla 0/2's.
Extirpate - Cheap instant with Split Second. Removes a copy of a non-land card in a graveyard then removes all copies of that card from the owners hand & deck.
Thoughtseize - For 2 life, you get to look at your opponent's hand and get rid of the biggest threat to you.
Hodoku & Atmapalazzo for the graphics. Thanks also to KungFuPie for his time & effort in making and maintaining the original thread & any others who might offer their input in the future.
The Moderators want all the Threads that are going to be moved to DtB that are near 1000 posts to be restarted. KungFu wasn't on so I posted this one. Just waiting for them to move it.
Okay here's how the combo works: Most of the time you'll be attacking with a nantuko husk and a pithkeeper/warren Pilferers equiped with Deathrender. If the Nantuko Husk is unblocked you sac your Pithkeeper to boost the shade. Now you put another Pithkeeper/Pilferer into play equiped with the Deathrender. Cip triggers and you bring back the previous one. Rince and repeat. You can add Thermopod from the sideboard to gain infinite mana en fire an arbitrarily large Profane command. You can also just play like an aggro deck so i think this deck acts like a true Aggro/Combo deck. Any ideas?.