Eseph
08-28-2008, 01:32 PM
Hi, As I have virtually no posts on this site I may as well introduce myself right off the bat. I post primarily on MTGSalvation, but I do read through plenty of threads on here. I'm tossing this list up with as much info as I can in order to try and get some more interest. I've been having some pretty strong success with the list on MWS. But being nowhere near a regular legacy scene there isn't much in the way of tournament results to back it up. I apologize if my deck listings look odd, I'm unfamiliar with your system for including them. Or rather to used to salvations. Anyways:
A bit of deck history:
At least so far as I'm concerned anyways. This deck comes from a now seemingly defunct Type 1 deck of the same name. One which I was always fond of playing due to it's relatively low cost, and ease in proxying. The deck used Goblin Recruiter to build a stack of goblins to then chew threw using Food Chain as a mana source and Goblin Ringleader as it's in-set draw engine.
For reference sake my list looked a little like this:
Mana:
4x Taiga
4x Wooded Foothills
6x Mountain
3x Wasteland
2x Elvish Spirit-Guide
1x Sol Ring
1x Mana Crypt
1x Lotus Petal
Goblins:
4x Goblin Lackey
2x Skirk Prospector
4x Goblin Recruiter
4x Goblin Piledriver
1x Goblin Tinkerer
4x Goblin Warchief
3x Gempalm Incinerator
2x Goblin Sharpshooter
2x Goblin Matron
1x Zo-Zu, the Punisher
4x Goblin Ringleader
2x Siege-Gang Commander
Other:
4x Food Chain
Changes:
Now of course Goblin Recruiter is banned from Legacy, both for it's use in Goblins as well as with Goblin Charbelcher. So we've had to find ourselves a new engine to run-off of. And I think I've found a solid one in Kiki-Jiki, Mirror Breaker. Now his standard use is as a 1-2 of in Vial Goblins as an excellent tech creature. But to get a full use from him he must be included as a 4-of, and his strengths really come out in this list. But I'll get into some of them later on. For now with Kiki as our engine the deck plays out a little differently. Though it's still capable of some very strong draws, we aren't capable of the same kind of guaranteed draws that Recruiter brought.
Card Selection:
I'll go through the card selection as I saw it starting from the creatures into the mana base, numbers in both areas still need tweaking to find the optimal list hidden within. But as I said I have been generating a decent amount of success with it as is.
The Creatures: (In reverse order of cost, as it lets me highlight Kiki-Jiki to begin with)
Kiki-Jiki, Mirror Breaker
All on his own he's not much of a creature, 5 cost, meagre 2/2 body. But with virtually any other goblin he can generate a considerable amount of card advantage or board position. With a full compliment in the deck we tend to draw into multiples of him. But more often than not that's a good thing. Between having a very large target painted on his head, and being able to pitch him to food chain for large sums of mana only to replay him and reuse his ability... We get our money's worth. Even without Food Chain he provides us with one of our 3rd turn win scenarios, granted it's easy enough to disrupt (requires: 2 lands, Lackey, Kiki, and Piledriver).
Siege-Gang Commander
Another staple goblin. He Generates a large board position and provides an alternative means of damage. He also provides a large boost both to the aggro win through Piledrivers/Turning Sideways. And can become 5+ mana bost through food chain if necessary. And like his 5 cost bretheren he also provides us with a turn 3 win option (same requirements as previous substituting Siege for Kiki).
Lightning Crafter
Probably the least common choice in this deck this is the card that really put it over the top for me. And his part in the deck is the way I find myself going more often than not. Like Kiki-Jiki Lightning crafter can come in, and more or less duplicate a Ringleader or Matron (Champion then remove to food chain). With a Warchief out he can do so and take out a threat or get some extra damage in. But the real prize with this card is the win condition it provides. Someone else somewhere has to have noticed the way it works, but I never came accross it looking around. So here goes; All it takes is a Kiki-Jiki + a Goblin Sharpshooter/Skirk Prospector/Food Chain + one other goblin in play (or have the crafter in play and any of those missing, doesn't really matter).
You play the Lightning Crafter championing the random goblin, the copy the Crafter with Kiki, and have the duplicate champion Kiki. Then either ping them for 3 and remove it to Food Chain/Prospector, or ping them for 1 with a Sharpshooter and have the Crafter deal 3 damage to itself. Kiki-Jiki returns untapped, and the process repeats.
Goblin Ringleader
Our primary draw engine and more or less what makes the deck go. Plays nice with Kiki-Jiki, haste makes it a resonable play following a Piledriver, and can be reduced so far as a 1 cost with Warchief.
Gempalm Incinerator
The decks Primary removal card, but not the only one to deal damage. Subs in as a mana jump with food chain in a pinch. And still cycles away to dig when in dire straits. Excellent for clearing a chump to help a lackey get through.
Goblin Matron
Our secondary draw card, though more often than not used to find our pirmary (Ringleader) as it is the perfect cost to turn into one with food chain. It reduces well with Warchief, and it can ramp mana if necessary just by finding more matrons. It finds whatever happens to be missing from the equation regardless of what kind fo win you're going for.
Goblin Sharpshooter
Another of the big damage dealers, I'm sort of on the fence for his inclusion, though he has yet to really let me down. He does a number on any elf strategy, and helps a fair amount against Ichorid. His part in the combo with Lightning Crafter isn't the most necessary, but combined with Siege-Gang Commander he does provide an additional out.
Goblin Warchief
As far as auto-includes go, this one is right up there. He does everything for the deck, enables the combos to go by more smoothlty. And ramps out goblins for the aggro, or when missing a food chain.
Goblin Piledriver
Our primary beater when it comes to Aggro. Still one of the best 2 drop goblins in existence, he may not be essential to a combo win, but he still provides an aggro out. And there's nothing to stop us from pulling out an aggro attack through food chain.
Goblin Lackey
He enables just about every other goblin, what more really needs to be said.
Skirk Prospector
Helps build into 3-4 mana on turn 2, and provides a combo piece for lightning crafter. He's in as a 3 of in my current list, though I'm unsure whether to increase or drop that number.
Food Chain
Primary combo piece and mana accelerant. Allows for explosive finishes, and gives the deck a namesake...
Mana Sources: Aside from the required (Mountains, Taiga, Wooded Foothills), the only important cards to note are:
Ancient Tomb
The damage can be annoying, but it's easy enough to work around. And the benefits are outstanding. The deck has a much higher curve than your average goblins list. So having access to more mana, specifically 3 mana on turn 2 tends to be a large aid.
Chrome Mox
This one I'm unsure of. I run it as a 2 of currently, because I can't stand to see them come up after the first turn or 2, and hate drawing more than 1. But the mana boost can be a strong aid. Maybe a one time use spell like Lotus Petal, or Simian Spirit Guide might be a better option.
All in all that gives us a list that looks like this:
Craft Dinner
Mana:
8x Mountain
4x Taiga
4x Wooded Foothills
3x Ancient Tomb
2x Chrome Mox
Goblins:
4x Goblin Lackey
3x Skirk Prospector
4x Goblin Piledriver
3x Gempalm Incinerator
4x Goblin Matron
1x Goblin Sharpshooter
4x Goblin Warchief
2x Lightning Crafter
4x Goblin Ringleader
4x Kiki-Jiki, Mirror Breaker
2x Siege-Gang Commander
Other:
4x Food Chain
Sideboard: (as it stands)
4x Blood Moon
4x Krosan Grip
3x Goblin King
2x Zo-Zu, the Punisher
2x Vexing Shusher
The sideboard is a temporary thing, as I'm still working out the best cards for it. I find the Blood Moons help when Food Chain comboing is not an option. And the decks only really troublesome matches tend to be 43 land and Enchantress variants. The deck is capable of winning by turn 2 (though rarely), and has many different outs to win on turn 3 or shortly after. Either through a Lackey, or Food Chain. And just as often after the attack as during.
I don't have any specific matchup analysis, as testing online tends to find me playing against everything under the sun. But what I have found is that the deck has a relatively easy ride vs Counterbalance, as the core cost of the deck is at 3. It has an excellent mirror (vs Vial Goblins) and can find it's way out of most tight spots. I will be adding Matchup standings as/when I can, but for now I would love any and all input anyone can give me on the list. Even if it's just what you think of it. So long as I can pull something constructive from it then you have my thanks. Also if anyone was interested in either helping me test this, or simply just testing the list I would be very grateful.
A bit of deck history:
At least so far as I'm concerned anyways. This deck comes from a now seemingly defunct Type 1 deck of the same name. One which I was always fond of playing due to it's relatively low cost, and ease in proxying. The deck used Goblin Recruiter to build a stack of goblins to then chew threw using Food Chain as a mana source and Goblin Ringleader as it's in-set draw engine.
For reference sake my list looked a little like this:
Mana:
4x Taiga
4x Wooded Foothills
6x Mountain
3x Wasteland
2x Elvish Spirit-Guide
1x Sol Ring
1x Mana Crypt
1x Lotus Petal
Goblins:
4x Goblin Lackey
2x Skirk Prospector
4x Goblin Recruiter
4x Goblin Piledriver
1x Goblin Tinkerer
4x Goblin Warchief
3x Gempalm Incinerator
2x Goblin Sharpshooter
2x Goblin Matron
1x Zo-Zu, the Punisher
4x Goblin Ringleader
2x Siege-Gang Commander
Other:
4x Food Chain
Changes:
Now of course Goblin Recruiter is banned from Legacy, both for it's use in Goblins as well as with Goblin Charbelcher. So we've had to find ourselves a new engine to run-off of. And I think I've found a solid one in Kiki-Jiki, Mirror Breaker. Now his standard use is as a 1-2 of in Vial Goblins as an excellent tech creature. But to get a full use from him he must be included as a 4-of, and his strengths really come out in this list. But I'll get into some of them later on. For now with Kiki as our engine the deck plays out a little differently. Though it's still capable of some very strong draws, we aren't capable of the same kind of guaranteed draws that Recruiter brought.
Card Selection:
I'll go through the card selection as I saw it starting from the creatures into the mana base, numbers in both areas still need tweaking to find the optimal list hidden within. But as I said I have been generating a decent amount of success with it as is.
The Creatures: (In reverse order of cost, as it lets me highlight Kiki-Jiki to begin with)
Kiki-Jiki, Mirror Breaker
All on his own he's not much of a creature, 5 cost, meagre 2/2 body. But with virtually any other goblin he can generate a considerable amount of card advantage or board position. With a full compliment in the deck we tend to draw into multiples of him. But more often than not that's a good thing. Between having a very large target painted on his head, and being able to pitch him to food chain for large sums of mana only to replay him and reuse his ability... We get our money's worth. Even without Food Chain he provides us with one of our 3rd turn win scenarios, granted it's easy enough to disrupt (requires: 2 lands, Lackey, Kiki, and Piledriver).
Siege-Gang Commander
Another staple goblin. He Generates a large board position and provides an alternative means of damage. He also provides a large boost both to the aggro win through Piledrivers/Turning Sideways. And can become 5+ mana bost through food chain if necessary. And like his 5 cost bretheren he also provides us with a turn 3 win option (same requirements as previous substituting Siege for Kiki).
Lightning Crafter
Probably the least common choice in this deck this is the card that really put it over the top for me. And his part in the deck is the way I find myself going more often than not. Like Kiki-Jiki Lightning crafter can come in, and more or less duplicate a Ringleader or Matron (Champion then remove to food chain). With a Warchief out he can do so and take out a threat or get some extra damage in. But the real prize with this card is the win condition it provides. Someone else somewhere has to have noticed the way it works, but I never came accross it looking around. So here goes; All it takes is a Kiki-Jiki + a Goblin Sharpshooter/Skirk Prospector/Food Chain + one other goblin in play (or have the crafter in play and any of those missing, doesn't really matter).
You play the Lightning Crafter championing the random goblin, the copy the Crafter with Kiki, and have the duplicate champion Kiki. Then either ping them for 3 and remove it to Food Chain/Prospector, or ping them for 1 with a Sharpshooter and have the Crafter deal 3 damage to itself. Kiki-Jiki returns untapped, and the process repeats.
Goblin Ringleader
Our primary draw engine and more or less what makes the deck go. Plays nice with Kiki-Jiki, haste makes it a resonable play following a Piledriver, and can be reduced so far as a 1 cost with Warchief.
Gempalm Incinerator
The decks Primary removal card, but not the only one to deal damage. Subs in as a mana jump with food chain in a pinch. And still cycles away to dig when in dire straits. Excellent for clearing a chump to help a lackey get through.
Goblin Matron
Our secondary draw card, though more often than not used to find our pirmary (Ringleader) as it is the perfect cost to turn into one with food chain. It reduces well with Warchief, and it can ramp mana if necessary just by finding more matrons. It finds whatever happens to be missing from the equation regardless of what kind fo win you're going for.
Goblin Sharpshooter
Another of the big damage dealers, I'm sort of on the fence for his inclusion, though he has yet to really let me down. He does a number on any elf strategy, and helps a fair amount against Ichorid. His part in the combo with Lightning Crafter isn't the most necessary, but combined with Siege-Gang Commander he does provide an additional out.
Goblin Warchief
As far as auto-includes go, this one is right up there. He does everything for the deck, enables the combos to go by more smoothlty. And ramps out goblins for the aggro, or when missing a food chain.
Goblin Piledriver
Our primary beater when it comes to Aggro. Still one of the best 2 drop goblins in existence, he may not be essential to a combo win, but he still provides an aggro out. And there's nothing to stop us from pulling out an aggro attack through food chain.
Goblin Lackey
He enables just about every other goblin, what more really needs to be said.
Skirk Prospector
Helps build into 3-4 mana on turn 2, and provides a combo piece for lightning crafter. He's in as a 3 of in my current list, though I'm unsure whether to increase or drop that number.
Food Chain
Primary combo piece and mana accelerant. Allows for explosive finishes, and gives the deck a namesake...
Mana Sources: Aside from the required (Mountains, Taiga, Wooded Foothills), the only important cards to note are:
Ancient Tomb
The damage can be annoying, but it's easy enough to work around. And the benefits are outstanding. The deck has a much higher curve than your average goblins list. So having access to more mana, specifically 3 mana on turn 2 tends to be a large aid.
Chrome Mox
This one I'm unsure of. I run it as a 2 of currently, because I can't stand to see them come up after the first turn or 2, and hate drawing more than 1. But the mana boost can be a strong aid. Maybe a one time use spell like Lotus Petal, or Simian Spirit Guide might be a better option.
All in all that gives us a list that looks like this:
Craft Dinner
Mana:
8x Mountain
4x Taiga
4x Wooded Foothills
3x Ancient Tomb
2x Chrome Mox
Goblins:
4x Goblin Lackey
3x Skirk Prospector
4x Goblin Piledriver
3x Gempalm Incinerator
4x Goblin Matron
1x Goblin Sharpshooter
4x Goblin Warchief
2x Lightning Crafter
4x Goblin Ringleader
4x Kiki-Jiki, Mirror Breaker
2x Siege-Gang Commander
Other:
4x Food Chain
Sideboard: (as it stands)
4x Blood Moon
4x Krosan Grip
3x Goblin King
2x Zo-Zu, the Punisher
2x Vexing Shusher
The sideboard is a temporary thing, as I'm still working out the best cards for it. I find the Blood Moons help when Food Chain comboing is not an option. And the decks only really troublesome matches tend to be 43 land and Enchantress variants. The deck is capable of winning by turn 2 (though rarely), and has many different outs to win on turn 3 or shortly after. Either through a Lackey, or Food Chain. And just as often after the attack as during.
I don't have any specific matchup analysis, as testing online tends to find me playing against everything under the sun. But what I have found is that the deck has a relatively easy ride vs Counterbalance, as the core cost of the deck is at 3. It has an excellent mirror (vs Vial Goblins) and can find it's way out of most tight spots. I will be adding Matchup standings as/when I can, but for now I would love any and all input anyone can give me on the list. Even if it's just what you think of it. So long as I can pull something constructive from it then you have my thanks. Also if anyone was interested in either helping me test this, or simply just testing the list I would be very grateful.