Re: [Deck] Vial Goblins 2.0
@Bakofried: Holy cow! The list I put up today is almost exactly like yours! Even the 4-1 split on Chalice of the Void and Mindbreak Trap!
The main difference is that I opted to not splash now, so Perish, Weirdings and Claims became Pyroknesis, and Tin-Street became Scrapper.
I'd be interested to know what you're thinking about it / how got in those numbers.
Also, if you need another testing partner, I'll have plenty of time next week. PM me your MSN or something.
Re: [Deck] Vial Goblins 2.0
The splash is pretty much up in the air. If you prefer Scrapper over Hooligan, that's cool. But the black splash is looking more and more attractive with Reanimator doing well.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
bakofried
The splash is pretty much up in the air. If you prefer Scrapper over Hooligan, that's cool. But the black splash is looking more and more attractive with Reanimator doing well.
Against Reanimator you have Weirdings (1 mb, 1 sb) from black. The same effect can be obtained with Stingscourger from Monored. I know there is Iona, but they only have 5 Ionas on their decks, so the chance they reanimate her by T2 are quite slim...
Re: [Deck] Vial Goblins 2.0
True, but if Reanimator becomes more prominent the numbers would probably shift again. I'm not saying that Mono-Red isn't viable, I just thinking having that effect would make the MU better. If it really became huge, then I would incorporate a copy or two of Stingscourger into the main or side as well.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
bakofried
True, but if Reanimator becomes more prominent the numbers would probably shift again. I'm not saying that Mono-Red isn't viable, I just thinking having that effect would make the MU better. If it really became huge, then I would incorporate a copy or two of Stingscourger into the main or side as well.
That's right. I guess the point is what MU you want to improve, and if that don't harm other ones. The top16 of SCG had quite a lot of Stifles, and though I know it is far from a dead card against us even without Fetchs, I just can't afford having a Fetch Stifled while playing a 22 land manabase with 7 colorless lands. Guess that decision is personal/metagame determined.
Why do you chose Leyline of the Void over Surgical Extraction? I'm currently testing Surgical, and the surprise factor really makes it edge LotV imo. Have you tried both?
Re: [Deck] Vial Goblins 2.0
Eh, Surgical could probably be better now, with all the Snapcaster Mages running around. And with Mental Misstep gone, it's less of a liability. But the black splash still looks pretty damn attractive to me.
And if Stifle is a big worry, a more committed black splash with Hovels may be in order.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
GoboLord
I'd suggest to re-read those 2 pages before you consider running Auntie's Hovel.
Re: [Deck] Vial Goblins 2.0
I'm aware of the issues facing Auntie's Hovel; I'm just raising the point that if you want an exceptionally strong commitment to black, and want to avoid Stifle, you may want to consider it. I was there for the discussion, you know.
Re: [Deck] Vial Goblins 2.0
'Siege-Gang Commander[/cards] (SGC)
SGC is the 3rd win-condition of the deck, his strong CIP-trigger makes him a very good card for both offense and defense.......
Playing the 3rd SGC means relying on brute force. Most often 1 SGC ends the game, therefore the 2nd copy is back-up. With 3 SGC we increase our odds of very fast kills.'
Taking the above quotes from Gobbolord's primer, I can't help but wonder if cutting down to 2 SGC is a problem and mistake for Goblins. We rely on our core cards for a mid late game engine and for a vial / lackey explosive start.
My question is what do i look to play off a lackey? Ultimately I want to play SGC and Piledrivers. If I only play 2 SGC then the chances of seeing one is less, and I then use my matrons more to dig them out instead of using matrons to ringleaders for card advantage.
I know the problem is connecting lackey, but by dropping down to 2 SGC are we not conceding our own game out of fear for the opposing deck. Shouldn't we just play our game. Stall and control with wasteland / rishadan port, and quickly swarm with SGC / MWM and piledrivers? If we are truly dropping to 2 SGC is that saying we are not truly a deck to beat ourselves? They have the answers to us, so we have to adapt to them instead of the other way around.
To me the 3rd SGC seems to be core, otherwise the deck seems diluted in some way.
Am I wrong in my thinking about the 3rd SGC? Is it that we are we not likely to get SGC into play anymore, so the deck clogs up with them in your hand as hardcasting them is unlikely?
Re: [Deck] Vial Goblins 2.0
I ran with a 3rd SGC forever but only recently have I cut it down to 2. There is definitely some merit in running 3 since our Vials/Lackeys are more likely to resolve. I think it's mostly personal preference.
Re: [Deck] Vial Goblins 2.0
I also cut my 2nd SGC and am pretty happy with it, since I can Matron for it anyways. I'm absolutely satisfied with landing a second turn Warchief with Lackey and cast a Ringleader turn 3 or a Sharpshooter with haste or a matron into ringleader...that's likely to resolve another ringleader or matron, so there are more options to get you SGC in hand. I don't like vial on 5 'cause there is nothing else to cheat into play wit that. With 4 counters you can also play Tuktuk or Lighting crafter or Wort...
Re: [Deck] Vial Goblins 2.0
I need peoples opinion on a sideboarding question. Here is the list I'm playing for reference:
//Lands [23]
5 Mountain
2 Taiga
2 Arid Mesa
4 Bloodstained Mire
2 Scalding Tarn
4 Wasteland
4 Rishadan Port
//Core [25]
-1 Goblin Warchief
//Other [12]
2 Mogg War Marshal
2 Stingscourger
1 Tin Street Hooligan
2 Gempalm Incinerator
1 Goblin Chieftain
1 Goblin Sharpshooter
3 Tarfire
//Sideboard [15]
2 Krosan Grip
2 Ancient Grudge
1 Tin Street Hooligan
2 Pyroblast
1 Red Elemental Blast
3 Pyrokinesis
2 Tormod's Crypt
1 Nihil Spellbomb
1 Relic of Progenitus
My question is this: how would you sideboard against Affinity with this list? Would you play Krosan Grip (if so what would you take out) or just stick to the Grudges and Hooligans? What cards would you take out?
Re: [Deck] Vial Goblins 2.0
What do you think about running 1 Kessig Wolf Run in R/g Goblins as another victory condition? We could replace a Rishadan Port with one. It doesn't come into play tapped, messes up combat math and is game ending in the late game.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Avatara
What do you think about running 1 Kessig Wolf Run in R/g Goblins as another victory condition? We could replace a Rishadan Port with one. It doesn't come into play tapped, messes up combat math and is game ending in the late game.
I can get behind this idea. While it may only randomly become relevant, it seems like it could result in the occasional blowout from nowhere.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Talanos
I can get behind this idea. While it may only randomly become relevant, it seems like it could result in the occasional blowout from nowhere.
The same can be said about Predator Dragon, but it is not played (unfortunately, because it would be awesome).
On a more serious note, try it out, and see if Port would be better when you draw it.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Annatar
I need peoples opinion on a sideboarding question... how would you sideboard against Affinity with this list?
Aether Vial is typically considered slow against Affinity.
You want as many Ancient Grudge in as possible.
Pyrokinesis is good in this match up too.
I'd cut Stingscourger to 1 and replace the 2nd with the TSH from your board.
So using your list I would go...
-4 Aether Vial
-1 Stingscourger
-1 Tarfire
+2 Ancient Grudge
+1 Tin Street Hooligan
+3 Pyrokinesis
That also leaves you down only 1 goblin so your Ringleaders shouldn't be weakened.
Wait till they activate their Moths to get maximum value from Pryokinesis.
Goblins is slower than Affinity so we take the control role in this match up.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
Dude, Voracious Dragon has waaaaay more flavor :tongue:
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
The same can be said about
Predator Dragon, but it is not played (unfortunately, because it would be awesome).
And it's so good when your opponent counters or removes it! Not to mention all the goblins you have to sacrifice!
Just about the only things that can remove a land is Wasteland, Vindicate and Sinkhole and even then they wont be able to stop the ability. If they kill your pumped Instigator, token or Piledriver you just reuse it next turn on another gob.
Re: [Deck] Vial Goblins 2.0
Hi guys!
This is the mono red list I've been working on:
//Lands [22]
4 Wasteland
4 Rishadan Port
4 Bloodstained Mire
2 Scalding Tarn
8 Mountain
//Core [26]
//Others
4 Gempalm Incinerator
2 Goblin Chieftain
1 Goblin Sharpshooter
3 Mogg War Marshal
1 Stingscourger
1 Tuktuk Scrapper
//Sideboard
4 Relic of Progenitus
1 Stingscourger
1 Tuktuk Scrapper
3 Blood Moon
3 Pyrokinesis
3 Red Elemental Blast
I really like the build and its performing quite good, the only thing I'd like to squeeze in is a singleton Skirk Prospector because the cool interactions with echo goblins, combat tricks and so on. Also, the sideboard needs some work.
I don't feel like splashing at the moment, I wanna see how this build performs and then decide the splash based on my metagame requirements. Thanks in advance for your suggestions!
Re: [Deck] Vial Goblins 2.0
i play a similar list atm, because i cant afford dual lands at all. i decided for a cheap B-Splash tho..
//Lands [21]
4 Wasteland
3 Rishadan Port
4 Bloodstained Mire
4 Auntie's Hovel
1 Wooded Foothills
4 Mountain
1 Swamp
//Core [26]
//Others [13]
4 Gempalm Incinerator
2 Mogg War Marshall
1 Goblin Sharpshooter
1 Skirk Prospector
3 Warren Weirding
1 Goblin Chieftain
1 Goblin Tinkerer
//Sideboard [15]
4 Red Elemental Blast
3 Tormod's Crypt
2 Pyrokinesis
3 Perish
3 Chalice of the Void
I wouldnt play Hovel if i had the Duals and id prolly reorganise my land base. One main question remainin is "Tuktuk vs Tinkerer" - any opinions on this? Would u change the SB somehow?
Ideas welcome.