Re: [Deck] Vial Goblins 2.0
@Raze: I think in your situation it doesn't matter what to take. If he would have had a counter, he would counter your choice. If he would have had removal, the Piledriver would have been died. So you could have taken Piledriver/Warchief
-> Piledriver to win next turn by putting it into play eot, than Vial Matron into Warchief and vial it in for the win.
-> Warchief to attack this turn by playing it with your 3rd land and attack. He have had to block the Piledriver with the Mungose and have lost the the next turn (Matron into Ringleader)
But the best one in this case would have been Chieftain ;)
@liamb: congratulations!
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Humphrey
But with the printing and use of caverns, the counter will rot in their hand until we cast non creature spells.
The fact that we run Cavern of Souls somewhere in our deck does not mean that they will NEVER be able to use countermagic for Goblins. So, "rotting in hand" is not true.
Besides you can work for that if you want: You can cast Goblins the draw their counters if you want to resolve Anarchy.
Re: [Deck] Vial Goblins 2.0
I run a RB goblin deck, how many Caverns should I use ?! ( I only spend the mana for red creatures.)
Re: [Deck] Vial Goblins 2.0
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Lejay
8
seems legit
Re: [Deck] Vial Goblins 2.0
Since I am not a fan of Warren Weirding, I have been using 4 Cavern of Souls and 4 Auntie's Hovel for 1 Wort, Boggart Auntie and 1 Boggart Mob in the MD, and 2 Earwig Squads in the SB. I am using Auntie's Hovel due to budget and will be replacing Boggart Mob with Krenko. If you are using Warren Wierding, you could use 2 Cavern of Souls, 4 Fetch Lands, and 4 Badlands like Nick Patnode.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
L10
Since I am not a fan of Warren Weirding, I have been using 4 Cavern of Souls and 4 Auntie's Hovel for 1 Wort, Boggart Auntie and 1 Boggart Mob in the MD, and 2 Earwig Squads in the SB. I am using Auntie's Hovel due to budget and will be replacing Boggart Mob with Krenko. If you are using Warren Wierding, you could use 2 Cavern of Souls, 4 Fetch Lands, and 4 Badlands like Nick Patnode.
Also, if you don't want the black mana...stingscourger does a lot of what wierding does, just without the added utility of making goblins and without the ability to kill untargetable creatures.
Re: [Deck] Vial Goblins 2.0
Mana Base:
x6 fetch
x2 badlands
x2 caverns
x4 wastelands
x4 ports
x5 mountains
* using only x1 weirding(MD), x3 perish(SB) for the black.
I dont know if its gonna work against RUG and MAV because of the wastelands (only 2 duals), I really need that perish to resolve in these matches. Maybe x3 badlands, for security? And x4 mountains?
seems ok, and Ive been seing lists with splashes(G) that only use hooligans and no Grosan Grip, so it seems about right....
Re: [Deck] Vial Goblins 2.0
Why doing a black splash? I played it also a long time this way until I understood, that mono can do it as well.
Anyway. Today I looked through my binder and saw a mirror entity. The last time, I tested it is years ago. Maybe with Krenko, Prospector and MWM he will do well these days. Has anyone tested it in a post M13 built? With CoS we can cast him without splashing white.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Pee-Dee-2
Why doing a black splash? I played it also a long time this way until I understood, that mono can do it as well.
Anyway. Today I looked through my binder and saw a mirror entity. The last time, I tested it is years ago. Maybe with Krenko, Prospector and MWM he will do well these days. Has anyone tested it in a post M13 built? With CoS we can cast him without splashing white.
I splash because of Perish. Its really good, breaks the tier 1 decks, really good.
Maybe all just use x1 Badland for the perishes in the side. What do yall think ?! Ill try to go mono red, I also prefer it.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Pee-Dee-2
Anyway. Today I looked through my binder and saw a mirror entity. The last time, I tested it is years ago. Maybe with Krenko, Prospector and MWM he will do well these days. Has anyone tested it in a post M13 built? With CoS we can cast him without splashing white.
I was going to try this myself.
Share if you do to.
Re: [Deck] Vial Goblins 2.0
Quote:
I splash because of Perish. Its really good, breaks the tier 1 decks, really good.
Maybe all just use x1 Badland for the perishes in the side. What do yall think ?! Ill try to go mono red, I also prefer it.
Your land setup looks pretty good to me. Maybe remove one Mountain for another fetch land. Jim Davis's build can get away with using one Taiga he has four Cavern of Souls to banks on for the green mana. If someone uses Wasteland on your only Badlands and you sided in Perish, those Perish are now dead cards. So I'd have at least two Badlands in the deck just in case.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
L10
Your land setup looks pretty good to me. Maybe remove one Mountain for another fetch land. Jim Davis's build can get away with using one Taiga he has four Cavern of Souls to banks on for the green mana. If someone uses Wasteland on your only Badlands and you sided in Perish, those Perish are now dead cards. So I'd have at least two Badlands in the deck just in case.
Yeah, two seems right, but I changed my list. Im running only x2 perish on SB (for black source), I took weirding out, its ok....but I dont think its dat necessary. I tested the deck on casual today, seems ok. running now x7 fetch x1 badlands, hope it gets more agressive.
Re: [Deck] Vial Goblins 2.0
To be honest, if you are only splashing black for two Badlands in the SB, you may as well make it mono-red. At least have three Perish so you have the chance of drawing them mid-game.
I am planning to go to a local tournament next week, after a six month hiatus. The problem is, I don't know the current meta well enough. But this is the deck that I had been playing with my friends, and is doing pretty decent. So here is my list:
// Lands [22]:
6 Mountain
4 Wasteland
4 Rishadan Port
4 Cavern of Souls
4 Auntie's Hovel
// Core [22]:
4 AEther Vial
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
2 Siege-Gang Commander
// Others [16]:
4 Gempalm Incinerator
4 Goblin Piledriver
4 Mogg War Marshal
1 Wort, Boggart Auntie
1 Boggart Mob [Krenko, Mob Boss]
1 Goblin Sharpshooter
1 Skirk Prospector
// Sideboard
2 Stingscourger
2 Tuktuk Scrapper
2 Earwig Squad
3 Pyroblast
3 Pyrokinesis
3 Nihil Spellbomb (Or Grafdigger's Cage?)
Boggart Mob is a decent card, but it's mainly for fun. I love when I champion cards like Goblin Matron or Goblin Ringleader because it gives my opponent less incentive to block or destroy him. A 5/5 body is no laughing matter, either. And if I go all in with my attacks and do some damage, I will not be open the next turn because I will have goblin rogue tokens open to block. Mad Auntie is another black goblin that I may consider putting in once Krenko comes out, but do not know who to replace her with. I would have Badlands over Auntie's Hovel, but I am on a budget. The dual lands and fetch lands are not worth it, especially since I am a graduate student and do not have much disposable income anyways.
Re: [Deck] Vial Goblins 2.0
perish? MAV n RUG are tuf matches, and maybe some random elves and bant.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
L10
To be honest, if you are only splashing black for two Badlands in the SB, you may as well make it mono-red. At least have three Perish so you have the chance of drawing them mid-game.
I am planning to go to a local tournament next week, after a six month hiatus. The problem is, I don't know the current meta well enough. But this is the deck that I had been playing with my friends, and is doing pretty decent. So here is my list:
// Lands [22]:
6 Mountain
4 Wasteland
4 Rishadan Port
4 Cavern of Souls
4 Auntie's Hovel
// Core [22]:
4 AEther Vial
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
2 Siege-Gang Commander
// Others [16]:
4 Gempalm Incinerator
4 Goblin Piledriver
4 Mogg War Marshal
1 Wort, Boggart Auntie
1 Boggart Mob [Krenko, Mob Boss]
1 Goblin Sharpshooter
1 Skirk Prospector
// Sideboard
2 Stingscourger
2 Tuktuk Scrapper
2 Earwig Squad
3 Pyroblast
3 Pyrokinesis
3 Nihil Spellbomb (Or Grafdigger's Cage?)
Boggart Mob is a decent card, but it's mainly for fun. I love when I champion cards like Goblin Matron or Goblin Ringleader because it gives my opponent less incentive to block or destroy him. A 5/5 body is no laughing matter, either. And if I go all in with my attacks and do some damage, I will not be open the next turn because I will have goblin rogue tokens open to block. Mad Auntie is another black goblin that I may consider putting in once Krenko comes out, but do not know who to replace her with. I would have Badlands over Auntie's Hovel, but I am on a budget. The dual lands and fetch lands are not worth it, especially since I am a graduate student and do not have much disposable income anyways.
spellbomb is an option......relic of progenitus is realy good. but be certain of 4-6 slots for grave hate.
Re: [Deck] Vial Goblins 2.0
x1 Badland doesnt seem that bad for x2 Perish in SB, plus im running x2 anarchys, seems reasanable. White Weenies (death n taxes) keep making first place around here, that and the unbanning of land tax seem really good run anarchy in deck.
Re: [Deck] Vial Goblins 2.0
@Scatman: Yes I will do, but on sunday, I will start my holiday trip and will come back at the end of July :cool:
I think he could work.
@Splash: IMO the problem with the splash is, you must have fetchies and nonbasics which makes opponent's wastes better.
A splash only to take Perish in could be a way, but against Maverick, Anarchy is doing the same (without killing Ooze, but killing Mothers) and against RUG Tempo, we can take CotV. So each black card could be replaced by a red or colourless card.
But these are only my two cents and I can aunderstand everything. I played a splash for years ;)
Re: [Deck] Vial Goblins 2.0
Okay, so merfolk got a new toy: http://forums.mtgsalvation.com/attac...hmentid=132735
Mark Rosewater has already confirmed that there is a new lord cycle in M13, the first of which to be revealed was Lord of Atlantis 2.0 pictured above. I can only assume that we will get a new Goblin lord as part of this cycle.
Looking at the name and number crunch, there are 2 spots open at #143 and #144: http://forums.mtgsalvation.com/showthread.php?t=420726 . Since the merfolk lord is master of the Pearl trident, and there is a spot right after it open in the crunch, people are speculating that merfolk of the pearl trident will also be in. So what does that leave us? My guess is that 143 or 144 is most likely “Mon’s goblin Raiders,” and the other one is “Mon’s X,” which will be a lord. The same two spots would allow for two Goblins starting with the word “Mogg.” Possibly “Mogg Fanatic” and “Mogg X,” the second of which would be a lord. The non-lord could also be mogg war-marshall.
I am certain that one of the 2 options outlined above will be correct. That leaves a few questions:
1.Will we get a 2 mana lord?
2.What would he have to do at 2cmc to replace Warchief/Chieftan/WInstigator/MWM? Probably a lot, right? If he isn’t absolutely busted, he probably won’t be powerful enough. That being said, they definitely made the Merfolk lord a beast, so our guy could be just as strong. Printing a strong goblin lord here would make goblins more popular/viable in Modern, which I assume Wizards would like since they are such an iconic tribe.
3.What if it is a 3 mana lord? How could they possibly make it better than Warchief or Chieftan without making it too good at 3cmc?
As another point, I think it is obvious that Wizards printed the Merfolk lord with an eye to Legacy, where the deck has been struggling, and an eye to Modern, where it hasn’t yet been quite good enough. If that is the case, the question becomes do they print a strong gobo lord to push the archtype in modern (and risk it being VERY good in legacy), or a sub-par one because they realize that Goblins is already strong in legacy and a good 2cmc lord might be too much of a push. Or they could hedge, and give us something that we already have.
Here is my guess:
Mon’s/Mogg Warchief 1RR
Goblins you control have haste.
Other Goblins you control cost 1 less to play.
Yep, that’s a warchief reprint. If this happens, do we want more than 4? I'm excited.
EDIT: Actually, now that I think about it, the term “lord” might only refer to creatures that give the +1/+1 bonus. So the Warchief reprint might not work. I can’t decide if this is better or worse. Either way, I still stand by the rest of the analysis.
Re: [Deck] Vial Goblins 2.0
Ok, so this is my 1st attempt to work with Krenko in a different build (actually 4th, but ‘st I’m posting).
I opted for a B splash because of Frogtosser Banneret. Playing T3 Krenko out of it must be nice. Also, it is an OK card overall, going well with my other splash.
White comes in for Mirror Entity. With lots of tokens, and cost reduction goblins, Entity may turn out to be awesome. I really want to test his power with Krenko, especially if they cost W and RR due to reduction, leaving mana up for pump.
The removal suit is quite standard, and the Prospectors are in there because they’re awesome.
The manabase seems actually fine. 21 lands with 10B souces(+caverns), 7W sources(+caverns), with 12 R for Gempalm(+Prospector)
On the SB I don’t want W cards, because 7 sources make it unreliable, but 10 for B may actually cut it.
What it came down to is this (COMPLETELY untested) list:
4 Cavern of Souls
4 Wasteland
3 Badlands
1 Auntie's Hovel
6 Fetch
1 Plateau
2 Mountain
4 Aether Vial
4 Goblin Lackey
4 Goblin Matron
4 Goblin Ringleader
3 Goblin Warchief
1 Goblin Chieftain
1 Siege-Gang Commander
2 Mirror Entity
2 Krenko
2 Mogg Warmarchall
4 Frogtosser Banneret
2 Skirk Prospector
3 Gempalm Incinerator
1 Tarfire
1 Stingscourger
1 Warren Weirdings
Sideboard:
3 Cabal Therapy
3 Red Elemental Blast
3 Pyroknesis
2 Surgical Extraction
2 Fearie Macabre
1 Earwig Squad
1 Tuktuk Scrapper
3 Cabal+3 Blast is to fight SnT and combo. Cabal is awesome with tokens. Squad help here too.
The rest is standard.
I’m going to try this list out for the week. Anyone have comments on any changes I might try before I start?
Really looking forward to see if this crap works out.
Edit: *uck. A Sharpshooter is clearly missing somewhere...