Not sure If I have to put this here or in the T1 forum, still a little shaky on the rules of the new drain.
Basically I've always loved to play goblins, it's been my fall back deck when I don't feel like playing something more complicated. I've meta-gamed this deck as much as possible and it is pretty much what I brought to Waterbury. What I'd like from this is just some comments on what needs to be adjusted (I'll point out a few things myself) and any interesting cards I might have missed
Mana 18-19
7 Mountains (or 6 Mountains and 1 Ruby + 1 Black Lotus)
4 Bloodstained Mire
3 Wooded Foothills
4 Barbarian Ring
Creatures 23
4 Goblin Lackey
4 Goblin Cadets
4 Goblin Vandel
4 Mogg Fanatic
4 Goblin Piledriver
3 Siege-Gang Commander
Burn 8
4 Lighting Bolt
4 Chain Lighting
Support 11
3 Reckless Charge
4 Goblin Grenade
4 Ankh of Mishra (3 with power)
Sideboard
4 Red Elemental Blast
3 Blood Moon
3 Null Rod
3 Pyrokinesis
2 Rack and Ruin
Break it down by section:
Mana- Playing with 18-19 right now. Only reason I run 19 with power is because Artifacts are easily taken out as opposed to the mountains. This is the only thing I haven't tested yet and I'd like to get some feedback on what the right number might be from others experience?
Creatures- Standard for most goblin builds (seen some strange creature bases from duelman decks) I switched out the Raging Goblins for Goblin Vandals right now, and they've been doing a great job. Great for eating the larger things that a Mox Monkey could never eat and even mana screwed a few people in tests. Also a answer to Chalice since, unless they know what I'm playing, won't drop it for one right away, letting me get one in or a Lackey in that can put one in.
I'm feeling that I'm waiting for Piledriver and Siege Gang to much, have people tested Goblin Goon with good results yet? Haven't gotten around to it yet.
Support- Heh Ankh...well it was to give me a fighting chance vs. Dragon but as most people know there were about 3-4 dragon decks at Waterbury, lucky for me I rarely drew them. I had 1 switching out when I used power. This is my test slot area and I need some suggestions on what would be the best here, probably vs combo. I hate Ankh's with my fetch lands but I figured it was a neccesary evil at the time. We'll see how the meta changes, but I'd still like some ideas. I'm going to begin testing crash out and maybe remove some of the vandal's for more beefy goblins.
Sideboard- Not much to say, wish I had the Pyrokinesis a few days ago, I think the sides pretty solid currently.
Thanks
