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PostPosted: Fri May 30, 2014 10:50 am 
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felbatista wrote:
Surprised that no one is mentioning Inferno Fist. Card is good for this kind of deck.


It's way too expensive. With Furor of the Bitten I can get most of the effect (for a RDW's type deck anyways), for 4 times less mana and that's still a card I'm not sure I'd want to play over just having creatures, burn or combat tricks.


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PostPosted: Fri May 30, 2014 12:20 pm 
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Except it costs 2 instead of 4.

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PostPosted: Fri May 30, 2014 1:20 pm 
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felbatista wrote:
Except it costs 2 instead of 4.


Well then, damn new cards and no auto link ^^; Makes it a lot a better obviously, still not sure I would play it, but it's definitely worth playtesting.


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PostPosted: Fri Jul 11, 2014 8:15 am 
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Unlocked and ready for discussion!

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PostPosted: Fri Jul 11, 2014 8:41 am 
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Blood and Fury (reprinted from previous thread and revised with advice from Dragon_puncher )

3 Coordinated Assault
4 Shock
4 Foundry Street Denizen
2 Bloodcrazed Neonate
4 Krenko's Command
4 Kiln Fiend
2 Fling
3 Act of Treason
4 Bolt of Keranos
4 Seismic Strike
3 Guttersnipe
23 Mountain

I keep struggling with whether or not to splash another color into this to protect the combo pieces, blue or white in particular, but i think any gain in stability is offset by the loss in speed.


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PostPosted: Fri Jul 11, 2014 1:54 pm 
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This is the current Goblin Deck I'm running. I find it to be the most efficient, well oiled Goblin themed killing machine available with the current card pool and restrictions.

Goblin GangBang:

21 Mountains

Goblin Arsonist X 4
Foundry Street Denizen X 4
Goblin Bushwhacker X 4
Furor of the Bitten X 4
Shock X 4
Skullcrack X 3
Goblin Shortcutter X 4
Krenko's Command X 4
Goblin Rabblemaster X 2
Guttersnipe X 3
Paragon of Fierce Defiance X 3

The deck, while still highly competitive, isn't as balls to the walls unfairly OP as it's predecessor. Still a good deck, though.

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PostPosted: Fri Jul 11, 2014 2:16 pm 
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I don't have any of the premiums yet so I can't really test this statement to see if it's true, but I would personally drop the 3 Paragons for 2x Hall of Triumph and 1x Quest for the Goblin Lord. It tops your curve off at 3 and makes your +1/+1 a little more resilient (as well as getting it online earlier).

Quest is obviously Questionable, but it would leave you with 19 ways to put a counter on it, and 6 ways to put two counters on it in one shot (provided the Rabblemaster survives to trigger). Paragon's Haste-giving looks largely irrelevant given your list.

Fuhrer of the Verbotten seems kind of shaky too, but you've obviously tested it more than I have.

Other than that, seems pretty solid.

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PostPosted: Fri Jul 11, 2014 2:20 pm 
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no quest for the goblin lord

is there any other point to even have all goblins? just to beef up the goblin rabblemasters ? is it worth it considering the have to attack drawback being applied to your whole deck?


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PostPosted: Fri Jul 11, 2014 4:53 pm 
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either the quest OR raid bombardment sounds good too, not both because the quest cancels out the raid but still, giving all your goblins the same effect that thorncaster sliver gave your slivers seems good.
EDIT: went back and reread the card, ok not as good as thorncaster but still could be worth testing, you can swing with the horde into an opposing army and still come out the victor.

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PostPosted: Fri Jul 11, 2014 8:46 pm 
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This is the current Goblin Deck I'm running. I find it to be the most efficient, well oiled Goblin themed killing machine available with the current card pool and restrictions.

Goblin GangBang:

21 Mountains

Goblin Arsonist X 4
Foundry Street Denizen X 4
Goblin Bushwhacker X 4
Furor of the Bitten X 4
Shock X 4
Skullcrack X 3
Goblin Shortcutter X 4
Krenko's Command X 4
Goblin Rabblemaster X 2
Guttersnipe X 3
Paragon of Fierce Defiance X 3

The deck, while still highly competitive, isn't as balls to the walls unfairly OP as it's predecessor. Still a good deck, though.


Card for card the same deck I posted here:

viewtopic.php?p=161390#p161390

Great minds think alike!


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PostPosted: Fri Jul 11, 2014 11:04 pm 
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While not as consistently explosive as it's predecessor, it does have the lovely threat of a T3 kill:

T1: Denizen
T2: Denizen, Denizen, swing for 3
T3: Denizen, Kick Bushwhacker, swing for 17.


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PostPosted: Fri Jul 11, 2014 11:08 pm 
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You are not going to get 4 denizens out in 3 turns enough for that to ever be relevant.


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PostPosted: Fri Jul 11, 2014 11:12 pm 
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Yes, I never would have guessed that a starting hand with 4 out 4 denizens is unlikely. It was posted as a theoretical 3tk. You may have seen similar posts in the past.


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PostPosted: Sat Jul 12, 2014 5:37 am 
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Shoot, I was banking on having the perfect hand every time. There goes my new strategy...

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PostPosted: Sat Jul 12, 2014 8:48 pm 
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Nebula wrote:
Shoot, I was banking on having the perfect hand every time. There goes my new strategy...



Have to learn to mulligan like a pro. :D


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PostPosted: Sat Jul 12, 2014 10:00 pm 
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HARBiNG3R wrote:
Nebula wrote:
Shoot, I was banking on having the perfect hand every time. There goes my new strategy...



Have to learn to mulligan like a pro. :D

Pfffft, only wusses mulligan. Real men have perfect hands the 1st time, every time.

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PostPosted: Sun Jul 13, 2014 9:32 am 
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[manapie 90 -w -u -b r -g][/manapie]

Goblins

A one vs. one deck for Magic 2015.

60 Cards (21 :creature: , 19 :instant: , 20 :land:)

Creature21 cards
■■■■
Foundry Street Denizen1/1
■■■■
Goblin Arsonist1/1
■■■■
Goblin Bushwhacker1/1
■■■■
Goblin Shortcutter2/1
■■
Goblin Rabblemaster2/2
■■■
Guttersnipe2/2
Spell19 cards
■■■
Coordinated Assault
■■■
Quest for the Goblin Lord
■■■■
Shock
■■■■
Krenko's Command
■■■
Skullcrack
■■
Hall of Triumph
Land20 cards
20
Mountain


Last edited by InFaMoUsGeMiNi on Fri Dec 26, 2014 11:54 am, edited 2 times in total.

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PostPosted: Sun Jul 13, 2014 12:54 pm 
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I also created a Gob deck, but used Blasting Station.
Grants your Gobs some reach, and can be pretty potent with Krenko's Command or Goblin Arsonist


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PostPosted: Sun Jul 13, 2014 8:54 pm 
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I don't have the game yet, so I can't test anything, but what about a Sligh type build? Going to 17-18 lands and running pump spells like coordinated assault and inferno fist seems strong with satyr hoptilite/foundry street denizen/goblin shortcutter and a bunch of other 1 and 2 drops.


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PostPosted: Mon Jul 14, 2014 9:27 am 
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mjack33 wrote:
You are not going to get 4 denizens out in 3 turns enough for that to ever be relevant.


Wha???!!! *Shocked face*

Tha- That doesn't happen every time???!!! Whoah! You are truly an insightful master of the Duels, ser! *Bows down*

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