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The general itself which is quite incredible:

Curve filler
CA engine
Tribal support

However, as you could realize building it, all of that doesn't match really well together and leads to some building restrictions:

Going goblin tribal is somewhat mandatory, otherwise you have a worse version of RB aggro (the general not being usefull in any aggro main plan)
The goblin tribe is mana expensive in singleton, however it comes ith an upside: Grenzo uses our mana really well and turns land drops into ressources. I'd say you must have between 40 and 42 lands.
You need some hard creature density to hit reliably with the ability. Going under 40 might be risky. I nowadays tend to go to 45 (50 being the highest to me)

Here, we already have 80~85 slots locked, which means that we have roughly 20~15 slots left for staples. That's really important since most decks either runs a high creature count or a high land count, and means that we must choose very carefully what to include next (which is truly hard to do since everything looks nice). That's also important because that means we have a really few number of slots left for iteraction, even less than traditionnal aggro. That means that we need our board to be as self-efficient as possible to compensate.

But where I think I match your point of view of the pack the less (somewhat following Martial's pov) is about how the deck really wins. When I first played the pack (roughly copying your list Tuktuk

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Casual

96% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Duel Commander legal.

Rarity (main - side)

2 - 0 Mythic Rares

35 - 2 Rares

20 - 0 Uncommons

20 - 3 Commons

Cards 100
Avg. CMC 2.18
Tokens Copy Clone, Goblin 1/1 R, Treasure
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