Originally Posted by
Malchar
edit: piledriver is a good goblin, but i think it's fair to say that he is at least the weakest goblin in the deck. please let me know if anyone plays in tournaments and actually deals combat damage to players with huge piledrivers because i'd love to come play in your easy-mode meta. whoever said that goblins is about slowly building up is correct. that's why i advocate earwig squad.
The goblin deck's only advantage over any other deck is the tribal synergy. All goblins suck when compared to the creatures in thresh, angel stompy, or even sui-black. The only things good about goblins are cards like matron, ringleader, and incinerator, which all assume that all the other spells in your deck are goblins.
If you start taking out goblins, you might as well just take them all out and play a thresh deck. In practice, even when The only non-goblins I had were vial and stp/snuff out, it still really hurt when I threw them all away to a ringleader or when I couldn't find anything with a matron.
Now with warren weirding and a potential bomb in earwig squad, goblins might actually be up to par with thresh while maintaining the tribal engine. For once we actually have strong cards that count as goblins. Anyway, here's the deck that I played with last night in a weekly to finish 2-2 after a topdeck stalemate in game 3 of round 4:
4 aether vial
4 warren weirding
2 gempalm incinerator
4 goblin lackey
4 goblin matron
4 goblin warchief
3 frogtosser banneret
4 goblin ringleader
4 siege-gang commander
4 earwig squad
1 wort, boggart auntie
(22 land)
5 mountain
1 swamp
2 taiga
2 badlands
4 wasteland
4 wooded foothills
4 bloodstained mire
(sideboard)
4 leyline of the void
4 krosan grip
4 engineered explosives
3 mogg fanatic
notes:
The mogg fanatics should be replaced, probably by Tin Street Hooligans.
I might change the land base to accomodate 3 or more badlands. Having black sources early and reliably was an issue in some games. I think 1 swamp is definately enough for basics though.
Wort is better than kiki-jiki, especially sans piledriver. Fear and a 3/3 body are always relevant stats. The ability wins games if it goes off, where kiki is potentially useless as the only goblin in play.
Earwig is a noted improvement over piledriver. First, either way, your fattie is going to die and trade with one of the opponent's creatures. At least with the squad, you've already done the damage as soon as it hits play. The prowl is only 1 more mana than it costs to play a driver, and the ability is very significant. Aside from that, it's a 5/3 always, which is a lot better than x/2. Also, it's not a red creature.
The only real problem that I'm having with this deck is not having enough black sources, so I think I'll just trade some mountians for badlands and get rid of those fanatics
On frogtosser bannerets, they're definately decent. However, they almost seems to cause more mana problems than they solve by usually requiring a black source on turn 2. I would like to experiment with removing the tossers and adding a utility package that includes some of these:
1 more wort
1 more incinerator
1 sharpshooter
1 tin street/tinkerer
1 goblin wizard (probably wont happen but I still really want to make this guy work)
other splashy stuff