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Thread: [Deck] Goblins

  1. #881
    Stomping blue decks with "dead" decks, as usual.
    Vandalize's Avatar
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by Nameless Two View Post
    This may be an odd suggestion, but IŽll just give it anyways.

    If Mental Misstep is slowing down the format badly by dealing with our dreaded combo matchup and taking out lackeys and vials, we may need a better endgame plan.

    Currently, if our Lackey or Vial gets countered we need to rely on resolving a Ringleader to get our deck back in action. Even if we resolve a Siege-Gang Commander, any deck that managed to deal with our early plays won't have too much trouble cleaning up the SGC before he comes close to lethal damage.

    Kiki-Jiki is not worth more as a lone goblin than SGC is. And Matron + Piledriver isn't going to win the game either.

    I suggest playing Patriarch's Bidding again, perhaps with Cabal Therapy.

    Merfolks typically runs out of counterspells at some point for lack of carddrawing power.
    TA doesn't really lack that much carddrawing power since they play Jace TMS, but they don't have all that many blue spells, which you may be able to take out with Cabal Therapy (Yeah I know its a 1 mana cost spell, but if you have Bidding you can always sacrifice that lone goblin to recast it if countered). Hymn can ofcourse take out your Bidding, but if it doesn't you'll recover pretty dramatically.

    Against combo decks the Cabal Therapy is always good to have, the bidding not so much.

    Against creature decks Bidding is awesome (Yeah they get back creatures too, but you'll probably have more, and yours have haste).

    Landstill will probably still be a problem due to the amount of carddraw and counters.

    Don't get me wrong, Patriarch's Bidding is not the answer to everything, but unlike any other card in the deck, it can win the game for you on the spot.

    Now how to make room for a few biddings (maybe 2, + more in the board?) and cabal therapy... I don't know yet. I haven't done any testing, but it seems like a nice idea.

    Oh and you can have some funky plays, like: Cabal Therapy flashback on yourself to discard the SGC and then Bidding rightaway if you need the tempo.

    Feel free to burn my idea with arguments, but do consider it.
    Patriach's Bidding is a nice tech. But it's an expensive spell and needs BB. Have you resolved it easily on your testings?

  2. #882

    Re: [DTB] Vial Goblins 2.0

    Nick Patnode's List

    Lands (22)
    4 Badlands
    6 Mountain
    4 Rishadan Port
    4 Wasteland
    4 Wooded Foothills

    Core (26)

    Others (12)
    3 Gempalm Incinerator
    3 Warren Weirding
    2 Mogg War Marshal
    2 Warren Instigator
    1 Goblin Chieftain
    1 Goblin Tinkerer

    Sideboard
    1 Boartusk Liege
    1 Goblin Sharpshooter
    3 Chalice of the Void
    3 Perish
    3 Pyrokinesis
    4 Leyline of the Void

    This is a very solid traditional Rb list. I like the 2/2 MWM/WI split, as well as the singleton Goblin Tinkerer. With all the Mystics running around, it is always nice to destroy an equipment. MM did not affect his 10-0 record either. As I said before, people need to chill and play the game, and this guy was prepared.

    I hope he goes to top 8.

  3. #883

    Re: [DTB] Vial Goblins 2.0

    I wish i could play that list;p
    The purpose of goblins is mana-denial+pressure, not zerging with instigators/chieftains, like a lot of ppl try atm.
    Cant w8 untill they make ports in mtgo >_> ...stuck with mono r agressive build while.

  4. #884
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    Re: [DTB] Vial Goblins 2.0

    Little report from a tourney yeasterday:

    list:

    //Lands [22]
    4 Wasteland
    8 Mountain
    8 Snow-Covered Mountain
    2 Chrome Mox

    //Core [26]
    ...

    //Others [12]
    3 Gempalm Incinerator
    2 Stingscourger
    4 Warren Instigator
    3 Mogg War Marshal

    //Sideboard [15]
    1 Tuktuk Scrapper
    3 Anarchy
    4 Blood Moon
    3 Pyroknesis
    2 Lightning Bolt
    2 Boartusk Liege

    Round 1 - Bant
    Game 1 - Turn 1 I resolve an Instigator, that gets to connect,and I win turn3.
    Game 2 - Instigator turn 2 is StP'd, and Instigator turn 3 is FoWd. He cast Rox War Monk, and I cast Piledriver. He cast Goyf, I Warchief. He cast another green dude, I a Siege-Gang. He cast Progenitus, I Matron into Matron into Piledriver, and swing for the win with 2 17/2 Piledrivers.

    Round 2 - Team America.
    Game 1 - Game loss for him.
    Game 2 - My guy turn 2 gets countered, and he Waste my Waste. He drops Goyf, and proceed to hit me 4 times while I don't find a land. When I do, I cast something that he kills, then cast Stingscourger, and Waste his green source. He don't get another one, and I win some turns after.
    - We play 5 Sideboarded games after that. I win all of them, even one where he had a resolved Jace AND Tombstalker, and I had NOTHING on my battlefield, but 3 lands.

    Round 3 - Burn
    Game 1 - I curve on Lackey>Instigator>Warchief>Matron. I get to kill him when I'm @1 life (thanks god for no fetchlands).
    Game 2 - I play Lackey T1, and he plays the 3/3 guy with Fading to block. I Pyroknesis him, and connect into Warchief, leaving mana open for Gempalm. He Chain Lightning's Warchief, I pay RR and target him, he pays RR and targets Lackey. I cast Gempalm. He Flame Rifts. I cast Ringleader. He cast Goblin Guide. I Knesis it. I cast Boartusk, and swing for lethal. He Fireblasts my Tusk, and draw another Fireblast his turn (I was @ 8 life, and he had 4 mountains...)

    Round 4 - Merfolk
    Game 1 -He counters my Vial, but not Instigator. I gempalm His blocker and drop Matron and Siege-Gang. Game.
    Game 2 - I keep a one land 6 cards hand, and he counter Lackey AND Vial. My 2nd land turn 4 is a Wasteland. If it was a Mountain, I'd probably had won, since I had 2 Instigators, MWM, 2 Gempalms and Siege-Gang...
    Game 3 - I drop and pay for the echo of 2 MWM, while he have 2 Vials, Cursecatcher and a lord. He's at 13, when I make a mistake that costs me the game. I swing, and he activates vial. I had 2 Knesis, 2 Warchief, 1 Lackey, 1 Mox on hand. He activates a Vial. The right play would have been: Let it resolve. If it is another lord, I let him block, use a Knesis to do 2 Dmg on each lord, and kill all his dudes. If it was a Kira, I could use 2 Knesis to destroy his board. Instead, I mess up, and leave him with a lord, that I have to Gempalm the next turn, and my 2nd Knesis dies useless in my hand when he Vials a Kira later. worth nothing that, I draw land for 4 turns, while he gets Silvergil, into Silvergil, Into lord, into FoW for my Matron... I lost this easy MU to my mistake... =/

    Round 5 - Goblins.
    Game 1 - I get him to 3 while at 20. Unfortunately, he gets 3 Ringleaders, while I get 0, and 0 Matrons...
    Game 2 - I get him to 5, while at 20. Unfortunately, he gets 2 Ringleaders, while I get 0. He even gets Sharpshooter, while I had 5 Tokens, but I kill it in response of the 1st activation with Knesis.

    Round 6 - BW Stoneforge-demons
    Game 1 - Lackey dies, Gator gets there, and he dies horribly fast.
    Game 2 - He cannot drop E.Plague due to Wastelands. Even if he could, I would kill him the turn after he did, once he died on the 5th turn.

    (After the tourney, I played a T.A. / Stiflenought Hybrid 6 times, and lost 0 games against it)

    This deck is AWESOME. Warmarchall instead of Chieftain works wonders, making every agroo MU better, and it fits better the 22 manasources list.
    Blood Moon completely DESTROYS Team America. they cannot cast a single Spell (apart from FoW/Misstep) with it on the board, so it is pretty much GG once it resolves.
    Anarchy were for the Stax/Enchantres we have around here... Bolts are for any agroo other than Merfolk.

    I'm hoping I Can play this again without screwing anything up next time.
    I strongly recommend this list to anyone trying to play this deck right now.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  5. #885
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by L10 View Post
    Nick Patnode's List

    Lands (22)
    4 Badlands
    6 Mountain
    4 Rishadan Port
    4 Wasteland
    4 Wooded Foothills

    Core (26)

    Others (12)
    3 Gempalm Incinerator
    3 Warren Weirding
    2 Mogg War Marshal
    2 Warren Instigator
    1 Goblin Chieftain
    1 Goblin Tinkerer

    Sideboard
    1 Boartusk Liege
    1 Goblin Sharpshooter
    3 Chalice of the Void
    3 Perish
    3 Pyrokinesis
    4 Leyline of the Void

    This is a very solid traditional Rb list. I like the 2/2 MWM/WI split, as well as the singleton Goblin Tinkerer. With all the Mystics running around, it is always nice to destroy an equipment. MM did not affect his 10-0 record either. As I said before, people need to chill and play the game, and this guy was prepared.

    I hope he goes to top 8.
    I like it. I like it a lot.

    I've been very disappointed with all the naysaying happening on this thread. It's good to hear some good news instead of bickering about how Goblins is no longer playable in the format. You Just can't go 10-0 if your deck doesn't work anymore in the "new" format.

  6. #886

    Re: [DTB] Vial Goblins 2.0

    His final record is 11-4. He lost to Combo Elves (Merriam), BUG Landstill (Da Rosa), Zoo (Kubilis), and Aggro Bant (Barber). He didn't lose to Team America or Merfolk. Overall, he did very well.

    ScatmanX, I am glad to hear that you are having success without Goblin Chieftain like GoboLord. How well does this deck fair against Dredge or is that deck not even part of your meta?

  7. #887
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by L10 View Post
    His final record is 11-4. He lost to Combo Elves (Merriam), BUG Landstill (Da Rosa), Zoo (Kubilis), and Aggro Bant (Barber). He didn't lose to Team America or Merfolk. Overall, he did very well.

    ScatmanX, I am glad to hear that you are having success without Goblin Chieftain like GoboLord. How well does this deck fair against Dredge or is that deck not even part of your meta?
    I don't know how he lost to Elves with that SB. Perish+Knesis+Shooter+CotV rape them. The UBG Landstill deck that PV played should be fairly easy too. Too bad he din't made top8.

    @my list: MWM is better than Chieftain now. It1s easy to do well without them.
    I don't think there is going to be a lot of dredge, since U decks got so much better against them with MM. In my tourney there was 1, out of 60. Also, it is not a lost MU. Knesis, bolts, Stings and MWM really help here. Elesh Norn is a real pain though...
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  8. #888
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    Re: [DTB] Vial Goblins 2.0

    Quick question,

    imagine i connect with instigator and have matron in my hand. I drop Matron with the first instigator trigger and use it to find another goblin, can i use the second instigator trigger to play the goblin i just fetched with matron ?

  9. #889

    Re: [DTB] Vial Goblins 2.0

    Yes.

    Also, if you connect with Instigator and cheat Goblin Chieftain in with the first trigger, all your goblins gets +1/+1 during combat.

  10. #890

    Re: [DTB] Vial Goblins 2.0: Budget lands for Black splash

    Quick question for Goblins players:

    I'm a few cards away from finishing my Goblins deck: I need 3x Piledrivers and one more mana-denial land; less than a hundred dollars away! feels like an accomplishment. (It's not :)

    Has anyone tried running Blackcleave Cliffs to splash B? Just based on goldfishing I have done the Cliffs come into play untapped more often than not; I just wonder if running 4 Cliffs and a few Hovels would make a black splash worthwhile... or if you guys have found that the consistency of a mono-colour list (and protection from wastelands) makes losing WW and other cards as an option as the best choice.

    Long-term plan is to acquire Badlands and/or Taiga, but I'm anxious to start battling with this deck and I wonder what others have found along the same lines.

  11. #891

    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by claudio.r View Post
    Quick question,

    imagine i connect with instigator and have matron in my hand. I drop Matron with the first instigator trigger and use it to find another goblin, can i use the second instigator trigger to play the goblin i just fetched with matron ?
    Yes, because matron will be put into play before instigator does his normal combat damage so matron will trigger first netting you tutored goblin and the normal combat damage will allow you to put it into play.

    This also works with ringleader as well for the same reason.

  12. #892

    Re: [DTB] Vial Goblins 2.0: Budget lands for Black splash

    Quote Originally Posted by bkwrds View Post
    Quick question for Goblins players:

    I'm a few cards away from finishing my Goblins deck: I need 3x Piledrivers and one more mana-denial land; less than a hundred dollars away! feels like an accomplishment. (It's not :)

    Has anyone tried running Blackcleave Cliffs to splash B? Just based on goldfishing I have done the Cliffs come into play untapped more often than not; I just wonder if running 4 Cliffs and a few Hovels would make a black splash worthwhile... or if you guys have found that the consistency of a mono-colour list (and protection from wastelands) makes losing WW and other cards as an option as the best choice.

    Long-term plan is to acquire Badlands and/or Taiga, but I'm anxious to start battling with this deck and I wonder what others have found along the same lines.
    You can use duals other than Badlands + Fetchlands, its just that the consensus is that the Badlands + Fetchlands plan gives you more defense against Wastelands because if you don't need your black mana right away you can start the game by fetching a couple of basic mountains so that at least you aren't set back on land drops in the first few turns.

    Of all the non-Badlands duals, the best choice is probably 4 Hovels. You could even test one basic swamp with a couple fetchlands to go along with that. A land that might come into play tapped is probably not the best choice, as there are goblins to play at every point along the curve from 1 mana to 5 mana.

    The question of whether the black splash is even worth it is another story. Mono red is certainly viable; look at Scatman's post on this page for an example. Myself, I have always liked at least one WW in the main deck to fetch against Emrakul, a big green dork, or Tombstalker. Still, stingscourger can sometimes do the same thing, and occasionally it's even more useful because they have a couple of Nobles or Dryads sitting around. Also, I like perish out of the board, but not everyone finds it necessary.

    I will say that if you don't have the Badlands yet, and are forced to use less optimal duals, that could be a good reason to at least test the mono red.

  13. #893
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    Re: [DTB] Vial Goblins 2.0: Budget lands for Black splash

    The only reason that I switched away from mono red was because I got tired of dealing with tarmogoyf in every opposing deck. Of course, this was years ago. Nowadays, merfolk, zoo, and bant make up a fair amount of the meta, so warren weirding isn't necessarily that great. However, one of our weaker matchups remains Team America, which is hurt by warren weirding.

  14. #894
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by FoxBlade View Post
    Yes, because matron will be put into play before instigator does his normal combat damage so matron will trigger first netting you tutored goblin and the normal combat damage will allow you to put it into play.

    This also works with ringleader as well for the same reason.
    I obliterated a couple Junk players at the GP with Instigator. They wiped my board, I vialed WI @ their EOT and proceeded to use him to drop Ringleaders, or Matron then Ringleader. I never lost a game to Junk.

  15. #895
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    Re: [DTB] Vial Goblins 2.0: Budget lands for Black splash

    Quote Originally Posted by Malchar View Post
    The only reason that I switched away from mono red was because I got tired of dealing with tarmogoyf in every opposing deck. Of course, this was years ago. Nowadays, merfolk, zoo, and bant make up a fair amount of the meta, so warren weirding isn't necessarily that great. However, one of our weaker matchups remains Team America, which is hurt by warren weirding.
    Team America folds to a resolved Blood Moon.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  16. #896
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    Re: [DTB] Vial Goblins 2.0: Budget lands for Black splash

    Quote Originally Posted by ScatmanX View Post
    Team America folds to a resolved Blood Moon.
    This is true, but good luck resolving one. Goblins is particularly bad at it, because of the tendency to mill them away with Ringleader and the lack of access to (non-tribal) fast mana. Team America can easily counter/discard almost every card in your starting hand. They also play the absolutely lethal Deed for which Gobbos has no good answer.

  17. #897
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    Re: [DTB] Vial Goblins 2.0: Budget lands for Black splash

    Quote Originally Posted by Lord_Cyrus View Post
    This is true, but good luck resolving one. Goblins is particularly bad at it, because of the tendency to mill them away with Ringleader and the lack of access to (non-tribal) fast mana. Team America can easily counter/discard almost every card in your starting hand. They also play the absolutely lethal Deed for which Gobbos has no good answer.
    I only did my Post after lots and lots of Sideboarded games. It's obvious you don't want to run Blood Moon before casting a Ringleader, to see if they have FoW. Also, it is okay to overextend with Blood Moon in hand, because if they Deed, they their answer to Moon is gone.
    EVERY game I resolved a Blood Moon against T.A. I won.
    Just arguing that it is too situational, and that they can discard it, is not valid.
    Or well, guess I got lucky in 20+ games right?
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  18. #898

    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by ScatmanX View Post
    I don't know how he lost to Elves with that SB. Perish+Knesis+Shooter+CotV rape them.
    For the first game, Merriam comboed off. For the second game, Merriam used Buried Alive to put Vengevine in the grave. His elves were killed by Perish but he simply recurred the Vengevine for the win. Merriam knew Patnode had Perish in his SB because it was premiered. Otherwise, Patnode would have had Game 2 easily with the Perish, and Game 3 might have ended differently.

  19. #899
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by L10 View Post
    For the first game, Merriam comboed off. For the second game, Merriam used Buried Alive to put Vengevine in the grave. His elves were killed by Perish but he simply recurred the Vengevine for the win. Merriam knew Patnode had Perish in his SB because it was premiered. Otherwise, Patnode would have had Game 2 easily with the Perish, and Game 3 might have ended differently.
    Thanks.
    Were you there? If not, how did you get that info?
    Super Bizarros Team. Beating everything with small green dudes and big waves.

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    Re: [DTB] Vial Goblins 2.0

    Double post sorry.

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