Re: [Deck] Vial Goblins 2.0
Well, thanks to trading and having old stuff to trade from when I first started playing magic, I have completed yet another deck, this time being mono red goblins, and while I made it more for fun, I was not expecting the success I've had with the deck to, actually pull off what so far is 2 tournaments, 4-0 at one and 3-1 at another, I can say that I absloutely love how resilient this deck can be, they just keep coming!
Re: [Deck] Vial Goblins 2.0
AVR Spoiler time!
Land of Awesome*
Land
When ~ enters the battlefield, choose a creature type.
:tap:: Add :1: to your mana pool.
:tap:: Add one mana of any color to your mana pool. Spent this mana only to play a creature of the chosen type. That creature cannot be countered.
Rare.
If true it will be very strong in goblins.
Re: [Deck] Vial Goblins 2.0
It's an automatic 4-of in Goblins! It makes the deck a LOT stronger.
Re: [Deck] Vial Goblins 2.0
Just sideboard in vexing shusher! not only is it uncounterable, it also makes other stuff uncounterable, can be grabbed through a ringleader, and tutored for via goblin matron
Nothing is more awesome against blue than pyroblast / red elemental blast, except vialing in a vexing shusher and having the option of making it uncounterable. >^,^<
Re: [Deck] Vial Goblins 2.0
@Markbris: You should at least add 1 or 2 Chieftains to your list to have haste more often and can tutor up one if you need it. Also im not a friend of Weirdings anymore, since a lot of decks run so many creatures that it never gets rid of the problem. Id also run the Kinesis/Tarfire split over bolts any day.
@spoilerland
We have to see how the metagame evolves with AVR, there are so many usable cards, I dont want to predict what DTBs will exist in a few weeks. If blue rises again, its definitly an option. On the other hand, it opens the manabase to Wastelands.
Maybe we will see some more multicolored goblins in the future, i really hope the explore the rg goblins a bit more.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
liamb
AVR Spoiler time!
Land of Awesome*
Land
When ~ enters the battlefield, choose a creature type.
:tap:: Add :1: to your mana pool.
:tap:: Add one mana of any color to your mana pool. Spent this mana only to play a creature of the chosen type. That creature cannot be countered.
Rare.
If true it will be very strong in goblins.
If this is true, it would be a good replacement for ports and go for the straightforward aggro beatdown build with chieftains and instigators:smile:
Re: [Deck] Vial Goblins 2.0
Wait a minute, that land was real! That's insane! I thought it was someone just posting a card they hoped were real or heard as a rumor or something.
While I already board in vexing shusher's, the fact that you can put that in any creature type / tribal deck, that's rather interesting for tribal stuff, I am still a bit shocked, really thought it was untrue earlier when i read it, grats tribes that want a way to fight counter spell heavy decks.
Re: [Deck] Vial Goblins 2.0
Re: [Deck] Vial Goblins 2.0
The new land doesn t sound nice to me:
- the deck has other ways to cheat counterspells. In general, goblins aren t weak to counters
- you don t care to have a mana of any color. A dual land does the job and it is fetchable. Also, it allows to cast tarfire/bolt.
They would make the maverick MU much harder
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
fimo
The new land doesn t sound nice to me:
- the deck has other ways to cheat counterspells. In general, goblins aren t weak to counters
- you don t care to have a mana of any color. A dual land does the job and it is fetchable. Also, it allows to cast tarfire/bolt.
They would make the maverick MU much harder
I agree to some point. We can only discuss predictable impact of new cards on today meta. However if meta will shift towards blue and shrink the maverick’s appearance it should be good call.
Re: [Deck] Vial Goblins 2.0
We can play trough Chalice of the Void with this new land. Other than Goblins which would utilize this land the most out of all the tribal decks out there, I can see people with KotR play one copy of this land; to force essential creatures onto the battle field. Blue mages wont be able to rely on those counters to save their hides on critical moments anymore. Not to mention that this card will prolly be the last nail in the merfolk coffin.
Re: [Deck] Vial Goblins 2.0
The Chalice/Land interaction seems really interesting, but wont run either in current meta. At the moment its definitly not worth to make yourself weak to wasteland with enough options to dodge counter already.
Maybe 1of to have Ringleader or Siegegang resolve in the mid to lategame.
Re: [Deck] Vial Goblins 2.0
Cavern of Souls, Lackey, Go.
Hey, nice FoW!
Re: [Deck] Vial Goblins 2.0
Loved the new land.
I may actually splash G again, since the main reason Tin-Street was bad was because people could Snare and FoW it. Not anymore!
And the land also makes double splashing easier. Not with cards like Weirdings and K.Grip, but TSH and Earwig Squad.
May need to test some new configurations...
Re: [Deck] Vial Goblins 2.0
Imo Tin and Weirdings are the only ones worth mainboarding. The more necessary options for splashes comes with non-creature sideboard options like Perish, Ancient Grudge etc..
Re: [Deck] Vial Goblins 2.0
Cavern of Souls will be a huge boost from an aggro and tempo perspective, and it fixes mana along the way, and you can use it to cast Vial T1 too. Shit damn, this card will be sick. A tribal Bijou, Who Shelters All without the lifeloss dawback? Yes, please. Any goblin deck not running 4 of these just isn't doing it right. This card will change the format. U decks will no longer be able to just brainstorm their way into free counters against Goblins. They'll actually have to use removal, and that means they have to spend mana, which means they don't get to play that T1 Delver after Forcing our Lackey anymore. That's a good thing for us. Stingscourger is now guaranteed to connect against Reanimator. TSH is now actually playable and the Cavern already does the mana fixing for us. That's incredible. Carvern will cause the format to become more creature centric, which is always good for Gobbos.
This is the most significant card to be printed for a Goblin deck since Ringleader.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
markbris
1) I know alot of people are advocating Chieftain but I'm just not a fan. Can you guys try and convince me why its better than warchief? When I remember playing goblins in the past I just felt like warchief was a house that let me explode onto the board alot of times and just get the most out of the deck. Plus it makes the mana curve easier on me when I can drop ringleaders for 3 and SCG for 4 etc. I just feel like thats stronger than the +1/+1 of Chieftain. Please try and convince me though cuz I'm curious about where you feel Chieftain is stronger?
2) Instigator. I know people are running various amounts of him but I can't see going above 2. It seems fairly horrendous against maverick, better against RUG and even better against Esperblade but I feel like its better as lackeys 5-6 rather than 4 of them. Scatman I didn't see any references to him in your latest report so I'm curious how instigator performed for you? What about you Mantis?
I am hopefully going to get a couple local tournies in tomorrow night and thursday night as well as the legacy challenge on saturday so I will have some more insight and hopefully shake any rust off.
Instigator goes hand in hand with chieftain. Double strike can get nasty fast, on the other hand, warchief doesn't almost nothing for it. Using cheating goblins in play effect to offset the higher curve. So, each questions answered one another.
The new land looks potentially good, at the very least useful consideration. I am so so happy there is at least 1 relevant card in this set.
Re: [Deck] Vial Goblins 2.0
More Cavern of Souls speculation:
This totally brings back Warchief, right? Clearly when you can cast goblins with impunity you really want to capitalize on reduced CMC. So, backing away from 4 Winstigators will probably be a good idea, maybe go down to 2, and playing with more Piledrivers/MWM/Sharpshooter/Stingscourger all seems like a good idea. I really think this card strengthens the classic goblins build.
Re: [Deck] Vial Goblins 2.0
Land of Vial Goblins
Land
When ~ enters the battlefield, choose goblins.
:tap:: Add :1: to your mana pool.
:tap:: Add one mana of any color to your mana pool. You cast your goblins as uncounterable. Tell target blue player to kiss your ass.
Re: [Deck] Vial Goblins 2.0
More about Cavern of Souls.
I think, this land is so good, it might make goblins t1 deck again and return them their old glory. In my country (Czech Republic), U/W and U/W/B controls are very heavily played in tournaments and this land is something that just screws them.
I'm very happy about it and I hope they are not going to ban it for legacy.
P.S.
I registered today, but I've been reading this topic for weeks. I just want to thank you all for ideas and reports, it was really helpfull for me. Hail goblins!