Goblin Storm, second try
By Frédéric Meurin on Sunday 25 February 2007, 16:23 - Decks - Permalink
After a bunch of testing and some comments from fellow Magicians, here is the most dangerous build of this deck.
It heavily relies on Fecundity, and thus is highly sensible to Disenchant-like spells. It can still work as a Goblin aggro deck, though it is way less aggressive without the green enchantment.
// Lands
4 Forest
12 Mountain
// Creatures
1 Goblin Warchief
1 Goblin Recruiter
1 Goblin Sledder
1 Mogg Raider
3 Wild Cantor
4 Goblin Matron
4 Mogg Fanatic
4 Mogg War Marshal
4 Skirk Prospector
// Other spells
4 Chromatic Star
4 Lotus Petal
3 Fecundity (or SkullClamp if you're allowed to)
1 Brightstone Ritual
1 Desperate Ritual
4 Empty the Warrens
4 Rite of Flame
// Sideboard :
1 Grapeshot
4 Tragic Poet (or Reconstruction if you're playing SkullClamp)
4 Akki Blizzard-Herder
4 Tin Street Hooligan
2 Desperate Ritual
Last reviewed : 17 July 2007
Last reviewed : 21 January 2007
Last reviewed : 25 September 2006
Last reviewed : 16 August 2006
Affinity
Goblin Sligh
White winnie
Stompy
Phantom Cloak
Goblin storm
Elf-ball / Elf-Clamp
Mono black
Psychatog
Tortured existence / Reanimator
Ritual agony
Life
ProsTides
Kobold-Clamp
IsoBurn/Burn
Satin doll
IsoMUC
UG Tempo
Comments
Great deck! It reminds me a lot of Foodchain Goblins.
Like FCGs, your deck requires mana-stabilization, acceleration and a high threat count. The Vintage FCG has combos that create draw (like Recruiter/Ringleader).
Unfortunately, because we do not have access to a lot of uncommon or rare cards, fixing your mana base will end up costing you tempo, and speed is everything in both combo and aggro. Here are some suggestions:
Wild Cantor: It's really a four-of in your deck. It's a threat, it's acceleration and it's mana-fixing. Three is good. Four is better.
Geothermal Crevice: The Invasion sac-lands are probably a fairly good choice - in particular, Geothermal Crevice, because it produces R and sacs for GB. It's acceleration and, once you begin the combo, you don't need your mana base. You could probably replace a few Mountains with Crevices.
As far as acceleration is concerned, use Simian Spirit Guide. It might not be a Goblin, but it is a potential threat and it's acceleration.
And, finally, the surest way to increase your threat count is to increase the number of creatures. If you can, combine threats with mana acceleration and/or mana stabilization, such as with Simian Spirit Guide and Cantor.
Some cards I don't like:
Goblin Recruiter: It's great combined with Goblin Ringleader, but otherwise is not a great use of the uncommon slot. I think you are better off playing with an extra Fecundity.
The Warchief is a must have - because once you start the combo and begin cycling through your deck, it becomes the kill card.
The real problem of this deck is not its acceleration, you have fair enough. It's its creature, there's plenty of too. It's not even a second kill if you need one : you got some of these too.
No, its real problem is the stability, just like in KoboldClamp, just worse. You can't rely on any tutoring card to get your Fecundity if it doesn't show up or get Naturalized. At least, not in G or R. Adding blue doesn't help, since it's neither an artifact nor a instant or sorcery, white might help but you can only use Enlightned tutor... which is an unco... I came wondering if this deck is not "just a good extend idea". Or a No rare Extend deck.
Thanks for the decklist, Frederic
The tutoring issue applies whether you are talking about Skullclamp or Fecundity, just as Skullclamp is just about as vulnerable to Disenchant/Naturalize spells as Fecundity is...perhaps moreso, since I get the idea that there's more artifact than enchantment fear/hate in most decks. However, (and I'm not sure what you'd take out for it), Reclaim could be a good card to include. It could pull Fecundity or Skullclamp out of the grave, or your just-resolved Empty the Warrens, or one of the red mana generating spells like Rite of Flame.
Reclaim is indeed good, since it can drag a lot of things, but slow. It kills your next draw, forces you to cast again your Enchantment / Artifact, ect, ect...
A more protective option is needed, one that wouldn't allow your key card to fill the grave. I have found this card, actually, but won't let you know too fast... Have a guess ?
Hello, i'm an old player of magic and i had finished pf play same tim,e ago;i had alway play whith with goblin ,mono red shot and blu-red(counter and shot) tipical deck of 1998 now i'd like became to play;this deck i think that is pretty but i don't understand how to use storm deck and why in the goblin deck there are forest and fecondity(sure there used for some combo)but i don't know this new method to play magoc please can you explicate me how to use this deck and the utulity of green????
thank you