Post by moonxine77 on Mar 7, 2008 11:06:45 GMT -5
Book Name: Gobbo - Son of Goblinicious!
Creatures: 22
Borgess x 2
Goblin x 4
Horned Chameleon x 2
Redcap x 4
Sanctum Guard x 4
Trap Spider x 2
Mothman x 4
Items: 4
Counter Amulet x 2
Gaseous Form x 2
Spells: 24
Brave Song x 4
Drain Magic x 2
Find x 1
Gift x 4
Goblin's Lair x 2
Intrusion x 2
Reincarnation x 1
Replace x 2
Telekenesis x 2
Wind of Hope x 4
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This is my first deck post.
I have been playing "Gobbo" as a fairly straightforward aggressive deck. Goblins (as creatures and via Goblin Lair), Sanctum Guards, Horned Chameleons, and Trap Spiders are played on any free territory on the initial laps regardless of chains in order to increase the potency of Redcap and Mothman. Borgess is played in more defensible territories to boost the other creatures. Redcap and Mothman are saved for invasions, with Mothman being the preferred option. Redcaps are saved for use with Intrusion.
The majority of spells are used to manipulate board positions to allow for invasions or to cycle the deck faster. Replace is used frequently to pull Mothman and Redcaps back into the hand for future invasions.
After liberal claiming of unchained lands on first lap, subsequent laps focus on invasion of high value enemy lands and gradual development of existing lands into chains. If an opponent invades a low level land, I often do not contest and later re-invade. Items are held only to defend highly developed lands.
It's not a money maker, but I enjoy the play style.
Creatures: 22
Borgess x 2
Goblin x 4
Horned Chameleon x 2
Redcap x 4
Sanctum Guard x 4
Trap Spider x 2
Mothman x 4
Items: 4
Counter Amulet x 2
Gaseous Form x 2
Spells: 24
Brave Song x 4
Drain Magic x 2
Find x 1
Gift x 4
Goblin's Lair x 2
Intrusion x 2
Reincarnation x 1
Replace x 2
Telekenesis x 2
Wind of Hope x 4
------------------------------------------------------------------------------------
This is my first deck post.
I have been playing "Gobbo" as a fairly straightforward aggressive deck. Goblins (as creatures and via Goblin Lair), Sanctum Guards, Horned Chameleons, and Trap Spiders are played on any free territory on the initial laps regardless of chains in order to increase the potency of Redcap and Mothman. Borgess is played in more defensible territories to boost the other creatures. Redcap and Mothman are saved for invasions, with Mothman being the preferred option. Redcaps are saved for use with Intrusion.
The majority of spells are used to manipulate board positions to allow for invasions or to cycle the deck faster. Replace is used frequently to pull Mothman and Redcaps back into the hand for future invasions.
After liberal claiming of unchained lands on first lap, subsequent laps focus on invasion of high value enemy lands and gradual development of existing lands into chains. If an opponent invades a low level land, I often do not contest and later re-invade. Items are held only to defend highly developed lands.
It's not a money maker, but I enjoy the play style.