Originally Posted by
GreenOne
4 Goblin Chieftain: this is the card that needs the most explanations. What are the things this guy can do for you?
- An haste man is really good with lackeys, for surprise attacks out of nowhere.
- It fights opponent's plague, pyroclasms, bolts, etc.
- It makes Instigator an attacking monster that beats for 4 and, quite often, exchanges with goyfs.
- It's a good card to drop with lackeys, unlike other low CC dudes.
- It's amazing when you can drop it out of Warren Instigator first strike damage, cause it instantly pump all your dudes, beating for a few damage more, and screwing combat math.
- It can screw combat math with an active vial too.
- the +1/+1 ability is very similar to Piledriver's ability when it comes to deal a good amount of damage to the opponent: let's look at this:
Piledriver + Warchief = 5 dmg
Piledriver + Ringleader + Matron = 8 dmg
Piledriver + Warren Instigator = 5 dmg
Piledriver + Matron + Warren Instigator = 8 dmg
Chieftain + Warchief = 5 dmg
Chieftain + Ringleader + Matron = 7 dmg
Chieftain + Warren Instigator = 6 dmg
Chieftain + Matron + Warren Instigator = 8 dmg
As you can see, both cards usually deal a similar amount of damage. Obviously, this doesn't take into account that Chieftain costs one more, doesn't consider cases when you have 4+ goblins on board (when you have such a strong position you're probably going to win anyway, doesn't matter if you have 13 or 15 damages on board).
The examples also don't cover the fact that Piledriver might not have haste, and that chieftain grants haste to the other guys you're possibly dropping this turn.