Cards:

Goblin Electromancer: Makes goblins cheaper.

Dragon Fodder/Krenko's Command: With Electromancer out, they are 1 drop 2 goblins.

Empty the Warrens: With an electromancer out, for the same cost you triple the amount of goblins, with 2 or more out, it gets ridiculous.

Goblin Chieftain: Haste and +1/+1 sure help make this deck a little faster. Also he combos well with Krenko.

Krenko, Mob Boss: This card is awesome. Exponential Goblins, add chieftain in for haste and +1/+1. Also, be sure to use his ability after you drop 6-10 goblins with your electromancer/empty the warrens combo.

Teleportal: By the time you need this card, you will likely have at least 2 electromancers out, making the overload very affordable. Evasion.

Anticipate: Draw and pseudo-scry. for 1 with an electromancer out.

Divination: 2 or 1 drop draw 2. Not too shabby.

Rune Snag: ... Because rune snag.

Deck weaknesses:

Board Wipes: I'm not sure how to get around this one, especially on a budget.

Spot Removal: Get's rid of the important stuff at inopportune times.

Infect: Because I'm not ready for that by turn 3...

Fog: Drop 1, your token army is irrelevant.

Indestructible creatures: Limited amounts of removal and nothing permanent means I HAVE to rune snag these, and if the other player has enough mana or a spell snare, it's not pretty.

Deck Strategy in summary: 1. Make Goblins 2. Make Goblins Squared 3. Strap Goblins to teleportation devices and throw them at the other player 4. ?? 5. Profit/Victory

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Date added 9 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 0 Rares

3 - 0 Uncommons

31 - 0 Commons

Cards 60
Avg. CMC 2.47
Tokens Goblin 1/1 R
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