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2 years ago ::
Aug 23, 2011 - 9:41PM
#1
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Date Joined:
Aug 23, 2011
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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:
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
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Date Joined:
Aug 23, 2011
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Any suggestions from anyone? Please?
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2 years ago ::
Aug 24, 2011 - 8:36PM
#3
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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
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Date Joined:
Aug 23, 2011
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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
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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
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Date Joined:
Jul 18, 2011
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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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