We've always had 1000 answers to Vial and Lackey. MM will be just another one. Goblins can deal with it, really.
Just try some Warren Instigators and you'll see how broken he can be. And don't trash talk about speed. Goblins isn't Landstill.
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Hey guys,
on a different topic: Has anyone testresults with Murderous Redcap? It's not that I find it particularily strong - I just want to add it to the "Untested and bad cards"-paragraph.
//EDIT: Happy Easter!
What makes MM good for us against zoo is not, that it handles it's creatures (except for lavamancer, can be pretty much auto loose). It's good because it keeps our warchiefs and piledrivers in play to overrun them.
Zoo can only win through tempo. And MM+1cc drop is just way superior to StoP in regard of tempo.
Goblins being slow without Vial or lackey is just not true. Sure, the 1 turn drop helps us a lot, but most of my games the lackey won't connect anyway. Instigator and warchief provide extreme accelleration as well. If you trade a 3 cc card for a StoP it decelerates us though (biggest problem of goblins), and this is exactly why MM is so very good for this deck.
Hey does anyone know how I could find out Jim Davis's goblin deck list from the SCG legacy open Boston?
google, it's our friend. :smile:
http://www.google.com/search?hl=en&s...cy+open+Boston
Jim Davis has been called the goblin master by many and he advised Steve Sadin to play the green splash in columbus and Jim ran the same deck list in Nov to get 4th place at a tourney. And from yesterdays featured match he ran Taiga's so he splashe green again. So i just wanted to see what he's running and I would like to ask him why he seems to choose to run green over black splash and get some insight on the deck.
Here's the list that top16'ed, but it wasn't Jim Davis piloting it.
http://sales.starcitygames.com//deck...p?DeckID=38047
Hi does anyone have a good list for mono red goblins?
Hmm, I'd give these a try:
Aggressive List:
Lands [22]
16 Mountain
4 Wasteland
2 Chrome Mox
Core [26]
4 Goblin Matron
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin Piledriver
4 Goblin Lackey
4 AEther Vial
2 Siege-Gang Commander
Removal [4]
3 Stingscourger
1 Gempalm Incinerator
Others [8]
4 Warren Instigator
4 Goblin Chieftain
Sideboard [15]
4 Pyrokinesis
4 Chalice of the Void/Mindbreak Trap
2 Tormod's Crypt
2 Null Rod
1 Ravenous Trap
1 TukTuk Scrapper
1 Pithing Needle/Meltdown/Shatterstorm/Pulverize
Controlish List:
Lands [23]
4 Wasteland
4 Rishadan Port
15 Mountain
Core [26]
...
Others [11]
4 Gempalm Incinerator
3 Mogg War Marshal
2 Goblin Chieftain
1 Stingscourger/Goblin Tinkerer
1 Goblin Sharpshooter
Sideboard [15]
4 Pyrokinesis
4 Chalice of the Void
3 Relic of Progenitus/Tormod's Crypt
1 Goblin Tinkerer/Stingscourger
1 TukTuk Scrapper
2 Pithing Needle/Null Rod/Anarchy/Red Elemental Blast
That'd be the basic, probably, just adapt to your metagame.
See "5. Sample decklists" in the Goblin Primer.
I actually just read through that again for giggles. It's really well done. Good job GoboLord and other contributors.
The list Vandalize mentioned is what most mono-red posters are running give or take the Lightning Bolts.
More traditional lists will run 4 Rishadan Ports instead of the 2 Chrome Moxen and 2 Mountains.
Warren Instigator and Goblin Chieftain are newer inclusions and the reason for the lack of Rishadan Ports. Just a few months ago I used 4 Gempalm Incinerator and 4 Stingscourger and got a great feel for the deck before modifying it to the 'faster' version.
is wort, boggart auntie more viable now in the maindeck of the controllish build of goblins now that we have access to protection? also is the blue splash that used to be a joke viable now?
something like this:
4 Mental Misstep
4 Daze
4 FoW
4 Standstill
or Rub 8 Lord Goblins (8 haste lords and 8 pump lords) now viable?
with:
4 Warchief
4 Chieftain
4 Mad Auntie - this + counterspells gives the lords resiliency to removal
anyway, i'm just posting what i'm thinking at the moment so i have no concrete deck in mind yet. just wanted to start a discussion.
Why are you trying to make Goblins look like Merfolk? We don't need that many lords, we have better creatures. Piledriver and Siege-Gang Commander are big and we usually establish the board easier. Merfolk do run a lot of Lord effects because they don't have access to removal (usually), and have Islandwalk (which is the best reason to play merfolk, probably). Pherhaps, you'll have cut card advantage to run more Lords, which I think is wrong. But test it, lets see how it does.
Although I don't think the Lord-attempt will be successful ( I myself piloted a 12-Lord List on 2 tourneys) I would give countermagic a try. We don't necessarily have to combine it with another strange idea but just stick to what we have:
//Lands [22] //Core [26] + //Countermagic [12]
Because of a lack of Blue cards we MUST cut Core.cards when trying to integrate counters (especially FoW).
Here's a list I've been thinking of:
//Lands [22]
4 Wasteland
3 Rishadan Port
8 R-Fetches (non-U)
2 Volcanic Island
5 Mountain
//Core [22]
- 4 Ringleader
//Others [16]
4 Mental Misstep
4 Daze
4 Force of Will
4 Fire//Ice (removal that can be pitched into FoW)
Without Force of Will we can be even closer to our regular list:
//Lands [22]
(same)
//Core [26]
...
//Others [12]
4 Mental Misstep
4 Daze
3 Gempalm Incinerator
1 Stingscourger
There is also interesting SB-material in U:
* Hibernation
* Echoing Truth
* Stifle
@Gobbo: Your list (the 1st one. Daze is actually pretty bad by itself here) looks more promising than mine (that I tested today).
I think you could play even with 21 lands here, since FoW and Misstep and Daze actually protect our Lackey/Vial better than in other builds. Merfolk run 13 islands, 4 waste 4 muta. We could run 8 Fetches, 3 Volcs, 4 Mountains, 4 Waste, 2 Port/muta.
If you cut a Siege-Gang too, you get 2 slots, in which you should play, imo, at least 1 Gempalm.
When I tested today, FoW was actually an weird card. In Merfolk, it's good because they can remove a small creature from their hand, to protect a bigger one on the battlefield, remove a standstill when the situation is unfavorable, or remove another counter. In goblins, the only cards we would be able to remove for it are other counterspells and Fire/Ice(only 4). That sounds like counter productive. Then again, FoW can counter any spell, while the other 8 are situational. Nonetheless, I do think that, for our deck (that weird version of it), there should be a better card, while FoW comes in from the SB against combo and some other decks that have must answerer threats.
FoW is actually quite bad against a variety of deck. SB is where it belong here. This way, we can maintain a high goblin count MD, to play with Ringleader, and bring 10+ blue cards from the SB, when we want to take him out (like against combo, where he's not that useful).
Hm, maybe I'll try a list...
EDIT:
//Lands [21]
4 Wasteland
2 Rishadan Port
8 R-Fetches (non-U)
3 Volcanic Island
4 Mountain
//Core [26]
//Others 1 (non goblins) [6]
4 Mental Misstep
2 Daze
//Others 2 (goblins) [7]
3 Gempalm Incinerator
1 Stingscourger
3 Mogg Warmarchall
(total: 29 goblins)
SB:
4 Force of Will
3 Stifle
2 Daze
3 Spell Pierce
3 Goblin cards (1 shooter, 2 Liege… something against agroo here)
This way, post board we have 18 U cards for then we can afford removing something from our core. And the MD continues to be stable. I’d like to try this…