4 {Sacred Foundry} 4 {Steam Vents} 2 {Clifftop Retreat} 4 {Sulfur Falls} 3 {Cavern of Souls} 4 {Hallowed Fountain}
21 lands
3 {Foundry Street Denizen} 4 {Goblin Electromancer} 4 {Guttersnipe} 4 {Legion Loyalist} 3 {Krenko, Mob Boss}
18 creatures
3 {Ral Zarek} 4 {Krenko's Command} 3 {Legion's Initiative} 3 {Intangible Virtue} 1 {Bonfire of the Damned} 2 {Dragonshift} 2 {Chalice of Life} 3 {Boros Charm}
21 other spells
Sideboard
4 {Turn // Burn} 2 {Dragonshift} 2 {Massive Raid} 4 {Azorius Charm} 3 {Alive // Well}
15 sideboard cards
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I threw this together hoping to take advantage of {Ral Zarek}'s +1. It seems to run over my two decks I have now. (Doesn't say much tho cuz the other 2 are terrible) anyone see any problems?
{Arms Dealer} you need.
Maybe a couple {Slayer's Stronghold}? Or even {Moorland Haunt}? Haunt is good with Virtue, whereas the Stronghold turns your late game Gobbies into threats.
{Arms Dealer} would be awesome. And I thought I had {Slayers' Stronghold} in here but I guess not. I'll add those and update when I get a chance
{Burn at the Stake}. Is a card to think about. Can easily be a game ender after 4-5 turns with these fast goblins