Goblins Are Back!

Standard forum

Posted on Feb. 3, 2013, 10:10 p.m. by Psychonautical

Being a fan of Black and Red over all else, I am always excited when a new set comes out to see what sort of horrors I can add to my latest standard nightmare.

Currently, I have a borderline unfair mono-black Deathtouch deck, and my favorite, a classic Red Deck Wins sporting such wild cards as Blistercoil Weird with lots of burn cards and card:Nightbird's Clutches to make my weenies get through, even mid-game.

However, upon the recent release of Gatecrash, I may make a radical shift in my red monster because Wizard's newest addition has brought back the viability of one of Magic's oldest and most beloved creature types: Goblins.

Maybe this is old news to you guys, maybe it is obvious, but I know many people who forgot about Goblins given the lackluster performance of M13, where Krenko, Mob Boss was supposed to be the Goblin Lord of choice. However, a lack of cheaper lower-class thugs and an abundance of 3-drop goblins from Return to Ravnica robbed Goblins of their greatest asset: speed.

However, anyone who has been playing standard lately, even since the Scars block was legal, knows that recently, standard cards have hosted a fairly late game meta. Without Lightning Bolt and similar high-powered-for-their-cost cards (not to say there aren't any, but you understand), games rarely end before turn four like some blocks have enabled.

So while the Goblins did slow down, so did everyone else. But alas, they STILL were too far behind other creature types, especially humans. Humans have been getting an awful lot of love lately, to my dismay (curse you, White!), but I understand the theme given the whole angle behind the Innistrad block. Of course humans would be top-tier in a set designed around defeating horrors from beyond.

Hell, even the once powerful Vampires took a backseat, with only ONE 1-drop Vampire. I was so excited when M13 reprinted Fervor and I used it in conjunction with Bloodline Keeper  Flip , cranking out 2/2 flyers and attacking on turn four, giving me enough to transform him into a Lord of Lineage  Flip by next turn.

But even THAT speed couldn't keep up with humans or other crafty anti-strategies. And Goblins took a similar hit.

That is, until Gatecrash.

Obviously, the addition of Legion Loyalist was a huge boost to Goblins, finally giving them a decent one-drop, since Goblin Arsonist was all we had to work with.

But more importantly than that is the fantastic Hellraiser Goblin . I mentioned Fervor + Bloodline Keeper  Flip to highlight the similar strategy ahead.

Simply put, having not only a body, but a GOBLIN body, in place of an enchantment to offer your creatures haste, is a huge push for the tribe. Especially given that Krenko's ability is based on the number of goblins in play.

Now, it is easier than ever in this meta to really swarm your opponents with goblins, practically on the scale of elves from past sets, literally doubling or more each turn. Barring mass removal, you can easily sweep your opponent with three goblins in the first two turns, a Hellraiser Goblin on turn three, follwed up by an instantly-tappable Krenko, Mob Boss on turn four, resulting in ten goblins, 9 of them ready to attack.

Of course, there are a million ways to counter this. Mass removal is the obvious one (or even just removing Krenko), but these are holes that exist in every strategy (even Hexproof can be removed now.)

But more common that than is just the plain old weakness of Goblins. Turn four could be enough time for your opponent to amass a gauntlet of chumps, at least enough to stay alive long enough to draw a solution to Krenko.

But alas, the addition of superir goblins are not the only thing that has boosted their playability. The biggest piece to that puzzle is the wonderfully-conceived Massive Raid .

Yes, now it all makes sense. Being able to block several goblins is one thing. But few opponents, save for those with the greatest amount of protection or life gain abilities, will be able to survive a Massive Raid followed by an all-out assault. Under the rare occurrences where your opponent has NO blockers when you strike, this is an easy win, dealing 18 damage collective damage on turn four. (Hopefully you landed 2 damage from one of your turn 1 or 2 plays.)

So come out of the shadows, Goblin fans! Forget these pitiful humans, these rotting zombies, these playful devils and greedy demons. All you need to strike down your foes is one crafty Mafia Don and his right-hand man to raise some Hell.

Fleetfiend says... #2

You know what could be fun with Krenko, Mob Boss ?

card:Illusionist's Bracers.

February 3, 2013 10:31 p.m.

Ohthenoises says... #3

Just got the bracers for my EDH deck. So broken with Krenko.

February 3, 2013 11:03 p.m.

IF you wanna go Modern and splash in Blue in a Goblin deck; Intruder Alarm does something rather amazing

February 3, 2013 11:24 p.m.

Psychonautical says... #5

@Fleetfiend: Very keen! I had forgotten that tap abilities count here, and was further thrown by the "new targets" phrase, but yes, this indeed does do wonderful things.

I am testing a goblin deck here, and the biggest problem I am finding is simply a lack of pretection. Glaring Spotlight is all that comes to mind without splashing black, blue, or white. At the same time, making all of the goblins unblockable may prove to be very useful in itself.

February 3, 2013 11:36 p.m.

heuertag says... #6

I have always loved goblins, and it would be great to see if they made their way into standard with some success! I like the idea of a well-timed Massive Raid and I think Five-Alarm Fire might also help the cause

February 4, 2013 1:04 a.m.

MagnorCriol says... #7

Splashing white for Boros Charm seems attractive. The anti-sweeper protection it gives is very relevant.

February 4, 2013 1:24 a.m.

This discussion has been closed