Subject: T2-GORB Date: Thu, 19 Feb 1998 11:03:20 -0600 From: Jimmy Bailey To: "'fkusumot@ix.netcom.com'" Hello all! A couple of weeks ago, I looked around at all of my current mtg decks and realized that I had become VERY bored with every one of them. So, as a result of that boredom, I set out to construct a deck that had some flavor of its own. While looking over all of my cards I set a few goals I wanted to accomplish with this new deck..... 1. I've become tired of generic "First turn mogg. Second turn orc. Third turn Balllightning. Fourth turn Bolt, Bolt, Fireblast, Fireblast.". Monocolor red has lost all originality and is nothing more than the same group of cards used in slightliy different quantities. I wanted to do something different with monored. 2. I knew that even if I was playing a totaly different deck, the first time I layed a first turn mountain, 1cc critter it would be assumed I was playing "dumb burn" and I want to be able to capitalize on that and even punish my oponent for reacting like that. 3. I wanted to find a use for the ATOG!!! I was like, "Ya know. This little guy has been around since Antiquities but never gets used." I felt sorry for him. ;) After some great results in playtesting......GORB was born!!!! T2-Mono--Red Goblin Orb aka "GORB!!!!" //NAME: Gorb 1.3 // Artifacts 4 Winter Orb // Critters 2 Orcish Artillery 4 Mogg Fanatic 3 Keeper of Kookus 2 Jackal Pup 3 Goblin Vandal 4 Ironclaw Orcs 3 Goblin Tinkerer 4 Goblin Soothsayer 2 Canyon Wildcat 1 Atog // Removal 3 Kaervek's Torch 4 Incinerate 1 Goblin Bombardment // Land 4 Dwarven Ruins 4 Quicksand 2 Undiscovered Paradise 10 Mountain SB: 3 Nevinyrral's Disk SB: 2 Ankh of Mishra SB: 2 Sirocco SB: 2 Earthquake SB: 4 Pyroblast SB: 2 Meekstone How does this deck work...or even win? For those of limited intelligence like myself I've found that the simpler the deck the better. GORB leaves the player little room to screw things up and wins by the sheer speed of reds high power/low cc critters along with mana disruption provided by the all powerfull winterorb. What will happen is, you will spend the first couple of turns laying out critters so your opponent believes that you are running a straight burn deck. As a result, he will over extend his mana with minor early threats, then you drop the orb while he is taped out and "Wa-La!" before long he is overrun. Sound too simple? It's not! It's just that easy. Now for a few turns both you and your opponent will be strugling for control and he WILL mulch MANY of your critters but you will be steadily playing more and more creatures as well as land. If the game manages to procede into the Mid-Late game you can always have the trusty Goblin Tinkerer or my little buddy the Atog munch your own orb at the end of your opponents turn, untap eveything, and burn em to the ground with a torch. Its really alot of fun and it works! A few notes on the creatures used.... Artillery- Excellent creatures able to remove anoying knights as well as block most threats. Reusable DD in a pinch. Fanatics- Fanatics are Fanatics or as Paul Ghalager would say "Mogg Fantastic!" Keeper of Kookus- Can single handidly bring other burn decks to a crawl. Goblin Tinkerer- Multipurpose firecrackers. Able to keep your opponents disk in his hand instead of on the table. Also good for offing steel golems and such. Goblin Soothsayer- ABSOLUTLY VITAL to GORBs success. For one mana you can pump ALL of your creatures for extra damage or extra toughness. Atog- He's cool and he serves a purpose able to remove your orbs when your done with them. I'd love to hear any and all thoughts, suggestions, and flames;) Laterz, Jim Bailey Team Reaper SocialD on Irc jbailey@sageus.com Atog Advocate