Subject: Type 2 - Goblin Blues - Kevin McCarthy Here's a concept for a Type 2 deck (before September). Combine a goblin deck with Blue for card drawing. Blue Goblins Land 17 Mountain 5 Island Blue 2 Shoreline Ranger 4 Standstill 2 Unsummon 2 Force Spike Red 2 Gempalm Incinerator 4 Solar Blast 4 Shock 4 Goblin Piledriver 2 Goblin Sharpshooter 4 Siege-Gang Commander 4 Goblin Warchief 4 Skirk Prospector Sideboard 2 Rorix Bladewing 3 Sparksmith 4 Clickslither 4 Pinpoint Avalanche 2 Goblin War Strike The theory here is that Blue gives goblins a bit of utility without sacrificing speed. Shoreline Rangers - early way to get islands, late beefy flyer (that's not a Legend) Standstill - get creature advantage and then cast this. This helps goblins keep up in the late game. Instead of running out of steam on turn five (no cards in hand), Standstill gives you more cards. Unsummon - get rid of those pesky opposing cards. Force Spike - counter opposing warchiefs or biddings. Take the unsummons out in the mirror match, they only bounce a cheap card anyway. Everything in red is pretty standard for goblins. I have Pinpoint Avalanche and Goblin Warstrike as tech. The Avalanche can kill Dawn elementals. The War strike is great damage direct to the dome. I love the ability to do 6 to the dome for R. Try this out and see what you think. Kevin McCarthy -- You have the right believe what you want. You have the right to be confused by reality. You have the right to be eaten by a shark. Kevin McCarthy klmhq@gt.rr.com a PGP friendly account