Red Goblins [Post-Rotation]Goblins for Standard post-rotation (No KLD, No AKH)
DESCRIPTION:
First of all Goblin Standard is NOT a fast-aggro deck. It is more like a midrange deck develops a critical mass and an aggro plan in the late game.
This is because the lack of some appropriate aggro drops at 1 or 2 mana and the
abundance of pretty powerful big spells.
My opinion is you cannot build a standard Goblin deck without play the full playset of:
Goblin Instigator,
Goblin Chainwhirler,
Goblin Warchief,
Legion Warboss,
Volley Veteran and
Siege-Gang Commander (24 goblins) just because they're simply too good and have no replacement in the format.
I checked both the fresh Goblin-draft by Jim Davis and Andrea Mengucci and both of two are RW with
Radiant Destiny and no
Goblin Warchief.
I think this is a mistake! We have got enough good cards that splashing white is unnecessary, and
Goblin Warchief is fragile perhaps, but also extremely good and perfect for the deck.
We can cast
Goblin Warchief on turn3 and follow with: turn4
Siege-Gang Commander; or maybe 2x
Legion Warboss; or
Goblin Warchief + 2x
Legion Warboss; or
Goblin Warchief +
Volley Veteran; or
Volley Veteran + 2-drop; and much more going forward.
On the other hand we have a bunch of 1-drop Goblin but none of them is exciting and I don't want to play mediocre cards to finish with a mediocre deck.
Lastly we have to see how will be the new format to take the right decisions but, I chose to play not many removal maindeck just because there are a lot of Goblins are also removal by themself.
Goblin Cratermaker,
Goblin Chainwhirler,
Volley Veteran and
Siege-Gang Commander, all can kill some creature and this can be the real ace to be successful with this deck.
UPDATES:
[18-09-02] EDIT: Update with
Legion Warboss[18-09-10] EDIT: Update with
Response // Resurgence[18-09-11] EDIT: Update with
Goblin Cratermaker[18-09-13] EDIT: Update with
Lava Coil