ok so sideboard is going to look like this:
Sideboard - 15
1 - Pithing Needle
2 - Tormod's Crypt
2 - Perish
3 - Krosan Grip
2 - Anarchy
4 - Pyrokinesis
In regards to the MB:
- 1 SGC
- 2 Warren Wierding
+ 3 Mogg War Marshall
Thoughts?
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ok so sideboard is going to look like this:
Sideboard - 15
1 - Pithing Needle
2 - Tormod's Crypt
2 - Perish
3 - Krosan Grip
2 - Anarchy
4 - Pyrokinesis
In regards to the MB:
- 1 SGC
- 2 Warren Wierding
+ 3 Mogg War Marshall
Thoughts?
Elspeth, multiple Stirling Grove, Burreton Forge Tender, annoying soldier things with first strike deck..(they probably have pro red too.)
looks good.. I'd try to fit in the tin street hoolagin too if I could.. since you have forests..
what's up with the pithing needle? What's that for?
Hmm.. feels like you are ignoring the combo match up.. which is why most people play black I think..
Yeah the instigators will be TSH's..
Not sure what to put in sideboard to combat Combo though
With the black splash you have duress, thoughtseize, cabal therapy. With artifacts you have chalice, thorn, null rod, etc. Theres pyrostatic pillar for red and then theres mindbreak trap. Really depends on what you like.
Without FOW, it is generally all really bad. Some people just try to race it. A fast clock is an option aggro decks have.
Hey guys,
This is my decklist revised:
Land - 23
2 - Taiga
2 - Rishadan Port
3 - Badlands
4 - Bloodstained Mire
4 - Wooded Foothills
4 - Wasteland
4 - Mountain
Other - 6
4 - Ęther Vial
2 - Warren Weirding
Creatures - 31
1 - Wort, Boggart Auntie
2 - Tin Street Hooligan
2 - Siege-Gang Commander
3 - Mogg War Marshal
3 - Gempalm Incinerator
4 - Goblin Ringleader
4 - Goblin Warchief
4 - Goblin Lackey
4 - Goblin Matron
4 - Goblin Piledriver
Sideboard - 15
2 - Cabal Therapy
2 - Tormod's Crypt
2 - Perish
3 - Krosan Grip
2 - Anarchy
4 - Pyrokinesis
Thoughts?
Take out 2 Fetches, add 2 Ports imo.
Take out green. Why weakening your manabase for a card (Tin Street Hooligan. Hooligan also happens to do nothing when you have a warchief in play) for which are alternatives (tinkerer, scrapper) and Krosan Grip with which you can do without. Taiga can be exchanged for Rishadan Port / Badland / Aunties Hovel.
I just started testing with Kiki-Jiki and HOT DAMN I like that card a LOT! It has incredible synergy with SOOO many cards in your deck. He lets you Ringleader every turn, search with a Matron every turn, generate 3 new tokens via Siege-Gang EVERY TURN. See where I'm going with this? I would take Kiki over Wort any day of the week. It is so much faster and gives you so many more options. Stingscourger in hand? Why not bounce your opponent's Tarmogoyf? When they replay it next turn, why not copy the Stingscourger and bounce it again? What's better than one Sharpshooter? 2 SHARPSHOOTERS! And when the token dies, you get to untap the real one again. What fun! And since good old Kiki has Haste you're actually guaranteed one use out of him, unlike that disappointing Wort that always seems to get Bolted or Pathed or whathaveyou. Some seem to think that SGC should always be run over Kiki, but I think Kiki is better in all but the worst case scenario (like having your board cleared, in which case having one more SGC in your deck probably isn't going to win you the game anyway).
NEW QUESTION-
How do you kids feel about Slavering Nulls? I haven't had a chance to playtest them yet, but it seems that they would add a nice layer of control element to a R/B build. We already go after our opponents' lands, so why not knock a card or two out of their hand as well? They're easy to play, and actually pack a punch with 2 power. I'd just like to hear from some folks with experience running them as to whether or not they're worth 2-3 slots maindeck.
NEWER NEWER QUESTION-
Meekstone in sideboard? I was thinking about this and it's cheaper than Perish and more versatile (think Merfolk, Knight of the Reliquary). Basically I'm trying to get the most punch against Zoo, while still being able to get some use out of it against something else.
Oh, and leave in Green. Running two Taigas doesn't weaken your manabase. KGrip is awesome, as is Reverent Silence.
New Anweser: Doesent make the cut. Every single time you play it, even against combo, you wish it were another 2 drop. You want to run 4 Piledrivers before running that, and then, you have Instigator, Warmarchal, Weirdings, Stingscourer... all better in most situations...
Newer Newer anweser: It's good. It is not great, but if you tune your deck to use it, like maxing Mogg Warmarchal, Gempalms, running monored... that makes the card better. I prefer using black and Weirdings, but its your call...
Alright here is my opinion on the card ideas. Take it or leave it.
I'll just be honest, and I hate to sound like a douche, but Kiki-Jiki is liked more by bad goblin pilots over good ones. Good ones like Siege-Gang Commander a lot. The deck is about synergy above all else, the BIG PICTURE, rather than individual card choices. KJ is pricy like SGC but doesn't have the same insane synergy with the other cards: laying an SGC without an immediate response is usually a win, just like laying a KJ without a response is usually a win.
The matter of the fact is, both cards usually get killed pretty quickly, but SGC is a lot harder for the opponent to recover from most of the time (if their response is timely). The only time KJ really shines above SGC is when you have a few turns to work with him. And honestly, you really don't need 6 ringleaders to win, you just need 2-3 and most games are over no matter what. And a few turns of any 5cc goblin is usually enough to seal the game, unless you are an inept pilot.
Kiki-Jiki is flashy but SGC is reliable. Would you rather have Brett Favre or Peyton Manning? I'd rather have Peyton Manning.
Slavering Nulls is unplayable. You are approaching the card from a isolated aspect when all card choices in goblins are extremely dependent on other card choices. SGC becomes a lot better when you are playing instigator. Mogg War Marshal and Goblin Chieftain have some synergy. Ex..
Slavering Nulls is an alright card, and at first glance looks to be as powerful as the other cards in the deck. But goblins has never been about power, goblin cards SUCK ASS compared to real legacy cards. All the pieces fit together nicely and removing one causes a collapse, which is why effective mulliganing is so crucial with goblins. Goblins are all about teamwork, like saturday morning cartoons you know? I wouldn't run the card if there weren't a plethora of great alternatives, but there actually is a ton of great ones.
I played meekstone in goblins pre-scourge. That's right, back when clickslither was the shit and goblin goon kicked major ass. It was bad then and I still think it's bad now. Not that the card itself is bad, but I don't think corkscrew solutions are how goblins should work.
What does everyone think about having combo hate in SB? Are Thorn of Amethyst/Mindbreak Trap/Chalice of the Void necessary with the fall of ANT? Yes, belcher may still be played but it doesnt seem to be too common. Reanimator is answered by GY hate which is necessary in SB anyways. I play R/b gobbos with a SB that looks like this:
4 Pyrokenisis
3 Peish
4 Relic of Progenitus
2 Shattering Spree
1 Goblin Tinkerer
1 Earwig Squad
What do you guys think about Gempalm Incinerator (in BR)?
Is he still that useful? I have the feeling it doesnt do enough dmg most of the time (exept your playing with War Marshals)
Personally I think you need at least 1 as removal 6-9 (depending) and as a tutor target. It is a great transition card and is often the extra push you need to seal the game. In addition it is uncounterable and cantrips.
I'm currently testing a list with 4 gempalms. It also depends on what you want for removal, you should have 6-8, I prefer 6-7 personally, mostly 7. In my RB list that is 4 weirding, 2 gempalm, 1 stingscourger. But some people like lightning bolt. In my MonoR list its currently 4 gempalm and 3 stingscourger.
So it depends more on your removal count than anything, how many weirdings you play. As far as removal goes, gempalm is definitely tied for best or second only to weirding. Lightning Bolt is okay but not as good imo, and I consider stingscourger removal but in a different way...obviously...
Gempalm was still useful before Zoo and Merfolk became popular, back when most of the targets were very large. He became more useful when those two decks showed up, and now he will become even more useful if the meta shifts in the predicted way.
He can be frustrating because the removal is conditional, but if you just space out your removal wisely to take best advantage of it rather than blindly aiming weirdings at goyfs, you should be fine.
Do you need THAT many Stingscourgers with 4 Gempalms? I just run 1, I wouldn't know what to take out for 2 more. What's your mono Red list?
My list at the moment:
//Creatures
4 Goblin Lackey
4 Mogg War Marshal
4 Goblin Piledriver
4 Goblin Matron
4 Gempalm Incinerator
4 Goblin Chieftain
4 Goblin Ringleader
2 Siege-Gang Commander
1 Sting Scourger
2 Goblin Warchief
//Artifacts
4 AEther Vial
//Lands
4 Wasteland
4 Rishadan Port
15 Mountain
Sideboard:
1 Tuktuk Scrapper
3 Blood Moon
2 Anarchy
3 Pyrokinesis
2 Faerie Macabre
2 Ravenous Trap
2 Tormods Crypt
I'm not sure about Ravenous Trap, I think I'll change them for Relic.
whats the thought process and strategy behind running both Chieftan and Warcheif? I would of thought it would be best to run just Warcheif, saving space for other cards??