Originally Posted by
Illissius
I just had a pretty interesting idea. Some crazy U/R Goblins deck has already been proposed on these boards, but this isn't really that; it's just --
Goblins.dec With Blue Splash
4 Aether Vial
4 Goblin Lackey
4 Mogg Fanatic
4 Goblin Piledriver
4 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
? Siege-Gang Commander
? Gempalm Incinerator
4 Standstill
3-4 Stifle
3-4 Wasteland
3-4 Mutavault
4 Wooded Foothills
4 Bloodstained Mire
4 Volcanic Island
2-4 Mountain
SB: 4 Force of Will
SB: 4 Daze
SB: 4 Leyline of the Void
SB: 3 Mind Harness
You gain:
- Standstill, which together with Vial, Lackey, and Mutavault, might be good. (It might still not be, but the potential is definitely there. I haven't tested it.)
- Stifle, which goes well with Wasteland.
- The ability to actually beat a combo deck after boarding. Force, Daze, Stifle, and Wasteland, together with a good clock, should be formidable. 16 blue cards for Force isn't great by any means, but it should be workable.
You lose:
- Any half-decent way of dealing with a Tarmogoyf in the maindeck.
- The ability to play the number of Siege-Gangs and Incinerators which you would otherwise like to.
- A good way to deal with Plagues and other random things. (There's bounce, but bounce isn't Grip.)
The existence of Tarmogoyf is a significant mark against it, but in certain metagames, with, um... not too many Tarmogoyfs, but lots of combo and lots of decks which are naturally weak against Goblins... it might be worth a shot.