Mana Curve

3 3 10 23 6 3 1 1

Cards Attributes

Card Distribution & Keywords

Guard 7
Lethal 6
Prophecy 5
Last Gasp 4
Pilfer 4
Charge 4
Treasure Hunt 3
Slay 1
Breakthrough 1
Wane 0
Regenerate 0
Ward 0
Wax 0
Betray 0
Drain 0
Assemble 0
Plot 0
Exalt 0
Rally 0

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Goblin's Gambit

By: MattOblivium
View other Decks by MattOblivium
Posted: 2 years ago
Updated: 1 year ago
Outdated (clockwork patch)
Crafting Cost: 10200crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+97

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44 Comments

cacsw 1 year ago
Hey Matt,
Congrats on #1!
Just wondering why not run a 3rd shaman given it's a goblin as well?
1 Reply
It is and when it stays on the board it's really good, but I also wanted to have a little bit of draw to get more creatures on the board and it 's very unlikely that you'll buff a Shaman with a Skirmisher so I'd rather have the larger board presence than a higher amount of curses
How good is this deck's matchups compared to a more common aggro deck like prophecy BM?
1 Reply
For me, it's pretty good, but you do actually have to play around their prophecies and try to build a board that can kill him from like 21 HP instead of constandly giving him prophecies that you need to deal with. This Agro deck does an oddly large amount of trading. You also basically just go and remove every single token your opponent plays and then by T5 they have nothing and you have a bunch of dudes to kill them with.
Great deck as usual matt :)

I love goblins but still struggle with them.

I lose often due to getting out raced since I rarely find my skirmisher. I lose vs most control match ups and lose whenever my opponent has a drain creature or dawnstar since I only have archers gambit as removal and finding that with a lethal creature is so rare. I wish I was better with my favorite deck :/
1 Reply
Yeah, the deck isn't really like the description says. It's more about carefully determining what your opponent is playing and switching styles accordingly.

If it's tokens, you trade EVERYTHING until you have control.

Same kinda goes vs BM's, you can't ahdnle their prophecies and you do have some guards and they ahrdly ever remove anything so you get 100% trade value and tend to get him down to 1 card when you're around 10 health and try to setup like 21 dmg for a kill in 1 turn

If it's vs Midrange you try to hold the Field Lane until Wards kick you out, you often need a Murkwater Witch for that and trying to move around for maximum value/face dmg. Vs Control..

Well, control should beat you, that's what they are supposed to do.

Vs Ramp, just go face and don't give away free trades but you can ignore your opponent more and enjoy 0 prophecies. They barely ever have decent guards early so you can find big guys like Savage, Ally or Skirmisher to jsut demolish a guard when it finally shows up and you walk to victory unless he drew cards that allowed him to card LVL 3 drain Vitality
MattOblivium wrote:
Yeah, the deck isn't really like the description says. It's more about carefully determining what your opponent is playing and switching styles accordingly.

If it's tokens, you trade EVERYTHING until you have control.

Same kinda goes vs BM's, you can't ahdnle their prophecies and you do have some guards and they ahrdly ever remove anything so you get 100% trade value and tend to get him down to 1 card when you're around 10 health and try to setup like 21 dmg for a kill in 1 turn

If it's vs Midrange you try to hold the Field Lane until Wards kick you out, you often need a Murkwater Witch for that and trying to move around for maximum value/face dmg. Vs Control..

Well, control should beat you, that's what they are supposed to do.

Vs Ramp, just go face and don't give away free trades but you can ignore your opponent more and enjoy 0 prophecies. They barely ever have decent guards early so you can find big guys like Savage, Ally or Skirmisher to jsut demolish a guard when it finally shows up and you walk to victory unless he drew cards that allowed him to card LVL 3 drain Vitality

Thanks for the detailed reply matt :)

I will practice it.

Goblins are so much harder to play than other aggro decks, or most decks in general I think, at least for me anyway. I just wish them damn skirmishers would show up when I need them :P
Awesome deck, I played against you twice or 3 times using you this deck. I only won once but it was the longest and exciting aggro match i can remeber since im playing TESL. Obviously im gonna save this deck for later, I wanna give it a chance. Also, the description made my day xD
1 Reply
Sometimes the simplest description say the most XD
Thank you Matt for posting this up! After alternating between control mage, ramp scout and aggro warrior, I was floundering around level 2. Loaded up your deck after seeing it on the Between the Lanes meta snapshot and rocketed to legend in one night. +1
1 Reply
Nice! Gz :D
MattOblivium wrote:
It must be good if it can hit #1 after all eh :D

I'm pretty sure you could take a deck that I create and hit #1 legend with it. You're that damn good :p
1 Reply
Oh plz
Zhirrzh 1 year ago
I love this deck. (I say after just going 9-1 in the rumble after several 7 and 8 win runs... feel I'm really getting the hang of it now. It is NOT as simple as it looks, is it? I lost like 6 of my first 7 games on the ladder with it, then won the next 7 or something and didn't look back).

This is the first constructed deck I've committed to in a big way since starting TESL about 6 weeks ago (with a lot of past CCG experience in Magic and other games), and it's just so fun, and it really can win against just about anything although some matchups are more annoying then others. Rank 3 soul tear for Giant Bat is a play I've grown to hate, but on the other hand the guy who Alduined my board at 5 health only to lose to Cliff Racer plus Dune Smuggler buff.... hilarious.

I experimented a bit with different creatures and mostly came back to deciding you knew better than I did (as one would expect) - Gloomlurkers better than Dune Stalkers or Cutpurses, Trappers better than other 1 drop options (I've now got 3 Trappers but had no choice but to experiment at first), don't run Curses even though sometimes Skulks do run out of things to draw, but I am running a couple of different card choices:

- I feel that in this deck the Shamans don't work. 4 mana for a 3/3 which only becomes value if it lives multiple turns... just never seemed to be something I wanted to have in my hand in any matchup. I dropped them.

-So rarely is the animal from the Matron something I want to play before it is the absolute last card left in my hand, and that 2 health backside so often sees the Matron dying to something cheaper and losing tempo... I reduced it to a 2 -of to reduce the chance of drawing more than one in a game.

(I also don't have Tazkad, and I'm not sure I'd run him if I did... so rarely does 9 mana become relevant)

In return I run a pair of Sanctuary Pets to up the lethal count and help with big guards, protecting Traitors from trades, etc, I upped the Fighter's Guild Recruit count to 3 (similar reason plus great prophecy hit), and I allowed myself one solitary non-green card: Garnag, basically to mess with ramp scout and occasionally provide breakthrough damage.
1 Reply
How dare you stray away from the 100% Green!!! XD

Good to see you having a lot of fun with it. I can get behind not liking the Shamans, they're smaller than the other stuff so that kinda sucks, but the Curses allow your 4 atk creatures to deal with 5 HP guards like Histmages fairly easely! Tazkad is another 1 of those questionable ones where it's only useful in a game that took to long, but man am I glad I can draw him as an out.

Deepwood Trappers in this deck we're prolly the biggest experiment next to the Gloomlurkers. Now yous ee it sometimes in Green Agro, but when it was first released people didn't really know what to do with it and prior to their inclusion they were Cutpurses, and as you've noticed, often just don't feel quite right. But the ability to save your creatures from all those pesky 2 atk creatures is really nice. I like your inclusion of Pets for the same reason as well because of that. Gloomlurkers at first we're only included to have more Prophecies, cuz 9 prophecies is somewhat of an unwritten norm. But the more I played with it the more it became: 'God damn, my opponent can't do anything cuz of that bonus cover!'. Haha.

On the Matrons though, I ended up putting those in there not because I was hoping for something GOOD, but ANYTHING. Just running out of cards kinda sucks and there aren't many Green cards that can give you a card for good stats on the creature itself on low amounts of Magicka, so it kinda fit. Sometimes I'm even rooting to get the 1 mana Mudcrab just do I can play all my mana for more pressure and the times you get a Cliffracer it's just amazing!.

Don't worry about having your Skulks draw nothing though, cuz if that's the case you're probably already winnning and I'd say you're better off having a 100% chance to get a Sad Goblin over a Curse for how this deck plays.

All in all, your version can protect it's threats better and we each have diffirent plays to get though guards effectively, I'd say that's some fine tuning for your playstyle. :D

Good luck out there
I built this deck because it seemed like it would be fun to play, and I was right. Hands where you get Skulk and a couple Skirmishers with the ring... must be very demoralizing to the person who lost to me on my fourth turn :D FeelsGoodMan
The only change I personally made to the deck was replacing a Gloomlurker with the third FGR. I just can't bring myself to play two, and it helps make sure I have a lethal creature for the Gambit.
Overall, this deck is great, and super fun to play. I'm glad I gave it a shot.
The best deck I have played so far by far
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