Put in whatever you like, just watch the curve. this deck is built for speed rather than the resilience of legacy goblins. The spirit guides have been great, they allow for some fast blowout plays with bushwackers and chieftains or give that extra red for a timely golin grenade to finish the game.
K, good to know. I will defiantly work on modifying this a bit later to see if I can get a version that is more my style. I will probably cut the Spirit Guide, mainly because it isn't a goblin, but I will certainly consider it for use. I can see how it would be useful, but I am more concerned with it being a sucky top deck late game.
Luckily, we have stop-having-fun guys to remind us that having anything more than 60 cards in your deck is tantamount to being a rapist and anyone considering it should be strung up by their **** .
K, good to know. I will defiantly work on modifying this a bit later to see if I can get a version that is more my style. I will probably cut the Spirit Guide, mainly because it isn't a goblin, but I will certainly consider it for use. I can see how it would be useful, but I am more concerned with it being a sucky top deck late game.
K, good to know. I will defiantly work on modifying this a bit later to see if I can get a version that is more my style. I will probably cut the Spirit Guide, mainly because it isn't a goblin, but I will certainly consider it for use. I can see how it would be useful, but I am more concerned with it being a sucky top deck late game.
Its a goblin deck... there is no late game.
Good point. I meant mid game when I already played my entire hand. No hand and drawing into a non-goblin whose purpose is to make mana is a tad disappointing.
Good point. I meant mid game when I already played my entire hand. No hand and drawing into a non-goblin whose purpose is to make mana is a tad disappointing.
But... it gives you an extra mana t1 or t2, which increases your odds of having a hand that just outright kills. If you want to worry about that sort of thing you'd need to be playing a less all-in deck, ie not this one at all.
Luckily, we have stop-having-fun guys to remind us that having anything more than 60 cards in your deck is tantamount to being a rapist and anyone considering it should be strung up by their **** .
Good point. I meant mid game when I already played my entire hand. No hand and drawing into a non-goblin whose purpose is to make mana is a tad disappointing.
But... it gives you an extra mana t1 or t2, which increases your odds of having a hand that just outright kills. If you want to worry about that sort of thing you'd need to be playing a less all-in deck, ie not this one at all.
Yah, I get that. I can see how awesome a turn 1 Warren Instigator would be. But for the moment, it probably won't make the deck. Mainly because I don't own any while I own all the goblins listed XD I will be certain to try it later though.
Luckily, we have stop-having-fun guys to remind us that having anything more than 60 cards in your deck is tantamount to being a rapist and anyone considering it should be strung up by their **** .
Sure, he's a baddass, but trust me, double guide is going to be a six billion times more awesome play.
Think that way. 4 Hasted power is better than 2 normal power with an 'I win' clause
On the play you've got 8 damage before some decks can interact. That's, like, affinity good.
True, two Goblin Guides in turn 1 would be far more potent than a Warren Instigator, at least in the short run (but that is really the goal of goblins XD). However, the main problem with that is that it is far more likely that my hand will contain a Mountain, a Simian Spirit Guide, and a Warren Instigator than a Mountain, a Simian Spirit Guide, and 2 Goblin Guides. 1 Goblin Guide is likely enough, but 2 probably won't happen too often (and chances are it won't occur with the Simian Spirit Guide). If I had a Mountain, a Simian Spirit Guide, a Warren Instigator, and a Goblin Guide, I feel the first turn play would be a bit more tricky. It would really depend on what else I have in my hand. I may want to drop the Goblin Guide and hold the Simian Spirit Guide, a Warren Instigator, or I may want to drop them and hold the Goblin Guide for the possibility of dropping 3 goblins next turn. Either way it would equal 4 damage assuming no blockers. Currently, this is what I've came up with.
The two cards I am most looking to add are Bloodmark Mentor and Simian Spirit Guide . I will really need to play test it before I can decide which cards work best. I mean, I know how awesome a turn 1 double Goblin Guide play would be. Yet I also know how awesome Claws of the Valakut can combo with Spikeshot Elder and Warren Instigator, as well as any other Goblin. The real thing I need to look more into is if Claws proves more useful than Mentor would; personally I see that happening unless I get Krenko's effect off a lot. Without the Claws, I doubt I would want to run Spikeshot Elder, or at I'd be less inclined to. I mean it is a 1 drop, but without a good power booster I am not a fan of its effect. Mogg Fanatic or Raging Goblin may work better just for a 1 drop. I guess I should be thankful that there are actually a rather small pool of amazing Goblins in Modern. Besides Mentor, Spirit Guide, and Fanatic, there are only a handful I am considering that probably won't make the deck due to space (i.e. Ember Hauler , Boggart Ram-Gang , Goblin King , Boartusk Liege , Lightning Crafter , and Dynacharge ). I doubt Ember, King, and Crafter will make the deck ever; well, maybe Sideboard King. Ram-Gang would be awesome but it is a bit high in cost compared to other options. Dynacharge may be nice to test a bit, depends how well I swarm by turn 3. Boartusk probably won't go in due to cost, but still, it is one I wouldn't like to rule out (especially if I do get a lot of tokens). I may even try to make a more token based version with Dragon Fodder and Krenko's Command if I feel it would be worth testing. Personally, I see there being two main directions I could take the deck: One would be focusing on the individual goblins more (e.g. Claws of the Valakut) while the other would be supporting a horde of goblins more (e.g. tokens with Dynacharge). Either way, I think I got enough advice for Goblins, at least for now. I'll try to test them a bit more and see where the deck takes me.
As for the other decks, anyone have any comments on them? I got a good idea on how most Infect work in Modern, but would it be practical for one to work focused more around Black with things like Hand of the Praetors ? Would a Token-based GW Landfall have any hope or would it just be too requiring of a set up and too slow for Modern? Lastly, is there anyone who thinks I could get a Bant Exalted deck working at all in Modern or would have same problem as the Landfall in too requiring of a set up for the combo?