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Goblins
This matchup is very close, and whether or not it is favorable may depend on your build. Your best tools for stabilizing are huge creatures, so staving off death until you can get some of those in play is your first concern. Lackey shouldn’t be difficult to stop, but Vial can be problematic. Needle helps tremendously here, and thankfully Vial gives you a little bit of time to find the answer before it can drop any must-counters. Once you do establish a stalemate between their guys and yours, you’ll eventually need to be able to start swinging with enough fat on defense to prevent any alpha strikes, and you’ll be at a noticably reduced life total. This means you need to find at least two creatures and that you need have answers to an immediate threat the opponent could play. Taking care of Warchief is a priority for your burn, but you’ll want to save counters for Ringleader and Siege-Gang if you can (this is where Vial can really kill you). If all goes well (which isn’t easy because you need the correct balance of creatures, removal, and counters), they should be unable to attack without losing guys while you are free to swing in with something that they can’t kill without throwing away multiple creatures. Gempalm can be problematic in this situation; extra Needles can name it and you’ll want Mongooses on defense to be safe.
Sideboarding is difficult in this match; I favor taking out Dragon because it takes a while to come online. Furthermore, because you’ll be bringing in Pyroclasm, evasion is less necessary. Taking out draw is an option, but dangerous. Being able to chain cantrips is even more important in game two, not only because you have Pyroclasm to dig for, but also because you’re likely to see Crypt and you want to be able to recover quickly.
Your basic strategy is the same, but Pyroclasm can either stabilize by itself or turn a creature stalemate into a dominant board position. The opponent may try to cut you off of red mana, but since you only need one, it should not be difficult to play around. If you’re worried, you can often hold a Volcanic Island in hand until you need it. Once again, make sure to keep the draw engine running; dig for those Pyroclasms and don’t lose to Crypt.
Mad Zur wrote this. This is what I believe in most when playing Threshold of any kinda Pre-Board. No matter how great the hands you keep and the decisions you make, you're more prone to make more mistakes than the Goblin player, simply because Goblins provides less options for the player whereas the Threshold player has much more options to consider.