View Full Version : [SCD] Goblin Guide
(nameless one)
09-08-2009, 11:44 AM
Goblin Guide:
Goblin Guide R
Creature - Goblin Scout
Haste
Whenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.
2/2
Good replacement for Mogg Fanatics in mono-red goblins?
Would it provide goblins a faster clock?
Would the drawback really detrimental?
Discuss:
JeroenC
09-08-2009, 11:51 AM
Goblin Lackey
Aether Vial
Goblin one-drops.
rufus
09-08-2009, 12:24 PM
This seems extra-bad vs decks with SDT or Brainstorm. If the clause were basic land instead of just land, it might be interesting.
quicksilver
09-08-2009, 12:33 PM
Oh this card is really really bad. One of the main strength of goblins is running wasteland and port (which lackey and vial make possible). Giving them land negates this. It would be one of the worst goblins you could possibly run.
Oh this card is really really bad. One of the main strength of goblins is running wasteland and port (which lackey and vial make possible). Giving them land negates this. It would be one of the worst goblins you could possibly run.
Really really bad? Really? A 2/2 with haste for 1 mana, with a drawback that often isn't a drawback is "really really bad?" What has Legacy come to?
Infinitium
09-08-2009, 01:00 PM
Might see play in Zoo/Goyfsligh alongside Nacatl. Still, giving people land is a pretty good way to help them get into the midgame and stabilize I hear. Might still work though.
johanessen
09-08-2009, 01:19 PM
Maybe in Sligh decks if Black Vise was Legal... but heh, no.
quicksilver
09-08-2009, 01:51 PM
Really really bad? Really? A 2/2 with haste for 1 mana, with a drawback that often isn't a drawback is "really really bad?" What has Legacy come to?
In a different deck it might be ok, but not in a deck where one of your goals is land destruction.
from Cairo
09-08-2009, 02:03 PM
I agree it doesn't fit in Vial Goblins, the drawback is relevant, and the deck is more focused on going nuts in the mid-late game, rather than sneaking in a few points with a 1cc 2/2. It might end up seeing play in R(g) Sligh I guess. I think Naya Zoo has better options available.
Alfred
09-08-2009, 02:06 PM
I agree that this might not see play in Goblins, and as I mentioned in the spoiler thread, this might actually be a better card in straight burn lists, possibly out of the sideboard.
socialite
09-08-2009, 02:09 PM
I see no reason to not run this in Zoo. Fast and cheap beater that lets them walk into my POPS.
quicksilver
09-08-2009, 02:17 PM
I see no reason to not run this in Zoo. Fast and cheap beater that lets them walk into my POPS.
Because a 2/2 haste for 1 is no better than the other creatures zoo runs. Even if it didn't have the drawback.
socialite
09-08-2009, 02:32 PM
Because a 2/2 haste for 1 is no better than the other creatures zoo runs. Even if it didn't have the drawback.
Kird Ape and Wild Nacatl both require a non basic/multiple non basics.
Many of the one drops in Zoo have a drawback.
I do not see why he couldn't be good in a PoP centric build when he is on color and requires zero non basics to be 2/2.
Meh.
Nydaeli
09-08-2009, 02:38 PM
It sucks in Goblins, and it's worse than Kird Ape / Wild Nacatl in Zoo. I'd love to play it in some janky Ankh Sligh list though.
quicksilver
09-08-2009, 02:42 PM
Kird Ape and Wild Nacatl both require a non basic/multiple non basics.
Many of the one drops in Zoo have a drawback.
I do not see why he couldn't be good in a PoP centric build when he is on color and requires zero non basics to be 2/2.
Meh.
I guess they technically have a drawback, but 99% of the time they don't. Unlike this card which the vast majority of the time he does have a drawback.
I expect this to be attractive to all the same Zoo players who think Path to Exile is good. I am completely serious when I say that I think this card is going to hurt Zoo as player after player tries it out and complains that the other guy got lucky.
I expect this to be attractive to all the same Zoo players who think Path to Exile is good. I am completely serious when I say that I think this card is going to hurt Zoo as player after player tries it out and complains that the other guy got lucky.
Um... Path to Exile is good...in Zoo.
For the record, I kinda doubt GG replaces anything in Zoo. I intend to test it in the Kird Ape slot, but I expect that I'll stick with Kird Ape.
chokin
09-08-2009, 04:05 PM
I've only thought about the card, I haven't tested it. I'm not convinced that the drawback is incredibad, but it can suck (mostly against Thresh and CounterTop). Rufus, this card would be a lot better if it was basic land.
You're basically giving them a land to drop in the following turn about 1/3 of the time and if they play a lot of fetch, it'll be decreasing.
In the later game, he's a big Raging Goblin and SGC food.
In Goblins, he goes a bit against the mana-denial strategy of Waste and Port. But some players have been dropping Port, so the mana-denial is going away anyways which makes it even worse.
My verdict is he won't see a ton of play in Goblins, but he will see some play in burn/sligh/red deck wins. And he won't see play in Zoo.
Eldariel
09-08-2009, 08:07 PM
The card never directly gives them a landdrop they wouldn't have had otherwise; it gives them an extra card if they happened to have a land on top, that is, puts them a card deeper.
Landwise, the only real effect is that they're closer to the future lands by 1 card if you hit a land; I wouldn't say it's majorly relevant. They would've drawn the card on top next turn anyways. Now, the big question is if giving opponent an extra card ~1/3 of the times it attacks is something Goblins can't deal with.
Statistically, provided your opponent isn't spending his turns spinning his Top (which I'd personally have no problem with, to be honest; chances are he's giving up too much tempo at that point and just dies), I'd say it's about 1 extra card per game (I'd expect for it to relevantly attack 3-4 times).
If it were just a 2/2, it wouldn't be worth a second look, but as a 2/2 Haste, the damage may just enable putting opponent in a position where he's going to have to start sacrificing cards to not die. Though I'll be the first to admit that I wouldn't play a 2/2 Haste for R that says "Target player draws a card".
The drawback won't likely be relevant on the first swing and the information can be relevant with e.g. Counterbalance, so it's not quite as bad as the 2/2 "Target player draws a card", but the question remains whether the deck can properly utilize the advantage provided by fast beats before the card matters. I'm probably gonna try it out anyways, even though it's seemingly quite horrible; the 1-drop options of Goblins just aren't that amazing (next best options are honestly Mogg Fanatic & Frenzied Goblin :S).
Um... Path to Exile is good...in Zoo.So THEY say. THEY say a lot of things. Doesn't make it true. Certainly not in Legacy.
So THEY say. THEY say a lot of things. Doesn't make it true. Certainly not in Legacy.
If by "they" you mean the overwhelming majority of top placing lists on deckcheck.net (http://www.deckcheck.net/list.php?type=Zoo&format=Legacy), then I think it might in fact be true. Most certainly for Legacy.
So THEY say. THEY say a lot of things. Doesn't make it true. Certainly not in Legacy.
Then I guess I'm of one of THEM, because I say it too. I play the deck pretty often.
Signatus
09-08-2009, 10:55 PM
I don't see why you're running path to exile rather than StP. giving some life to your opponent isn't that big of a deal when you remove a fatty (which means you can now swing for more). however, giving them land will speed them up, and you DON'T want that, specially against certain decks.
Goaswerfraiejen
09-08-2009, 11:28 PM
I don't see why you're running path to exile rather than StP. giving some life to your opponent isn't that big of a deal when you remove a fatty (which means you can now swing for more). however, giving them land will speed them up, and you DON'T want that, specially against certain decks.
The reason for PTE over STP in Zoo is actually pretty simple: giving your opponent more life to play with goes against your strategy. It essentially makes it such that you never played that Bolt or--worse--those last two Bolts. Speeding them up by a basic land is a comparatively lesser evil, since it doesn't eat your own tempo and negate an advantage that you've already gained. They can use lands to cast blockers, but you have enough reach that that's no big deal.
Hanni
09-08-2009, 11:32 PM
I don't see why you're running path to exile rather than StP. giving some life to your opponent isn't that big of a deal when you remove a fatty (which means you can now swing for more). however, giving them land will speed them up, and you DON'T want that, specially against certain decks.
So speeding them up in land drops is better than speeding you down in the life total race? I don't follow your logic, considering you don't care how many lands they have and you do care how much life they have left. Maybe I'm just retarded, though.
I definitely see Goblin Guide going into Goyf Sligh, straight up. He's far more aggressive than Kird Ape, Mogg Fanatic, and Figure of Destiny. Who cares about the opponent randomly drawing an extra card (land) when you're pushing more damage through and speeding up your clock.
In Zoo, his inclusion is debatable. I'm thinking it might be a replacement for Kird Ape, depending on the build. The quicker builds may be able to utilize him; the slower ones won't want his drawback.
In Goblins, he sucks. Goblins is against the opponent gaining card advantage, Goblins is against the opponent having extra lands. If he was straight up 1cc 2/2 Haste, Goblins would run him to round out the 1cc curve. Otherwise, he's just unecessary for the strategic role that Goblins plays.
MattH
09-08-2009, 11:32 PM
If the life they gain allows them to live long enough to draw another card, STP has a very similar drawback to Path anyway. At least with Path you're guaranteeing that their extra card is a Mox instead of a BEB or something relevant to the board.
hungryLIKEALION
09-09-2009, 12:46 AM
This topic isn't really about path, but I've played zoo a lot over the last year and believe I have a great deal of insight into the path vs swords debate since I've played both, and I fully believe it is a metagame call. Lots of tribal in the metagame? Play swords. Lots of Blue based Tarmogoyf decks? Play path. That's pretty much my take, but really it's a lot more intricate than that, and one is NOT strictly better than the other. They're both good, and they are both worth consideration. It's the individual pilot's job to determine both which is better for their build, and for their play style.
I'm currently playing swords, but I've played path in the past. They're both legitimate choices. People need to stop getting so violent about it.
On the subject of Goblin Guide, I think he should be played in goyf sligh. In Zoo and Goblins though, I don't believe he should be played. He goes against the CA and mana denial plans of Goblins, and digs the foe to answers against Zoo's creature-heavy game plan. In either deck, I believe it's not worth the slight speed boost.
MMogg
09-09-2009, 04:37 AM
I don't see why you're running path to exile rather than StP. giving some life to your opponent isn't that big of a deal when you remove a fatty (which means you can now swing for more). however, giving them land will speed them up, and you DON'T want that, specially against certain decks.
Just to add to the reasons above, the thing is the land may or may not speed them up. They may or may not gain an advantage from the land. The life, on the other hand, is a guarantee. (Speaking of course from a Zoo perspective.)
Artowis
09-09-2009, 05:30 AM
You give the opponent a free Scrying Sheets per attack. For the majority of decks this means your giving them a 40ish% chance of hitting a freebie land. Thankfully since you aren't idiots, you aren't playing this card in a deck that gives a shit if they hit their 4th land drop or not. Rather you played this in a deck that is obviously going for the 4th or 5th turn kill and the drawback is largely irrelevant unless they kept a sketchy hand and get there, in which case boo for you.
Clearly this card is worse than Wild Nacatl, I mean gogo 3/3 for G, hard to top that. Worse than Kird Ape or other 2/2 garbage-dwellers is a much closer call. Kird Ape is astoundingly bad and is largely only played because there's nothing else worth a damn. That 2 extra damage is pretty compelling for a 'dumb' aggro deck.
lordofthepit
09-09-2009, 05:57 AM
I'm not a fan of Goblin Guide (in Zoo, at least--I don't play Goblins).
As has probably been pointed out many times, you're not just giving your opponent "useless" lands. When excess lands are not useful for the opponent, you just replaced their dead topdeck with a potentially useful draw. And sometimes, lands are in fact useful; a blazingly fast aggro deck like Zoo can often capitalize off an opponent's manascrew before he has a chance to get going. And in this situation, the Guide is even worse.
To be fair, the Guide also has some redeemingly qualities. 2/2 haste for R is great, and its triggered ability can sometimes be a minor plus when you reveal what business cards your opponent will be drawing into his hand.
But I don't think that really outweighs the disadvantages of this card, especially when Zoo has access to the best one-drops in the game. Then after considering that so much of the metagame plays Sensei's Divining Top and Brainstorm, I must say that I'm quite skeptical of its value in Zoo and will want to wait for Goblin Guide Zoo to post results before I include a playset into my deck.
jazzykat
09-09-2009, 06:59 AM
I think the best time for this guy is on the first turn, and if your is on their first land drop (i.e. that got to their first turn) playing blue, brainstorm and to a lesser extent ponder(they have to know that you are playing zoo) are pretty much going to ensure they draw 2 cards for U.
In most decks I would happily take 2 damage to draw an extra card or 2 in the early game.
IMO I really only see him coming in for kird ape in zoo as Mr. Ape is rather sad these days.
AngryTroll
09-09-2009, 10:50 AM
In Goblins, he's probably fine against UGW Thresh. However, against anything with black or red after boarding, a key part of the Goblin plan is to make sure they don't die to Engineered Plague or Firespout. Pyroclasm is harder to avoid. I've lost to Goblins many times with Engineered Plague in hand and a Rishadin Port and/or a Wasteland preventing me from playing it.
FoulQ
09-09-2009, 11:09 AM
This card is only going to be playable in Goyf Sligh, IMO. One big thing to remember is he helps beef up price of progress. Some zoo lists might try it but I think in the end kird ape will win out because this + PtE is probably just too much free land for them.
And can we please stop the discussion of PtE vs Swords in this thread about Goblin freaking Guide?
Angelfire
09-09-2009, 04:06 PM
About the drawback, it doesn't just give your opponent lands. It gives them cards that they only draw if land is on top. However, this causes decks to draw the card under the land essentially giving them non lands as well.
That being said Goblin Guide is very strong in a fast sligh type deck. If dropped turn 1 it is incredibly easy to kill your opponent on turn 3, especially if you went first.
Guevera59
09-09-2009, 10:06 PM
Goblins doesn't need speed. The strength of goblins is that it is incredibly versatile, being able to explode into a kill after avoiding speed bumps. At the same time, it can win 3rd to 4th turn. Goblin Guide only does two things. Be fast and negate the use of ports and wastes. I feel as if a better replacement for Fanatic is Instigator.
Waikiki
09-10-2009, 01:07 AM
I think if you want to play guide you should do some make over (mutavaults over waste?) maybe also add zo-zu too punish the opponent for actually making landdrops.
zabuza
09-10-2009, 02:31 PM
ANd ANkh of mishra & blood oath (naming lands ;) )
DragoFireheart
09-10-2009, 03:34 PM
I expect this to be attractive to all the same Zoo players who think Path to Exile is good. I am completely serious when I say that I think this card is going to hurt Zoo as player after player tries it out and complains that the other guy got lucky.
Lmao, could you be anymore of a jackass?
Anyways, this goblin is a decent goblin, but it really bad for Vial Goblins since you want to deny your opponent mana.
abbeyroad
09-10-2009, 03:34 PM
Though I'll be the first to admit that I wouldn't play a 2/2 Haste for R that says "Target player draws a card".
\:S).
a 2/2 haste that draws u a card as well that seems pretty good to me!
AngryTroll
09-10-2009, 04:45 PM
In a deck like RG Sligh or even Zoo, you're probably going to win a lot more games from the extra speedy damage than you lose to the 1 or 2 extra cards your opponents might draw over the course of the game. Even if you drop this guy on your first turn and it takes you six turns to win, your opponent probably only gets to draw two cards off it it. Meanwhile, this guy has swung for 12 all by himself...even if your opponent has successfully dealt with every single other creature you play, he's probably dead to burn anyways.
RE: Swords vs Path
Playing Zoo against Goblins, it's really, really awkward when your opponent leads with Lackey and your only removal spell is Path. It's even awkward against Warchief.
However, against Thresh/Dreadstill/bluedecks, Path is fine. If you Swords a Dreadnought, they get at least two extra turns to live while you deal an additional 12 anywaysletting them see two extra cards instead of one extra land. Against a Goyf, Pathing them a land might actually be better than letting them draw an extra card if it takes them an extra turn to kill you.
Shanghi Knights
09-10-2009, 06:26 PM
that goblin doesn't look good period. its like your giving them a dark confidant hit that doesn't even have to damage them if i'm reading the text right. tatermunge maniac is better if you need a 2 power goblin.
Loxodon Baileyarch
09-11-2009, 08:39 AM
that goblin doesn't look good period. its like your giving them a dark confidant hit that doesn't even have to damage them if i'm reading the text right. tatermunge maniac is better if you need a 2 power goblin.
DO YOU EVER CAPITALIZE EVER!?!?!?!? Makes me want to kill something small and cute. Fuck.
arcboundravager2
09-11-2009, 08:41 AM
Holy shit the grammer nazi's are here, quick hide Ann
undone
09-11-2009, 08:46 AM
DO YOU EVER CAPITALIZE EVER!?!?!?!? Makes me want to kill something small and cute. Fuck.
Let he who has never miscapitalized before, correct the first sentance.
Or something stupid like that.
Goblin guide on the other hand feels abysmal as it basicaly draws into removal for itself.
Also (hands you a bunny)
MattH
09-11-2009, 10:23 AM
RE: Swords vs Path
Playing Zoo against Goblins, it's really, really awkward when your opponent leads with Lackey and your only removal spell is Path. It's even awkward against Warchief.
I agree that Path is probably at its worst against Goblins, which loves extra mana, but...
Zoo keeps a hand without a 1-drop blocker? Do you expect T2 Warren Weirding or something? Most goblin lists can't even do the "Waste your Taiga, Fanatic your 1/1 Kird Ape, connect with Lackey" dance anymore, having dropped Fanatic.
Also, "sentance" :<
MMogg
09-11-2009, 06:16 PM
I agree that Path is probably at its worst against Goblins, which loves extra mana, but...
Zoo keeps a hand without a 1-drop blocker? Do you expect T2 Warren Weirding or something? Most goblin lists can't even do the "Waste your Taiga, Fanatic your 1/1 Kird Ape, connect with Lackey" dance anymore, having dropped Fanatic.
Also, "sentance" :<
Also, which Zoo deck doesn't draw one of their 8 (or more) burn spells over their STP/PTE?
Part of me wants to respond to some of the absolute ridiculousness that is going on in this thread, but I'm not going to. Instead, I'm going to wait until I have a chance to actually test the card. And I'm a gonna.
pointofinfo
09-11-2009, 07:00 PM
This card seems really good for Goblins to run four of.
-Signed, Landstill players
I'm rather indifferent to this because I see Mogg Fanatic as being equally unimpressive against everything but...Dredge?
Ultimately, in a format with Sensei's Divining Top, this guy is pretty awful. Suddenly, seeing Top, Tundra, Tundra with your Sensei's Divining Top activation is not the worst thing that could happen.
A Goblin player now has to make a decision playing spells first or second main against even a tapped out Counterbalance player. First main in hopes of either escaping the CB's ability or hitting a land, or after attacking Goblin Guide and potentially shaving the land and getting the CB player to a spell. I see this being more tilting than actually game-altering. Thing is, Goblins doesn't need any additional things to be worried about.
So, I finally got around to doing some testing with GG last night. I tried running Zoo with GG in the Kird Ape slot. After several games, it became pretty clear that Kird Ape > GG. Not a big surprise, but at least now I'm not talking out of my ass.
I think it's probably quite playable in Sligh and Burn, though. Any deck that would normally be looking at stuff like Incinerate/Spark Elemental/Keldon Marauder to fill those last few slots should be happy to have this guy.
Shanghi Knights
09-14-2009, 08:58 PM
Holy shit the grammer nazi's are here, quick hide Ann
damn i can't get a break this week thats two people in more than 1 thread who know what i'm saying and are flipping out. probably shouldn't say that but i don't really care.
any how what about sudden impact with goblin guide, in theory there hand will be getting bigger and bigger. Pack vexing shusher in there and against landstill it might be interesting.
Hanni
09-14-2009, 10:21 PM
damn i can't get a break this week thats two people in more than 1 thread who know what i'm saying and are flipping out. probably shouldn't say that but i don't really care.
any how what about sudden impact with goblin guide, in theory there hand will be getting bigger and bigger. Pack vexing shusher in there and against landstill it might be interesting.
Could it possibly be because the forum rules state that correct grammar and punctuation are mandatory? That, and it's annoying as hell to read slopping writing.
Shanghi Knights
09-14-2009, 10:27 PM
last summer i failed my 3rd college english class so i think i'm grammery disabled. I don't know what to utilize to fix this problem?
Pastorofmuppets
09-14-2009, 10:29 PM
Can this thread be locked so it dies, please?
Shanghi Knights
09-14-2009, 11:24 PM
kinda shocking it did get to 3 pages. but In before lock!
Hanni
09-14-2009, 11:43 PM
Aside from dumb posts by a few people, I don't see why this thread would get locked. It's a great card for Goyf Sligh and possibly Burn. It's usefulness in Zoo is questionable, too.
The_Red_Panda
09-15-2009, 02:39 AM
Aside from dumb posts by a few people, I don't see why this thread would get locked. It's a great card for Goyf Sligh and possibly Burn. It's usefulness in Zoo is questionable, too.
-_- It draws cards for your opponents. This seems bad.
To draw a comparison, I'm pretty sure that Quinn is using all snow lands and Scrying sheets just so that they can pay two mana to do this. Granted, they don't shock themselves, but this still seems lackluster.
Testing may prove me wrong though, and it's not like I've never been horrifically off about how good/bad a card will be before it actually sees play.
Aside from dumb posts by a few people, I don't see why this thread would get locked. It's a great card for Goyf Sligh and possibly Burn. It's usefulness in Zoo is questionable, too.
The worst card in Zoo is Kird Ape, and I'm here to tell you that Kird Ape > Goblin Guide. Not strictly, but most of the time.
I agree about Sligh, though. GG should find a home in that deck.
Pastorofmuppets
09-15-2009, 03:14 PM
Aside from dumb posts by a few people, I don't see why this thread would get locked. It's a great card for Goyf Sligh and possibly Burn. It's usefulness in Zoo is questionable, too.
Considering the extra 2 damage this warrants over Kird Ape, is it really worth 1-3 extra cards for them?
ScatmanX
09-15-2009, 03:20 PM
Considering the extra 2 damage this warrants over Kird Ape, is it really worth 1-3 extra cards for them?
Have you tested?
I played in Goyf slight againsīt friends, and 1 GG usually did 4-6 dmg before the opponent gets a land. I think it is really worth it. Specially when they came in pairs.
1st turn: gg, 2nd turn: gg+bolt, 3rd turn: I really donīt care if they have 1 extra card.
DragoFireheart
09-15-2009, 04:04 PM
DO YOU EVER CAPITALIZE EVER!?!?!?!? Makes me want to kill something small and cute. Fuck.
OH SHIT SON THE GRAMMAR NAZIS ARE HERE! QUICK, MAN THE MOTHER FUCKING CANNONS!
Anyways, Goblin Guide is bad. It's weaker than Kird Ape (bad for Zoo standards) draws them MANA (Bad for Vial Goblins) and... welll... sure, you are only drawing them land, but you are still filtering their deck so that they hit bombs and not bricks.
Shanghi Knights
09-15-2009, 04:26 PM
someone will break goblin guide but i don't think its going to happen in this thread. If some one did there probably not posting anything on it till we all forgot about it. If you want a 1 red mana 2/2 haster that gives your opponent sinbads effect then go for it.
otherwise its just a bad goblin. like i posted a few back, tattermunge maniac is better and will die to the same stuff as goblin guide will.
rockout
09-15-2009, 04:53 PM
Goblin Bushwhacker
r
Creature - Goblin Warrior Common
Kicker - {R} (You may pay an additional {R} as you cast this spell.)
When Goblin Bushwhacker enters the battlefield, if it was kicked, creatures you control get +1/+0 and gain haste until end of turn.
"I'm gonna let you finish, but Goblin Guide is one of the best Goblins of all time.
OF ALL TIME."
1/1
I love how Kanye West is already a meme. Apparently Goblin Guide is good :laugh:
The_Red_Panda
09-15-2009, 04:56 PM
that goblin doesn't look good period.
someone will break goblin guide
Does your opinion honestly shift that rapidly? It's been all of like, a day.
Shanghi Knights
09-15-2009, 05:03 PM
Does your opinion honestly shift that rapidly? It's been all of like, a day.
wow someone likes to sound bite.
If you read that separated sentence i still say its a bad goblin. I just wasn't so "period" about it in my second post.
The_Red_Panda
09-15-2009, 07:07 PM
someone will break goblin guide but i don't think its going to happen in this thread. If some one did there probably not posting anything on it till we all forgot about it. If you want a 1 red mana 2/2 haster that gives your opponent sinbads effect then go for it.
There's the full line. You said it wouldn't happen in this thread. Then you said if it did happen, that person wouldn't post about it. Then you (incorrectly) compared Goblin Guide's ability to a sinbad effect. What you didn't say was that it's still a "bad goblin". Any card that you're claiming is broken, which you clearly said it will be, is not a card you're claiming is bad. Broken =/= Bad.
Shanghi Knights
09-16-2009, 12:51 AM
someone will break goblin guide but i don't think its going to happen in this thread. If some one did there probably not posting anything on it till we all forgot about it. If you want a 1 red mana 2/2 haster that gives your opponent sinbads effect then go for it.
otherwise its just a bad goblin. like i posted a few back, tattermunge maniac is better and will die to the same stuff as goblin guide will.
heres the whole post and the bold part for those who want to cut to the chase.
(wish i had a glowing neon sign to boot) (would a passing mod be so kind as to do that?)
Any how i also found our old forgotten buddy Mogg Conscripts (http://sales.starcitygames.com//carddisplay.php?product=9672). The original bad 1 red 2/2 goblin. :laugh:
Hanni
09-16-2009, 01:03 AM
I haven't tested it in Zoo, Volt, so you're probably right. However, it's downright disgusting in Goyf Sligh and may find a home in many burn lists. Those decks don't care about the opponent drawing 1 card when it deals 6 damage, on average, for 1 mana investment.
The_Red_Panda
09-16-2009, 01:05 AM
heres the whole post and the bold part for those who want to cut to the chase.
(wish i had a glowing neon sign to boot) (would a passing mod be so kind as to do that?)
Any how i also found our old forgotten buddy Mogg Conscripts (http://sales.starcitygames.com//carddisplay.php?product=9672). The original bad 1 red 2/2 goblin. :laugh:
I don't care enough to keep arguing, but your post gave me the distinct impression that you now thought the goblin was worth having. Clearly I was wrong.
(nameless one)
09-30-2009, 11:37 AM
Right now, theyre at $5-6 a pop. Are they worth that much?
With fetchlands thinning out lands in legacy deck, could he actually make the cut?
I remember when Tarmogoyf was first spoiled, it was badly shot down. I know this dude will never be as good as Tarmogoyf but could he be a sleeper?
Hanni
09-30-2009, 12:46 PM
It's the best creature/1 drop in Goyf Sligh, so yes it's a good card, but no I don't think it's a sleeper, because there is no other deck that it is valuable in (besides possibly Burn).
For reference:
RGw Naya Sligh
// Lands
4 [ON] Wooded Foothills
4 [ZEN] Arid Mesa
3 [B] Taiga
2 [A] Plateau
1 [U] Savannah
4 [RAV] Mountain (2)
1 [8E] Forest (3)
// Creatures
2 [TO] Grim Lavamancer
4 [ZEN] Goblin Guide
4 [ALA] Wild Nacatl
4 [FUT] Tarmogoyf
// Spells
4 [A] Lightning Bolt
4 [LG] Chain Lightning
4 [TSP] Rift Bolt
4 [FD] Magma Jet
4 [DLM] Incinerate
3 [EX] Price of Progress
4 [VI] Fireblast
// Sideboard
SB: 1 [EX] Price of Progress
SB: 2 [TSP] Krosan Grip
SB: 4 [CFX] Path to Exile
SB: 4 [SHM] Vexing Shusher
SB: 4 [MR] Chalice of the Void
iamajellydonut
09-30-2009, 02:43 PM
Goblins won't use him. Mogg Fanatic fills a more important position, and doesn't give them land.
Turn1 Lackey pitted against a Dark Confidant. Goblin Guide would do nothing in this situation except touch itself and give them moar mana. However, Fanatic would drop down and punch Confidant in the face.
Goblin Guide: Vanilla beats that give the opponent land.
Mogg Fanatic: Burn with a creature-goblin type line.
emidln
09-30-2009, 02:52 PM
Mogg Fanatic: Burn with a creature-goblin type line.
If this is all you want Fanatic for, isn't Tarfire just better?
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