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Fair Warning


I don’t typically play Standard so I’m almost completely unfamiliar with the current top tier decks and strategies. I built this simply for fun and if it doesn’t perform well, I wouldn’t be surprised.

This deck plays in a fairly straightforward manner; without an intimate knowledge of the cardpool it’s tough to build around a little known interaction that hits hard out of left field. So instead I’ve opted to build an aggro/midrange deck that intends to amass a small army as early as possible and then cheat in a large flying threat.

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•From out of the clefts and hollows in our craggy Mountain stronghold pour forth our legions.

Castle Embereth crowns our crimson peak as an impenetrable fortress, bestowing strength on our goblin hordes.

•Deep within the rocky slopes lies our Dwarven Mine; play this land to conscript a dwarf token for battle.

Den of the Bugbear has some wicked artwork, heartening back to old school awesomeness. When the appropriate artwork gets added I’ll update, but for now I can only show the crappy version. In any case, this land will also lend its strength to battle when called for.

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A single locust doesn’t even merit consideration; a swarm of locusts will break kings and visit utter annihilation upon an entire countryside. To wit, each individual goblin creature we cast is no threat, but when they work as a team much can be accomplished.

Minion of the Mighty was the card I decided to build around to make this deck. It’s particular Pack Tactics can turn the tide of battle. We aim to quickly amass a small band of gobblers so that when we finally do attack, it’ll be worth the effort.

Battle Cry Goblin synergizes wonderfully with our strategy. It can buff our other goblins (but unfortunately not our kobolds) making that combined power rating of 6 all that much more attainable. It’s own Pack Tactics can help us stabilize and recover if something goes awry as well.

Hobgoblin Captain is cheap and boasts a power of 3, so he’s a fine inclusion.

Hobgoblin Bandit Lord buffs our gobbos without the need to spend mana, and can function as a recurring Shock in a pinch.


UPDATE


It was politely pointed out to me by pokemon45 that Fury is not Standard legal. I believe it slipped in due to a number of reasons, one of which is that all the AFR cards are currently emboldened in red. So at a cursory glance I just assumed that was why the Prototype feature labeled it not legal. I should have examined it more closely. Whatever the case, I’ve removed Fury from the card list but am choosing to leave the description intact for when the deck rotates out of Standard into Modern. Thanks again to the helpful Tappedout community!

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•There’s a reason the dragon that was hurled down is described as “having great wrath”—it’s because he “knoweth that he hath but a short time.” Unfortunately, so do we. Our deck lacks most of the effective counter- or removal-type spells, so speed is of the essence. Fury will undoubtedly help us accumulate that 6 power we’re striving for, and with blinding quickness. Evoke this incarnation whenever possible and clear away some of the opponent’s obstacles while plopping down a hefty 3/3 in the process.

It should be noted this is not a deck revolving around Velomachus Lorehold and thus doesn’t run a plethora of non-creature spells.

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That being said, should we reach the point where we’ve managed to get said Dragon in play, his ability could prove useful by allowing a free-cast of one of the cards below and thus helping close out the game.

Thrill of Possibility for draw power.

Infuriate can easily buff us enough to reach that Pack Tactics prerequisite power level of 6, and so we run a full 4 copies.

Barge In also gives our merry band of attackers a bump in total power, and it’s dirt cheap to cast.

Claim the Firstborn is a sneaky way to give an overall boost to our power. Why do all the work ourselves, when we can hijack one of our opponent’s creatures to get the job done?

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With our small band of goblins bolstered by support spells and maybe even a creature or two stolen from the opponent, we should achieve a total combined power of 6 or more relatively easily. From there we lean on Minion of the Mighty’s Pack Tactics to hurl down to the tabletop a great, fiery-colored dragon having great anger, so that it may wage war. We’re really just after a strong board presence so I’ve elected to include a handful of different dragons, rather than rely solely on one and any abilities it may have.


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Red Dragon is a nice 4/4 Flyer that will scorch the opponent for 4 points of damage, regardless of how it enters play.

Hellkite Punisher comes with a built in means of increasing its already significant power; it also boasts some killer artwork.

Inferno of the Star Mounts is functionally identical to the previous dragon, and while it’s highly unlikely we’d ever have enough mana to pump it to +20 it’s still a neat trick.

Goldspan Dragon was recommended by razelfark and while I initially overlooked it, I can now see some value meriting its inclusion.

Velomachus Lorehold provides a nice boost to our defense with Vigilance, and as was previously mentioned could potentially close out the game if we’re able to play, say, Infuriate by chance.


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Tiamat was giving D&D players grief all the way back in ancient Babylon, and we aim to do much the same today in our own game.

•Cast as many cheap goblins as possible, prioritizing Minion of the Mighty

•Buff our goblins with Infuriate, Barge In and anthem effects from Hobgoblin Bandit Lord or Battle Cry Goblin. Steal a creature from the opponent to increase our overall attack power with Claim the Firstborn when viable. Don’t forget about Castle Embereth’s rallying power too!

•Attack with our buffed up horde, then plop down an attacking Dragon card from our hand.

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There isn’t one. I have no idea what to include. Standard isn’t really my game; I build a Standard deck every once in awhile for variety’s sake and to sharpen my M:tG skills. I’ll consider any and all recommendations for the sideboard, but please mention why it would be a good inclusion.

”So the dragon became enraged...and went off to wage war...”

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92% Casual

Competitive

Revision 2 See all

(3 years ago)

+2 Barge In main
+1 Dwarven Mine main
+1 Goldspan Dragon main
Top Ranked
  • Achieved #11 position overall 3 years ago
  • Achieved #1 position in Standard 3 years ago
  • Achieved #2 position in Standard Aggro 3 years ago
  • Achieved #2 position in Standard Budget 3 years ago
Date added 3 years
Last updated 1 week
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

11 - 0 Rares

15 - 0 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 2.77
Tokens Dwarf 1/1 R, Goblin 1/1 R, Treasure
Folders Standard
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