Hey thanks for checking out my deck.

This deck was made for the Standard Showdown on May/09/2018.

So this deck is designed to have an patient set up with an abrupt but aggressive end. By the time we go to win each card in play will have a role, either being sacrificed to the Skirk Prospector or to Fling so its vital we are patient with our resources and watch how much damage our opponent is doing, blocking should be considered based on which means you wish to win with.

The first route we can cast Insult / Injury and Fight with Fire with the kicker and deal 20 damage, this interaction will cost you 12 Mana. Which seems high but this deck looks to take advantage of the Skirk Prospector and the range of low cost goblin cards at our disposal. Wily Goblin makes treasure tokens which can be used to ramp into our high cost combo even faster. Captain Lannery Storm is a decent card, and if you have a few Treasure in play she becomes a great target for Fling, also being the only human she is disposable should we already have a better win con in mind, so feel free to block with her.

But we have better targets for Fling if you can get your opponent down to 14 or 18 health. We can then Insult / Injury with Fling for 5 Mana. This deck has splashed black for Torgaar, Famine Incarnate and Yargle, Glutton of Urborg both great threats we can fling for absurd damage. Torgaar, Famine Incarnate can also utilize our goblins as a means to be cast rather quickly and can heal us if our health drops below 10.

Its clear this deck heavily relies on certain cards and hopefully being faster than our opponent. We only need one of each combo piece for this to work so we can pitch excess cards to Tormenting Voice or Cathartic Reunion to draw into cards that we do need. I've included Inferno Jet because early game it can be cycled or depending on how low your opponents health is you can cast Insult first and deal 12 damage for 9 Mana. Desert of the Fervent is included as a play set to utilize the cycle ability, the entering tapped is a bit of a draw back, so play them as early as possible.

Jaya Ballard is an incredibly powerful Planeswalker in this deck, giving us the Mana for free to cast Insult or the ability to discard and draw up to 3 cards. Her last ability however spicy probably wont be used by us in a typical game, but it has great synergies with this deck all the same. Chandra, Torch of Defiance is good, but not as great as Jaya Ballard her ability to let us exile the top card of our deck will only spell trouble as we are looking to collect pieces and not necessarily cast them right away. Her Mana ability is great and is probably the best route to take to getting her to ultimate ability, using the emblem we can easily deal that bit of damage perhaps we didn't deal in the early game to ensure our victory.

Depending on your opponents plan this deck can go off pretty quickly, our enemy will be blue, game one we will wait for a blue player to tap out before casting our game ending combo. Game two try to goad our opponent into countering a spell that we don't need for the win. Perhaps that Inferno Jet looks pretty nasty if they don't know about our Insult / Injury and Fight with Fire Combo.

Any deck with a lot of life gain can easily out pace this deck because of its reliance on our opponent being at or under 20 health, Torgaar, Famine Incarnate will play a vital role in dealing with these types of decks.

Questions

I'm thinking the casting costs of the Planeswalker are pretty high, what are your thoughts on dropping all them all together and running 2x more copies each of Cathartic Reunion and Tormenting Voice. What about just dropping Chandra, Torch of Defiance, seeing as we only want to use her only Mana ability.

I'd like for my Sideboard to be 15 cards that completely change the way the deck operates. I was thinking of swapping in Fleetwheel Cruiser and/or Shivan Dragon and/or Siege-Gang Commander to go with an even more aggressive creature strategy that can harness my fast Skirk Prospector Mana. I don't think that's going to cut it, what would you do?

20 mana is incredibly low for a deck that needs 12 for one of its combos to work, am I risking to much going with such a low number, don't tell Chandra, but some times I feel like I'd be better off with two more mountains...