Post by thetrueyako on Apr 20, 2008 12:18:16 GMT -5
Creatures (14):
Borgess x2
Goblin x4
Red Cap x4
Mothman x4
Spells (36):
Banishing Ray x2
Crusher Storm x3
Drain Magic x2
Feast x4
Find x4
Goblin's Lair x4
Intrusion x2
Mass Phantasm x3
Reincarnation x4
Revival x2
Sculpture x2
Telekinesis x2
Temperance x2
This is my version of the Gobbo deck, made to play 1vs1. Before I made it, I read up on the discussion about it on the culdceptsaga.com forums, but by that time Kuroi Kenshi had already removed his deck from there, so I made this from my ideas and the ideas posted in what remained of the deck discussion. I wish I could have seen Kuroi's version, but stuff happens!
So, the deck is fairly straight-forward. Play Goblins everywhere, play 1 Red Cap down to boost your goblins, keep at least 1 to intrude if you think it's gonna be needed. Sculpture is nice to have, but unlike TC, I like having strong Red Caps if I can, so I only play sculpture if it REALLY helps me (like against Land Transfer to block those Earth Shields and those annoying TAs. )
Once you have 5-6 goblins which are safe, it's time to litter the board with Red Caps/Mothmen! Play the ones you have, Find yourself up to 6 cards, play Reincarnation, rinse and repeat. Play Revival when needed ot draw more Red Caps and Mothmen!
Mass Phantasm is great in aggressive decks because it gets rid of peshy enchantments like Peace and Reflection, as well as protecting your creatures from burn spells. The only downside to it in this deck, though, is that it blocks your Temperance. But I'm not sure I even want those in there. I can understand in ffas, but in 1vs1, the only creature that really gets annoying is Armored Dragon, and he dies to Banishing Ray, plus Mass Phantasm blocks his TA, and Mothman can usually kill him.
I'm not sure I really need 4 Finds in this deck, I'm thinking of switching them to Wind of Hope. And maybe I could replace the 2 Temperance with 2 Replace (hehe). It would make it easier to get Mothman on yellow, and I wouldn't have to discard for him (right?).
Borgess x2
Goblin x4
Red Cap x4
Mothman x4
Spells (36):
Banishing Ray x2
Crusher Storm x3
Drain Magic x2
Feast x4
Find x4
Goblin's Lair x4
Intrusion x2
Mass Phantasm x3
Reincarnation x4
Revival x2
Sculpture x2
Telekinesis x2
Temperance x2
This is my version of the Gobbo deck, made to play 1vs1. Before I made it, I read up on the discussion about it on the culdceptsaga.com forums, but by that time Kuroi Kenshi had already removed his deck from there, so I made this from my ideas and the ideas posted in what remained of the deck discussion. I wish I could have seen Kuroi's version, but stuff happens!
So, the deck is fairly straight-forward. Play Goblins everywhere, play 1 Red Cap down to boost your goblins, keep at least 1 to intrude if you think it's gonna be needed. Sculpture is nice to have, but unlike TC, I like having strong Red Caps if I can, so I only play sculpture if it REALLY helps me (like against Land Transfer to block those Earth Shields and those annoying TAs. )
Once you have 5-6 goblins which are safe, it's time to litter the board with Red Caps/Mothmen! Play the ones you have, Find yourself up to 6 cards, play Reincarnation, rinse and repeat. Play Revival when needed ot draw more Red Caps and Mothmen!
Mass Phantasm is great in aggressive decks because it gets rid of peshy enchantments like Peace and Reflection, as well as protecting your creatures from burn spells. The only downside to it in this deck, though, is that it blocks your Temperance. But I'm not sure I even want those in there. I can understand in ffas, but in 1vs1, the only creature that really gets annoying is Armored Dragon, and he dies to Banishing Ray, plus Mass Phantasm blocks his TA, and Mothman can usually kill him.
I'm not sure I really need 4 Finds in this deck, I'm thinking of switching them to Wind of Hope. And maybe I could replace the 2 Temperance with 2 Replace (hehe). It would make it easier to get Mothman on yellow, and I wouldn't have to discard for him (right?).