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Simply Red Goblins (Standard)

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You can get Goblin Warchief, Guttersnipe or Goblin Chainwhirler on turn 2 by sacrificing Skirk Prospector.
Turn 3 Siege-Gang Commander if you sac Skirk Prospector and 1 other goblin or Goblin Instigator and the 1/1 Goblin Token it produced. If you sac Goblin Instigator and the 1/1 Goblin Token you can turn 3 a Goblin Warchief, Guttersnipe or Goblin Chainwhirler as well by sacking the 3 1/1 Goblin Tokens from Siege-Gang Commander to Skirk Prospector.

Win Conditions =
Sac goblins to Skirk Prospector, cast Banefire.

Third lore counter removed from The Flame of Keld with Guttersnipe/s on the battlefield, cast some burn spells. Shock can do 4 damage + 4 damage for each copy of Guttersnipe in play.

Also can shoot Squee the Immortal or any other goblin at your opponent with Siege-Gang Commander.
(Lifedrain, mana sink when nothing else to do).

Play The Flame of Keld for extra draw and damage. It is the powerhouse card of the deck. (The main feature).

The Flame of Keld + 3 sacs from Siege-Gang Commander = 12 points of pain.

The Flame of Keld + Goblin Chainwhirler = 3 points of pain & a one-sided Sweltering Suns. And then go swinging for the fences, with each creature doing an extra 2 damage, that's a lot of damage!!

Even the little 1/1 tokens go in for 3 damage if not dealt with.
The Flame of Keld with its third lore counter resolved with Goblin Warchief in play. Cast 2 copies of Goblin Instigator you get 4 1/1 goblins with haste. That's potentially 12 points of pain for 2 mana.

So many tricks you can do with this deck.

This deck is cheap and fun, worth a try. Sample a few hands or build and test, probably have most the cards lying around.

Jaya's Immolating Inferno, Reckless Rage, Dual Shot, Repeating Barrage and Vance's Blasting Cannons also good cards to add.

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

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