I recently played in my first DCI sanctioned Modern Tournament in which I got decimated by the lack of speed in my Angels deck. I went home and put together a couple of goblin decks specifically for Modern Play, and need some opinions on which one would be better for tournament play, and any suggestions on how to improve them.
This deck runs pretty fast and gets pretty nasty. It's more about quantity than quality. There have been times I've had 10-15 goblin tokens by round 4. I feel like I could ditch the fireslingers for something else, I just haven't found what yet. Any input would be very much appreciated.
This deck isn't as fast, but the creatures grow and get out of control quickly. And with the direct damage spells, I can pump out the damage fairly effeciently.
Anyway, choosing from the two which would you play? I personally think I'm leaning more towards the token themed deck, but any input at all would be immensely appreciated!
I recently played in my first DCI sanctioned Modern Tournament in which I got decimated by the lack of speed in my Angels deck. I went home and put together a couple of goblin decks specifically for Modern Play, and need some opinions on which one w
The first deck is better, but needs a lot of changes to make it tournament viable.
First, Wellspring, Rebirth, Krenko's Command, Fervor, Dragon, Curse, and Animosity are unplayable. Cut them all out. I'd probably also cut Fireslinger. Under no circumstances should Instigator be cut. He lets you puke out Goblins faster, which is what the deck is supposed to be doing.
The first deck is better, but needs a lot of changes to make it tournament viable.First, Wellspring, Rebirth, Krenko's Command, Fervor, Dragon, Curse, and Animosity are unplayable. Cut them all out. I'd probably also cut Fireslinger. Under no circ
I'd go with mad, but i'd go with tin-street over tuktuk and do 3 siege-gang at the very least with 4 instigators. SGC should never be hard cast ever instigator should handle that. I usually play around 16 land in goblin decks and if you aren't on a budget i'd get some fetch lands to help dig out unwanted lands. It's ultimately up to you and i'm basing this off legacy vial goblins.
also what's your sb looking like?
I'd go with mad, but i'd go with tin-street over tuktuk and do 3 siege-gang at the very least with 4 instigators. SGC should never be hard cast ever instigator should handle that. I usually play around 16 land in goblin decks and if you aren't on a b
I haven't put together a side board yet but I was thinking mostly utility cards: lightning bolts, destroy enchantments, that kind of thing in case I run into some stubborn creatures/enchantments that I can't get out from under.
I haven't put together a side board yet but I was thinking mostly utility cards: lightning bolts, destroy enchantments, that kind of thing in case I run into some stubborn creatures/enchantments that I can't get out from under.
good good, i'd go with 4 shattering spree for affinity matchups and the like...you'll have to splash for enchantment destruction and personally i'd splash green since you can use the vials/caverns for the gobbos you can use stomping grounds/fetch for ancient grudge/naturalize/possibly even fog if you so choose
good good, i'd go with 4 shattering spree for affinity matchups and the like...you'll have to splash for enchantment destruction and personally i'd splash green since you can use the vials/caverns for the gobbos you can use stomping grounds/fetch for
I'd play more than 16 lands. The Legacy version gets away with that because they can use Goblin Lackey . I wouldn't want to go below 20-21 in Modern. Fetch lands are fine, but not really necessary. Thinning on such a small scale is pointless, and without the need for shuffle effects, the benefit just isn't there.
What enchantments would you possibly be worried about? There really aren't many that are played in Modern, and none in good decks (B/W Tokens isn't good).
I would either splash black for some speciality Goblins or white for Thalia, Guardian of Thraben (and some hate in the board). Another color isn't going to be as good.
I'd play more than 16 lands. The Legacy version gets away with that because they can use Goblin Lackey . I wouldn't want to go below 20-21 in Modern. Fetch lands are fine, but not really necessary. Thinning on s
One of the decks I play pretty regularly at my shop is built around painful quandry. That's the main chant that worries me, as its lost me games time and time again.
One of the decks I play pretty regularly at my shop is built around painful quandry. That's the main chant that worries me, as its lost me games time and time again.
If you make the changes that have been suggested, the opponent should be dead before they can resolve Quandry. And if not, they will be very shortly. Quandry does nothing to Vial.
Plus, it's not really a card...
If you make the changes that have been suggested, the opponent should be dead before they can resolve Quandry. And if not, they will be very shortly. Quandry does nothing to Vial.Plus, it's not really a card...
I'd play more than 16 lands. The Legacy version gets away with that because they can use Goblin Lackey . I wouldn't want to go below 20-21 in Modern. Fetch lands are fine, but not really necessary. Thinning on such a small scale is pointless, and without the need for shuffle effects, the benefit just isn't there.
What enchantments would you possibly be worried about? There really aren't many that are played in Modern, and none in good decks (B/W Tokens isn't good).
I would either splash black for some speciality Goblins or white for Thalia, Guardian of Thraben (and some hate in the board). Another color isn't going to be as good.
Well, I realize lackey is a 1 drop but even 2 drops are easy with 16 mana, I just personally wouldn't go overboard since most of the spells are cheap and as far as splashing goes I'd pick G over W any day unless I could use my STPs even just for TSH but these are just personal prefs and yeah I was even going to mention bloodmoon over salt but again BM would be a more risky choice. I was always partial to cards like boil & flashfire too since it really hurts MUC/WC and Weenie
Well, I realize lackey is a 1 drop but even 2 drops are easy with 16 mana, I just personally wouldn't go overboard since most of the spells are cheap and as far as splashing goes I'd pick G over W any day unless I could use my STPs even just for TSH