Hello, today I would like to discuss my favorite aggro deck in Vintage, Goblins. People seem to undervalue these little red guys to the point that I have had people quit as soon as I play a Cavern of Souls on Goblin. I am here to defend these little critters and say that this deck is far from unplayable in Vintage.
Let me go through the list and give explanations for the cards where needed.
First off the Manabase:
4 Cavern of Souls- this card is a no brainer, it allows your critters to get into play without worry of counterspells from your opponents, it also Mana fixes you for specific purposes.
4 Bloodstained Mire- fetch lands really help create minor card advantage, either by Mana fixing, keeping yourself out of Wasteland/Strip Mine range, or simply thinning the deck slightly
3 Mountain- basic lands are essential with Wasteland in the format, not as relevant as in Legacy, but still have the same purpose
2 Badlands- the Black in this deck is a small splash, so only 2 Badlands are needed in my opinion, no reason to run four and get hampered by Wasteland if we don't need to
4 Wasteland- of course, this deck plans to make the opponent's deck play at our level, so Wasteland really helps in that regard, Mana denying our opponent is key
Strip Mine- same reason for Wasteland, except this really hampers the opponent since we could also hit basics with it
4 Simian Spirit Guide- having turn one plays is essential to any deck in Vintage, and these really help push that
Black Lotus- the best card in Magic, what more is there to say
Mox Ruby- on color Moxen are pretty much an auto include in any Vintage deck. Since Black is such a small splash, Mox Jet isn't needed
That was the mana base for the deck, now time for the meat and potatoes so to speak:
4 Goblin Lackey- the best turn one play you can think of for this deck. It allows us to do fairly broken things on turn two if our Lackey connects with the opponent
4 Goblin Matron- Demonic Tutor is Restricted, this card is most of the time an uncounterable Demonic Tutor, enough said
4 Goblin Warchief- this card is insane. It reduces the cost of our Goblins allowing us to really fill the board fast, also giving our team haste is very nice helping us close out games quickly
4 Goblin Ringleader- Ringleader is our Ancestral Recall, except it beats face in the process
4 Earwig Squad- when cast via Prowl, this card can single handedly win games alot of times. Removing win cons from the opponent making their game plan basically void
2 Gempalm Incinerator- a removal spell that is uncounterable as well as cantrips, absolutely absurd
2 Mogg War Marshal- its a goblin, that puts Goblins into play. Great against Tangle Wire and the like
Now for our toolbox of Goblins to fetch:
1 Goblin Welder- an out to Tinker Blightsteel, a powerhouse against Workshops, need I say more
1 Goblin Recruiter- allowing us to stack our deck for an absurd amount of card advantage seems worth a slot
1 Stingscourger- another out to Tinker Blightsteel, a tempo play against creature based decks, seems solid enough for an inclusion
1 Goblin Chieftain- a fifth guy to give our team haste, but this one also pumps our team
1 Goblin Sharshooter- a great way to deal with X/1's in the format
1 Krenko, Mob Boss- create an army of Goblins with a single activation normally, sign me up!
1 Wort, Boggart Auntie- a source of card advantage by returning goblins that lost their lives, or a draw engine with Incinerator
1 Grenzo, Dungeon Warden- a source of card advantage by keeping our hand full and still filling up the board
1 Warren Weirding- an out to many different monsters like Sphinx of the Steel Wind, Oath creatures, etc
The only cards left in the main deck are there to level the playing field so to speak. These cards bring the opponents deck down to our pace so that we can simply out play them.
3 Null Rod- simply put "it does nothing"
That's my current main deck, now allow me to show you my sideboard:
4 Leyline of the Void- probably the best card for the Dredge matchup, they aren't going to beat you with their cast dudes plan, so just slow them down enough to race them
4 Thorn of Amethyst- against Storm based decks, I've learned this is the best approach, play similar to Workshops by denying them Mana and making their spells cost more, except our 5/3's remove their win cons entirely
3 Pyrokinesis- instant speed free creature removal that can hit multiple dudes seems amazing doesn't it
2 Pithing Needle- Name Bazaar of Baghdad against Dredge to slow them down, Mishra's Factory against Shops to remove threats/ blockers, Time Vault/ Planeswalkers against Blue, the list goes on and on
1 Goblin Sharpshooter- same purpose as the main deck one, just have access to a second one
1 Tin Street Hooligan- a fetchable removal spell against Workshops. You many be thinking, but there's no green Mana in this deck, that's where the mana fixing of Cavern of Souls comes in handy
To make it easier on the eyes here is a list form:
4 Cavern of Souls
4 Bloodstained Mire
3 Mountain
2 Badlands
4 Wasteland
Strip Mine
4 Simian Spirit Guide
Black Lotus
Mox Ruby
4 Goblin Lackey
4 Goblin Matron
4 Goblin Warchief
4 Goblin Ringleader
4 Earwig Squad
2 Gempalm Incinerator
2 Mogg War Marshal
1 Goblin Welder
1 Goblin Recruiter
1 Stingscourger
1 Goblin Chieftain
1 Goblin Sharpshooter
1 Krenko, Mob Boss
1 Wort, Boggart Auntie
1 Grenzo, Dungeon Warden
1 Warren Weirding
3 Null Rod
Sideboard
4 Thorn of Amethyst
4 Leyline of the Void
3 Pyrokinesis
2 Pithing Needle
1 Goblin Sharpshooter
1 Tin Street Hooligan
There you go, my favorite aggro deck in the format! Please post comments below if you desire.