Re: [DTB] Vial Goblins - Is card advantage better than speed?
Sorry that I wasn't clearer. If you didn't get this from the mention of FoW and Chalice backup, I'm talking about Fairie Stompy.
Fairie Stompy is a ridiculously fast deck too, and all it's threats fly. The only problem is, Goblins can race it with a decent hand, whether or not it plays a couple of pro red 1/1s.
I'm not trying to put up a wall, I'm trying to stop goblins attacks for two turns or so which is more than enough for F. Stompy to get the win. By the time goblins has made the 6 land drops needed for Seige-Gang to kill of Arbiter, F. Stompy should have won, and at the worst case, be with in a turn of winning. And I would rather that all of Seige-Gangs tokens be used to deal with Arbiter than to kill off two of my other threats. So Seige-Gang wasn't the concern. My concern is with Gempalm and the the lone Sharpshooter, and any disenchant effects you bring in from the side.
It's been pretty easy for me to bait out the Gempalm to be used on one of my creatures. And it hasn't been too hard to bait out the disenchant effects and Tinkerers to deal with my equipment and chalices and such too. But I'm not sure if that had to do with my opponents playskill or build.
So once again, how useful would you say siding in 4 Silent Arbiter against this deck be with FoW and/or Chalice backup? Would it be enough to slow the deck by a cuple of turns.
What about 4 Propaganda? Does that card usually slow you down by a couple of turns, even though it seems like every build brings in ReB's to deal with Drakes and Efreets. But once again, you can bait out ReBs with these or with Propaganda as well depending on what you need more at the moment, a stall tactic, or a creature.
I'm trying to figure out which of those two cards, Arbiter and Propaganda, I should side in to stop the goblins by a few turns so I can win.
Thx in advance.
Edit: Moved from Vial Goblins thread. -J