Re: [Deck] Vial Goblins 2.0
Sideboarding is a huge issue. I've started to play a mono red toolbox goblin main deck so i don't need any goblins in the sideboard. This gives the space to dedicate my sideboard against combo and in particular storm combo.
My current sideboard is then
3 Pyrokenises ( only non combo slot )
4 Chalice of the Void
4 Mindbreak Trap
4 Leyline of Void ( I assume this is better than 2/2 relic/crypt )
I know thorn and pyrostatic pillar are useful but are they too slow v Storm Combo?
I find other decks I have a chance against and by dedicating 12 slots in my SB to this otherwise almost unwinable match up, i hope to have some chance!
Otherwise in a tourney eventually Goblins has no chance when they meet this deck and we are just accepting eventual defeat.
Any thoughts?
Re: [Deck] Vial Goblins 2.0
@orcanmail:
I think that mindbreak trap is too narrow. If you want to dedicate also those 4 spots to combo hate I would go for Thorn of Amethyst which is a little wider or a split between Thorn of Amethyst and extra graveyard hate.
I would say that right now Thorn of Amethyst is a bit better than pyrostatic pillar because burn is still popular.
I think that leyline of the void is the way to go if you want to dedicate 4+ sideboard spots to grave hate
Re: [Deck] Vial Goblins 2.0
Top 8 of a ~35 player Legacy tournament
Hello there Sourcers! I played the Trusty Goblins at a Legacy tournament yesterday. I had a great day and did some interesting things with my deck and sideboarding.
The Maindeck
9 Mountain
6 Fetchland
2 Rishadan Port
4 Wasteland
4 Aether Vial
4 Goblin Lackey
4 Goblin Matron
4 Goblin Ringleader
4 Goblin Chieftain
2 Siege-Gang Commander
2 Warren Instigator
2 Tuktuk Scrapper
2 Goblin Piledriver
2 Goblin Warchief
2 Tarfire
2 Pyrokinesis
1 Kiki-Jiki, Mirror Breaker
1 Stingscourger
1 Goblin Sharpshooter
1 Mogg Fanatic
1 Gempalm Incinerator
The Sideboard
4 Leyline of the Void
4 Leyline of Sanctity
2 Mindbreak Trap
2 Chalice of the Void
1 Thorn of Amethyst
2 Anarchy
Yeah, you read that sideboard right.
R1 - BUW (GP winner)
G1 - I kept my opening 7 with 2 Winstigators. My opponent mulled to 6. He played a T2 Stoneforge. I Tarfired it. I played a Winstigator that went farming. The 2nd Winstigator got through, and I got the win.
Sideboard: Nothing
G2 - I Tarfired another Stoneforge Mystic that had searched up a Batterskull. I forgot to keep him off 5 mana, allowing him to play the skull, but I had enough removal to keep it from being attached to anything. This was a bit more of a grind, but I got there.
1-0
R2 - GWB
G1 - I opened on a Lackey T1. My opponent played T1 GSZ into Dryad Arbor. I'll bite. I swung in with Lackey. He chose not to block. I cheated in Warchief, cast Sharpshooter, and pinged his Arbor. Interactions like these are why I still run Warchief in addition to Chieftain. Easy Win.
Sideboard: Nothing
G2 - I got a Maton and Ringleader cheated in while using Port to keep him off a third mana. I kept hitting him for three a turn and Porting him down so he only had 2 mana to work with. I couldn't draw a 1 or 2 CC goblin, so i just kept hitting for 3 a turn. Eventually I got bored and decided to just play a Ringleader from my hand and not use Port in his upkeep. This let him back in the game and made it interesting. I still won, but really the right line of play was to just keep porting him down and hitting for 3 a turn, rather than take the risk of letting him back in the game.
2-0
R3 Spiral Tide
G1 My opponent Mulls to 6. I lead with a Lackey. I get some guys on the board and cheat in a Tuktuk to blow up a Candelabra. My last turn I played a Warchief and attacked. I had a Lackey and Winstigator attacking, so three cheats coming my way. My opponent was at five life. One of his lands was a fetchland. I had one mana open and a Tarfire in hand. With my three cheats I played a Matron, tutored a KikiJiki, cheated the Kiki Jiki, copied the Matron with a Matron token, tutured up a Piledriver, cheated it into play, and cast Tarfire to drop my opponent to 3 life. Then i lost the game on his turn. While he was taking his 10 minute long winning turn it occured to me that I had him dead on the board, but I misplayed/punted and lost because of it. Did you see what line of play would have won me the game on my turn? Had I fetched up a Sharpshooter instead of Piledriver I could have pinged my opponent for 1 (Warchief) (4 life) then Tarfired him with my 1 open mana (2 life) then untapped Sharpshooter when the matron token died at the beginning of the end-step, deal 1 more damage with Sharpshooter (1 life) then he wouldn't be able to use his fetchland, or if I timed it right I could have pinged him to death after his fetch. Either way, he would have been dead or unable to go off, and I probably would have won. Bummer.
Sideboard: 4 Leyline, 4 Leyline, 2 Mindbreak Trap, 2 Chalice, 1 Thorn, minus Vial, Pyrokinesis, Stingscourger, basically worthless goblins etc etc.
G2 I open on a hand of 2 Leyline of the Void, 1 Leyline of Sanctity, 1 Thorn of Amethyst, 1 land, Piledriver, Warchief. My opponent is clearly shocked by the amount of hate I've brought in. Unfortunately I miss my T2 land drop. Sad. I don't put enough pressure on the board quickly enough. He Echoing Truths the Leyline of the Voids, Repeals the Leyline of Sactity, and Repeals the Thorn, then goes off. I just wasn't able to put on pressure to go with my hate. Lost. So sad.
2-1
R4 GBR
G1 I won by dodging Pernicious Deed. He played Veteran Explorers which really helped me thin my deck and unload multiple Goblins per turn.
Sideboard: NOTHING!!!!!!!
G2 Mulled to 5, couldn't get back in it. That happens.
G3 This one was just a goblin explosion.
3-1
R5 Spanish Inquisition
For those who don't know (I didn't), this deck is a Storm deck that uses Cruel Bargain as a draw engine. http://www.mtgfanatic.com/Decks/View...=1&PageSize=25
G1 I was able to disrupt his combo when I Stingscourgered his Wild Cantor and Wasted his Bayou, but he was able to go off with like 4 Rituals then Tendrils me for 10, then again for 12.
Sideboard: Same as Spiral Tide. 13 cards.
G2 I chose to be on the draw this game, which left my opponent mighty confused. I chose the draw because I figured his didn't have anywhere near as many answers as I had disruption, so I could draw more hate as the game went on. My opening hand had Leyline of the Void and Leyline of Sanctity. My opponent scooped turn 0 because he hadn't sided in Empty the Warrens, as he wasn't expecting LoSanctity.
G3 My opponent chose to play. I mulled to 5 and had to keep an explosive Lackey hand that didn't have any hate. My opponent played a Summoner's pact for Wild Cantor which he then cast off a Bayou. He played tried to go off, casting 1 Cruel Bargain, then another, and he just didn't have the mana he needed to go off. He had to settle for playing out the permanent mana sources from his hand including a LED and Chrome mox to pay for the pact his next turn. On my turn I Wasted his Bayou to keep him off G mana. On his upkeep he had to crack the LED and discard his hand or else lose. I played a Lackey and won.
4-1
Top 8 GB
G1 I pooped out a bunch of goblins and he scooped.
Sideboard: NO SIDEBOARD!!!!!!!!!!!!
G2 He ripped my hand apart with double Cabal Therapy. I kept drawing lands and Vials. When i had 3 Vials in play he hit em with Maelstrom Pulse. Kitchen Finks and Thrun closed it out for him.
G3 I kept a hand with Vial and removal but no Matron/Ringleader. He hit my hand with discard and played removal on the guys I got in play. When I hit a Ringleader it revealed land, land, Vial, Pyrokinesis. A Thrun and a Grave Titan wrapped things up for him. And with that my tournament was over.
Thoughts: The maindeck was fucking awesome awesome awesome. Seriously. Awesome. I only sideboarded in 2 of 6 matches. Tarfires killed SFM and Ooze all day. Mogg Fanatic was relevant when my opponent fetched up a Dryad Arbor. Rishadan Port was useful. Piledriver killed a Thrun. Gempalm helped even out the Card Advantage Kitchen Finks brought in. The 2 Maindeck Pyrokinesis were great every time I drew them. I loved the maindeck and felt it had the upper hand against every creature-based deck I faced.
My loss against Spiral Tide was unfortunate. I made a misplay that cost me the game G1, and I just wasn't able to put enough pressure on G2 due to keeping a 1 land hand. So it goes. In the Top 8 match I faced down a deck with a bunch of cards for which I just didn't have the necessary answers. Maelstrom Pulse, Pernicious Deed, Kitchen Finks, Thrun, all are very difficult to deal with. And I just didn't have the gas to grind that match out. Would a black splash be worth it just for Weirding and Perish in the Sideboard? It would certainly help with Thruns and Oozes and KotR, but I'm not sure exposing my manabase to Wasteland is really worth it at this time. If Thrun starts making more appearances it might be worth it to run B. Would my deck have been better with a B splash? Yes, it would have. With access to B I would have been able to replay my Leyline of the Voids against Time Spiral, and Weirding and Perish would have given me better outs against G decks. The Anarchys in my sideboard never saw play, even in the MUs with W creatures.
And the Combo hating sideboard? It was great. It really was. Since I didn't need any SB cards for most of my matches it made perfect sense to overload the SB against the worst MUs I could face. Could it be changed/improved? Yes, but Leylines really are a beating. The fact that they can stop the T1 combo is pretty relevant, and not to be belittled. I might actually change the Sideboard to have 4 Mindbreak Traps instead of 2. It would have been good to have more of them after Time Spirals, and good to have more T0 interactions.
All in all, it was a great tournament.
Re: [Deck] Vial Goblins 2.0
I have a Report too!!!
100 and some people, 7 rounds+top8.
Took my stock MD, playing 21 lands to see how it went. The removed Mountain became a Sharpshooter. Throught the games the Mountain would naver make me happier than Shooter. Don’t know how it would be going down to 20, but that’s something to try out.
Round 1 – GW Maverick
Game 1 – He leads with Forest, me with Vial. He plays Pridemage, I Tarfire it. He plays Finks. I get Chieftain + Stingscourger, to connect for 2nd Cheftain. He re-plays Finks. I Vial a 3rd Chieftain, and another Stingscourger, and swing for the win. That’s what I call tempo.
Game 2 – I keep 4 Mountains, Waste, Vial and Anarchy. 5 Turns later I had not drawn a goblin, and Anarchy a 2/2 guy and a Shield of the Oversoul equipping a Finks. I chump Twice the Finks, until finnaly draw a Mtaron - >Ringleader -> 3 good goblins, and win. Wastelanded his G source twice.
1-0
Round 2 – UBG Control
Game 1 – He FoW Vial, but Lackey not, and it connects, bringing Matron for Ringleader (which I never cast because had only 2 lands then, and only 3 for the rest of the game). Next turn he kills lackey with soething, and I matron for Gempalm. He gets Liliana. Chieftain kills it. Then Another one hits, and hits again, and he dies. Nothing much here.
Game 2 – We get a random deckcheck, and he had written a card he wasn’t playing. Game loss…
2-0
Round 3 – Canadian (yeah, it is not called RUG)
Game 1 – I lead with Lackey. He Bolts. Intigator. He Chains. Instigator. He Bolts (with only 1 Volcanic into play). I get stuck with 3 lands, and Matron for Gempalm (Kiki, 2tuktuk, Ringleader on hand). He Brainstorms, fetchs and play Mongoose. I Gempalm and miss the land. He hits and play mongoose. I find land, he has Daze. He plays 3rd Mongoose. 2 turns later I die after a FoW. (I kill 2 Delver here with Tarfire)
Game 2 – I mull and keep 2 lands, Vial, Lackey and guys. He FoW Vial, kills Lackey, and plays an 5/6 Goyf. I get Blood Moon only after he finds a Goose. I topdeck a Stingscourger, that wins me a turn, but I’m down to 3. I chump Goose 5 turns in a row, never being able to play 2 guys or killing it. I draw Vial, Moon and then 2 lands, and lose. (I kill a Delver with Tarfire somewhere)
2-1
Round 4 – Goblins (Warchief, Fanatci, Warmarchall)
Game 1 – I play Vial, he plays Lackey. I gempalm it. He plays Warmarchall. I don’t really know what happened then, but Instigator > Mogg, and Vial > Lackey on the match. Matron got me Ringleader. I Tarfire him twice and win.
Game 2 – I keep 3 Mountains, Knesis, Instigator, Sting, Matron. He plays Lackey. I pass. He hits with Lackey, and get Ringleader (getting Shooter and Warchief), and play Fanatic and Prospector. I Knesis Ring, Lackey and Fanatic, to play an Instigator. He play Warchief (mana from Prospector). I play Chieftain and hit. He Knesis them, and play Matron (still 2 mana) for Gemapalm. I Tarfire Warchief. Don’t really know what happens. He gets a Vial, and so do I. When he goes to 3, on my endstep, he tries Sharpshooter, but I was holding Tarfire for it. 2 turns later he found some lands, got Ringleader and Siege Gang (after 2 Moggs). I Vial Shooter only when he was tapped out eot, and my turn Matron for Kiki, pay 5 for it, copy Shooter, clear his board, and win next turn.
3-1
Round 5 – Canadian
Game 1 – He leads with Mongoose. I play Lackey. He kills it. I play Instigator. He Thought Scour. I pass (6 cards on his yard). He hits, kills Instigator with Forked Bolt, and play Goose. I stumble on 3 lands again, and Matron for something, then he hits me again. I try to play something, he FoW, and hits again. I pretty much die.
Game 2 – I keep a bad 1 lander (bad decision) with Vial. It get FoW’d, and Extracted. I brik on lands for 3 turns, and he draws only lands. Then I draw a land, and gets 2 Instigator Snared and 1 Forked Bolted. He had then Sylvan Library and Goyf. I get a 3rd land and play Blood Moon. 5 mana FoW counter. Next turn I play Matorn. 5 mana FoW counter. Next turn I die to a 2nd goyf.
3-2
Round 6 – Merfolk
Game 1 – I keep 2 Vial, 3 lands, Tarfire, Gempalm. He Daze a Vial, the 2nd resolve. My turn 4 I hardcast Tuktuk because had drawn only the 2 of them and lands to chump a 2/1. He had 2 2/1 guys only, but I was going low. With 4 mana he plays Coralhelm, and up 3 times. In response to the 3rd, I Tarfire. He FoW. I Tarfire, he FoW. Next turn I get a Ringleader, Vial and play Chief and hit. He hits and bring me to 3. I find another Chief, play him, and kill him with Ring, another Vialed Tuktuk and 2 Chieftains.
Game 2 – He plays Vial. I pass. He plays Chill.
Game 3 – I keep 2 mountains, waste, 2 Lackey, Tarfire and Gempalm. Lackey resolves and connects, getting me the 2nd one. He plays the 2/1 guy. I gempalm, drawing Chieftain, and a 2nd for my turn. Both come down from Lackeys. He plays a guy, I Tarfire, and hit. Next turn he died.
4-2
Round 7 – Hive Mind
Game 1 – I keep a bad hand against him, and he wins.
Game 2 – I have a T2 Thorn, that he Fow, and T3 Instigator. He plays Monolith. Instigator gets Matron for Tuktuk that destroys Monolith. Next turn he passes, and I just roll him.
Game 3 – I Keep Mountain, Waste, Lackey, Sting, Matron, Ring, Surgical. He plays Volcanic and pass. I Waste. He Brainstorms and pass without lands. My Lackey eats FoW. We pass for 2 turns. Instigator eats FoW. He gets a land, and Ponder. I pass. He plays Tomb. I play Chieftain. He Intuitions for Hive Mind. I remove all of them from the game. He SnT ofr Emrakul. I bounce it. I Matron for a 2nd one, and win 2 turns later.
5-2
That wasn’t my best show, but was really happy with the deck again. The SB against Canadian need work, and Relic (like some already play) is the way to go. But Surgical is still nice, entering some other random matchups.
I Used Thorn because there should be more Hive Mind than TES, and so it was.
Anarchy is awesome, but it might not be needed.
@jrw1985: Nice to see someone with the balls to play that SB. Imo 4 Mindbreak traps is a must, and I don't really like Leyline of Sanctity (I play with Tide, and have played with TES) and is the worst card you can have if you can't protect it.
Suggested Anti-Combo hate: 4 MB Trap, 4 LotV, 3 Thorn, 2 Chalice, 2 Anarchy.
Re: [Deck] Vial Goblins 2.0
Wow, 3 reports in a row! Nice one!
Hey fellow Warchiefs,
this is my first report in …a year, maybe? Well, it will not be very detailed, but still its has some messages. There we go…
It was Saturday evening when my friends and I playtested for the upcoming event (The Dutch Masters 2012). Our meta-predictions were quite clear: Esperblade, Esperblade, Esperblade, some Mavericks and (as usual in the Netherlands) Storm Combo in all varieties. I wanted to be one of those Storm Combo decks, so my quest for this evening was: beating Esperblade. Simple.
After a few matches with Storm Combo vs. Esperblade we rotated and Ruffy (aka. I am the brainwasher) wanted to improve his skills with Canadian Threshold by testing the Esperblade MU. Well…after a few games he angrily shouted: “THOSE DAMN F***ING SPIRIT TOKENS!”
I was like…”Wow, so tokens are cool again, huh?”. Some hours (~03.00 a.m.) and several beers later Toby suggested: “Hey Chris, I don’t like Maverick. I want to go wild with Storm Combo. And I want YOU to go wild with Goblins. Let’s do it the old* way. The right way.” (* He was pointing at our good results last year this event. I top-8-ed with Goblins, he top-4-ed with Combo)
Ok, 03.30 a.m. – time for deckconstruction. This is what we tinkered:
//Lands [22]:
17 Mountains
1 Snow Covered Mountains
4 Wasteland
Aggro-Power [31]:
4 Vial
4 Lackey
3 Piledriver
3 Mogg War Marshal
4 Warchief
3 Chieftain
4 Matron
4 Ringleader
2 Siege-Gang Commander
Removal [7]:
3 Lightning Bolt
3 Gempalm Incinerator
1 Stingscourger
Sideboard [15]:
4 Leyline of the Void
3 Blood Moon
3 Pyroblast
2 Tuktuk Scrapper
1 Shattering Spree
2 Anarchy
I know, I know….this list may raise some questions.
(1) Piledrivers?
Yes. Piledrivers. The plan was to go wild. Piledrivers go wild. I wanted to ASK question, not to ANSWER them – at least preboard. Plus, I’m in love with MWM again – Piledrivers profit from MWM.
(2) MWM?
I thought: “If Lingering Souls is cool, MWM is even cooler.” I mean: 4 Tokens for 3BW is worse than 3 Tokens for 1R (or even R), right?
(3) Warchief
+ Piledrivers + MWM = Aggro.
Pretty old-school, right? I loved it.
(4) Anarchy
They were supposed to wipe Maverick.
(5) Leylines
I was sick of those 2-3 Relics in MD. I mean, let’s be honest. They never actually WON you games. Thes just made it harder for your opponents. Plus, they don’t affect Dredge and Reanimator the slightest. So I wanted a card that gives them really, really hard times. Leyline seems perfect since it is under-represented today (which means that Dredge doesn’t prepare quite well).
And here comes the report:
Round 1: Chris with Dredge
Game 1 was over before it started. Although he took mulligan to 5 he rocked me.
Game 2: Leyline. Scoop.
Game 3: A single Nature’s Claim couldn’t handle double Leyline.
1-0 (2-1)
Round 2: Matthias with UWR Homebrewed Control
He totally beat me. There is no denying that I had 0 chances of winning this match. In game 2 he even mulled to 5 and used FoW for my Turn-1-Lackey. So he actually started with only 3 cards on hand. Let me explain what his deck does:
2 Wrath of God, 2 Firespout, 3-4 Grove of Burnwillow + 3-4 Punishing Fire, 4 Swords to at Plowshares, at least 2 Elspeths, 3-4 Snapcaster Mages.
I boarded in Bloog Moon, but he had Meddling Mage (@ Blood Moon) on turn 2! Very well played – since I sided out my removal spells…
1-1 (2-3)
Round 3: Pim with Burn/Sligh
In game 1 I mulled to 5 and I was 1 turn away from winning. He burnt me.
I won game 2 with 11 life left. He drew too many lands.
In game 3 I had to mull to 5 again, not drawing a second land for 4(!) turns. Still, I was one turn short from winning. He was on 2 life when he topdecked the lethal Lightning Bolt.
So I lost a absolutely winnable match due to mulligan.
1-2 (3-5)
Round 4: Maarten with ThopterFoundryBalanceControl
Thanks to Piledriver I am too fast for him in game 1 .
In game 2 Humility slows my damage-output. A Few turns later he has Enlightened Tutor @Moat which seals the deal. For game 2 I sided in 3 Pyroblast and 3 Artifact-haters. After I’ve seen Humility and only very little countermagic I decided that Tuktuk won’t do its job and Pyroblast would not be necessary to resolve my spells. I exchanged them for 4 Leylines and 2 Anarchy in game 3. I started game 3 with double Leyline. After that I gave him some time to resolve both Moat AND Humility, because I had Anarchy in my hand. I build up my army while his Jace fatesealed me every time. After he tapped himself out for Sensei’s Divining Top, + activation + Thopter Foundry I resolved Anarchy. My Piledriver ate Jace in one hit. A few turns later he conceded with the words “I didn’t expect that you would win after I resolved my Moat.”.
2-2 (5-6)
Round 5: Jeroen with Esperblade
In game 1 he had a Ponder out of an Usea. I had an Aether Vial on turn 1. On his turn he dropped a flooded strand and passed the turn. “Oh boy…storm combo…” I thought. So I wasted his underground Sea and passed. For the rest of the game he had only Stoneforge mystic which got immediately nuked by Lightning Bolt. The way was free for piledriver, mogg war marshall and Goblin Warchief…everything played of the single mountain I had on turn 1.
In game 2 he had Lingering Souls blocking my way…well chumpblocking actually, cause Warchief, Piledriver and Tokens gave me a comfortable boardposition. His Jitte was ShatteringSpree’ed, his Batterskull was Tuktuk’ed. Game Over.
3-2 (7-6)
Round 6: Frank with ComboElves
In game 1 he went off on turn 3.
In game 2 he went off in turn 5 on 6 life.
I was chanceless without any useful sideboard card against him.
3-3 (7-8)
Round 8: Rw Goblins
I knew his list from some scouting between the games and I knew that he had an ugly removal-package: 4 Swords to Plowshares, 2 Lightning Bolt, 2 Pyrokinesis and X Gempalm Incinerator (all in MD) and 2 Mog Fanatic and 1 Sharpshooter in SB.
I guess one can say I won this game by experience. He fell for some obvious traps of mine and did very bad combat-math, which costed him many resources. Luckily I didn’t’ see any Pyrokinesis and I was able to cut off his white-splash with my Wastelands.
4-3 (9-8)
That’s it for the moment. I’m not too much into the deck again, so I won’t draw any conclusions from my results. However I’m willing to answer any upcoming question.
Re: [Deck] Vial Goblins 2.0
Thanks for sharing your experiences!
I see that jrw1985 plays only one gempalm. I also sadly kept cutting them one after the other. did you miss more copies of him? he is the best on paper but too often I wished it was any other removal.
I like gempalm less and less in the chieftain build, maybe because I don t play any MWM. Is gempalm + MWM a package? I mean can they really work well on multiple copies if one of them is missing?
I actually think that a good 3 perish in SB would help incredible much in the meta right now against maverick and canadian that are among the most played decks. Not sure about WW other than a 1-of matronable.
How did kiki-jiki play out? did he deserve not to be a SGC?
Aren t 3 5cc goblins too many? did you ever get stuck with them in the hand and wished they were something else?
@GoboLord: were you happy of lightning bolt? did you wish they were tarfire at any time?
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
I have a Report too!!!
@jrw1985: Nice to see someone with the balls to play that SB. Imo 4 Mindbreak traps is a must, and I don't really like Leyline of Sanctity (I play with Tide, and have played with TES) and is the worst card you can have if you can't protect it.
Suggested Anti-Combo hate: 4 MB Trap, 4 LotV, 3 Thorn, 2 Chalice, 2 Anarchy.
Nice report.
My sideboard had less to do with my balls and more to do with me never having anything to side in against creature heavy decks other than Pyrokinesis. So I thought, 'Fuck it! Just put 2 Pyros in the MD and devote the SB to Grave and Combo Hate.' I don't especially like Leyline of Sanctity either, but against Belcher and Fast Storm (AKA not High Tide) it's essentially a Mindbrak Trap that can't be discarded or chanted, since it's a T0, free effect that makes you not lose.
There is definitely room for improvement in the SB. I think Trap and LoS might take up 8 slots, just because having those T0 interactions is crucial. That would leave me with three open SB slots, which could either be REBs or CTs (protecting the Leylines/Traps from counter/discard) or they could be W or G hate (Perish/Anarchy). I'm already thinkig of putting the B splash back in to have answers against Thrun. He good.
Quote:
Originally Posted by
GoboLord
Wow, 3 reports in a row! Nice one!
.
Good to see you back on the goblin train! I must say, with all the creature decks running around, I really think Goblins can exploit the format. And, ya know, they're super fun to play.
Quote:
Originally Posted by
fimo
Thanks for sharing your experiences!
I see that jrw1985 plays only one gempalm. I also sadly kept cutting them one after the other. did you miss more copies of him? he is the best on paper but too often I wished it was any other removal.
I like gempalm less and less in the chieftain build, maybe because I don t play any MWM. Is gempalm + MWM a package? I mean can they really work well on multiple copies if one of them is missing?
I actually think that a good 3 perish in SB would help incredible much in the meta right now against maverick and canadian that are among the most played decks. Not sure about WW other than a 1-of matronable.
How did kiki-jiki play out? did he deserve not to be a SGC?
Aren t 3 5cc goblins too many? did you ever get stuck with them in the hand and wished they were something else?
Tarfire is just too good. It's better than Gempalm by miles right now. The lone Gempalm will probably be becoming a Warren Weirding or two.
Kiki was great. He gives the deck a lot of reach if you play him right (activating in response to removal, not before... Activating him in the end step so the token stays around for the next turn)
I actually like having Kiki as another 5cc, because he allows you to be sneakier with your Vials once the game wears on.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
fimo
Thanks for sharing your experiences!
@GoboLord: were you happy of lightning bolt? did you wish they were tarfire at any time?
Let's see.
I didnt see a single Tarmogoyf on my opponents' tables so Tarfire would have done the same as Lightning Bolt.
I did not want to tutor them up at any time.
I did not have Lightning Bolts in my Ringleaders at a time when I needed removal.
Oh..almost forgot. I burnt an equipped Thopter token with Lightning Bolt. Tarfire would not have been enough here.
When comparing Tarfire to Lightning Bolt you should not look at tournament result because they are evenly useful in most situations. It's hard to weigh their pros and cons against each other when you do not have (1) a very clear idea of what your meta looks like and (2) what your deck should be doing. I wanted to be as aggressive as possible. Therefore I took it as simple as: 3 dmg > 2 dmg
That does, however, not mean that this is the right way to look at things.
If you are not sure which card is better, I'd suggest you to run both (or maybe Tarfire as a tutorable 1-of).
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
fimo
Thanks for sharing your experiences!
I see that jrw1985 plays only one gempalm. I also sadly kept cutting them one after the other. did you miss more copies of him? he is the best on paper but too often I wished it was any other removal.
I like gempalm less and less in the chieftain build, maybe because I don t play any MWM. Is gempalm + MWM a package? I mean can they really work well on multiple copies if one of them is missing?
I actually think that a good 3 perish in SB would help incredible much in the meta right now against maverick and canadian that are among the most played decks. Not sure about WW other than a 1-of matronable.
How did kiki-jiki play out? did he deserve not to be a SGC?
Aren t 3 5cc goblins too many? did you ever get stuck with them in the hand and wished they were something else?
@GoboLord: were you happy of lightning bolt? did you wish they were tarfire at any time?
I don't think 3 5cc goblins are too many esp with 2 winstigators or more. I haven't played the chieftain build too much though but with warchief i always liked having 3. Pretty much cuz lackey into scg 2nd turn is usually gg against everything but combo.
As for gempalm, I've never been a huge fan but have never really gone below 2, I feel like somewhere between 1-3 is the right number. You def have to have at least 1 because its just so sick to tutor for when you need it. I feel like to use alot of them though MWM def needs to be included and I just dont feel great about MWM right now.
Lastly for RUG I'm going to try rolling 3 Perish and 2 Warren Weirding SB with 4 tarfire, 2 gempalm, 2 weirding MD. I feel like if I just have a bunch of removal in there I can grind it out but I haven't tested this yet so I could be way off.
Re: [Deck] Vial Goblins 2.0
@GoboLord
You are brave man to leave Tuktuk Scrapper in the sideboard if you are expecting tons of Esperblade. But I guess the matchup you faced justified your choices. And why no Sharpshooter anywhere in your 75? He surely would be useful against spirits.
I have been running 16 mountains + 4 wastelands for a week, on the whole it seems workable. With vial out, all is fine. Without a vial, it is sometimes frustrating to stuck with 3 lands and not able to ringleader. In exchange, you do get more relevant cards in the first 7. On Gemplams, I replaced the 2 mountains with MVMs, so it is certainly more effective now.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
wert
@GoboLord I have been running 16 mountains + 4 wastelands for a week, on the whole it seems workable. With vial out, all is fine. Without a vial, it is sometimes frustrating to stuck with 3 lands and not able to ringleader. In exchange, you do get more relevant cards in the first 7. On Gemplams, I replaced the 2 mountains with MVMs, so it is certainly more effective now.
I think you are exaggerating... it's not like you would always have one of those two mountains in your opening hand, nor would you top deck them every game.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
wert
@GoboLord
And why no Sharpshooter anywhere in your 75? He surely would be useful against spirits.
I dont necessarily have trouble with spirit tokens, but Sharpshooter should be inluded - I agree with you here.
For the next tournament I will kick those 3 Pyroblasts for 1 Sharpshooter and 2 copies of a super-secret-tech against Canadian and Ur-Delverburn. I tell you what this card is if testing reveals that it is indeed useful. For now it's just an (probably embarassing) idea.
Re: [Deck] Vial Goblins 2.0
A question / some observations
So mogg fanatic is good against bridge from below
stingscourger against emrakul
tuk tuks against jittes and batterskull
but my question, how to get rid of progenitus? ok, i try to keep their mana down and race with piledriver, but can we remove progenitus? For example would perish do the trick in a black splash? e.g. does progenitus die to boardsweepers?
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
orcanmail
A question / some observations
So mogg fanatic is good against bridge from below
stingscourger against emrakul
tuk tuks against jittes and batterskull
but my question, how to get rid of progenitus? ok, i try to keep their mana down and race with piledriver, but can we remove progenitus? For example would perish do the trick in a black splash? e.g. does progenitus die to boardsweepers?
Warren Weirding it away or run through it with Piledriver.
Sideboard Perish and Anarchy both kill it.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
orcanmail
For example would perish do the trick in a black splash? e.g. does progenitus die to boardsweepers?
Yes Perish works for a black splash.
Anarchy works if you are mono red.
Edit - Beaten by jrw =)
Re: [Deck] Vial Goblins 2.0
I need some Input on this:
Suggested Sideboard
4 Leyline of the Void
2 Surgical Extraction
3 Leyline of Sanctity
3 Mindbreak Trap
1 Perish
2 Anarchy
Dredge: 4LoV 2SE
Combo: 4LoV 2SE 3LoS 3MT
Snapcaster/Eternal Witness/Kitchen Finks/Gathering Souls/Intuition: 2SE
Thrun/KotR/Mom: Perish/Anarchy
The sideboard wants to give us t0 answers to combo/dredge, the 2 fastest decks in the format. I understand why people play slower SB cards with more reach, but I don't think it's necessary. Goblins MD beats just about every other creature-based deck without sideboarding anyway. Anarchy and Perish just provide help in the obvious places. They could just as easily be REB if there's more U in your meta than creatures. Surgical Extraction provides a lot of reach against decks trying to abuse spot-GY recursion. The only thing this SB doesn't address in BUG control, but that deck only pops up once in a blue moon to crush a metagame, then disappears.
Anywho, I'm splashing B again to run Weirding (too much Thrun) instead of Gempalm probably, and that allows Perish to be played too. Gempalm is just a little pricey for what it does, big creatures are a little too big for it, and Tarfire is better against small creatures. Gempalm was really meant for killing 3-4 toughness critters, which Pyrokinesis is also better at anyway.
Re: [Deck] Vial Goblins 2.0
I can't say wether your combo-hate is cool or not, but I think that you are overdoing it with gravehate.
Against Dredge Leylines otV are enough. Surgical Extractions (as a 2-off) don't improve your chances on winning significantly.
Yes, you want to use Extractions against Snapdude, Finks, etc. but I don't see that happening. I just don't see any card in MD that should be replaced with Extractions after G1. I think Extraction is too situational to have an huge impact.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
GoboLord
I can't say wether your combo-hate is cool or not, but I think that you are overdoing it with gravehate.
Against Dredge Leylines otV are enough. Surgical Extractions (as a 2-off) don't improve your chances on winning significantly.
Yes, you want to use Extractions against Snapdude, Finks, etc. but I don't see that happening. I just don't see any card in MD that should be replaced with Extractions after G1. I think Extraction is too situational to have an huge impact.
Yeah, I think 4 Leylines should usually be enough, but I wanted Surgicals to act as additional free Combo hate. Leyline is obviously pretty easy to play around. Surgical at least has surprise value (can be used in response to Cabal Ritual to stop Thresh, that sort of stuff). That has been a problem, the obviousness of Leylines. Your opponent just needs to find an answer, then bounce or destroy the Leylines, and you're left with no further interactions.
Part of me just want to run 4 of both Leylines and Mindbreak Trap, then use the last three spots fro REB to protect them from bounce.
Re: [Deck] Vial Goblins 2.0
Don't run those awful W Leylines... please...
It is never going to win you any game, except maybe from burn, but even then, CotV is better.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Humphrey
if one decides to play 8 leylines in the board, how about adding 2-3 serum powder to get them reliable?
this question was not a troll.
if u decide to run 4+ hate, then why not improve the leylines?
About B-splash, Virtue´s Ruin is also nice.