That is not true. I play RUG too and my sideboard has only 2 rough/tumble against goblins and many sideboards of RUG players do not look much different.So I board out only 2 counters Game 2.
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That is not true. I play RUG too and my sideboard has only 2 rough/tumble against goblins and many sideboards of RUG players do not look much different.So I board out only 2 counters Game 2.
So after playing about a million more games with this deck (green splash of course!) I've started to realize how miserable having a vial on 5 is if your siege gang gets dealt with. This is mostly against Stoneblade/Miracles where if they stabilize and deal with gang banger it turns FoW and other counters back on. I'm considering adding a Kiki or 2nd Siege gang(leaning towards kiki) and seeing how that works. Will try both and report on which seems better. What do you guys think??????
Wait...doubling Tin Street works? I mean...of course it works...but doubling the effect works too? I used Tuktuk for a long time, because I wasn't aware of this...:-/
Edit:
I use 0 Kiki, 1 SGC, 2 Krenko and do not go higher than 4 on vials most of the time. Vial on 4 and 3 works best for me if I get to use more then one.
I played 1 Kiki and 2 SGC until Krenko was released. Kiki can do some really good things and is alot of fun to play. I would play him again if I can find the way to fit him in. But I think its either Kiki or Krenko :)
Unfortunately Kiki doesn't work with Hooligan as you aren't spending a green to make a copy of him but I was testing against Stoneblade and it seems as if its the only deck that can actually run goblins out of gas. Was thinking of trying the Kiki for matron/ringleader copies to keep the tank full and constantly unloading threats.
I´ve played a lot with kiki, and have discussed a lot about it too.
I really like kiki jiki, and played a few games with him. In that time I played with tuktuk MD, and that is pretty insane, because the copy created by kiki allow you to destroy two artifacts and also deal 2 damage. Kiki + matrons/ringleaders is very good too. And finally, I played with 1 lightning crafter [kills fish, in that time killed almost everything in zoo, etc, etc], lightning crafter+skirk prospector+kiki jiki = auto win.
The problem is that kiki jiki sometimes acts as a win more condition. And when you have nothing good to copy, lets say only lackeys and warchiefs on the table, and nothing relevant in hand, you would prefer a krenko or a siege gang. Unfortunatly, this happens a lot..
I dont see that running more kiki or scg makes vial at 5 a good call. Keep it at 4 at max, and play scg by cavern.
@about Rgb build, interesting, will try something like that one day. I just dont understand why scatmanX dont run Earwig Squad, he is my favorite black gobbo =]
@ I already played with tarfire, and actually didnt play it because I could tutor it, but because I can draw it. The thing that most annoys me
is playing ringleader and draw nothing.. Tarfire is good this days because it kill what it have to kill: Stoneforge, Delver, Mother and now this new shamam. But I recommend playing just one copy, 2 at most.
[QUOTE
@ I already played with tarfire, and actually didnt play it because I could tutor it, but because I can draw it. The thing that most annoys me
is playing ringleader and draw nothing.. Tarfire is good this days because it kill what it have to kill: Stoneforge, Delver, Mother and now this new shamam. But I recommend playing just one copy, 2 at most.[/QUOTE]
I play 4 tarfire as it's important to have a turn 1 answer for the exact cards you mentioned above. I can then matron and ringleader for extra copies when needed. Plus tarfires help smooth out the curve with 12 1 drops instead of just 8 with vials and lackeys.
My sideboard.
4 x chalice of the void
4x Relic of Progenitus
4x confusion in the ranks
3x kroshan grip
I played in a local last night went 2-1. Beat lands and stiflenaught.
I lost to high tide, game 1 I smashed. Game 2 I have chalice on 2 turn and chalice on 4 game 4 but still lost to top decked wish into wipe away for chalice on 1.
I'd like to read more about that. Did you drop Gempalm in order or it to work? Could you comment on your mana base?Quote:
I play 4 tarfire as it's important to have a turn 1 answer for the exact cards you mentioned above. I can then matron and ringleader for extra copies when needed. Plus tarfires help smooth out the curve with 12 1 drops instead of just 8 with vials and lackeys.
I've played single Tarfire lately, but it seems I end up in situations that it's uncastable more often than I'd like to, with 10 colorless lands.
yesterday I lost to maverick and burn after a 2-0 start beating reanimator and burn (!).
i felt like i had no chance against maverick from the start. against burn round 4 i was 5 or 6 dmg away (1 turn) from killing him both games.
changing approach, going back to drawing board, and going shopping for my wishlist: kikijiki, the full set of piledrivers, and lightning crafter. considering moxes and instigator as well.
I find maverick to be one of the easier matchups. You're at least 50/50 game 1 and postboard Pyrokinesis is just a house vs them. How did you feel like you didn't have a chance?
Yea I don't see Maverick / GW Zenith a bad MU, you got Sharpshooter and (maybe) artifact removal like Scrapper or TSH in your MB and, as it was said before, you have access to Pyrokinesis and more Artifact removal for their Jitte's in your SB.
Another question. Rest in Piece has increased in popularity on this thread. Besides the obvious 2cmc as opposed to 4, what makes RIP better than Leyline? If this has already been discussed I'm sorry...Both seem to be game over, but is the reason because LOTV is more limited to dredge and reanimator?
It seems that if we splash for a second color after Green, black has more to offer in SB and MD.
A few reasons:
1. it costs 1W, so it's very splashable, Leyline costs 2BB (or you have to mulligan to get it if you don't have it in your opening hand).
2. RiP gets rid of graveyards when it hits play, Leyline does not.
3. RiP prevents tokens & cards from hitting the graveyard, Leyline only hits cards.
The only thing that Leyline has going for it is that you can start the game with it in play. However, unless you have it in your opening 7, you'll have to mulligan for it.
Against Dredge & Reanimator Leyline is better than RiP because those decks can hit you in the first few turns, so you don't want them to fill their graveyard with goodies that can kill you before you can get rid of their graveyards with RiP.
To answer here's my decklist - monored
4 Lackey
4 Vial
4 Tarfire
3 MWM
3 Piledriver
2 Warren Instigator
2 Stingscourger
4 Gempalm Incinerator
4 Goblin Chieftain
4 Matron
4 Ringleader
1 Krenko
1 SGC
4 Caverns
4 Wasteland
12 Mountains
SB
3 Chalice of Void
3 Pyrokenisis
3 Relic of Progenitus
2 Thorn of Amethyst
1 Tin Street Hooligan
1 Goblin Tinkerer
2 Anarchy
If I changed anything I would add 1 extra mountain. I don't play rishadan ports as too many decks run off 1 mana and noble hierarch's etc. Warren instigators, lackeys, vials and trying to keep a low as possible mana curve with lots of removal seem to work, backed up of course by the SB. I used to play 16 mountains as they can't be stifled or wastelanded, but caverns have opened up my manabase and can't be used to cast tarfires or the red mana in gempalms. This is why i'm considering an extra mountain.
Chieftains and tarfires make it more aggro than using warchiefs and ports, so the deck does play that way.
About kiki-jiki : I think it's important to mention that he requires three red mana to be cast. If we're running both wastelands and rishadan ports, there is a quite high probability that we can't cast him. This is enough for me to prefer siege-gang to kiki-jiki, apart from all other possible reasons.
Kiki seems better against UW than SGC just because Kiki can "replace" itself by copying a Ringleader or Matron. This leaves you with gas in hand to quickly rebuild after a sweeper. SGC doesn't replace itself. It gives you immediate board position but that's not going to mean a damn thing when you all-out attack with it into a Terminus. The UW Control MU is all about being able to quickly re-establish board position, so you need to have cards in hand that you can play after a sweeper. To this end, Kiki allows you to put Gobbos on the field while putting more Goblins in Hand.
Hey there,
for anyone playing with a white splash (I unfortunately still can't but will sooner or later..maybe after Christmas), with Thalia maindeck and RIP sideboard, a question:
Have you ever tried it the other way around?
Normally I'm not a huge fan of maindeck hate but RIP isn't like Crypt, Cage, Relic, it's not a one-time-wonder nor as restricted as Cage.
How many decks have problems vs Cage?
ANT, the most common storm deck: Well clearly Thalia is better but still, RIP turns of Past in Flames (which is their common way to win since their Ad Nauseam is way worse than say T.E.S.'s) and chaining Tutors without Threshold for Cabal Ritual is hard.
Thalia 1, Rip 0
Canadian: You want RIP more than Thalia.
Thalia 1, Rip 1
BUG-Tempo: Goyf, Shaman, Stalker/Goose (whichever they play). Yeah.. I'd like a RIP here aswell..probably not as good as vs Canadian since they do have Abrupt Decay but still well.
Thalia 1, Rip 2
BUG-Midrange: Shaman, Snapcaster, Goyf, Loam if played.. quite good I'd say.
Thalia 1, Rip 3
BUG-Control: RIP stops Shaman, Snapcaster, Loam.. well not that good but still okay..probably a bit worse then Thalia.
Thalia 2, RIP 3
Reanimator/Dredge.. well..
Thalia 2, RIP 5
Stoneblade: Stops Souls & Snapcaster, still not really good.
Thalia 3, RIP 5
Miracle: Uff..sucks
Thalia 4, RIP 5
Goblin Mirror: sucks..Thalia is at least a 2/1 first striker..
Thalia 5, RIP 5
Maverick & Junk: Ooze, Goyf, Loam and if your Ringleader trades with a Knight..the Matchup get's laughable..
Thalia 5, RIP 6
SneakShow, OmniShow: Nothing to say here.
Thalia 6, RIP 6
So.. Thalia wins in 6 Matches, as does RIP.
Versus T2 Decks.. I'd say Thalia is better then RIP against most of the field, so probably it's good as it is. Thalia Main, RIP Sideboard.
Oh and one more important point: In the Matchup were RIP's wins, Thalia is never dead..but the other way around..quite possible
So yeah..I think I just answered my own question but since I've written all this now, I'll post it anyway.
Tournament report.
The Philadelphia Legacy Series had it's 2nd finale. Every month one of three big stores in the area hosts a Legacy event and the 4th one is the finale with the best prizes. Alternate Universes in Blue Bell hosted the event. I took first at the last (first) one here. I had no choice but to defend my title.
The list:
Core 16
4 Goblin Warchief
4 Gempalm Incinerator
3 Goblin Piledriver
3 Mogg War Marshal
1 Skirk Prospector
1 Stingscourger
1 Goblin Chieftain
1 Goblin Sharpshooter
1 Tuktuk Scrapper
1 Krenko, Mob Boss
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker
Lands
4 Wasteland
4 Rishadan Port
4 Cavern of Souls
10 Mountains
Sideboard
3 Pithing Needle
3 Relic of Progenitus
2 Grafdigger's Cage
2 Pyroblast
1 Red Elemental Blast
1 Stingscourger
1 Goblin Tinkerer
2 Pyrokinesis
There were 33 people (disappointing since the last one had 79) which meant 6 rounds of swiss.
I went expecting to see lots of BUG (colors, not any specific build).
Round 1 - Robin with RUG Delver. 2-1
Game 1 he plays Delver turn 1 and blind flips it turn 2. My life total chips away 3 at a time.
I board in Relics and Pyrokinesis
Game 2 he lands turn 1 Delver and Dazes my answers to it (Pyrokinesis... ouch). Fortunately I land 2 Piledrivers and my clock is faster than his!
Game 3 Kiki made an appearance and drowned him in card advantage each time it copied a Ringleader.
Round 2 - Ryan with BUG Delver 2-0
Game 1 my life total did not change and my only note is "Kiki".
I had Ryan pegged as BUG Control and found out in game 2 he just didn't draw any creatures but Snapcaster.
I took out Tuktuk and Stingscourger for 2 Needles.
Game 2 he gets 2 Deathrite Shaman out early keeping me at bay. I killed his other threat (Delver) while building up my own side. He played his 3rd Shaman and I played a Needle negating all his dudes.
Round 3 - Jack with Jund 2-0
Game 1 he makes an early mistake fetching for Swamp and Badlands then trying to play a Goyf. Krenko and Piledriver take me to the win.
I boarded 2 Needle and 2 Pyrokinesis
Game 2 - My opening hand has 2 Pyrokinesis, 1 Cavern, Vial, Lackey, and 2 other goblins. Vial and Lackey let my board grow while Pyrokinesis kept his board clear.
Round 4 - Nick with ANT 1-2
Game 1 I applied pressure on the play with turn 1 Lackey connecting into turn 2 Ringleader, playing Piledriver with my mana. He decided he had to go for it and fizzled. It was his first loss of the day.
Boarded in Relics and Pyrokinesis... Didn't really have much.
Game 2 he won on turn 3
Game 3 I had 2 Relic in my hand and it kept him from going off for a while... till he did and then I lost.
Round 5 - Kevin with Miracles (SCM and SFM) 2-0
Game 1 took 40 minutes. He was on the play and had turn 2 SFM into turn 3 Batterskull. He kept hitting me with it till I couldn't allow it and then I started blocking. Vials and Krenko eventually turned things in my favor.
Boarded in 3 Needle and 1 Tinkerer.
Game 2 he played turn 1 Top. I played turn 1 Needle. It ended quickly after that.
Round 6 - Rudy with Burn - ID
I ended swiss in 3rd
Top 8 included 2 Jund, 1 Goblins, 1 Burn, 1 GWB Junk, 1 RUG Delver, 1 ANT, 1 Maverick
Top 8 - Round 7 - Anthony with Jund 0-2
I was over-confident after my swiss victory against Jund. He punished me for it.
Game 1 we both mull to 6. He Inquisitions me turn 1 and 2 and kills anything I play...
I board in 2 Needle and 2 Pyrokinesis, just like last time.
Game 2 I keep a hand with 2 Needle. I blindly name Liliana of the Veil because it wrecked my in game 1. He Hymns me but I still establish a board only to have him wipe it away with Pernicious Deed. Drew land till he killed me.
Overall I got 5th place and my very own copy of Commander's Arsenal!