2-2 with Dragon stompy at redcaps weekly.
4 Ancient Tomb
4 City of Traitors
10 Mountain
4 Chalice of the Void
4 Trinisphere
4 Blood Moon
4 Magus of the Moon
4 Chrome Mox
4 Seething Song
4 Simian Spirit Guide
4 Gathan Raiders
3 Rakdos Pit Dragon
3 Lord of Shatterskull Pass
1 Moltensteel Dragon
3 Arc-Slogger
4 Flametongue Kavu
4 Phyrexian Revoker
4 Tormod's Crypt
3 Red Elemental Blast
Match 1 vs some kinda 4 color control. Mostly heavily in blue.
Game 1: He counters my 2 lock pieces early and gets a Jace on the board
Game 2: He counters my early threats but I draw into a million moons and he can counter them all. I think he has one basic land not in the color he needs.
Game 3: I think I have 2 moon effects and play them early. Just win.
1-0
Match 2 vs Jund
Game 1: I land an early chalice @1 but he drops bob and just buries me in card advantage.
Game 2: I land a moon early....but he goes Basic Forest,Basic Swamp. Bad things happen.
1-1
Match 3 vs Reanimator (Its actually the guy who took 2nd at SCG philly)
On draw
Game 1: I should have mulled into something. I try to wait for my second turn to play trinishpere but he just gets Iona out.
Game 2: I land an early Chalice and that takes the game
Game 3: He goes Island,Careful study,Lotus petal,Reanimate sphinx of steel wind. Goddamn I hate you so much reanimator.
1-2
Match 4 vs Reanimator
Game 1: Chalice @1.
Game 2: Try to play an early arc-slogger. It almost gets me there but he finds a griselbrand.
Game 3: I think I do something disgusting like Chalice @1 Chalice@2 Bloodmoon and just run off with it.
2-2
Thoughts:
The Arc-Sloggers and songs feel like they take up too much space in the deck. Arc-slogger is kinda a pet card because he could often win games vs fair decks but that really didn't seem to account for much of the meta anymore. Same with FTKs in the side. I'm thinking about running Revokers main because deathrite seems to be everywhere.
Yeah, Slogger just doesn't do it for me anymore. I have cut both them and the songs and haven't missed them in the slightest. Instead, I like running a pair of Rakka Mars and a Jaya, which both fit that same role. Then the openings created by dropping the Songs can be filled by a handful of metagame choices and other threats.
Do you feel that the new Chandra may fit in here? I don't want to spoil it, but it's been seen in Daily MTG (http://www.wizards.com/Magic/Magazin...y/feature/254a). IMHO, its +1 and 0 abilities are fine, the Ultimatum is not worth considering (unless you use Boom) . I'm unsure if it's better than Koth or not.
A PRO doesn't draw, he tutors every turn.
JMLL
Unfortunately her +1 cannot kill DRS... so no. Her +0 is an interesting take on card advantage for red. I love the +0 for the synergy with hellbent. But the -7 has no synergy. Looking at jancz's list (dude, how have we not run into each other at Redcap's?) you could invest all that time and energy protecting Chandra to Seething Song 3 times...
Koth > M14 Chandra
I'm thinking that the new chandra could be pretty good in this deck. Her +1 is a little meh, but it can push through lethal damage against some annoying blocker. It also snipes one toughness dudes, of which there are many in legacy. The 0 is obviously the most exciting as it provides card advantage. The really nice thing about how this is done though is that it exiles which, for this deck, keeps our hellbent going if we can't play both the exiled card and the drawn card for the turn. The biggest downside is that bonfire sucks with it if you run bonfire. The -7 looks really interesting. Dragon Stompy in its current form has no way to take advantage of this ability, but there could be some awesome blowouts through using cards like Char or Chaos Warp. Of course, the ability sucks under a trinisphere, but the potential is still there. I guess only testing will really tell.
I went 4-0 at a weekly LGS tourney.
R1 vs ANT
Fairly easy matchup, chalice decks are designed to beat storm combo. Stax pieces win game 1, game 2 Stax and moon effects prevent abrupt decay from hitting them.
R2 vs Zombardment
Game 1 He thoughtseizes my chalice of the void but all i remember is that an unanswered moggcatcher fetching siege gangs makes him scoop. Game 2 blood moon slows him significantly and moggcatcher goes to work again.
R3 vs Merfolk
Game 1 I'm on the play and go for a gamble praying he doesn't have FoW: ancient tomb, chrome mox, chrome mox, moggcatcher. He doesn't and he dies to siege gangs. Game 2 was kind of the same...turn 2 moggcatcher with the downside of card disadvantage of chrome mox and spirit guide. He meets dismember and I lose to 2 mutavaults and 4 lords. Game 3 I took convincingly (more of a normal game, the way I would predict most games to be vs merfolk). I play chalice for 1 turn 1 and chalice for 2 turn 2. Ensnaring bridge turn 3. Three hound of griselbrands ftw!
R4 vs Esperblade
Great game 1 and 2 in this match, grindy and exciting. Game 1 my CotV meets a fow. He gets an early Bskull into play with a turn 2 stoneforge. I remember getting moons into play followed by moggcatcher into siege gang. Grindy play follows with goblin tokens protecting koth just in time for his ultimate winning me the game. Game 2 took really long. I got all 3 SGC commanders in play along with rakka mar vs batterskull, jitte and soul tokens combined with jace. I eventually lose the turn before i could ultimate koth. Great, epic game, really back and forth. Game 3 I revoker naming stoneforge and a blood moon + rakka mar seal the deal!
Here's my list:
4 ancient tomb
4 city of traitors
12 mountain
3 chrome mox
4 simian spirit guide
4 hound of griselbrand
3 rakka mar
3 koth of the hammer
3 siege gang commander
4 moggcatcher
4 blood moon
4 magus of the moon
4 trinisphere
4 chalice of the void
SB:
4 phyrexian revoker
4 ensnaring bridge
2 ratchet bomb
4 tormod's crypt
1 shattering pulse
My decklist explanation:
I wanted resilient creatures that are good vs aggro and especially planeswalkers (liliana, jace). A resolved planeswalker vs no threats is an almost autolose. Rakka Mar is amazing with haste and creature token production to fight aggro and planeswalkers. Hound of Griselbrand is great against liliana and creatures like bskull and goyf. Siege gang commander just destroys everything. Koth is amazing against planeswalkers as well as well as sweepers like terminus and supreme verdict.
Ensnaring bridge in the sb is vs aggro, show and tell, reanimator. Ratchet bomb as a sweeper vs tokens, elves, goblins.
You should run a Goblin Pyromancer in the sideboard for the goblin matchup.
EDIT: And a Tuktuk Scrapper or two wouldn't be too bad either.
@ Blastoderm - Intriguing list! I enjoyed your report. I would like to hear more about Moggcatcher. Do people generally know what you are doing and try to kill him right away? Can you talk more on his strengths and weaknesses?
Zupponn gave good advice. I'm not convinced Pryomancer deserves a spot in the sideboard in the current meta, but running Tuktuk Scrapper over Shattering Pulse seems like a pure upgrade.
Edit - I just scoured through Gatherer hoping to find some gems Catcher could find (I even looked through the changelings). The only one worth mentioning is Stingscourger but... meh.![]()
Congrats Blastoderm! I like your innovation very much, especially the Moggcatcher tech! From your report, it does not seem Rakka Mar has done any important work, would you rather replace them with MD Revokers? I agree with Ace and Zupponn that 1-2 Scrapper in MD/SB seems good, and Goblin Sharpshooter is another card worth fetching against Aggro and Goblin tokens.
Stingscourger would be a good idea if there's a lot of reanimator/show and tell in your meta. Scrapper is also a good idea, thanks! Rakka-mar has proved itself in testing. In the tourney it was dismembered/swords when I played it. I think it's necessary against goyfs, batterskull, planeswalkers. Revoker is good in your opening hand but if there's a batterskull already in play, drawing one isn't going to help. Drawing SGC or rakka mar to shit out tokens will help you recover fast. Drawing pit dragon or gathan raiders won't do much at all. I wanted to focus on stuff that would help me get out of tough situations. The only thing that doesn't really do that is Koth. But he's there to combat control decks with sweepers and low amount of threats. Rakka Mar and SGC protect him really well though.
Moggcatcher has been the all-star. I remember watching star city games opens where ppl scoop when the goblins player would play siege gang commander. Comparing him to lets say...pit dragon or gathan raiders: Playing either early after a blood moon or chalice still gives your opponent to find something to kill it. Instead of playing a creature and attacking next turn, playing moggcatcher and getting SGC next turn and every turn it stays in play is almost impossible to recover from. Furthermore, none of my creatures die to abrupt decay.
How was the Hound? That seems like the weakest card in your deck to me.
I'm guessing Hound is to take down 4/4 Germ tokens and survive (even bigger), unlike most other stompy dudes like Pit Dragon and Raiders (conditional). Other than that, it does what most other Stompy creatures do: trades with/dies to Goyf and kills smaller dorks. Is this correct? It also attacks for 4 under Ensnaring Bridge @ 2, which seems to be a thing in this deck.
If that's the purpose, maybe:
-1 Hound
+1 Tuktuk Scrapper
Kills Jitte and Batterskull, attacks under Bridge, tutorable, etc..
What about Taurean Mauler? I've even seen that in some budget Dragon Stompy lists. Easy to cast, fetchable, etc...
EDIT:
You could run a silver bullet Goblin package:
Kiki-Jiki, Mirror Breaker
2-3 Siege-Gang Commander
Tuktuk Scrapper
Goblin Settler
4 Moggcatcher
cutting 2-3 Hound of Griselbrand.
The only card really bad on its own is a topdecked Kiki, but Kiki is just amazing with all the other goblins and can randomly copy Mountains with Koth (LOL). How often can you make an Ancient Tomb TOKEN in a Legacy tournament??? Scrapper has a target against a lot of decks; otherwise it can be boarded out (or can start in SB and be boarded in). Settler is basically Stone Rain, except it can attack, only takes up one slot, can be dug up by Moggcatcher at any time, and can be copied by Kiki to lock them out of the game.
If there are ever game situations (combo, control?) where stopping them from playing spells is more important than shitting out tokens, Settler could be huge... What do you think?
I was looking at Kiki-Jiki as well, but wasn't 100% sure about him. The more I think about it the more I like him though.
I'm not sold on the Settlers though.
Good lord I love this. I want to make this the version I build. Not sure if the high mana cost of using catcher will work out but dam I want to test it. Also as a goblin player I really and only looking for any reason I can get to grab a settler. She is near on the only goblin I do not have... Shows promise tho.
It felt really good playing this. Back when I played dragons and raiders, if the board state wasn't in my favor I just knew I was going to lose no matter what I draw. With Moggcatcher and these better creatures I'm using (I hardcast SGC quite often too), it always feels like I can get out of a tough situation if I draw well. Drawing Rakka-Mar really puts you back in the game (it has haste so it quickly pumps out tokens if unanswered). One thing I'm not sure about is the usage of a toolbox in the maindeck. I didn't want the deck to be inconsistent (we don't have brainstorm!!!) by having tuktuk scrapper in your opening hand or a kikijiki. I think the only thing I would change now is to put 1x tuktuk scrapper in the sb. If you want to play settler, it should also be in the sb. Blood moon does a lot of work, so if you play against decks with a lot of basics you can bring it in but I dont think it's necessary.
Does anyone have a list of the Goblin build? I would like to take a look at it and compare it to what I have kind of put together on Cockatrice.
EDIT: I've also been looking at something along these lines:
11x Mountain
4x City of Traitors
4x Ancient Tomb
4x Magus of the Moon
4x Simian Spirit Guide
4x Moggcatcher
3x Siege-Gang Commander
3x Flametongue Kavu
2x Rakka Mar
1x Goblin Settler
1x Jaya Ballard, Task Mage
1x Kiki-Jiki, Mirror Breaker
4x Chalice of the Void
4x Chrome Mox
4x Blood Moon
3x Trinisphere
2x Umezawa's Jitte
1x Koth of the Hammer
SIDEBOARD:
4x Phyrexian Revoker
3x Pyrokinesis
3x Anarchy
3x Confusion in the Ranks
1x Goblin Sharpshooter
1x Tuktuk Scrapper
There are a lot of synergies in this list and I feel that Moggcatcher very well could be the real deal. There's something to be said about a dude that poops out dudes all game. SGC has been amazing, either off of Moggcatcher or hardcasted. He feels so much better than anything that's similar to him. I've had some interesting times with Kiki-Jiki already, whether it's copying SGC for a huge army or FTK for repetitive removal, I think he deserves a spot here. I have the Settler in there, but have yet to see it. I'd rather just get a SGC or Kiki-Jiki 95% of the time. Other than those guys, the deck is just the list I've been running with the swapping of the Hellbent for the Power Goblins. If nothing else, it's incredibly fun and worth testing at least a little.
Last edited by Zupponn; 07-04-2013 at 07:18 PM.
I like that, mostly because I see most of the "Toolbox" I use when playing goblins. But it is missing an important card. Skirk Prospector. We use Prospector to defend against Jitte by not letting combat damage be dealt. Its useful. But it has another role that is not apparent right away and this deck can make good use of. Prospector can turn 3 goblin tokens into 5 damage if he has his friends out, and this deck you can fetch his friends so they are well along the way of having a party.
What you need:
Skirk Prospector
Siege-Gang Commander
Goblin Sharpshooter
Kiki helps too
What you do.
Sharpshooter is the only one that needs to not be summoning sick. The rest do not matter.
1) Tap Sharp deal one damage. (1 total)
2) Sac a token to Prospector, untap Sharp. (1 mana)
3) Tap Sharp deal one damage. (2 total)
4) Sac a token to Prospector, untap Sharp. (2 mana)
5) Tap Sharp deal one damage. (3 total)
6) Use the two mana and last token to deal two damage with Siege. Untap Sharp. (5 damage total.)
Now you can draw into these cards too and they have other uses. I think a Skirk Prospector in the sideboard might be a gamesaver in longer matchups. Using Kiki to make a copy of either Siege to get more tokens or Sharp to deal another 4 damage is useful too. (4 damage since the token dies at the end of turn, to Prospector or to a chump block, untapping the original Sharpy.)
Give it a try.
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