Has there been any consideration given to adding Imperial recruiter? It can fetch up Kiki-> kiki copy Recruiter-> fetch up Settler and then wreck mana bases all day.
I've been lurking this thread for a while, and after I playtested some versions (Pit Dragon, Moggcatcher, Equipment + Beaters), I've found any threat base to be enough. This deck wins on Chalice of the Void, Trinisphere, Blood Moon and Magus of the Moon.
90% of times, if you play 4 Trained Orgg you'll win the game, basically because our lock pieces are extremely good against the metagame.
Still, I don't like the Moggcatcher list that much. It's a heavy mana investment for a creature that requires another mana investment. SCG is good, Kiki is also good, but they're expensive. I'd rather give the beats with Rakdos Pit Dragon, Gathan Raiders, Moltensteel Dragon or even Thundermaw Hellkite, that can end the game in pretty much the same clock as the Moggcatcher, but without being fancy and requiring extra mana to work.
If you guys want the land destruction package, Avalanche Riders is also a good card to consider without a Moggcatcher shell.
Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return
The reason why Mogg Catcher is so good is because as fun and powerful as it is to drop a Trinisphere, Blood Moon, Chalice of the Void, and a fattie, the honest truth is that the consistency of that lock is lacking and there's a huge investment into such a plan making it very fragile. Not to mention that there are a good amount of decks that just don't give a shit. Moggcatcher is a solution to that problem. Not only can it end the game through beats if necessary, but if it untaps and fetches, you both have a fattie and recoup on a very good portion of your investment.
Well, most of the beaters listed have the same color requirements as the Mogg Catcher. Kiki is a one-of, anyway.
That doesn't mean anything. The point is that you can play your Pit Dragon and go "hahaaa!" at the dome for a boatload of damage and maybe even another slap after that, but if they kill it at any point between twenty and one life, you're back to square one. Moggcatcher changes that. Moggcatcher changes that and spawns the meanest board that never stops kicking.
I'm actually curious as to how this playstyle works out. DS has always had two obvious weaknesses: limited removal, limited gas. After our initial 7 we often enter topdeck mode and thus struggle to compete with decks that counter our early removal and then fall back on cantrips, not to mention we can easily get overwhelmed if enemy creatures are either stronger or have more utility than our own. I haven't touched DS in about 2 years as I felt like it was at a wall development-wise but at the time I was running an artifact build something to the effect of:
4 Great Furnace
4 Ancient Tomb
4 City of Traitors
6 Mountain
3 Mox Opal
4 Simian Spirit Guide
4 Seething Song
2 Batterskull
0-3 Umezawa's Jitte
0-2 Sword of Fire and Ice
4 Chalice of the Void
3 Trinisphere
1-2 Blood Moon
4 Magus of the Moon
4 Moltensteel Dragon
4 Lodestone Golem
4 Etched Champion
1-2 Akroma, Angel of Fury
I don't remember the exact build but this was rather close. The list could still possibly work given some minor tweaking, but it was very functional for me at the time. The artifact-focus meant I could take riskier T1 hands where I only had 1 or 2 Sol lands. Lodestone gave me a solid beater with an additional lock condition, and Etched Champion was essentially guaranteed his Metalcraft making him immune to nearly all removal (this was insanely powerful as BUG and Miracles weren't around).
I've actually considered dropping my modifications to Rock and returning to Stompy-based decks as Chalice and Moon effects are notably strong in the present meta.
Forlorn
How to play Belcher:
Step 1) Draw 7 cards.
Step 2) Throw said 7 cards onto the table while making a "BLAH!" sound.
Step 3) Hold up hands quizically and ask: "Do I win?"
Decks
Enchantress
Dragon Stompy
Rock
UG Madness/Thresh (Pauper)
Hi All,
Yesterday I took 4th place in a 35ish people tournament with the Goblin build below:
R1: Bye
R2: BUG (2-0)
R3: Jund (I think I saw Confidants, Hymn, Punishing en Goyfs) (2-1)
R4: Lands (1-2) WTF?!?!
R5: Storm (2-1)
R6: Sneaky Breach ID
T8:
1/4 UG Infect: (2-0)
1/2 Sneaky Breach (0-2)
8 Mountain
4 Ancient Tomb
4 Cavern of Souls
4 City of Traitors
1 Goblin Settler
4 Magus of the Moon
4 Moggcatcher
1 Murderous Redcap
4 Prophetic Flamespeaker
2 Siege-Gang Commander
4 Simian Spirit Guide
1 Tuktuk Scrapper
1 Kiki-Jiki, Mirror Breaker
1 Krenko, Mob Boss
4 Chalice of the Void
3 Chrome Mox
1 Sword of Fire and Ice
1 Sword of Light and Shadow
3 Trinisphere
4 Blood Moon
1 Umezawa's Jitte
Sideboard
3 Ensnaring Bridge
1 Goblin Sharpshooter
2 Stingscourger
2 Sulfur Elemental
4 Leyline of the Void
1 Emrakul, the Aeons Torn
2 Koth of the Hammer
All in all I like the deck, but I don't like Krenko, I am thinking about replacing him with Goblin King. We have a lot of ways to create mountains on the opposing side of the table.
I think i'm also replacing the Sword of Light and Shadow with a 3rd copy of Siege-Gang Commander.
You should swap out the flamespeakers for Rabblemasters. I was all about flamespeaker, and he was good, but rabblemaster just does so much more. The whole point of flamespeaker was to draw more gas because you need to drop so much in your opening moves, but rabblemaster will just win the game on his own as well as be a legitimate clock. Then ability to pump out guys, and adding a singleton piledriver has let me smash through true names and merfolk decks that I know I would have had issues with in the past.
Additionally, Krenko is the weakest card in the deck but he does have a purpose. Once he gets online, some decks can't beat him, or have to kump through hoops to do it. I'm hoping that Khans brings us a good goblin to put in his spot. I can see moving to a Goblin King as I have considered him in the past, especially now with Rabblemaster.
I'll test out the Rabblemaster, I am hesitant because of the "must attack" for the other goblins. But I'll see if that will be an issue. If I cut the Flamespeakers for Rabblemasters then the need for equipment is less. That would free up space for the King and maybe a Piledriver. Cutting the Flamespeakers also eliminates the double red in the cost of the 3 drop issue.
http://magic.wizards.com/en/articles...ily-2014-09-08 has my current list. Hopefully it will be of some help.
I took it from someone else in this thread. It's good at pushing your guys out of punishing fire without dying to it itself, and it is also good against elesh norn for the same reason. It's also a solid card to bring in when you just need extra cards, because it is never really bad, just inefficient.
I am still not getting much success with the latest version of this deck against miracles. First game, you might have a chance if you get a really good draw and they do not see terminus for the first few turns. But in the second game, in comes humility and with swords and terminus and counters... its pretty difficult to win.
I'm not 100% sure about the sideboard, but this is probably what I would run at the moment:
4x Magus of the Moon
4x Moggcatcher
4x Goblin Rabblemaster
4x Simian Spirit Guide
3x Siege-Gang Commander
2x Rakka Mar
1x Kiki-Jiki, Mirror Breaker
1x Murderous Redcap
1x Tuktuk Scrapper
4x Chalice of the Void
4x Blood Moon
4x Chrome Mox
3x Trinisphere
1x Umezawa's Jitte
1x Sword of Fire and Ice
11x Mountain
4x Ancient Tomb
4x City of Traitors
For the sideboard, I've been thinking about some number of Koths, Confusion in the Ranks, Anarchy, Pyrokinesis, and maybe a Sulfuric Vortex and an Emrakul.
There's also been a Goblin Settler sitting at a local store for the past couple of months. I'm still torn on whether or not I should pick it up.
I've also wanted to experiment with Fork or Reverberate vs Miracles. How awesome would it be to copy their Entreat the Angels? It's probably a terrible idea, but might be worth testing.
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