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Viewing revision 87. There is a more recent version of this deck.
Idea is Mono red goblins going wide and overrunning everyone.(I wanted to stick to just goblins and what I own.)
Krenko, Mob Boss is the main Goblin maker here which left unchecked can amass a lot of goblins. Everything else is expendable in the grand scheme of it all, once Krenko get's rolling.
Piloting this deck can be tricky at times depending what opponents are playing and your opening hand.
I've had mixed success and failure with going full out aggro at the get go or playing held back until there's a bit of an opening to explode out.
Generally you want 2-3 lands in hand and some sort of 1 or 2 drop creature.
Goblin Lookout and Goblin Piledriver and some important finishers you'll want to try to keep alive or save for a favourable engagement.
Emergence Zone a sneaky way to set yourself up on someone's end step to finish it if you're going for the more conservative approach.
Aggro you want to swing out fast and target one person at a time hoping no one has a boardwipe, if someone does gives you 3-4 turns-ish to get in as much as you can before having to rebuild. Longer the game goes the harder it'll be to be successful as you burn out pretty quickly and everyone will just keep removing Krenko, Mob Boss eventually making him too expensive to play. By turn 4-5 there's a possibility of eliminating a player especially with Foundry Street Denizen on turn 1 reaching up to Krenko, Mob Boss when playable.
Aggro opening hand:
Conservative route is a bit more flexible though employing mind-games and politics will help guize focus away from you till guards are down and you can explode out. You want just enough attention that people won't swing in.
Conservative opening hand:
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