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Goblin Army (Modern) [Revisione 7]

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Visualizzazione della revisione 7. There is a more recent version of this deck.

//Lands

You've got 12 mountains, 4 prismatic vista (to reduce your chances of drawing too many lands), 1 cavern of souls (amazing vs blue, they work worse only on your goblin grenade), Shinka and Sokenzan (if you read the cards they are mountains with cool effects that you can rarely use, but, hey, they may save you one day). Fiery Islet and Sunbaked Canyon finish the land section (they are basically mountains that hurt your life, but is a price that only really affects you vs another monored and yet is useful because the draw effect allows you to keep going despite drawing too much mana or to test your luck and see if you can a finishing goblin grenade).

This deck has a curve so low that 2 mana in your starting hand is more than enough, and sometimes even 1 mana if you have a really cheap hand (your chances of having a 2 mana starting hand is around 70%). Anyways, if you dislike to play that risky you can change Krenko and Tuktuk the Explorer, but I woulnd't go further than 21 lands.

// Noncreature spells

Since goblin decks usually rely on creatures more than spells this section is quite small.

Goblin Grenade is your happy burst card. I use to finish people with it or sometimes I kill planeswalkers or big creatures. Trust me, the best use for your goblins is as grenades (specially Tuktuk, the charger and the Mogg).

Shared Animosity is like a coat of arms but only for attack. Since you can create giant boards this card becomes a finisher on its own.

Dolmen Gate is card that I use for the sake of keeping my board alive.Whenever you face someone with very few creatures in their deck this should be the first card to sideboard since lacks usefullness.

// Creatures

Here it comes, the main section. You like goblins, you spam goblins, you kill enemies with a swarm of goblins (and some explosives). Let me introduce your main troops:

Legion Loyalist: Is the heart of your deck, you love him, you protect him (I still don't know how to do it propperly, but I use him less as a grenade than other goblins). This guy makes your goblins hard to kill giving them first strike, because you get trample too you don't waste your extra damage in little blockers, so you kill your foe faster and if he uses tokens he can't block with them (you'd be surprised of the amount of tokens that people creates even if their deck is not token based).

Goblin Bushwhacker: He makes your deck incredible fast and gives you some burst potential with his cheap aoe haste/stats boost. Once you've used his kicker he becomes just another spendable 1/1 goblin.

Fireblade charger: I know what are you going to say, the heck is this guy doing in a goblin deck instead of the goblin guide (or at least a Mogg Fanatic). At the end of this huge text there is an explanation of why I don't use any of those cards. Here I'll explain why I do use this little goblin. At first this is a card that lacks of, well, everything. Standard one mana 1/1, when he dies deals 1 damage, except when someone changes his attack value (usually you, getting bigger numbers). I found this guy being surprinsingly amazing as a cheap blocker, a good sacrifice for the grenade or just an attacker. The 1 damage makes him extremely valuable since he can free kill a lot of creatures like the snapcaster mage, vendilion clique, esper sentinel, Ragavan, dark confidant, young pyromancer, grim lavamancer, etc, it also can slow down planeswalkers, finish off something damaged or just the opponent if there are not good targets. As a blocker he can kill 2 hit points bodies, making him more efficient than a Mogg Fanatic in defense (unless the Mogg can block and kill another attacking creature). The main drawback is that I can't force the damage, so the only ways to kill him is in combat or using the grenade (don't even try to mention the enemy using removals on him, it has happened to me only 1 time in four years, when I was using Goblin Arsonist instead).

Warren instigator: This guy is a gambit, in early game he can win the game by itself if they don't remove him and if you have the best goblins of your deck in hand. If you draw him later he can do some heavy damage if you have some other goblins, specially the legion loyalist. If the warren is alone with no hand he's garbage for a 2 mana goblin. Because he is a bit risky to use I only use 2 copies, but the risk is worth.

Mogg War Marshal: He's my early game board creator. It also happens that he is good as a blocker, as grenade fodder and, if you give him haste, as an attacker. Don't forget that you must choose to echo or not on your next upkeep.

Goblin Wardriver: As long as you have some other goblins he becomes a threat (and a removal target). When he is alone, this guy is just a little better than the standard goblin.

Goblin Piledriver: If the loyalist is your beloved right hand goblin, this guy is your man for dirty jobs. He can put a lot of damage with very few goblins (and I mean a lot of damage), he can't be blocked by blue creatures (freaking snapcaster/subtlety flash) and also happens that he can't be targeted by the control abilities of Teferi, Hero of Dominaria or Jace, the Mind Sculptor. ¿Azorius control? Hah.

Goblin Chieftain: If this guys survives one or two turns the game is yours. Static aoe haste is the goblin wet dream, plus that stat boost he gives. You just can't complain about him, 4 copies.

Tuktuk the Explorer: I introduced this guy in the deck as a joke. Then he did...Tuktuk stuff. It happens that he's better than what he looks like. Three mana 1/1 haste is not impressive, but I can easily trigger the loyalist ability on third turn without fearing a removal into one of my 3 mana big guys. He's good as a grenade since I can bring an impressive 5/5 legendary goblin (godlike stats for the race). This token is extremely valuable if I can give him haste, and since he's legendary I can use Shinka's ability in a good target (once I used it for killing a Baneslayer Angel who thought that he was an easy target for blocking). One of my favourite attacks is when I summon Tuktuk, and in my next turn I grenade him and then summon kicked Bushwhacher. Vs control is specially effective since they can't board wipe that easily.

Battle Cry Goblin: Weird guy. Good stats, good abilities. He depends on being able to take advantage of his pack tactics and/or bushwackerlike active. I rarely play him on my first two turns since he works better latter.

Sensation Gorger: Your draw engine. Sometimes your goblins are wiped so many times that you need extra cards. With a 35 creature cards deck your chances of activating his ability are higher than 50%. When you summon him is quite common that your enemies have already used all his removals in hand. Other times he's just another goblin, so you use him as an attacker.

Krenko, Tin Street Kingpin: Every turn he survives is a menace. He gets bigger and the stronger he is the more globlins he summons. Strong guy.

//Sideboard

I use the sideaboard mainly for dealing with control decks, which make you unable to attack as you'd like.

Goblin Chainwhirler: This guy is amazing, good stats, removes tokens, first strike. The only reason making him unable to be in the main deck is that the 3 mana cost is a very reduced group, because I can't force the mana curve more, and I can't even think of removing any card of it unless the right scenario is given. If you need to deal with another swarm deck or a deck which punishes swarm decks too much this card works better than shared animosity and Tuktuk.

Goblin King: Amazing versus red decks, not so amazing versus the other colors. Use him wisely and think what do you change for him (it depends a lot on what are you facing). He can combo with the blood moon, but don't try to force the interaction.

Blood Moon: Lovely card versus decks with a lot of nonbasic lands (almost every three color deck plus trons and hammertime), the slower is the deck, the stronger will be the effectivity of this card. the only bad part is that you can't use the prismatic vista search engine, and sometimes you miss the cavern of souls no counter policy.

Purphoros, God of the Forge: When someone controls you so hard that you can't even attack with your goblins, this card becomes a great option since it makes summoning goblins a true hell for your enemy.

Conspicuous Snoop: Similar to the Sensation Gorger, but cheaper. I like to run the Gorger since he gives me huge turns where I can burst the opponent and it can draw not goblin cards if you are lucky. Conscipuous is more stable longer term talking, but won't allow to use 2 goblin grenades by surprise. I still recommend him vs heavy removal based decks, since it allows you to cycle your deck faster.

Krenko, Mob Boss: Warren Instigator best friend along the Goblin Chieftain. When everything fails, he manages to make you win (if he survives). Specially effective with purphoros.

Burn at the Stake: This is the big kaboom, the finish him of your sideboard. When the pure control deck happens to also heal so much that not even Purphoros can save you, this card makes you one turn kill almost everything. Burn those sticky bastards.

Smash to smithereens: Previously this decks used to be so good vs artifact decks that I didn't even need sideboard for them. Since hammertime became a thing this has changed. This card becomes crucial when dealing with the deck. You may use abrade instead, but I rather deal 3 extra damage to them than be more capable of removing their creatures. If you expect a lot of people playing the deck consider getting more of this.

Den of the Bugbear: Another mana for those control decks that don't allow you to play. It also spawns goblin tokens. Excellent on games where both players are topdecking, but be carefull, they'll try to remove the land ASAP.

// Why not play...

Goblin Guide: This is a personal reason. Goblin Guide gives you a lot of early game damage, most of the time managing to deal at least 4 damage. BUT, he can also make your enemy draw free lands (as a fast deck I dislike to give my opponent a chance to balance his mana curve, specially when he mulligans). Later he's a 2/2 haste with less chances of dealing damage but still the same chances of making your enemy to draw cards or at least know what card will draw (and information is power). Since the introduction of Ragavan, Nimble Pilferer this card is even worse, since most decks made their turn 1 responses more effective. The last reason I don't play this guy is because I can't find a place to put him in the 1 mana section. The loyalist makes the whole group too good, the bushwhacker gives me a lot of surprise element and burst potential and the fireblade gives me control, expendable cards and a slight defense.

Mogg Fanatic: The battle between the fireblade and this guys is almost tied. After some games I found the fireblade more effective for my playstyle, but the fanatic is also a great option that could work better versus some specific decks.

Goblin Rabblemaster: Sometimes you don't want to attack, even if you'd like to, and this guy forces you to do it. Horrible vs midrange decks, but performs amazingly vs control decks.

Aether Vial: I put this into this section because some people has asked me along the tournaments. The vial is a card that I've seen in legacy goblins, mainly because they use those lands that tap other lands or the ones that sacrifice themselves and then destroy another land, so they can keep summoning via the Vial while they control the opponent mana. In modern Goblins can't work in the same way.

Goblin matron: Amazing when you are looking for an specific goblin. Works better as sideboard vs control. Just can't fit her.

More Kings: Is not worth it, I can't see a way to fit four kings in the deck.

More Goblin Chainwhirler: More or less the same problem than the king.

More Blood Moon: Okay, this is different than the previous two. Sometimes I think that a third moon or even the fourth would be amazing because they really break some decks. If you want to replace something from the sideboard for more moons I won't discourage you.

Other Goblin stuff: I have tested a lot of goblins over the years (even a flying first strike goblin). Maybe the only worth mentions are the goblin cratermaker and the dominaria Squee.. Anyways you can try a lot of combinations and goblins, maybe you find something I haven't seen in the past or a synergy with a new goblin (try Squee, the Immortal with Lightning Crafter, is super funny to see).

Other spells: If you search for other spells there are a few one that you may like. Forked Bolt works when the meta has weak creatures or spams a lot of 1 health tokens and lightning bolt is a good replacement for the grenade if you prefer the instant speed and/or dislike the summit of goblins (for those pacifist and "don't hurt the goblins" organizations).

Mutavault: If you haven't noticed I play a risky deck that uses very few mana, so having a colorless mana that transforms into a killable 2/2 goblin is not worth it for me. In addition the Den is far more effective...

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