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2 years ago  ::  Aug 23, 2011 - 9:41PM #1
TheMoney14
Date Joined: Aug 23, 2011
Posts: 5
So I just finished 2-2 tonight with my version of Goblins. I should have  atleast went 3-1 but lost due to a bad play mistake. (Killed off my own  creatures when a birthing pod put out elish norn when I had 2 chieftans  and 2 other goblins on the board). I beat Valakut 2-1, Illusions 2-0,  and I lost to Birthing Pod 2-1, and a very strong permanent based  Valakut 2-0. Here is my list and any suggestions would be nice!

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MAIN DECK:

4x Goblin Guide
4x Goblin Bushwhacker
4x Goblin Wardiver
4x Goblin Chieftan
2x Tuktuk the Explorer
2x Hero of Oxid Ridge
2x Ember Hauler
4x Goblin Shortcutter


4x Lightning Bolt
4x Goblin Grenade
4x Arc Trail


4x Teetering Peaks
18x Mountains


SIDEBOARD:

2x Dismember
1x Manabarbs
1x Slagstorm
2x Combust
2x Manic Vandal
2x Shatter
3x Act of Aggresion
2x Spellskite

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2 years ago  ::  Aug 24, 2011 - 8:14PM #2
TheMoney14
Date Joined: Aug 23, 2011
Posts: 5
Any suggestions from anyone? Please? Undecided
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2 years ago  ::  Aug 24, 2011 - 8:36PM #3
Breath_of_Death
Date Joined: Aug 1, 2010
Posts: 43
instead of tunnelers, run The new Automaton, one more mana yes but it is another cheiftain (essentially)

Post rotation you can throw in signal pests over TukTuk or Bushwacker. and add the "Sac artifact put in Goblins card" over the one you didnt switch for Pests....in other words, x4 Pests, x2 sac artifact goblin explosion card 
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2 years ago  ::  Aug 24, 2011 - 8:42PM #4
TheMoney14
Date Joined: Aug 23, 2011
Posts: 5

Aug 24, 2011 -- 8:36PM, Breath_of_Death wrote:

instead of tunnelers, run The new Automaton, one more mana yes but it is another cheiftain (essentially)

Post rotation you can throw in signal pests over TukTuk or Bushwacker. and add the "Sac artifact put in Goblins card" over the one you didnt switch for Pests....in other words, x4 Pests, x2 sac artifact goblin explosion card 





I'm not even running tunnelers in the first place so I don't see where you're getting that. I've tried to the new automaton and the lord effect can be nice but still isn't fast enough without haste.

The other suggestions you're throwing at me are going for the Kuldotha Red Goblin deck which is entirely different than the set up which I have. I've also tried Kuldotha and I'd like to stick towards a RDW Goblin deck. I appreciate the feedback and I'm open for more help!

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2 years ago  ::  Aug 24, 2011 - 8:43PM #5
Breath_of_Death
Date Joined: Aug 1, 2010
Posts: 43
lol i meant  shortcutter not tunneler lol...they similar to me so i get them confused sorry ;p
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2 years ago  ::  Aug 24, 2011 - 10:35PM #6
Aondail
Date Joined: Jul 18, 2011
Posts: 219

Aug 23, 2011 -- 9:41PM, TheMoney14 wrote:

So I just finished 2-2 tonight with my version of Goblins. I should have  atleast went 3-1 but lost due to a bad play mistake. (Killed off my own  creatures when a birthing pod put out elish norn when I had 2 chieftans  and 2 other goblins on the board). I beat Valakut 2-1, Illusions 2-0,  and I lost to Birthing Pod 2-1, and a very strong permanent based  Valakut 2-0. Here is my list and any suggestions would be nice!

_____________________________________________
MAIN DECK:
4 x Goblin Guide
4 x Goblin Bushwhacker
4 x Goblin Wardriver
4 x Goblin Chieftain
2 x Tuktuk the Explorer
2 x Hero of Oxid Ridge
2 x Ember Hauler
4 x Goblin Shortcutter


4 x Lightning Bolt
4 x Goblin Grenade
4 x Arc Trail


4 x Teetering Peaks
18 x Mountains


SIDEBOARD:

2 x Dismember
1 x Manabarbs
1 x Slagstorm
2 x Combust
2 x Manic Vandal
2 x Shatter
3 x Act of Aggression
2 x Spellskite

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Ok first thing i think id do here is cut down your lands to 21.  Your mana curve is next to nothing with your highest CMC being Oxid Ridge at 4.  My goblin deck runs 20 lands the the only situation it ever gets really tight is against a Pod ramp that gets out a nice early Slime and abuses it, and even then it can be worked around.

Secondly, drop the Ember Haulers -  id rather go with the Goblin Arsonist instead.  He's actually fairly sneaky, first off he can actually take down X/2 creatures on his own (unless of course they have first strike) and turns a 5dmg goblin grenade into a 6dmg goblin grenade.

Next you have to get some Goblin Fireslinger in there - its essentially 1 dmg per turn that in 99% of situations they cant do anything about.  You can even hold them till your opponents turn to chump block with then ping before they die or just ping during the persons M2 or end step.  This is another goblin that turns Goblin Grenade into 6dmg instead of 5.

Id also throw some Shock and/or Incinerate in there.  Burn is so valuable to being able to finish guys.  Ideally your opponent being at 10 life or less they should know they are in the danger zone when they are playing against you and know exactly how fast you can end it.

While some people frown at this, i also like to include Perilous Myr in my gobby deck (just a pair though, not a playset).  Its essentially another goblin arsonist with twice the wallop when it dies. This little bugger can drop X/3 creatures on his own which causes people to really think before they start swinging early on.

Heres the the creatures ive been running for goblins:

4 x Goblin Fireslinger
4 x Goblin Wardriver
2 x Goblin Guide
4 x Goblin Chieftain
2 x Perilous Myr
4 x Goblin Arsonist
2 x Spikeshot Elder
1 x Tuktuk the Explorer


Warren Instigator is another great card for goblins, i should mention that if this bad boy goes unblocked you actually get his effect twice, thus allowing you to drop two goblins from your hand. Its really gonna suck when it rotates out soon

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