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Red Goblin Addiction: Origin Edition

Standard Aggro Goblins Mono-Red Red Deck Wins Tokens

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Creature (4)

Enchantment (4)

Artifact (2)


Mono Red Aggro deck. This deck is fast and has been used to take out opponents in about 6-8 rounds. It is a token/ counter deck with 1 and 2 drop creatures and lots of ways to take out large creatures and opponents. It is a modified deck to include some of the new Origin series cards.

Monastery Swiftspear is the ultimate opening creature. It has haste and can swing on turn one. It also has prowess for later round damage.

Foundry Street Denizen, Goblin Heelcutter , Subterranean Scout , Goblin Rabblemaster, and Goblin Piledriver are all Goblin creatures that attack. Foundry Street Denizen pumps with other creatures entering. Goblin Heelcutter chooses who can't block. Subterranean Scout is a new Origins creature and protects attackers with power less than 2.Goblin Rabblemaster is pumped whenever any other Goblin creature attacks on the field. This works great with Dragon Fodder and Hordeling Outburst . It also gives you a token for every turn so that pumps the Rabblemaster even further. Goblin Piledriver is a return to Origins and offers lots! Piledriver pumps +2 on the attack for every goblin on the field. Zurgo Bellstriker is an easy one drop with 2 damage to start the game with as well.Purphoros, God of the Forge is an added bonus should he appear. He continues to deal damage without ever becoming a creature. He also has the ability to pump creatures damage, and if you get enough devotion, you get a 6/5 indestructible!

SpellsSorcery spells are simple. Dragon Fodder , Hordeling Outburst , put a ton of tokens on the battlefield to swing with, pump Goblin Rabblemaster and Goblin Piledriver and the tokens can block later round creatures.

The only enchantment aura is Call of the Full Moon . This card works great if you can get it in your opening hand with Monastery Swiftspear. Turn one play Swiftspear. Turn two add the aura and swing for 5!

Instants Lightning Strike, Wild Slash , Searing Blood and Stoke the Flames , are mainly for player damage to add insult to injury. They are also effective to take out tokens, weenies, and smaller creatures as they come out should the rounds get past 5 or 6.

Hall of Triumph is a great artifact that if played by round 3 just adds to the speed of taking out your opponent.

The deck functions great with three manna out. Four works too, but I've won with as little as two against a control deck and a ton of tokens and one drops.

Let me know what you think!!

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Pretty good night at FNM. First night of Origins for me at an FNM. The red deck went 2-2. First round was against a Blue Red deck. No Creatures. The only card that came out to do damage was Jace, Vryn's Prodigy  Flip and the first game Jace wasn't an issue. The killer card in this deck was Sphinx's Tutelage. This nasty card is a mill card. Basically blue came out and Negate every creature, spell, whatever. I also had to Mulligan both games down to 5 cards and still did;t get the hand I wanted either time.

Second Round was against a blue black control. Same issue with mulligans and bad hands. Also same issue with Dissolve, Negate, Hero's Downfall, and other spells. The first game I got killed by Hangarback Walker and Ashiok, Nightmare Weaver. Attics first ability causes the top three cards of my deck to be exiled. Those cards are then playable against me. The second game I put in Smash to Smithereens to handle the Walker, but Ashiok and the removal spells provide to be too much. Languish was a killer.

Third round went fairly quickly against a solid white deck. Pacifism was a fun little card that tied up a few of the creatures, but there was no removal spell and so red deck wins.

Fourth round was against a blue white deck. Silkwrap worked like Pacifism but again, there was no removal spells. Red Deck wins.

I see the reason people splash in green for removal of enchantments. However, if I get the right opening hand, removals aren't that big of an issue.

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

11 - 0 Rares

14 - 4 Uncommons

13 - 10 Commons

Cards 60
Avg. CMC 2.21
Tokens Goblin 1/1 R
Folders Mono Red
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