Sideboard


Maybeboard


I have accepted the ways of Transgoblinism. This is my attempt at the classic Go-bots list. We're taking the strength and consistency of Goblins and combining it with the speed of Affinity to Overwhelm the competition. This deck was constructed by myself but not without help from other amazing Lists on this Website (deck:http://tappedout.net/mtg-decks/kuldotha-gruul-12-whack/ this being the main inspiration)

Currently the deck is still very experimental and suffers from a lot of inconsistencies with its land bases and card draws that I hope to fix with further brewing. Though when it draws the nuts, this deck can take off.

Let me give you an example of a Turn 2 Win

Opening hand: Stomping Ground , Memnite , Simian Spirit Guide , Reckless Bushwhacker , Teetering Peaks , Burning-Tree Emissary , Burning-Tree Emissary

Turn 1: Stomping Ground (Untapped), drop Memnite . Exile Simian Spirit Guide to be able to play Burning-Tree Emissary . Combo the two Burning-Tree Emissary 's into Reckless Bushwhacker . Hit for 10

Turn 2: Top deck Goblin Grenade . Play Teetering Peaks . Go into Combat for 7. Post-Combat Main Phase Finish them off with Goblin Grenade

GAME

Maybeboard is a more Budget version of the deck, not tested too much. Probably a lot worse but captures the flavour for people who have less to spend.

Memnite / Ornithopter : These Little guys are what get this high speed strategy off the ground. They come out as fast as possible, enable your Mana Rocks ( Mox Opal and Springleaf Drum ), activate Reckless Bushwhacker 's Surge cost AND set up our Kuldotha Rebirth s. These are the main reason we play Go-bots.

Signal Pest : The MVP of the list. He is the Card that carries your victories, even with the Bushwhackers. Signal Pest + Kuldotha = WIN.

Legion Loyalist : A Utility One drop that helps us trade and get past blockers? Yes please!

Burning-Tree Emissary : In this list Emissary is basically a free 2/2 that combos with Reckless Bushwhacker and Atarka's Command . The requirement hasn't been a problem so far in play testing as we have enough of a Green splash and artifacts that it doesn't matter.

Simian Spirit Guide : The Monkey lets us get off plays a Turn earlier when its in our hand, deciding games. Who minds a bit of a card disadvantage when your opponent is dead?

Reckless Bushwhacker / Goblin Bushwhacker : Doing the leg work to get this deck over the finish line. We don't want to give our opponent any time to react so we swing straight away. Pump and Haste doesn't come any cheaper

Mox Opal / Springleaf Drum : If you've played against or piloted Affinity before you know why these are in here. If we get these out early we can use their mana to really go off. And Late Game? Feed them to your Kuldotha's

Kuldotha Rebirth : Disgusting early game when you can get this off early and can combo later with your bushwhackers to swing for Lethal. Even with the worst of hands getting this out Turn 1 can single-handedly decide a game if not dealt with.

Atarka's Command : Against Lifegain hate? It's a Skullcrack . Anytime else it's a 2 for 1 Lightning Bolt and Pump package deal. Ideal for closing out games without your Bushwhackers/Signal Pests.

Goblin Grenade : We throw our Gobbos to take out problematic creatures or for that last bit of reach to get that "W". Efficient, but only a 3 of as we don't really want it in our Opening and sometimes our Goblin count is low. Still clutch though.

Devastating Summons : We're an "In or Out" deck. Played your cards by Turn 5 and still haven't Won? You lose. So when we run out of fuel we throw this down to push for the Win. A lot more flexible than it's given credit for. Turn 2 you could play this and Sac 1 land if you got a Signal Pest out the turn, doesn't necessarily need to be all in.

Become Immense : Meant for those games where the Opponent has swept your Board. 2 Cards left in hand you play your Legion Loyalist and swing. Your opponent misplays or BMs you by not blocking? BOOM + 6/6 for the "W". As the only other reason to splash Green other than Atarka's, this card performs pretty well for itself

Mana Base: As we're splashing Green we have our obligatory Fetch and Shock lands in 1 copy of Stomping Ground and 3 of Wooded Foothills . Darksteel Citadel is only here to get of Mox Opal 's Metal craft effect but its good at it and sometimes we don't care about tapping only for . Teetering Peaks and Ramunap Ruins are our Red utility lands to give us a tiny bit more reach. In all honesty Ramunap is a bit far fetched but there's no reason not to as its downsides are so minimal as some hands we're only tapping for .

Blood Moon : This is our answer to Tron and Hoses greedy Non-red decks the odd time. Stock Goblin sideboard card.

Cindervines / Destructive Revelry : Some artifact hate, but I'm a bit torn between either. Vines is slower but shuts down Storm while Revelry has some Burn packaged in with itself.

Grafdigger's Cage : Graveyard hate to the extreme, artifact as a bonus. Surgical is probably better with how fast our deck is, but I work with what I got.

Legion Warboss : For when you play against a Timmy and need a bit more Value. A budget Rabblemaster that really beefs up our boys.

Searing Blood : We shouldn't really be having troubles with other Aggro Token decks, However, this let's get ahead when it comes to racing them.

Dragon's Claw : Completely shuts out Burn as we spam our Gobbos. Artifact once again is a plus for Metalcraft

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Casual

98% Competitive

Date added 5 years
Last updated 5 years
Legality

This deck is not Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

12 - 8 Rares

25 - 7 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 1.26
Tokens Elemental */* R, Goblin 1/1 R
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