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Goblin Pirates in an Experimental Frenzy (Standard)

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This swashbuckling goblin pirate crew works on its own. With Lightning-Rig Crew, each Goblin Pirate played results in 1 damage. We have 18 of these salty rum-drinking sailors on the ship.

What makes it work is the new Experimental Frenzy from GRN. This should allow us to play 2-3 goblins per turn after we've exhausted cards in hand.

A goblin infinite combo deck posted by wh1tech33ze got me to include Squee, the Immortal. With goblin spells costing one less with Goblin Warchief and Skirk prospector allowing to sacrifice for R you can cast squee for R. Squee is very versatile as it can be in graveyard or exile. With a RS-K and either another RS-K or Desecrated Tomb, we should be able to generate either infinite mana or infinite bats.

I'd like this to be all red, but there is some land in sight with Path of Discovery, which allows to explore trough the deck.

The sideboard is essentially a version shifting out the Squee combo pieces and just focusing on casting Pirate's.

Optimal playstate 1:

Optimal playstate 2:

  • Squee in hand, exile or graveyard.
  • 4 Mountains
  • 2x RS-K, Goblin warchief and Skirk Prospector on the battlefield
  • Pay 1R for Squee (2), sacrifice get R. Repeat twice. Lands are now tapped.
  • Release RRRRRR from RS-Ks cast 3x Squee for RR each. RRR remains from sacrifices. Repeat.
  • Go for the kill with either Banefire or Dark Dweller-Oracle (get enough goblins to kill with a haste attack)

Optimal playstate 3:

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This deck appears to have been legal in Standard (Season Oct 2018 — Oct 2019).

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» Revision 2 October 6, 2018 Finnish Flash
Revision 1 October 5, 2018 Finnish Flash
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