A deck which has defined Legacy for most of it's existence, Vial Goblins is likely to remain a strong tournament choice until combo and hate can bring it's presence to lower levels.
//Tempo Generators
4 AEther Vial
4 Goblin Lackey
4 Goblin Warchief
//Removal
4 Mogg Fanatic
4 Gempalm Incinerator
//Draw Engine
4 Goblin Matron
4 Goblin Ringleader
//Damage
4 Goblin Piledriver
2 Siege-Gang Commander
//Land Destruction
4 Wasteland
4 Rishadan Port
//Mana
4 Bloodstained Mire
4 Wooded Foothills
5 Mountain
2 Mountain/Red Dual
//Open slots
3 X
For the open slots, many players run artifact removal in the form of Goblin Tinkerer or Tin-Street Hooligan. Other such potential cards are Goblin Sharpshooter, Pyrokinesis, Siege-Gang Commander, or the 24th land. In splash versions, this slot has also been Swords to Plowshares, Disenchant, or Cabal Therapy. There are several choices for the sideboard: Red Elemental Blast, Pyrokinesis, Chalice of the Void, Tormod's Crypt, Pyrostatic Pillar, Pithing Needle, Krosan Grip, etc. Which of these you choose basically depends on the meta, but strong anti-hate and anti-combo elements are usually always necessary.
Much has been written about this deck in reports and articles (one more coming next month), so I won't repeat that discussion.
Modern Goblins Primer, Part I
Deck History
Old Source Thread
Some basic matchup analysis:
Goblins is just over parity against Threshold, but UGR with 4 Pyroclasms post-board can be tough. White threshold is usually easier to handle, as WW is easier to stop (for Tividar's Crusade).
Goblins also has tough matchups with RGB Survival and B/R Suicide, again due to very strong hate such as Pyroclasm and Engineered Plague. These weapons are one reason why Goblins' numbers have been dropping (slowly, but) steadily.
Goblins can have a strong post-board anti-combo game, but this depends on having relevant draws and a strong sideboard. Goblins will lose a lot of game 1s to combo, especially Tendrils-based decks.
Goblins has very little trouble dealing with most Control decks. Those not blue-based have advantages since they can deploy better hate, but for the most part control does not have strong tools against this deck.
The big questions for this deck's future:
- What anti-combo elements are most consistent and effective for use in this deck?
- How can hate be reliably dealt with when it's in basically every single sideboard?
- Are new strategies necessary to outmaneuver ever-developing technology?
Last edited by Machinus; 04-28-2007 at 01:22 PM.
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