Green Goblin Monk was the winner in the Blood Warriors Guild weekly decklist competition in early April. The objective was to build a deck around Murkwater Scourge (the Monthly Reward card from March 2019) and JGlass won the competition with his Goblin Monk deck. My sincerest apologies for being so very much delayed on the write-up for this pre-Alliance War deck, but both the expansion and the Easter holidays caused a massive delay.
Nonetheless, the deck is a lot of fun and Murkwater Scourge puts new life into the Goblin archetype that many of us love for it’s straightforward aggression, simplicity and epic high-rolling moments. Here it is…
Deck code: SPACqcajAAAQlclhldlesplflghllbnXgujydQqyoEkG
Goblin Monk’s game plan is to control the board through removal and smart trading. To pilot this deck, you will need to get a feel about when to hit face and when to hold back. Try to read the game and break runes only when you are sure that you can uphold the momentum and win in two turns.
Game plan – Green Goblin Monk
The game plan of this deck is generally an aggressive one. The Goblin package can high-roll very early by using Murkwater Skirmisher on a wide board of Goblins. However, this deck requires a little bit of practice with regards to knowing when to attack and when to hold. The deck has a reasonable control and removal package. This allows you to carefully build a board and gradually break your opponents runes. But don’t give them too many resources, if you cannot handle them…
Controlling the Board
Inspired by Murkwater Scourge‘s special ability to spawn zero-cost Curses, Gobbo Monk includes Shearpoint Dragon. With him in play, the Curse causes an extra -1/- 1, effectively promoting them to -2/-2 Curses. Use the Curses and Murkwater Witches in combination with Finish Off or Leaflurker to remove your opponent’s bigger threats, guards in particular.
When attaching, Monk’s Strike can be used to move your creature to the other lane to deal 3 extra damage and heal for a lot. Use this to circumvent guards or threats to kill your creature next turn. In an aggro mirror matchup, this tactic allows you to heal for quiet a bit and take down a big threat in the process. Ahnassi is a pretty versatile card. In this particular deck you want to use her to remove guards when you have a lethal board state.
The Goblin Package
The Gobbos can easily snowball. If you get a Murkwater Skirmisher as a mulligan and a 1-drop, a 2-drop or a 2- and 3-drop Goblin you should definitely keep him. You can read some of the older articles on this blog about Goblin Archer or Goblin Assassin to learn more about the Goblin armada. This deck does provides a more removal-oriented approach, which is a little less straightforward in Gobbos’s „classic“ aggressiveness.
Green Goblin Monk – Match-ups & Mulligan
Green Goblin Monk Against Aggro
Against Aggro, you want to use Curses and removal wisely to get rid of your opponent’s threats. In particular, you can use a Curse, Murkwater Witch in combination with Finish Off or Leaflurker to remove warded creatures. Try to protect your creatures on board by using the removal options at your disposal. Monk’s Strike can help you in this matchup to survive if you decide to race them. Use Ahnassi to get guard, lethal and/or ward.
Against Aggro, if you have a Finish Off, mulligan for anything that can give you curses (Murkwater Scourge, Murkwater Shaman, Goblin Skulk or Curse). If you have Murkwater Butcher, keep him, with the aim of controlling the field lane.
Green Goblin Monk Against Mid-range
Against mid-range, if you get a Goblin-heavy mulligan with Murkwater Skirmisher, you can try to race them through the field-lane. Try to use your removal to get rid of their guards and their stabilisers and be careful as to how many resources you give to them. You can go turn 8 or 9 with Shearpoint Dragon to close out the game with Tazkad or Monk’s Strike.
Green Goblin Monk Against Control
If you are up against control try to push damage aggressively. Use your removal to get across their guards and their stabilisers. Be careful to get a maximum of creatures out of range of an Ice Storm, if you have Murkwater Skirmisher in hand. Do not play Sly Marshblade before he can draw you a card, unless you have him in your opening hand (even then you should keep him in hand if you can). Mulligan for Gobbos, rather than removal. Be extra careful to keep a removal combo in hand, to remove Dark Seducer or other huge guard.
Looking at the cards from Alliance War, Sai Sahan would certainly be a good addition to the deck and could be swapped for a Curse. The addition of Guildsworn Cavalier is also worth considering. The Cavalier can buff the Goblins and even other creatures by +1/+1 and Curses are pretty cheap actions to trigger the Expertise mechanic.
Thanks for reading everybody! Stay tuned for our next weekly deck coming up soon! If you’d like to try this deck out, here is the handy dandy deck code: