Gobliiins
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Gobliiins
by Mr.Chaos » 28 Oct 2009, 18:52
60 Total Cards
32 Creatures
-------------
4x Goblin General
4x Goblin King
4x Goblin Lackey
4x Goblin Matron
4x Goblin Ringleader
4x Mudbutton Torchrunner
4x Siege-Gang Commander
4x Warren Instigator
9 Spells
----------
4x Goblin Grenade
4x Lightning Bolt
1x Mox Ruby
19 Land
--------
1x Gaea's Cradle
1x Kher Keep
17x Mountain
Goblins. P(l)ain and simple.
Mulligan if you have no Goblin Lackey in your starting hand, he is vital to get the deck going.
The lackey and instigator help get the rest of your army into battle quickly.
The matron and ringleader fill your hand. (Which is then emptied by the lacky and instigator again)
The general and king provide the steroids.
Granades should be used for the final nail in the coffin, usually by sacking the torchrunner for 3 extra damage.
And the commander and his 3 helpers can also provide extra damage if your assault runs into big blockers.
The cradle actually helps to put more goblins out faster, but is not a must-have, so only 1 made it into the deck. (same is true for the keep)
This deck does well against randomly generated decks. Not tested against player made decks.
Afterthought: Mob Justice. But what to remove?
32 Creatures
-------------
4x Goblin General
4x Goblin King
4x Goblin Lackey
4x Goblin Matron
4x Goblin Ringleader
4x Mudbutton Torchrunner
4x Siege-Gang Commander
4x Warren Instigator
9 Spells
----------
4x Goblin Grenade
4x Lightning Bolt
1x Mox Ruby
19 Land
--------
1x Gaea's Cradle
1x Kher Keep
17x Mountain
Goblins. P(l)ain and simple.

Mulligan if you have no Goblin Lackey in your starting hand, he is vital to get the deck going.
The lackey and instigator help get the rest of your army into battle quickly.
The matron and ringleader fill your hand. (Which is then emptied by the lacky and instigator again)
The general and king provide the steroids.
Granades should be used for the final nail in the coffin, usually by sacking the torchrunner for 3 extra damage.
And the commander and his 3 helpers can also provide extra damage if your assault runs into big blockers.
The cradle actually helps to put more goblins out faster, but is not a must-have, so only 1 made it into the deck. (same is true for the keep)
This deck does well against randomly generated decks. Not tested against player made decks.
Afterthought: Mob Justice. But what to remove?

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- Mr.Chaos
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Re: Gobliiins
by Mr.Chaos » 28 Oct 2009, 19:52
Department of NASTY cobo's:
Attack with Warren Instigator, 2 Siege-Gang Commander s and their 6 tokens.
The instigator deals first strike damage and you put Goblin King into play. This immidiately gives all other goblins +1/+1, increasing your combat damage.
I just saw this happen in my last game, did not expect it and won thanks to the extra damage from the king.
SWEET!
I think this is actually the way it should happen, I just never realised that the Warren had double strike and so I was taken completely by surprize by this result.
This also means the istigator puts 2 goblins from your hand into play if he is not blocked. Again, I totally overlooked the double strike ability when I added him in this deck.
Obviously, I am a happy chappy right now.
Attack with Warren Instigator, 2 Siege-Gang Commander s and their 6 tokens.
The instigator deals first strike damage and you put Goblin King into play. This immidiately gives all other goblins +1/+1, increasing your combat damage.

I just saw this happen in my last game, did not expect it and won thanks to the extra damage from the king.
SWEET!

I think this is actually the way it should happen, I just never realised that the Warren had double strike and so I was taken completely by surprize by this result.

This also means the istigator puts 2 goblins from your hand into play if he is not blocked. Again, I totally overlooked the double strike ability when I added him in this deck.
Obviously, I am a happy chappy right now.

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- Mr.Chaos
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Re: Gobliiins
by DennisBergkamp » 28 Oct 2009, 22:22
Which is why Warren Instigator is a super-overpowered card indeed
Apparently in real life they're very expensive too.
Thank God for MTGForge

Thank God for MTGForge

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Re: Gobliiins
by apthaven » 29 Oct 2009, 08:16
Great deck. I love Goblins, just like we all love the Elves for their excellent combo abilities.
Mob Justice is good. Maybe remove a few of Goblin Lackeys (lessen by 2) or lessen the Ringleaders or Matrons. If you prefer a faster and more aggressive game, I'd suggest not to add mob justice anymore though. If there was a sideboard here in Forge, I'd put mob justice in it.
Speaking of sideboard... hmm. Why not make implement the feature in Forge? This would improve the playability of more cards.
Mob Justice is good. Maybe remove a few of Goblin Lackeys (lessen by 2) or lessen the Ringleaders or Matrons. If you prefer a faster and more aggressive game, I'd suggest not to add mob justice anymore though. If there was a sideboard here in Forge, I'd put mob justice in it.
Speaking of sideboard... hmm. Why not make implement the feature in Forge? This would improve the playability of more cards.
"I am a man and real men do not consume pink beverages. Get thee gone woman, and bring me something brown." - Jace Wayland
Re: Gobliiins
by Mr.Chaos » 30 Oct 2009, 18:39
I have now played this deck against some of the player made decks, like "i12win-v3", slivering and ZursThrone. All of which were beaten 2-0.
The slivers came close to beating me, but compy went braindead while sacrificing Defense of the Heart and decided to bring NO creatures into play!
Had he done the normal thing and drop the Sliver Legion and Sliver Overlord, it would have been over for me.
Anyway, I am quite pleased to see the humble, wise and noble goblins preform so well.
The slivers came close to beating me, but compy went braindead while sacrificing Defense of the Heart and decided to bring NO creatures into play!

Had he done the normal thing and drop the Sliver Legion and Sliver Overlord, it would have been over for me.
Anyway, I am quite pleased to see the humble, wise and noble goblins preform so well.

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