Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$165.74

0 Likes 0 Comments
Avg. CMC 1.15
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 16 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (27)
4 Foundry Street Denizen
$0.34 Creature - Goblin Warrior
4 Goblin Bushwhacker
$5.08 Creature - Goblin Warrior
4 Goblin Guide
$2.70 Creature - Goblin Scout
4 Legion Loyalist
$5.15 Creature - Goblin Soldier
4 Mogg Fanatic
$0.14 Creature - Goblin
4 Mogg War Marshal
$0.16 Creature - Goblin Warrior
3 Signal Pest
$0.48 Artifact Creature - Pest
Instant (5)
4 Lightning Bolt
$1.05 Instant
1 Shard Volley
$0.25 Instant
Sorcery (10)
1 Devastating Summons
$0.28 Sorcery
2 Forked Bolt
$0.28 Sorcery
4 Goblin Grenade
N/A Sorcery
3 Krenko's Command
$0.43 Sorcery
Land (18)
2 Cavern of Souls
$41.48 Land
1 Contested War Zone
$0.21 Land
15 Mountain
$0.12 Basic Land - Mountain
Sideboard - 15 cards, 6 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (4)
2 Frenzied Goblin
$0.24 Creature - Goblin Berserker
2 Stingscourger
$0.03 Creature - Goblin Warrior
Instant (4)
4 Rending Volley
$2.14 Instant
Sorcery (3)
3 Shattering Spree
$1.45 Sorcery
Artifact (2)
2 Grafdigger's Cage
$2.39 Artifact
Land (2)
2 Mountain
$0.12 Basic Land - Mountain

Notes
 
http://www.reddit.com/r/ModernMagic/comments/38os9m/why_should_i_play_your_modern_deck/

http://tappedout.net/mtg-decks/no-lords-goblins/

Description

4-12-15: I have been working and working on a very unique goblins deck, and today I was paid off at the SGC MN state tournament. I went 6-1 in the swiss to make top 8, and unfortunately lost in the semi finals.

Introduction: So the first and foremost question is why play this deck? Or as many people phrase it, "why not just play burn?" The main answer to both of these questions is the same: Goblin Grenade; more on that later. Aside from Grenade I believe this deck is a better choice than burn because it does a better job of playing around Leyline of Sanctity. This deck isn't burn. This deck is throttle down, foot on the throat fast aggression. This deck is pray you have Anger of the Gods then pray again I don't have a hand full of burn spells, but I do. This deck is wrack your brain deciding what to take with Thoughtseize because there is no right choice; every card will kill you. This deck is goblins, and it's fast.

Lands: Mono-red deck so there's not too much to think about here.

15 mountains- This deck is red so play these to cast your spells.

2 Cavern of Souls- I'm playing 2 to get under remand, it's almost exclusively for twin since I need to be faster than turn four twin. Play the deck without them if you want; it won't be much worse, but more than two is a huge liability.

1 Contested War Zone- This card is the best ever! This deck can play out its hand extremely fast, and taking a turn to drop and activate the war zone is basically card advantage because you keep gas in your hand. Flooding doesn't even feel bad when you draw it. This land has especially amazing synergy with War Marshal and legion loyalist. Even if you just use it once it's good, but sometimes it's just a Bushwhacker every turn.

Creatures: These guys! these are the guys. Notice no three-drops. Well, they are all too slow. Trading a whole turn three to have your lord/rabblemaster bolted is so gutwrenchingly awful I tossed them out. Do you even aggro, lords? Didn't think so, get outta here.

4 Foundry Street Denizen- This guy is the best turn one play you can make. If he goes unabated he will win you the game the fastest. He makes all your other goblins better in his own selfish way.

4 Goblin Bushwhacker- By a mile the most objectively powerful card in the deck. Like a lord, but entirely resilient to being removed since his effect is ETB rather than attached to his body. Cast many of him, and win many games.

4 Goblin Guide- Still a 2/2 with haste. Still a boss. I almost never play this guy turn one. Usually I wait until I can trigger FSD or kick a Bushwhacker behind him.

4 Legion Loyalist- This dude's battalion effect acts as an amazing sorcery in this deck. Did I also mention he's a creature? Did I also also mention he has haste? Did I also also also mention he triggers FSD? I don't think this guy could be any better. JK kick a Bushwhacker behind him, or swing him and activate War Zone.

4 Mogg Fanatic- Straight utility on this guy. Secret MVP of this deck in some games.

4 Mogg War Marshal- One great blocker. Two creature's on one card. Triggers FSD three times. Great at protecting War zone. Pay his echo cost if you feel like keeping his ugly mug around a while.

3 Signal Pest- Battle cry is so good in this deck. This guy is playing the role of Bushwhacker 5-7(War Zone is 8). His ledge-walking makes him hard to just eat with a goyf, so he'll be around for a few swings. Play pest over Goblin Wardriver because the 2-drop slot is too full, he doesn't get blocked, and this guy is easier to slip in in-front of a kicked Bushwhacker.

Spells: This deck is all creatures and burn spells; I give you, the burn spells.

4 Goblin Grenade- Five damage is a lot. A whole lot. This card is the reason to play this deck, and that reason is: it wins games. This card is what gives this deck the ability to overpower Tarmogoyf decks when they stabilize the board. It says it hits a creature, but I would almost never aim it at anything besides the opponent.

3 Krenko's Command- Ok, sue me. It's not a burn spell, but it makes creatures. Poor-man's War Marshal still makes it into the deck.

1 Devastating Summons- Having one is better than a fourth Krenko's Command. You don't do anything with more than three lands anyways, and top-decking this against a B/G deck feels much better than Krenko's. The guys it makes may not be goblins, but they sure do trigger FSD. Make a big turn three play by floating RRR, cast Devastating Summons for X=3, kick a bushwhacker behind your new beaters.

4 Lightning Bolt- The best spell in modern? Probably.

2 Forked Bolt- Needed more burn spells. This one maybe kills two blockers.

1 Shard Volley- Needed one more burn spell. This is close enough to being Bolt five to not have to cheat in an extra Bolt.

Sideboard: Matches aren't just one game, play a sideboard to increase your odds of winning.

2 Mountain- Lots of things in this deck cost R, and sometimes Cavern doesn't make R. Also helps when you need to activate Frenzied Goblin or replicate Shattering Spree. Side them in for Caverns when you aren't playing against counters.

1 Relic of Progenitus- Sometimes this card says, "I win." Worth it to have one.

2 Frenzied Goblin- Blockers are no fun, give those blockers a new outlook on combat.

2 Stingscourger- This guy can combo with cavern of souls to be an uncounterable Unsummon. He comes in against things like Wurmcoil Engine and Batterskull. Unfortunately he only hits your opponents creatures or I'd probably run him main board to recycle bushwhackers.

4 Shattering Spree- Don't lose to affinity.

4 Rending Volley- Don't lost to twin. Surprisingly good sometimes against other decks.

Piloting Goblins: The main #1 thing to know about this deck is that you absolutely don't want to mulligan. You have to keep brave hands sometimes with this deck. Mulliganing is a sign of weakness, and this deck preys on weaknesses. Goblins is all creatures and burn spells. Believe in the heart of the cards, and you'll probably draw creatures and burn spells.

Play this deck by dropping your guys, attack, hold your burn to finish your opponents off. Sniff out removal or plays your opponents can make by seeing how aggressively they fetch, what they play or don't play that you've seen off Guide, and noticing how they squirm under pressure.

If you wan't to know anything more comment and I promise I'll get back to ya, thanks for taking a look.
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