Originally Posted by
goblinpiledriver
I think your lack of understanding of goblins is showing a bit. I'm no d&t expert so I won't address that any more, but I'll try to clear up some of your misconceptions about goblins.
>goblins trickbox isn't that deep.
I'd argue goblins is the most flexible deck in the format, and much of it comes through our tricks. We have an answer for everything that doesn't involve a resolved enchantment. We can rip their deck apart with earwig squad, do one-sided wraths with goblin sharpshooter antics, kill you without attacking between siege gang and sharpshooter, bounce and shatter as you mentioned, abuse things like settler + Kiki for the lockout, vial in skirk prospector while tapped out for surprise red blasts, we run a tribal (tutorable) edict effect which is sweet against Iona and other fatties, and so on.
>without a vial isn't that well positioned against miracles
This is incorrect too. Ringleader and warchief have natural haste, which are perfectly serviceable follow ups to a terminus. A constant 3-5 damage per turn through any number of stp and terminus will close a game out. We don't need to save goblins from a terminus because experienced goblins players will not empty their hands in between terminuses. Miracles players will always be forced to entreat prematurely for 2-3 angels if they even get a chance because more than half of their strategy is absolutely blanked (counters). I would say except for the very top miracles players, this is a 85%+ matchup for us. The way you're talking makes me think you're confusing D&T and goblins too much. The decks share some cards but are otherwise not related at all. You're forgetting haste and insane card advantage which nullify desperate terminus plays.
Goblins struggles against fast combo and hyper-removal backed by land destruction. It's a decent chunk of the meta but not majority. Also those matchups aren't impossible, and depending on your build and board you have plenty of ways to combat it.