Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
I don't think so. My testing have shown that Vial is an important aspect of our deck, and the mana advantage (not acceleration imo) we gains is absurd, leting we play out like no other legacy deck. Caverns in no way compare to that.
I agree. The "unable to be countered" aspect of Vial is just icing on the mana advantage cake. Also, your opponent can't hit your Vial with a Wasteland like they can with the Cavern.
I'm thinking something like 4x Vial and 2x Cavern might be the way to go, but I haven't had any time to test/goldfish such a build. Has anyone else messed around with Cavern?
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Davran
I agree. The "unable to be countered" aspect of Vial is just icing on the mana advantage cake. Also, your opponent can't hit your Vial with a Wasteland like they can with the Cavern.
I'm thinking something like 4x Vial and 2x Cavern might be the way to go, but I haven't had any time to test/goldfish such a build. Has anyone else messed around with Cavern?
No, and unfortunately probably won't so fast, since thei're quite expensive.... =/
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
No, and unfortunately probably won't so fast, since thei're quite expensive.... =/
Heh, I won't be buying/trading for any until long after I've playtested. I usually just use proxies.
Re: [Deck] Vial Goblins 2.0
Guys Im happy we have a new card thats perfectly build for us "cavern of souls" right now, Im thinking of getting playsets but my mana base is quite tight now, Im running my rbg list . . . I cant drop the G because of krosan grips and B splash because of perish ang LOTV, been thinking of putting 2 caverns only here's my mana base list:
4 Rishadan Port
4 Wasteland
4 Mountain
4 Wooded Foothills
3 Bloodstained Mire
2 Taiga
2 Badlands
Any suggestions on which to cut? and the number of caverns I'll put? Thanks:smile:
Re: [Deck] Vial Goblins 2.0
I don't see how fitting 4 Cavern of Souls into the manabase is going to be a problem.
22 Lands
4 Wasteland
4 Cavern of Souls
4 Dualland
4 Fetchland
6 Mountian
or
4 Wasteland
2 Rishadan Port
4 Cavern of Souls
4 Dual land
4 Fetchland
4 Mountian
This manabase should work for a 1, 2, or 3 color manabase. Easy.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
jrw1985
This manabase should work for a 1, 2, or 3 color manabase. Easy.
Wouldn't it be a problem that the opponent now can waste your "mountains"?
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Hencules
Wouldn't it be a problem that the opponent now can waste your "mountains"?
I think caverns of souls best replaces rishadan port.
Rishadan Port is kind of outdated nowadays. It was best used to slow down control decks trying to get to four mana for humility or wrath of god.
The deck to beat is no long landstill(new set could change this?). The new decks to beat are Maverick, Canadian Thresh, and Stoneblade. You probably know how effective port is against the first two. Canadian Thresh can operate off one land and Maverick has Mana Dorks.
As for stoneblade, what would you rather do here? Cast uncounterable lackies, tin street hooligans, and ringleaders. Or durdle around with their lands?
Re: [Deck] Vial Goblins 2.0
Took the gobs to second place in a small tournament last night using the following list:
Main Deck:
17x Mountain
4x Wasteland
4x Goblin Lackey
4x Goblin Matron
4x Goblin Ringleader
4x Goblin Chieftain
3x Warren Instigator
1x Goblin Piledriver
2x Gempalm Incinerator
2x Siege-gang Commander
2x Stingscourger
2x TukTuk Scrapper
1x Kiki Jiki, Mirror Breaker
1x Goblin Sharpshooter
4x Tarfire
1x Pyrokinesis
4x Aether Vial
Sideboard:
4x Thorn of Amethyst
3x Tormod's Crypt
1x Relic of Progenitus
3x Red Elemental Blast
1x Stingscourger
2x Pyrokinesis
1x Shattering Spree
I didn't take any notes, so here's a quick and dirty report from memory:
Round 1 vs. Team America:
Game 1 goes back and forth. I eventually resolve a Sharpshooter and use it to pick apart his Goyf and unflipped Delver. The following turn I am able to vial in a Siege-gang Commander, but my opponent Stifles the trigger so I don't get any tokens (I was surprised he didn't stifle the Vial itself...). I attack him down to 5, and pass the turn. He casts a Goyf, realizes that between Sharpshooter and the Siege-gang I have lethal on board and we're off to game 2.
Sideboarding: +3 Red Elemental Blast, +1 Stingscourger, -2 TukTuk Scrapper, -2 Goblin Lackey (I sided the lackeys out here because between Force of Will, Delver, and Daze it was unlikely that it was going to get there. Any comments on this decision are welcome)
Game 2 can be accurately described as a beating. He has plenty of counters and a Pithing Needle(!) for my vial. He eventually sticks a pair of Tombstalkers and a Goyf...so I scoop them up.
Sideboarding: No change. REB had been pretty good, so I left it in.
Game 3 can also be accurately described as a beating, only this time I was the one throwing the punches. I chanced a turn 1 lackey that connected into a Siege-gang. Two turns later I had about 8 goblins on the field (thanks Winstigator!). I vialed in a Chieftain and he scooped them up.
Round 2 vs. Punishing Maverick with a blue splash(!)
Game 1 goes well for me. I draw a perfectly timed Stingscourger and Tarfire to put it away easily. I was also able to kill a surprise Rhox War Monk with a cycled Gempalm before he could gain any life off of it. Sharpshooter once again proved himself here, shooting a Hierarch and Mom.
Sideboarding: +1 Stingscourger, +2 Pyrokinesis, -3 Goblin Lackey (I again sided out Lackeys here...but I'm much more confident that this was correct on the draw against Maverick.)
Game 2 ended relatively quickly. He has a pretty explosive hand compared to my slower draw. I brick by drawing lands for a couple turns while taking a beating from a 6/6 KotR with protection from red. He resolves a Geist of Saint Traft(!) and I scoop them up.
Sideboarding: +1 Shattering Spree, -1 Goblin Lackey. My opponent used a Stoneforge to fetch out a Jitte game 2, so the artifact hate came in for the last Lackey.
Game 3 was one of those games you only get when you're goldfishing. I had removal when I needed it, pressure on the board, and he had nothing he could do about it.
Round 3 vs. Affinity
Game 1 threw me for a loop. I win the die roll, drop a lackey and pass. He leads with Ancient Den, Opal, Memnite, Memnite, Frogmite, Dispatch(!) on the Lackey. The following turn he casts Stoneforge Mystic(!) finding Cranial Plating, and I pack it in.
Sideboarding: +2 Pyrokinesis, +1 Shattering Spree, -3 Goblin Lackey. Again the Lackeys came out, and again I'm confident that was correct even on the play. Affinity just has way too many blockers.
Game 2 went well for the red team. I have a Wasteland for his Ancient Den, a Sharpshooter for his early beaters (especially good since he paid 4 life for the two Vault Skirge I gunned down) and plenty of pressure. At one point I was able to shoot down a Frogmite using the echo trigger from a Stingscourger. Afterward he comments that the Wasteland won me the game because I kept him off of Stoneforge for Plating, but IMO Sharpshooter deserves the credit. That card is nuts in this match-up.
Game 3 starts off ugly. He has an early Dispatch and plenty of beaters, knocking me down to 4 pretty quickly. I'm able to stabilize thanks to a top-decked Pyrokinesis and a resolved Sharpshooter. Matron for Tarfire saved my bacon twice this game, and I was very thankful for the interaction. I eventually get there with a Siege-gang and Chieftain.
Finals vs. Food Chain Elves
Game 1 is looking good for me as I resolve a Sharpshooter on turn 3. Sadly, he doesn't have haste and my opponent rips the forest he needed off the top to combo me out.
Sideboarding: +2 Pyrokinesis, +1 Stingscourger, -2 TukTuk Scrapper, -1 Goblin Lackey
Game 2 went well. I drew plenty of removal to keep him off of creatures and deliver the beat down. My opponent comments that it's weird to see goblins be so controlling...but I'm pretty sure that is our role in this match-up.
Game 3 was nothing short of a blow out. He explodes onto the table with more elves than I can handle, and I'm staring down a turn 4 Emrakul and 10 of his elven subjects. Nothing worse than having a Stingscourger in hand for the Emrakul and losing to the elves anyway.
In all, I was very happy with the list. I made a last-minute call to stick the Sharpshooter in the main over a 2nd Pyrokinesis, and it was absolutely the right decision. I fetched him up at least once in each match-up, and if he survived long enough to start shooting I won the game. I just wish he gave himself haste...but hey, we can't have it all I guess.
RE: Piledriver - I still have mixed feelings here. I've been running it recently because it is more relevant in the late game than a WInstigator. That said, I have yet to actually search one up with a late Matron, or actually win because of a resolved Piledriver.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Davran
Sideboarding: +3 Red Elemental Blast, +1 Stingscourger, -2 TukTuk Scrapper, -2 Goblin Lackey (I sided the lackeys out here because between Force of Will, Delver, and Daze it was unlikely that it was going to get there. Any comments on this decision are welcome)
Gongrats there man!
I would not take them out against TA. If they Daze it, it's ok, since you're up on lands. If they block with Delver/Bob, it's ok, because you have way more threats then they. If they FoW, you 2for1d, nad other things will resolve.
Also, they have few creatures, and even if they have a big Goyf out, they have to let a creature back to block if they don't have removal.
Against Affinity I'd leave them in too. I take out a number of Vials or Ringleaders. The deal is, if you have 4 manas to cast a Ringleader, then it means you destroyed their board, because otherwise you'd be dead. In that scenario, a Lackey would have a chance of connecting T2-4, sealing the game.
Against Elves I'd keep it in also. You're not winning by card advantage, neither from Affinity. You are the control, as you said, but there is the point of the game where you swich gears and kill them in 2 turns. You need Lackey there.
Also, against Elves, if you lead with Lackey, they HAVE to block and trade T1. If you have ANY removal, or follow with Instigator, then you just win.
Against Mav imo you did right, but could consider bringing it in again on the play.
Re: [Deck] Vial Goblins 2.0
First off, thanks for the feedback. I really appreciate it.
Quote:
Originally Posted by
ScatmanX
Gongrats there man!
I would not take them out against TA. If they Daze it, it's ok, since you're up on lands. If they block with Delver/Bob, it's ok, because you have way more threats then they. If they FoW, you 2for1d, nad other things will resolve.
Also, they have few creatures, and even if they have a big Goyf out, they have to let a creature back to block if they don't have removal.
I see your point here. A better choice would probably have been to side out the Piledriver and maybe Kiki Jiki. For some reason I still sometimes think pro-blue is relevant against devler, even though the insect flies.
Quote:
Originally Posted by
ScatmanX
Against Affinity I'd leave them in too. I take out a number of Vials or Ringleaders. The deal is, if you have 4 manas to cast a Ringleader, then it means you destroyed their board, because otherwise you'd be dead. In that scenario, a Lackey would have a chance of connecting T2-4, sealing the game.
I actually thought for quite a while about this one. On one hand, Lackey provides a potentially explosive start. On the other, Vial lets me cast my removal with my mana and still cast creatures to apply pressure. I eventually decided that Vial had the bigger potential upside than trading my Lackey for one of his Memnites, or worse, using it as a chump blocker.
I've never actually considered siding out Ringleader, but you make a convincing argument. In the future, I'll probably try -2 Vial, -1 Ringleader.
Quote:
Originally Posted by
ScatmanX
Against Elves I'd keep it in also. You're not winning by card advantage, neither from Affinity. You are the control, as you said, but there is the point of the game where you swich gears and kill them in 2 turns. You need Lackey there.
Also, against Elves, if you lead with Lackey, they HAVE to block and trade T1. If you have ANY removal, or follow with Instigator, then you just win.
Here I definitely agree that I made a mistake. I should have kept the Lackey and cut a Vial. This was actually part of the reason I lost game 3 - if I had T1 Lackey instead of T1 Vial it would have gone differently.
Quote:
Originally Posted by
ScatmanX
Against Mav imo you did right, but could consider bringing it in again on the play.
I did consider it, but I eventually judged the extra removal and artifact hate to be better. If I were to play this match again, I would probably cut some number of Vial and keep some Lackeys in.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Davran
I see your point here. A better choice would probably have been to side out the Piledriver and maybe Kiki Jiki.
Yeah, kiki was probably the right choice here! =]
Re: [Deck] Vial Goblins 2.0
Ok so the tournament on tuesday kinda crapped out, i only played two matches, beating Thopterfoundry and losing to deadguy. Even with the limited playing time I wasn't really happy with the build so I switched over to one thats just about the same as Mantis but only 20 lands. Monored cuz I have to pickup badlands tomorrow for SCG.
I played last night in a better local tourney and went 4-0 with the new build beating two crap decks, high tide, and a landstill with a boatload of removal. Few things I learned:
1) Instigator and Chieftain are better than I was thinking. Def sticking with this build for SCG sunday.
2) Instigator is probably as good or better against combo than piledriver imo. I was able to beat high tide 2-1 on the back of two turn four kills made possible by instigator.
3) I ran one sharpshooter and he was good, will be keeping him in with one in the board for tokens.
4) I'm also running 3 bolt and 1 tarfire, I think bolt is the stronger card overall just slightly and I've already hit Jace numerous times with it which is the biggest reason I want to keep it in. I'm running 1 tarfire though because I've already had a few situations where tutoring for tarfire woulda been nice.
5) This version at least grinded along really well, the landstill player had paths/stp/wrath plus snapcaster and I was able to just grind him out. I won the first game with 6 guys exiled.
6) I like Piledriver but he just feels really allin to me which seemed better back the last time I was playing but hes really only a beast with a group of dudes but alot of times I just dont want to send the whole group cuz if the piledriver gets nailed after attacks are declared, you can get blown out. I'd rather just grind it out so I've taken them all out.
The only thing I'm iffy on now is the manabase.
6 Mountain
4 Wasteland
4 Bloodstained Mire
4 Arid Mesa
1 Swamp
1 Badlands
I'm going to run 2-3 weirdings md plus perish in the board. I want to be able to cast weirdings consistently against RUG as well as maverick. The problem I have tho is i feel like with this manabase it'll probably be a oneshot deal where I fetch and then the badlands gets wasted. I can fetch a basic but i've already run into the problem where I don't have any black cards in hand and it'd be better to just get a mountain, but i run the risk of drawing black cards after with no black mana.
I can't afford anymore than the one badlands right now though and doesnt look like I can borrow, so its either this manabase, this manabase -3 mountains +3 hovel's, or I could just go monored but I honestly feel like monored is weaker against the field.
I'm playing the legacy challenge tomorrow which is the lil 4 round side event to get a feel for it with the badlands. I might just put the hovel's in and see how it goes, and if it blows then fuck it I'll go monored. Thoughts?
Re: [Deck] Vial Goblins 2.0
Played in a small (4 round) event with goblins yesterday
22 Land
4 Port
4 Waste
X Mountain
4 Lackey
4 Matron
4 Ringleader
4 Warchief
4 Chieftain
3 MWM
2 Mogg Fanatic
1 Siege Gang
2 Piledriver
1 Sharpshooter
4 Gempalm
1 Some other 1-of I can't even remember (Edit - Tuktuk Scrapper)
4 Aether Vial
Round 1 Goblins Mirror trolololo
I beat him both games by superior play, or something. Sharpshooter is key.
We play a few games for fun after and I give him a few pointers on how to play, and what hands to keep, because he hasn't used the deck much.
His deck is all-foil super pimp. Foil unhinged mountains, FBB badlands, foil everything goblins (except lackeys) - matrons are even foil 7th. Amazing. Dont forget foil ports and player reward wastelands. Sooo sexy. This guy also has an elves deck of the same pimp-level. He says his next task is RUG Delver pimp. Good luck to him!
Round 2 Hive Mind
Game one I get pacted
Game 2 I deny all his mana and attack him. He misplayed by fetching a nonbasic which I wastelanded.
Game 3 I'm denying his mana but my clock is not that quick. He resolves a show and tell. I put down goblin matron. He dropped Emrakul, so my matron found Stingscourger. I probably should've tried to mind trick him into conceding here because he only had one card left in hand - on my next turn my vial only had 1 counter on it and I didn't have a red source to play stingscourger. I get smacked by a flying spaghetti monster.
I sided in Skirk Prospector to help me pay for pact of the titan and I did search for it in game 2 just in case but it wasn't needed.
Round 3: Ruggy rug rug
I lose 2-0
In game one he just has all the efficient removal (forked bolt) for my stuff which renders my Gempalm shit so I can't kill his Insectile Ab - by the time I try to stabilize with matrons and so on my life total is already too low.
Game 2 he attacks with 2 goyfs and a flipped delver to put me to 1. I fart my hand of goblins onto the table and attack him with them all,
"How much damage is that?"
"No Idea!
He went to 1 life.
Round 4: TES
I win 2-0
Don't ask how
My opponent was almost completely new to the deck (borrowed it off someone on the day) so I'll put it down to play errors.
Game 2 was a laugh because he duressed me before going off and when he saw the sharpshooter in my hand he was visibly frustrated at not being able to win via empty the warrens. He went for diminishing returns with no mana floating and just a lotus petal in play with a storm count of about 9, but he drew nearly all lands in his 7 cards and conceded when I Pyroblasted his ponder.
I still don't feel like I'm playing the deck at 100% capacity.
I definitely want to MD a stingscourger because it's good at unflipping delvers, taking counters off scavenging ooze - it's just very useful in many situations.
Mogg fanatic was VERY good.
Despite the stingscourger disaster I would never play less than 4 ports and 4 waste because the mana-denial plan is far too important.
This means I will probably never play warren instigator (despite it being an appealing 2-drop) just because it's so hard to cast it. You need to be able to interact with the opponent's mana.
My sideboard was rubbish
It was like
For combo: remove gempalm, add goblins that attack, 1 chalice of the void, 1 pyroblast
For other decks: Nothing really
Re: [Deck] Vial Goblins 2.0
Hi guys. Long time lurker, finally decided to be an active participant in the forums.
A long time supporter of Goblins, I've finally decided to take the format a bit more seriously outside of my group of friends and am planning to participate in some local tourneys. Reading thru both Goblin threads, I don't remember reading much about what would be the 'ideal' anti-storm combo build pre-board. The general consensus is the only way to win against combo pre-board is a fast goldfish. In a way I guess I'm asking which build in your opinions would have the most consistent fast finish ignoring combat and removal for the most part, and only having to really worry about early discard effects.
Re: [Deck] Vial Goblins 2.0
Went 4 and 3 at scg bham. The Md was beautiful; sb not so much. Lost to belcher, affinity, and forgemaster. Would have beat forgemaster but I had a play error that cost me game 3.
Edit: Report
Mana:
4 Mountain
4 Wasteland
4 Bloodstained Mire
4 Auntie's Hovel
2 Arid Mesa
1 Swamp
1 Badlands
Core:
4 Goblin Lackey
4 Goblin Ringleader
4 Goblin Matron
4 Aether Vial
4 Goblin Chieftain
3 Warren Instigator
3 Lightning Bolt
3 Mogg Fanatic
3 Siege Gang Commander
3 Warren Weirding
2 Gempalm Incinerator
1 Tuktuk Scrapper
1 Tarfire
1 Goblin Sharpshooter
Total
60
Sideboard:
4 Leyline of the Void
4 Chalice of the Void
3 Perish
1 Red Elemental Blast
1 Goblin Sharpshooter
1 Tuktuk Scrapper
1 Warren Weirding
Total
15
Round 1: Maverick
I don't remember a ton here other than he was playing the stoneforge version which is better against me imo because more than one equipment is usually a problem. I know game 3 I was able to get exactly lethal the turn before he woulda been dropping and equipping a jitte.
(2-1) 1-0 Overall
Round 2: RUG Piloted by Gerry T
Nothing hugely interesting here either. I brought in 2 perish as well as the extra weirding and REB. He boarded in at least 1x ancient grudge, that was weird. I was able to grind him out games 2 and 3 with alot of removal. I almost screwed myself I think the third game going a lil nuts with two wastelands on his volcanics but they left like really good spots. He ended up thoughtscouring his last red source so it worked out. I think its better just to ramp up our mana and get ringleaders online asap though.
(2-1) 2-0 Overall
Round 3: Affinity
Unfortunate matchup here, I don't feel like its terrible for me but its certainly not great. He was playing a blue/white version with thoughtcast, master of etherium, etched champion, and that white spell that lets you exile a creature for W if you have metalcraft. I made one mistake 1st game where he had multiple 1/1's in play and a ravager I believe. I matron'ed thinking tuktuk but chose sharpshooter instead to take care of the 1/1's. He had the removal spell which I was not aware of at the time and I proceeded to lose from there. Game 2 featured an etched champion wiht cranial plating.
(0-2) 2-1 Overall
Round 4: BGW Goodstuff
This deck was kinda like junk but without disruption. I saw heiarch's, mom's, stoneforge, bob's,. Apparently he had green sun zenith, liliana and KOTR but I didn't see any of them in the games.
Game 1 I mulligan to 6 and start with no one drop, he plays karakas and passes back. I drop instigator with two siege gangs in hand and a tarfire. He plays a land and drops stoneforge, I tarfire the stoneforge, double SCG and gg.
Game 2 He gets an earlyish jitte that I blow up with tuktuk and I fetch up another one cuz he gets batterskull as well. We end up with a gamestate of him with 2x sfm, 2 heirach, germtoken with skull equipped, I have couple matrons and chieftain with sharpshooter and siege gang, tuktuk,lackey in hand. I tick vial to 5, drop siege gang, play sharpshooter, ping sfm, throw a token at the other one, untap sharpshooter, ping the sfm again, then ping both heirachs. Swing with 2 tokens, 2 matrons, lackey, he blocks lackey, i shoot once with sharpshooter than again after lackey dies to kill it. he has empty board with crap in hand, gg.
(2-0) 3-1 Overall
Round 5: Belcher
Game 1 he ETW's for 12 dudes turn 1 i lose
Game 2 I board in chalices and extra sharpshooter, go to 6 looking for chalice, dont find one but hand with lackey, tuktuk, and a matron for a sharpshooter. I lackey and pass, he ETW's for 12, I lose. Drew chalice on my 2nd turn, sigh.
(0-2) 3-2 Overall
Round 6: Sneak and Show
Game 1 I mulligan to 5 because no red source and then no land. I have chieftain, weirding, fanatic maybe and lands. He ends up show and telling for progenitus like 3rd turn and I put chieftain in then weirding him. I draw two more chieftains and he had diddly.
Game 2 He opens with trinisphere wtf, i have a hand of two lackeys, two lands, weirding etc. I never drew a third land.
Game 3 I have a hand with weirding, perish, vial, fanatic, land, matron? He mull'ed to 5 I think. I get the vial down, start to go nuts when I plop my matron down and get chieftain, play it, preparing for ringleader shenanigans with vial next turn. He plays emrakul I expect with backup but he doesnt have it and weirding it. I swing in for big next turn and he had nothing his last turn.
Round 7: Forgemaster
Game 1: Goes back and forth but he eventually gets blightsteel out with a forgemaster. I have a chieftain and a couple other guys in play. I have weirding and gempalm and 4 mana. I gempalm the forgemaster but he responds using its abiility to sac itself for a lodestone golem which bones me. Blightsteel had lightning greaves on it so not anything else I coulda done.
Game 2: We kinda go along with me killing some stuff but not much pressure. He ends up with a wurmcoil and me at low life. I topdeck a ringleader which nets me 3 winstigators and someting else with a chieftain in play. I swing for a boatload and drop him down and then the same a turn later I believe. He kept back his wurmcoil but I think I weirding and had lethal anyways.
Game 3: He mulls to 4 and I go to 5. I have weirding, vial, matron land, land I think or something like that. We play draw go for a few turns with him only having ancient tomb and greaves out. I drop a matron with vial at 3, get a chieftain and play him with weirding, ringleader, maybe something else in hand. Pretty much planning to go nuts next turn. He topdecks a land, goes into metalworker which gets greaves which goes into forgemaster which gets blighsteel which gets greaves and kills me, pretty sick. If I had kept back the cheiftain I coulda absorbed 9 poison, weirding the blightsteel, ringlead and win comfortably probablhy. Oh well I was tired and to be honest him having that exact chain of plays didnt enter my mind at all.
I dropped after that as I had to get home, I coulda won one more and gotten in to top 32 but whatevs.
Thoughts:
1) Chieftain/Instigator setup was awesome. Instigator connected several times in key spots and i had them swinging for 6 at least a couple times. Chieftain is great because its still awesome if you already have several guys in play it still helps you alot as compared to warchief and I found you still have a ton of killing power without having to rely on piledrivers. I like how 1 of them plus any 1/1 is still as strong clock and anymore on top is just insane.
2) Weirding was great. It was solid against maverick and huge against forgemaster, sneak/show, and RUG.
3) Sharpshooter won the game against BWG but got sided out alot. I don't mind him being in there as a one of though, although I could see a 4th instigator or something instead.
4) I thought the manabase was going to be rickety but it was very very strong the whole day never had any problems getting black when I needed it. 20 lands was perfect, I think you have to mulligan a tiny bit more obviously but its worth it.
5) I never had to search up the tarfire but I like having it there in case as I have had some games locally where I wanted to do that
lately.
6) SB didnt factor in a ton. Perish was money against rug as I juts had too much removal for him as was the extra weirding in several matchups. I never drew it against maverick I don't believe. I also killed a progenitus with it against Show and Tell and could have killed another. The 2nd sharpshooter was meh. I drew REB against Show and tell and it woulda been good but I didnt need it. Scrapper came in alot because of stoneforge/affinity/forgemaster but its just so damn slow, it works, just slow and really still can't see two MD.
I never brought in leyline once as I didn't play any dredge or reanimator or anything. I might go lower to like 3 crypt or something because along with fanatics and stuff I can't imagine its that awful for me.
I only brought in chalice against Belcher and I didn't draw it so whatever. It did win me a game against burn the night before where I got it down 1 and 2. I didn't bring it in against affinity as he didn't seem to have that many 0 drops or 1 drops and its just so dead once he plays out his hand the 1st few turns. I'd rather just have removal against rug.
So I thought the maindeck was pretty much perfect and you should give it a try if you're expecting RUG, maverick, show/tell, dredge, esperblade etc. For the SB like i I said I might go to like 3 crypt and I'd be tempted to take out chalice altogether and roll like a 2nd REB and 3 shattering spree and just say fuck it to combo and try to race burn. I still love the deck and had a great time playing it. It's pretty sick dropping chieftain and swinging for like 18.
I also played the legacy challenge the night before going 3-1, beating burn (locked him out with chalice game 2 and raced him game 1), UR Delver, Stiflenought variant, and losing to hive mind who waltzed over me.
Re: [Deck] Vial Goblins 2.0
Sulfuric Vortex vs. My Meta
http://magiccards.info/scans/en/sc/106.jpg
Hey fellow Warchiefs,
I’ve attended the monthly legacy tourney which was also a trial for the Bazaar-of-Moxen event in Annecy.
Short story at the start: I had an earworm the whole day that I wanted to share with you. I found it really cool to have that song on my mind while playing. Here its is. (For those of you who do NOT play League of Legends, just ignore the evil, yellow robot and listen to the music with your eyes closed).
Event: monthly Legacy Tournament
Location: Iserlohn, Germany
Players: 89
Result: 5-1-1 after 7 rounds of swiss
My decklist
//Lands [21]
4 Wasteland
2 Rishadan Port
1 Snow-Covered Mountain
14 Mountains
//Creature [22]
4 G. Lackey
4 G. Piledriver
4 G. Warchief
4 G. Matron
4 G. Ringleader
2 Siege-Gang Commander
//Removal [9]
3 Gempalm Incinerator
3 Lightning Bolt
1 Tarfire
2 Stingscourger
//Others [9]
3 Mogg War Marshal
1 Skirk Prospector
4 Aether Vial
Sideboard
4 Leyline of the Void
3 Chalice of the Void
1 Null Rod
1 Tuktuk Scrapper
1 G. Sharpshooter
2 Anarchy
3 Sulfuric Vortex
Round 1: Fabian with BUG Deedstill
Quote:
Aww, dude. I hope you are not playing Goblins today. I hate Goblins. My deck has a bad Goblin match-up.
He opened with Inquisition of Kozilek to see whats going on. My mulligan 6 was:
Lackey, Vial, Piledriver, MWM, Mountain, Wasteland. He took Lackey and passed. Game 1 he collapsed under the pressure of Mogg War Marshal + Piledriver that were sponsored by Aether Vial.
IN: 3 Sulfuric Vortex
OUT: 1 MWM, 1 Tarfire, 1 Stingscourger
In game 2 I had double Vial and some dudes staring at a Tarmogoyf, Jace and Pernicious Deed. He made a terrible mistake when he blew his Deed without bouncing Tarmogoyf with Jace. My board was empty, however I was on 20 life. His Jace was brainstorming every turn, but unable to find any creature. So essentially any Goblin with haste or any direct-damage spell would mean that he loses, unless he has a removal or countermagic. He had constantly 6-7 cards in hand and was dropping a land each turn. So I had to play 2 threats in one turn (assuming that the first one would get countered). With 6 lands untapped he played FoW hardcast for my Ringleader. Sulfuric Vortex resolved. Fatality.
I guess that this MU would have been slightly worse for me if he had played a little more self-secure.
1-0-0 (2-0)
Round 2: Tim (aka wh4tever) with Uwbg Control feat. Deed and CB-Top
Quote:
Originally Posted by wh4tever
Hmm. I hope you are not playing Storm-Combo today. (gazes at “Mountain, Lackey, Go.”) Ughh… Goblins…I have 0 SB cards against Goblins…
In game 1 I started with Lackey, which got StoP-ed. Vial resolves and won me the game through Counterbalance + Top.
[I]IN[/I: 3 Sulfuric Vortex, 1 Tuktuk
OUT: 2 Lightning Bolt, 1 Tarfire, 1 Stingscourger
In game 2 I had a total nuts-draw. I beat him to 1 on turn 3. On his turn 4 he blew his previously played Deed to kill my guys. Same situation as in Round1: any haster or any damage spell would win me the game. However, he improved his board-state with CB, Top and Abyssal Persecutor (!), while I drew nothing but lands. Fair deal. I took a risk when I went all-out against a Pernicious Deed to bring him on 1 life. It didn’t work out. Who cares?
In game 3 he kept his 7 that (which I later figured out) couldn’t handle neither Lackey nor Vial. He had a Pernicious Deed on turn 3, which was too slow for my turn-4-kill.
I would say that this MU was quite easy, since he didn’t have any significant hate against Goblins (or aggro in general).
2-0-0 (4-1)
Round 3: Jerome with Esperblade
I don’t want to talk about game 1. He was very unlucky with mulligan to 4, while I had..well it doesn’t matter. He lost – not due to my skill.
IN: 3 Sulfuric Vortex, 1 Tuktuk Scrapper, 1 Goblin Sharpshooter
OUT: 1 MWM, 1 Bolt, 2 Gempalm Incinerator, 1 Piledriver
In game 2 He was unable to counter my Vial. Double Wasteland and one Rishadan Port did their worst to cut him off W.
After the games I apologized and affirmed that I know how this MU normally plays out and that I normally have to work hard for my results. I also decided that my luck-container was empty for today…
3-0-0 (6-1)
Round 4: Daniel with Comboelves.
The short-cut: He had 3 lands, 1 Heritage Druid and Viridian Zealot in play. He played Summoner’s Pact @ Elvish Archdruid, which he played and passed. I Tarfir-ed his and SINGscourger-ed both of his Druids. With 3 lands in play he can’t pay the upkeep cost of his previously played Pact.
IN: 1 Goblin Sharpshooter, 3 Chalice of the Void
OUT: 4 Goblin Lackey
In game 2 I mulled to 5 and kept: 2 Wasteland, 1 Port, 1 Sharphooter, 1 Vial. On turn 3 I drew Chalice of the Void, which I promptly set @ 1. To this point I had the following cards in play: 1 Vial (@2), 2 Wastelands, 1 Port and Chalice @ 1. On his turn he had 1 Nettle Sentinel, 1 Priest of Titania and 3 Forests in play. He played Summoner’s Pact…then I could read from his facial expression that the painful loss of game 1 came to his mind---he must have thought something like “I need a mana-producing Elf. In case he blows my Titania I can still pay the pact.” He came to the conclusion that Heritage Druid would be the best solution with Chalice @ 1 in play. On my turn I drew a Mountain, vial-ed in Matron, took Facepalm Incinerator to end this game.
Seriously…Losing 2 games in row to the SAME move? Apparently my luck-container was not empty yet.
http://www10.pic-upload.de/23.04.12/k3o7vvwexm8.jpg
4-0-0 (8-1)
Round 5 Alex with NicFit feat. PunishingGroves
Quote:
Originally Posted by GoboLord
I have seriously no idea how this MU play out. I’m looking forward to see how our decks interact.
I knew his deck beforehand because he played against a friend of mine (I am the brainwasher) in round 4. Ruffy (I am the brainwasher) and me talked about possible boarding plans for this MU. The point of debate was wether to side in 4 Leyline (to counter Veteran Explorer, Cabal Therapy, Kitchen Finks, Punishing Fire and Eternal Witness) or 3 Sulfuric Vortex (to deal some early damage and then stall the game out). We decided that Leyline wold be better since it affected 50% of his deck and robbed all of it’s synergistic ability. Furthermore we were agreed that Sulfuric Vortex would be too risky with recurring Punishing Fires
In game 1 I was able to deal some early damage , while double Stingscourger kept Veteran Explorer from ramping his deck to glory. The game ended although his Scavenging ooze restored some of his lifepoints.
Short break
I was doing my boarding as I always do it: Shuffle my whole sideboard into my maindeck and then pick the least useful 15 cards to form my sideboard. While doing this I force myself to evaltuate the usefulness of every card in the present MU.
While doing this I suddenly realized something awesome.
Kitchenfinks - When Kitchen Finks enters the battlefield, you gain 2 life.
Scavenging Ooze – Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and you gain 1 life
And most importantly….
Punishing Fire - Whenever an opponent gains life, you may pay {R}. If you do, return Punishing Fire from your graveyard to your hand.
…
Whenever an opponent gains life.
…
gains life.
http://webtrax.hu/myfacewhen/faces/l...her-of-god.jpg
IN: 3 Sulfuric VOrtex
OUT: 1 MWM, 1 Tarfire, 1 Gempalm Incinerator
Well...I did have some Sufulric Vortex. Unfortunately 3 Perniscious Deed (sponsored by 2 Eternal Witness) were quite effective too. Three minutes before the time-out he beat me. The game ended in a draw.
This matchup is very exciting. I never felt really helpless since my decklist qas quite tuned to disrupt his synergistic lines of play. Furthermore I find his deck very cool and I bet it’s totally fun to play it. Alex got what he deserved: He won the tourney unbeaten with 6-0-1.
4-0-1 (9-1)
Round 6: Fabian with Punishing Maverick
In game 1 I was aggressively killing his mana-dudes and wasting his duals. However, that’s not why he lost this game. He drew only lands. His 4 spells in game 1 were Birds of Paradise, GSZ and 2 Punishing Fire.
IN: 3 Sulfuric Vortex, 1 Sharpshooter, 1 Tuktuk
OUT: 4 Goblin Lackey, 1 Tarfire
He started with Savannah, GSZ --> Dryad Arbor
I played a Mountain, Vial and passed (1 Piledriver,1 MWM, 1 Bolt, Ringleader and 1 Waste in hand).
He played Grove of Burnwillows and played + sacced Qasali Pridemage @ my Vial. Meh…
the following play won me the game. I had to decide between the following two lines of play:
(1) play a Piledriverand pass. However, in this case he would have had 3-4 mana on his turn and I was almost certain that he would be able to play at least 1 critical creature and give a f**k on my Piledriver.
(2) play Lightning Bolt @ Dryad Arbor and Waste his Savannah. This would mean that I had the risk of being stuck on 1 mountain. However, this would also mean that we were evenly sitting on 1 land.
As I already said: On of this lines won me the game. I want to leave this point open for discussion, cause I’m curious what you would have done.
Quote:
Originally Posted by Fabian
After I’ve seen my opening hand I didn’t expect that you would win this one…
5-0-1 (11-1)
Round 7: Frank with TES
Quote:
Originally Posted by Frank
I offer you a draw.
Quote:
Originally Posted by GoboLord
Thanks, but NO thanks.
I didn’t accept his kind offer for the following reasons:
(1) I thought he was playing Dredge, which seems quite doable to me.
(2) The price-payout in Iserlohn is always very good. So it wouldn’t matter what place I ended, my price would be good anyways.
(3) There was not cut to top-8, which meant that there was no need for strategically planning.
What can I say? I got what I deserved. Game 1 was over on turn 2.
IN: 4 Leylines, 3 Chalice, 1 Null Rod, 1 Sharpshooter, 1 Tuktuk
OUT: 4 Vial, 3 GI, 2 Stinger, 1 Ringleader
In game 2 I had 2 Chalices, but 0 pressure. He had 2 Echoing Truth and 7 (!!!) lands, which made going off quite easy.
5-1-1 (11-3)
Sooooo…. What did I learn?
* Sulfuric Vortex was sided in in 5 out of 7 MUs. This card didn’t actually land too often, but it IS a beast.
* Goblins are competive. I went to the tourney to get a good picture of how Gobs are positioned in the meta. Iserlohn is a highly competitive field with a very diverse meta and many very good players. I don’t want to conclude that my result is totally due to my skill and/or my deck (as you could read, LUCK was a important factor on that day). However, being unbeaten for 6 rounds is quite something.
* Sadly I was unable to play against Candian Threshold, RU-Delverburn, Dredge and Esperblade – all of which I expected to see I quite high numbers.
* Tarfire will be cut. Either for Stingscourger#3 or Lightning Bolt #4. I originally included Tarfire as a 1-of to be able to fetch it with Matron, when Vortex is in play. I thought this might be relevant...however I actually found myself boarding this card OUT in those MUs where I sided in Vortex.
After the tourney we chit-chatted a bit about the future meta (post AVR). We concluded that “miracle-cards” would be abusive only in control-decks (UWx feat. Miracle-Wrath and miracle-Timewalk). We then concluded that, to make room for them, those deck might focus more on board-control and cut some countermagic.
Now, guys, imagine that: less countermagic in control decks vs. Goblins feat. Cavern of Souls
I am SOOOO looking forward to this.
I'd like to get some feedback on my question regarding game 6.2.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
GoboLord
the following play won me the game. I had to decide between the following two lines of play:
(1) play a Piledriverand pass. However, in this case he would have had 3-4 mana on his turn and I was almost certain that he would be able to play at least 1 critical creature and give a f**k on my Piledriver.
(2) play Lightning Bolt @ Dryad Arbor and Waste his Savannah. This would mean that I had the risk of being stuck on 1 mountain. However, this would also mean that we were evenly sitting on 1 land.
As I already said: On of this lines won me the game. I want to leave this point open for discussion, cause I’m curious what you would have done.
Play the bolt and waste the savannah. Piledirvers pro blue doesn't do a thing vs. maverick, 'cause they don't have blue creatures and being X/2 means, that every removal they have kills him right away. also piledriver is nothing alone on the board, but easy to handle.
Wracking his manabase means he either has to spent quite much spells for his ramp (GSZ, Hirach, Bird) or draw and play lands, if he got any. So chances are better to attack the manabase.
Even if he has a second land and plays pridemage/ooze/SFM whatever you can answer it with Tarfire/Bolt, even with one mountain.
Thanks for the reports, guys. Special thanks to gobbolord for his thoughts he had during the game and shared with us and the initiation of this discussion.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
GoboLord
Sulfuric Vortex vs. My Meta
Short break
I was doing my boarding as I always do it: Shuffle my whole sideboard into my maindeck and then pick the least useful 15 cards to form my sideboard. While doing this I force myself to evaltuate the usefulness of every card in the present MU.
While doing this I suddenly realized something awesome.
Kitchenfinks - When Kitchen Finks enters the battlefield,
you gain 2 life.
Scavenging Ooze – Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Ooze and
you gain 1 life
And most importantly….
Punishing Fire - Whenever an opponent
gains life, you may pay {R}. If you do, return Punishing Fire from your graveyard to your hand.
…
Whenever an opponent gains life.
…
gains life.
http://webtrax.hu/myfacewhen/faces/l...her-of-god.jpg
IN: 3 Sulfuric VOrtex
That was priceless:laugh:.
Who would have thought, that while searching for an answer for the Stoneblade MU, a solution for the better part for the meta was found more or less coincedentally.
That day was just awesome.
PS:
I've red that a player presented his naked butt (on which was written "WTF") to his opponent and got DQ'ed right after that. I guess drunken Burn-players tend to do those things from time to time...:laugh:.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
markbris
Game 2 He gets an earlyish jitte that I blow up with tuktuk and I fetch up another one cuz he gets batterskull as well. We end up with a gamestate of him with 2x sfm, 2 heirach, germtoken with skull equipped, I have couple matrons and chieftain with sharpshooter and siege gang, tuktuk,lackey in hand. I tick vial to 5, drop siege gang, play sharpshooter, ping sfm, throw a token at the other one, untap sharpshooter, ping the sfm again, then ping both heirachs. Swing with 2 tokens, 2 matrons, lackey, he blocks lackey, i shoot once with sharpshooter than again after lackey dies to kill it. he has empty board with crap in hand, gg.
I love this moves, where they have lots of stuff on the board, but suddenly, in 1 turn, goblins just wipe the crap out of it. Congrats there.
@ GobboLord:
Thanks for the report too.
On the situation you presented, I'd do the Bolt+Waste thing. I can't see Piledriver going to distance there.
Do you think Vortex is worth against non-P.Fire-Maverick? My matches usually play out like this: I take a bunch of dmg (10-12), stabilize, then start getting in for some, and win in 2 turns. Don't really see Vortex working out in that line of play...
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
Do you think Vortex is worth against non-P.Fire-Maverick? My matches usually play out like this: I take a bunch of dmg (10-12), stabilize, then start getting in for some, and win in 2 turns. Don't really see Vortex working out in that line of play...
Absolutely not. Vortex is crap vs GW maverick. For this MU actually have Anarchy.