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Thread: [DTB] Vial Goblins

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    [DTB] Vial Goblins

    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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