Re: [Deck] Vial Goblins 2.0
Ok guys here is a little report from GP Amsterdam. I played RB Goblins:
4 Aether Vial
1 Skirk Prospector
4 Goblin Matron
4 Goblin Warchief
3 Mogg War Marshal
4 Goblin Lackey
2 Warren Weirding
4 Goblin Piledriver
1 Goblin Sharpshooter
4 Goblin Ringleader
1 Goblin Chieftain
1 Stingscourger
2 Siege-Gang Commander
3 Gempalm Incinerator
4 Wasteland
4 Rishadan Port
4 Badlands
2 Bloodstained Mire
2 Auntie's Hovel
6 Mountain
-sb-
1 Goblin Tinkerer
3 Pyrokinesis
3 Perish
4 Cabal Therapy
4 Leyline of the Void
-tourney-
R1 Merfolk 2-0
I destroy him fairly easily in two short games. Afterwards he tells me that he intended to play Belcher, but forgot his deck so he had to borrow Merfolk which he never played before.. lucky me!
R2 Merfolk 2-1
I win the first game, he wins the second with a bunch of lords, I win the third with a nasty Pyrokinesis.
R3 Team America 2-1
He wins the first game because I make a mistake. I win games 2 & 3 on Port and Wasteland lockdown. So far so good.
R4 Merfolk 0-2
The first game he starts with five lords in a row. Damn. Second game I have double Pyrokinesis, when he attempts to equip Jitte, I pyro, he double dazes, I pyro again, he Vials in Cursecatcher and nails it... ouch. Jitte kills all my guys from then on.
R5 Reanimator 1-2
First game he gets a quick Iona on red... I don't have Weirding. Second game I start with two Leylines, he just scoops right away. Third game I mull to five, keep a hand with Lackey, Therapy, Weirding and two lands. Therapy takes his Animate Dead, I start beating with Lackey but I keep topdecking lands & vials :((. Eventually he EOT discards Jin-Git, gets it in play, the turn after he gets Blazing Archon and another turn later Elesh.
R6 BWG Junk 0-2
He destroys me in two games, first game I get double Hymn'd, then double Tarmogoyf and a Deed get it done. Second game he Hymns all my land away. I have double Vial in play which he Maelstrom Pulses. He then plays a Stoneforge. Tinkerer keeps Batterskull off the table but eventually he finds Deed and its over.
R7 Metalworker 0-2
First game he goes turn one Worker, I go mountain lackey. He goes tap Worker, play Voltaic Key, shitload of mana, Lightning Greaves, Blightsteel. Ouch. Second game I have to mull. No turn 1 play, while he goes T1 Trinisphere, T2 Golem, T3 Golem.
R8 Affinity 0-2
I get some piledrivers in play and start beating, then he plays three Myr Enforcers in the same turn. Game 2 I mull to three and never see a land...
After this I was pretty annoyed getting beat 5 times in a row. It was too late to enter the side events so I went to a local coffeeshop and smoked one. I got back just in time for the last round.
R9 GW 2-1
First game I lose with a mediocre draw, he gets double Tarmo. Second game I have 3 Lackeys and some Wastelands, quick win. Third game I start beating him, get some piledrivers in play, all of a sudden he tutors up Dueling Grounds. I tutor up Siege-Gang and start throwing Gobs at his face, eventually he plows it. I get the second Siege-Gang which gets there.
Final record 4-5.
Overall somewhat dissapointed with my performance. Especially losing rounds 4 and 5 which I feel I shoud have won. Then again, decks like Merfolk and Reanimator have been gaining power whereas Goblins hasn't had anything new in years (or at least nothing good). Stuff like Weirding used to be really good against Reanimator, but against Jin it just sucks as they'll always draw 7 including counters before you can do anything about it.
I had fun though, worth the two hour drive.
At the GP looking over the tables there were many combo decks (SnT and Storm) and many blue aggro-control decks. I saw very few Zoo and other rush decks. Maybe if people start playing counterbalance again Goblins will be a better choice. Though wizards printing stuff like Snapcaster, Delver etc does not help at all.
Re: [Deck] Vial Goblins 2.0
As amusing as MWM is I personally cut them long ago for 4 instigator. Theirs just so many games where 1 swing has turned the match with me going from 1 creature in play to cluttering the board with 6 or more. As far as reanimator, and the blade decks, ive been having solid results with mono red gobbos, I am running a bit more removal than most: 3 gempalm, 3 stingscourger, 3 gang-bang commander(sometimes -1 SGC /+ 1 sharpshooter)
Re: [Deck] Vial Goblins 2.0
@jrw: It sounds like you are misboarding in regards to Perish. It's usually pretty obvious when you need to bring it in. Against any Savannah-centric decks its insane. You don't bring it in against fast Zoo because they only have 8 Green creatures. Bant only has a handful of non-Green creatures. It has won me games where no other card could have. It's the reason to splash Black.
Re: [Deck] Vial Goblins 2.0
Has anyone tested Anarchy against Maverick in Monored?
I'd like to know if it is good enough.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
ScatmanX
Has anyone tested Anarchy against Maverick in Monored?
I'd like to know if it is good enough.
I don't think Anarchy covers nearly enough match ups to substitute Perish. Maverick with Mother and all that jazz is tough to beat without dominating the game with mana denial (making anarchy a tough card to cast), or getting lucky with removal and a lackey trigger. < i've actually found it very hard to profit from mana denial against Maverick
Plus, Anarchy doesn't hit ooze and goyf and other nonsense like that, so playing anarchy makes it seem like you wish you were playing black splash so much you play a worse version of perish to make it better (excluding the possibility of the funky goblin hating decks like Death and Taxes, which are just as uncommon as the goblin mirror).
That being said, it's much easier to overcome mother of runes when you destroy all of the big creatures with Perish, then you can point removal at mother to tap it, or sneak through with a Lackey/Instigator, or just overwhelm it with Chieftain enhanced Lackeys/Instigators. The black splash is really good for that, should those decks continue to catch on.
--then again, there is always a time for anarchy should mono red expect enchantress and strange predominately white decks, and even some board positions that Maverick produces are weaker to Anarchy than to Perish: t1 Mother, t2 Stoneforge, t3 Sword, but after you played your first wasteland or lose a port, it won't be until turn five or six that you can cast Anarchy. At that point, you are cooked (and frozen).
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
angel882
I like Pyroblast better, because you may target opponent's Phantasmal Image with Pyroblast even if it's not blue.
Yes, this is what I was referring to. It can target anything, so it kills Illusions (and other unplayed jank like [card]Skulking Fugitive[/card]). This is a corner case, but even if it's just minorly better I see no reason not to run the better one. The only drawback is that your opponent can use Misdirection on it like a Force of Will, but why on earth would a blue player keep Misdirection game 2/3 against Goblins??
@scatmanx: I like Anarchy against Enchantress and White Stax and those annoying Moat control decks. None of which see much play right now. If those decks were around, I would run 1-2 SB Anarchy and then be like "why not board it in against Maverick too". But I see no reason to cut another SB slot just to run Anarchy against Stoneforge decks. It's 4cc and only good in narrow cases.
@ddt15: Sounds like Tinkerer was not enough to protect you from equipment. Tinkerer can get killed or countered. So can Tuktuk. Honestly, I worry about equipment a lot less with the 3 Shattering Spree. Your opponent can't stop them... with enough red mana they're uncounterable. They can also clear multiple threats at once. You can nail an SDT as collateral damage. It would also help against board positions like 3 Myr Enforcer, or Metalworker+Key, or 3sphere+golems.. actually sounds like Shattering Spree could have won you a lot of those rounds that you lost. The drawback is it's non-Goblin and you really need 3 to see them consistently, so it puts pressure on the rest of your board. But seriously, if you're scooping to artifacts (Merfolk with Jitte, sphere effects, Metalworker, Batterskull, affinity dudes) you should consider testing out more artifact hate.
Re: [Deck] Vial Goblins 2.0
After digging my old Goblins.dec from the grave and 2 weeks playing on MWS and in my local store, I've reached some good conclusions.
This deck needs now a shit load of removal. And by that, I mean more than 8 pieces. Those silverbullet decklists aren't going to do anything great, because Goblins aren't unfair in the new metagame.
The list I've reached is a bit aggressive, so here it goes:
Lands [21]
4 Wasteland
2 Rishadan Port
4 Bloodstained Mire
3 Wooded Foothills
1 Arid Mesa
4 Badlands
3 Mountain
Core [26]
Others [13]
4 Lightning Bolt
4 Gempalm Incinerator
2 Warren Weirding
2 Warren Instigator
1 Goblin Chieftain
Sideboard [15]
4 Leyline of the Void
4 Mindbreak Trap//Thorn of Amethyst
3 Pyrokinesis
2 Perish
2 Shattering Spree
After playing with all goblin-based artifact hate, all I have to say is that Shattering Spree just blows them pretty hard.
No one plays Engineered Plague nor Humility, so enchantment hate might not be necessary.
Playing 10 removal main deck lots of matchups, from GW Maverick to Stoneblade.
And back off with that Tarfire crap, Bolt is better.
Re: [Deck] Vial Goblins 2.0
Well, I'll grant you that Bolt is more straightforward. I personally run Tarfire since i prefer to have a pre-emptive solution to Stoneforge Mystic I can tutor for with Goblin Matron. If it is of any interest, this is my current removal package:
2 Stingscourger
2 Gempalm Incinerator
3 Tarfire
It might not look so hot on paper but being able to tutor for any one of them more then makes up for it.
However, Lightning Bolt can, in theory, kill Jace and that might just be the only reason I will consider testing it over Tarfire in my list.
Re: [Deck] Vial Goblins 2.0
@ Vandalize - Your list looks very good top to bottom imo. jrw1985 got me thinking about how good cabal therapy in different matchups, so playing them instead of MT/Thorn would be the only change I would make to the deck without converting it to my favored Instigator build.
I don't intend to barrage this thread with my own opinion on the deck forever, this is just my mono red deck tuned to the advice received in the thread, and if at some point if I play in a quality tournament I will return.
Mono Red Vial Goblins
4 Wasteland
3 Rishadan Port
15 Mountain
4 Aether Vial
4 Goblin Lackey
4 Warren Instigator
4 Goblin Matron
4 Goblin Ringleader
3 Goblin Piledriver
1 Goblin Warchief
3 Goblin Chieftain
2 Siege-Gang Commander
4 Lightning Bolt <(perhaps -1 for +1 Tarfire, but more than that is unnecessary and Bad against goyf)
3 Gempalm Incinerator
2 Stingscourger
SB
4 Leyline of the Void (Relic could be a bomb against Tempothresh variants though...)
4 Red Elemental Blast/Pyroblast
3 Chalice of the Void
3 Pyrokinesis
1 Tuktuk Scrapper
I've never actually played with Warchief as a one-of before. I am interested to see how often I am able to make it relevant in that role. I've never liked the fourth Chieftain in my deck anyways. I'll probably keep my findings to myself, unless I have something greater than anecdotal advice to offer.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
jrw1985
Sideboard
4 Leyline of the Void
4 Chalice of the Void
3 Cabal Therapy
2 Pyrokinesis
1 Earwig Squad
1 Mindbreak Trap
I will be attending this tournament on Saturday. JRW my list is similar to yours...
+1 SGC
+1 Chieftain
+1 War Marshal
-1 Weirding
-1 Sharpshooter
-1 Prospector
MY sideboard looks like this:
4 Leyline of the Void
4 Chalice of the Void
3 Cabal Therapy
2 Pyrokinesis
2 Shattering Spree
When you play against ANT and TES do you put the Leylines in as well? If so that means you're putting 13 cards in against certain combo decks and I only count 11 dead cards... What's your sideboarding plan look like against those decks and how useful have you found the 1 of Squad and MBT? I understand you can tutor for the Squad but he'd see play on turn 2 at the earliest and that's with a hand of Lackey, Warchief, Squad, Mountain, Fetch, blah, blah... Wouldn't these slots be better as REB/Pryoblast or artifact hate?
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Ace/Homebrew
When you play against ANT and TES do you put the Leylines in as well? If so that means you're putting 13 cards in against certain combo decks and I only count 11 dead cards...
I wouldn't board the Leylines in against ANT and TES. They can win easily enough with leyline on the board. Besides you won't be forcing mulligans to get one. (Meaning you'll probably topdeck some). You'll get less hits off a Ringleader and a good clock is a must.
Re: [Deck] Vial Goblins 2.0
I just want to say this about my testing against Maverick: Anarchy might not be so bad after all. In situation where they have a Noble Heirarch and mana and aren't obviously mana screwed, it might be alright to avoid using wasteland (that is, unless you see a Grove of the Brunwillows, treat it like it's Tabernacle) and just developing your own mana base, so Anarchy isn't such a tough cast after all.
Also, like versus Zoo, it's alright to keep a hand without a one drop besides Lightning Bolt/Tarfire, especially on the draw (Instigator is a clutch follow-up). The deck always leads off with a one drop and doesn't get any bigger for a few turns.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Ace/Homebrew
I will be attending
this tournament on Saturday. JRW my list is similar to yours...
+1 SGC
+1 Chieftain
+1 War Marshal
-1 Weirding
-1 Sharpshooter
-1 Prospector
MY sideboard looks like this:
4
Leyline of the Void
4
Chalice of the Void
3
Cabal Therapy
2
Pyrokinesis
2
Shattering Spree
When you play against ANT and TES do you put the Leylines in as well? If so that means you're putting 13 cards in against certain combo decks and I only count 11 dead cards... What's your sideboarding plan look like against those decks and how useful have you found the 1 of Squad and MBT? I understand you can tutor for the Squad but he'd see play on turn 2 at the earliest and that's with a hand of Lackey, Warchief, Squad, Mountain, Fetch, blah, blah... Wouldn't these slots be better as REB/Pryoblast or artifact hate?
Leyline... This card has seen more discussion on the Goblins Thread than anything but Aether Vial.
Against many Storm decks Goblins is too slow to win G1. Goblins is also at it's most aggressive G1, capable of killing your opponent most quickly. So, if you're too slow to kill your opponent G1 when you're at your most aggressive, then you won't be able to kill them G2 or 3 either. Your only option is to slow down and start playing the control roll. This is when Leyline comes into play. After you've sided in your Chalices/Therapies/Traps/Thorns/whathaveyou you still have Leyline as an option to help you slow them down.
To be clear, I'm not advocating using Leyline against ANT or TES. It's often not nearly useful enough. Take the following ANT list for example:
2 Chant
1 Silence
3 Duress
1 Thoughtseize
4 Cabal
4 Dark
4 LED
4 Petal
4 IT
2 Grim
1 Ad Naus
1 IGG
1 Tendrils
4 Brainstorm
4 Ponder
3 Preordain
1 Plains
1 Swamp
2 Island
2 Sea
1 Tundra
2 Marsh Flats
4 Delta
4 Strand
Sideboard:
1 Volc
4 EtW
1 Ad Naus
3 Chain
2 Rebuild
1 Seize
1 Silence
1 Duress
1 Badlands
What's Leyline going to do against this? Make Cabal Ritual less efficient, and shut off the IGG Loop. Sorry, but that's not nearly good enough to side in, especially if you're already siding in 4 Chalice, 3 Therapy, 1 Earwig and 1 Mindbreak (which my current SB would do).
So while Leyline isn't worthwhile against TES/ANT there are still a plethora of combo decks it IS quite useful against. For instance:
High Tide - Practically turns off Time Spiral
Pattern of Rebirth - Turns off Protean Hulk and Revelark
Past in Flames - Turns off Past in Flames and diminishes Rite of Flame
Dredge - Turns off Deck
Reanimator - Cute Show and Tell. Oh wait, Mystical is banned.
So, yeah, there are combo MUs where Leyline can make a huge impact. There are also MUs against aggro-control decks where it can be surprisingly relevant:
RUG Countertop
A Legacy Magic deck, by Gerry Thompson
3rd place at a StarCityGames.com Legacy Open tournament in Kansas City, Missouri, United States on 2011-10-30
Maindeck:
Artifacts
4 Sensei's Divining Top
Creatures
3 Grim Lavamancer
4 Tarmogoyf
Enchantments
4 Counterbalance
Instants
4 Brainstorm
1 Counterspell
2 Dismember
3 Force of Will
3 Punishing Fire
3 Spell Snare
Legendary Creatures
2 Vendilion Clique
Planeswalkers
3 Jace, the Mind Sculptor
Basic Lands
2 Island
1 Mountain
Lands
1 Cascade Bluffs
4 Grove of the Burnwillows
3 Misty Rainforest
4 Scalding Tarn
3 Tropical Island
1 Underground Sea
3 Volcanic Island
2 Wooded Foothills
Sideboard:
3 Nihil Spellbomb
2 Flusterstorm
1 Force of Will
2 Krosan Grip
1 Lightning Bolt
4 Pyroblast
2 Thrun, the Last Troll
The above list took 3rd at last weekend's SCG tourny. I can see the combo of Lavamancer and Punishing Fire giving Goblins a little difficulty. But what happens when you start G2 with a Leyline in play? K-Grips probably aren't getting boarded in, but even if they are they can't come out until T3. In the meantime Lavamancer is useless and Goyf is a 2/3 at best. Punishing Fire can only be used once. 2 Clique and 3 Jace are the only win conditions unaffected. i would definitely side in Leyline against a deck that relies this heavily on the graveyard.
Part of what makes siding in Leyline so difficult is that it is so conditional, and depends upon the build you're facing. Sometimes it's great against a deck that might otherwise be described as Aggro/control. Sometimes it's great against combo, sometimes it's useless against combo. You just need to pay attention to how their deck works and do a little researching of decklists before hitting up a big tourny.
As for your question about Squad and MBT, not I wouldn't want 2 REBs instead. You see, Squad is very useful against decks with Equipment and 2 card combos, not just Storm combos. REB is a little too reactive for my tastes. i like being proactive and aggressive with Goblins. Keeping mana open and not casting Goblins in the hope that your opponent will play a Ponder just isn't my style. Also, if I ran REB I would give up my opportunity to run a card like Earwig which is useful against SFM as well as Combo. And MBT could be any one-of. I just like have the possibility of a blowout.
Re: [Deck] Vial Goblins 2.0
You're right about LotV. I've only ever brought it in against Reanimator and Dredge but at the time Reanimator was about 23% of the room and well worth the spots. I've never come across High Tide or Rebirth but I do expect Snapcaster Mage to be a popular new toy.
Excellent point about REB.
I guess I haven't had my 'Ah-hah!' moment with Squad yet.
Regarding Stingscourger/Mogg War Marshal and Wort, Boggart Auntie; I can stack the failure to pay echo cost to work the way I want with Wort's triggered ability right?
All the echo goblins in our lists (and Prospector in yours) seem good against Dredge. Even Warren Weirding can remove Bridges if need be. =)
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
Ace/Homebrew
Incorrect w/r/t Wort's upkeep trigger. Wort's ability triggers at the beginning of upkeep and Targets a Goblin card in your Graveyard. MWM's echo triggers at the beginning of your upkeep, and upon resolution, if not paid, MWM dies. So, MWM isn't in the graveyard yet at the beginning of the upkeep for Wort to return to your hand. If Wort didn't target, then yes, this would work the way you want it to, and MWM would essentially give you two tokens each turn, because Worts ability would go on the stack (not needing a target, it would just say "return A goblin from your graveyard to your hand"), then MWM echo would go on the stack, you wouldn't pay the echo, MWM would die, Wort's upkeep trigger would resolve, and you could return MWM to your hand.
How it actually works is: Wort's trigger on stack, targeting a card in your graveyard, MWM trigger on the stack. MWM dies. Wort can't return it because Wort's trigger is already targeting another card in your graveyard. This is why you want a lone Skirk Prospector sometimes. He'll get you goblins in the graveyard before Wort triggers.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
jrw1985
Incorrect
Damn :rolleyes:
Re: [Deck] Vial Goblins 2.0
For people playing maindeck Relic of Progenitus, it's pretty obvious that you don't want to play Leyline of the Void and opt for traditional grave hate instead. I have a hunch that most heavy graveyard decks won't play Needle over stuff like Natures Claim. Leyline, while bomby, has the tenancy to put too much emphasis on luck) >> I tend to play against dredge pretty well, so even for that deck I'd rather have the traditional hate, but MD Relic would be even more of a reason to play crypt and others.
Leyline is better against combo and some other MUs.
Relic is better against aggro control and some other MUs.
Crypt is a worse Leyline, but it can be played more fluidly alongside additional grave hate (like more than four), and other sideboard cards, and is never a dead draw against the decks that you need it against should you be unable to draw it.
Re: [Deck] Vial Goblins 2.0
I'd like to make room for Bolts MD but I feel the list is tight already. Here's what I'm running. What would you cut and why (what MUs is it less optimal against than before)?
Core 24 (-1 Warchief, -1 Piledriver)
4 Warren Instigator
2 Goblin Chieftain
1 Wort
1 Kiki-Jiki
3 Gempalm Incinerator
1 Stingscourger
2 Warren Weirding
4 Wasteland
2 Rishadan Port
4 Badlands
6 Mountain
6 mixed fetches
I really believe a list with 4 Instigator and 4 Lackey needs at least 4 fatties to cheat out (2 SGC, 1 Kiki, 1 Wort). If I was to cut either Kiki or Wort, it would probably be for another SGC so I don't fan on Lackey/Instigator triggers. And I do really like the control options that Kiki and Wort offer. I love the CA and play opportunities. I find you can outwit opponents just because they don't always think of every line of play you can make with them to interact with their board. But I wonder if we should still be trying to play that control role in an Instigator build?
I cut the Piledriver and Warchief for reasons already discussed on here.
I agree with jrw1985 in finding REB effects ineffective. Aren't we strong against blue aggro-control anyway? Seems like shutting off their engines (graveyard hate) or stripping their threats (Therapy, Squad, Perish) is better than trying to win a counter war or take out cantrips. I used to got to local Legacy events with 4 Pyroblast in the board, but I found I didn't side them in against aggro control and instead used them against a local player who really liked playing Painter. 1-mana Vindicate/Counterspell seems good.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
FTW
I'd like to make room for Bolts MD but I feel the list is tight already. Here's what I'm running. What would you cut and why (what MUs is it less optimal against than before)?
Core 24 (-1 Warchief, -1 Piledriver)
4 Warren Instigator
2 Goblin Chieftain
1 Wort
1 Kiki-Jiki
3 Gempalm Incinerator
1 Stingscourger
2 Warren Weirding
4 Wasteland
2 Rishadan Port
4 Badlands
6 Mountain
6 mixed fetches
I really believe a list with 4 Instigator and 4 Lackey needs at least 4 fatties to cheat out (2 SGC, 1 Kiki, 1 Wort). If I was to cut either Kiki or Wort, it would probably be for another SGC so I don't fan on Lackey/Instigator triggers. And I do really like the control options that Kiki and Wort offer. I love the CA and play opportunities. I find you can outwit opponents just because they don't always think of every line of play you can make with them to interact with their board. But I wonder if we should still be trying to play that control role in an Instigator build?
I cut the Piledriver and Warchief for reasons already discussed on here.
I agree with jrw1985 in finding REB effects ineffective. Aren't we strong against blue aggro-control anyway? Seems like shutting off their engines (graveyard hate) or stripping their threats (Therapy, Squad, Perish) is better than trying to win a counter war or take out cantrips. I used to got to local Legacy events with 4 Pyroblast in the board, but I found I didn't side them in against aggro control and instead used them against a local player who really liked playing Painter. 1-mana Vindicate/Counterspell seems good.
I think Wort is the stronger card, but Kiki-Jiki has more raw speed. Fear and a 3/3 body, and no dependency on cards in play put Auntie over the top, IMO.
Would you be willing to play fewer than three Lightning Bolts? Without removing some of your more interactive cards, the only things you can cut to fit more bolts are some combination of Warchiefs, Piledrivers, Chieftain, 1 Siege-Gang Commander. Without the latter two, Instigator can under perform for being a weakling on it's own. I guess it all depends on your playstyle.
Also, there are certain match-up where Goblin MUST play the 'control role' in order to win, unless you luck sack into Lackey triggers round after round. The control role is so much more than Rishadan Port/Wasteland though.
> about that, there are countless situation where you must choose between playing Mountain/Instigator or Rishadan Port on turn two. I often favor the Port if I've already stuck a one drop, especially Vial, but it really all comes down to knowing what you're playing against.
When you draw a Vial on turn two, there is the decision to play Vial over Instigator, that's also match-up dependent (but a no-brainer if you're holding Wasteland). If I connect with Lackey, I will drop Instigator and Port, usually ending up with at least another trigger next turn.
Against decks playing Daze, Instigator can just as effectively curtail their manabase as a Port, so why not run into his daze and go into next turn with an extra land and card (play vial and Port)?
Instigator is another solid turn two play in addition to mana denial rather than instead of it, and lowers the curve of the threat density to force interaction earlier than usual. This usually results in the misuse of their resources, a somewhat controlling effect. You will be able to keep hands that you know will be able to force interaction to a point that the opposing deck is not comfortable with dealing with.
I agree on Blasts, although they can be used a against a lot of decks they are very narrow and as effective as a pop gun sometimes. Black splash with Cabal Therapy has no need for blasts, it's more of an act of desperation on part of mono red.
Re: [Deck] Vial Goblins 2.0
Quote:
Originally Posted by
FTW
I'd like to make room for Bolts MD but I feel the list is tight already.
I also wanted to try Bolt again and came up with the following:
Lands (22):
6x Fetches
2x Badlands
4x Wasteland
4x Port
6x Mountain
Core (24):
-1 Piledriver
-1SGC
Flex (14):
1x Skirk Prospecter
1x Sharpshooter
2x MWM
1x Wort
1x Tuktuk
3x Gempalm
1x Stingscourger
1x Warren Weirding
3x Bolt
SB (15):
4x Leyline of the Void
4x Chalice of the Void
1x Mindbreak Trap
2x Shattering Spree
2x Perish
2x Pyrokinesis
Actually it worked surprisingly well: I killed Delver and early Gofys vs. Thresh and even won a game vs. Maverick with 3 MoR in play with Wort and when he finally got a Knight online to grap his maze, I topdecked a Bolt to kill him. So they are really great in that, but still no goblin. I guess I'll stay with 'em until some better removal appears (like MM)...
So to answer your question: I'd probably cut one or two Instigators, cause you have 7 2drops, a Weirding, since you can tutor for that anytime, and maybe a Gempalm, cause Bolt is faster in early game.