Once there is two damage on the knight and the relic goes off, there is no way they can save it besides stifle and other cards like that. Same for Goyf with one damage on it.
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I find hard to screw decks like maverick/bant G1 without pyrokinesis main deck. In some situation I feel pyrokinesis is even better than perish against those decks. Sometimes it is better to remove that mom or stoneforge on turn 2 than perish them on turn 3 or later... I insist saying that if their threats are one or 2 big creatures on the board we win most likely. We start loosing if they start using unfair equipments or if their threats start getting protection from red.
I would side out Warren Weirding for perish against those decks but i don t think i would side out pyrokinesis.
I feel pyrokinesis deserves more than perish space in the 75 cards, it is just less situational, sometimes even better against heavy green decks like maverick/bant. Moreover, being less situational we can play some copies of it main deck leaving out precious sideboard space to fight against decks that are really unfair for us such as combo decks. I m not sure that perish is unique enough for maverick to use up sideboard space for it.
let alone the fact that perish doesn t help lackey connect on turn 2...
Hi all, first post here but i have been folowing this thread since some time.
I attended a small tournament (25 people) in Paris and i finished second with this list :
18 mountains
4 Vials
4 lackeys
4 matron
4 ringleader
3 gempalms
3 warchief
3 piledrivers
4 chieftains
4 tarfire
4 mogg war marshall
1 siege gang
1 kiki jikki
1 sharpshooter
1 stingscourger
1 tuk tuk scrapper
4 pyroblast
4 faerie macabre
2 relic of progenitus
3 pyrokinesis
1 shattering spree
1 goblin tinkerer
First of all i don't run mana denial lands because they are far too expensive, but this constraint has its good sides. I used to play B/R goblins but i choose to back to mono red as i neither have bilands nor fetches, and i wanted to dodge adverse wastelands as much as mana death.
1- U/R/G tempo 2-1
I often get my vials and manage to come back after some firespouts, his blasts aren't enough to stop me. I sided in my relics of progenitus which was useful to reboot a tarmogoyf once.
2- TES 2-1
A lucky game, i win on game one thanks to a fast opening and a misplay from my opponent. Game 2 i loose on turn one. Game three i conect a lackey into a siege gang, his an nauseam fizzles at 3 life and with a siege gang on the field and a tarfire in my hand the game is mine.
I sided in my pyroblast but luckily didn't saw one, as they are in fact pretty useless.
3- Maverick 2-1
I outrace him on game one, loose on game 2 as i wouldn't cast a pyrokinesis on a single hierarch wich allows him yo cast elspeth on turn 3. Game 3 i keep a hand with vial, sharpshooter and mountains, he mulls to 5 and i draw threat after threat.
4- mono B control 2-1
On game 1 he smallpox me all the way and finishes me with his cursed scroll. Game 2 i managed to cast 2 mogg marshalls, but he finds his engineered plague. I loosed hope but i drew not 1 but 3 vials, matrons, ringleaders and chieftains did the rest. Nice use of tinkerer to scare the mishra's factory. Game 3 i have a perfect vial + lackey in opeing hand, he didn't find his plagues or any spot removal.
5- Maverick 0-2
I had good draws on both games but he had better ones. I misplayed by attacking with a smaller army as i feared when he landed 2 knights and Thrun.
About the removal:
Tarfire : Great removal, always does his job, and moreover is a nice finisher for sloppy or overconfident opponents.
Gempalm : Kinda disapointed about this ; too expensive to kill small creatures and useless if you're not already in good shape against big threat. I feel like fanatic would have done a better job.
Pyrokinesis : Disapointment too. Against maverick, i feel this card is very self arming if you can't kill at least too creatures and/or play it at the very right time. I think i have misplayed once it as i only managed to kill a knight in response to a fetch. It killed an hierarch and a dryad in another game but turns out it hadn't crippled my opponent for a second. A better use of it could be casting it late game to remove all the one drop blockers.
No mana denial ?
Not running wasteland or ports wasn't such a cripple for me,as long as i'm faster than my opponent. And it allows awesowe chain casts with a warchief on the field as well as great comebacks when i draw a ringleader late game.
All basic lands ?
As i wrote before, running all basics is great in a metagame full of wastelands and stiffle. I definitely would have lost against Black and his thousands wastes and sinkholes with them.
I have mixed feelings at the end of the day because on my wins my deck permormed "too" well by hitself for me to take real decisions, and i feel stupid with my sideboard, useless most of the time.
Thank you for reading me, sorry if my english is not perfect.Feel free to help me improve my list !
Sorry, but gempalm incinerator is one of your best cards in the deck! It trades usually 0:1, I've never seen it getting countered by a Stifle and even turn 2 it can clear the way for lackey.
There will be a point, where just basic mountains are not sufficient enough. The thing is, playing mono red goblins enables you to play a tiny amount of the card pool, because they need to be goblins. To balance things a little an what your opponent can put into play, let him at least use basic lands for it-otherwise you will fall over you high cc curve, while everyone else in legacy plays all of theirs spells with 1-2 cc.
And 2 Piledrivers. Are they that bad? I always thought of them as a 4-of. Perhaps 3 if you really need the spot. But 2? That seems low.
But the list looks like fun, you could imagine Sharpshooter being good with 4 Fanatics and a Prospector.
I wonder how the list would have done with 4 Chieftains instead of 4 Warchiefs. That would also solve the occasional Tin-Street Hooligan problem.
I was stunned to see he lost to UW Stoneblade.
I mean, after SB he has 2 Tin-Street, 3 K.Grips, and 4 ReB!
That's more than enough to rape UW...
I tried the list yesterday right away just to see how it works and actually thought it would be great vs. Jitte, batterscull and such, since it runs 4 fanatics, Sirk Prospector, 2 SGC and TSH.
My record was 1-6 vs Punishing Maverick and 0-4 vs ANT (all preboard games). I expected it to suck vs. combo since there not a whole lot we can do, but I rarly stand a chance vs. Jitte and Punishing Fire, even I stablize the board and get some position with Sharpshooter and Fanatic vs. Jitte, he comes along with iterative Punishing and kills my dudes before attacking with some equipped Scrip Ranger or Aven Mindsensor...or gains life with GSZ into Scanvening Ooze.
4 Goblin Lackey
2 Goblin Piledriver
3 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
3 Mogg Fanatic
3 Goblin Chieftain
3 Gempalm Incinerator
2 Tuktuk Scrapper
1 Goblin Sharpshooter
1 Siege-Gang Commander
1 Stingscourger
Instants/Sorceries:
2 Tarfire
2 Warren Weirding
Artifacts:
3 Aether Vial
Basic Land:
7 Mountains
Non-Basic Land:
3 Badlands
3 Bloodstained Mire
3 Wooded Foothills
3 Wasteland
3 Rishadan Port
Sideboard:
2 Pyrokinesis
3 Perish
4 Leyline of the Void
4 Chalice of the Void
2 Phyrexian Revoker
I haven't played for about a month so I'm considering running something along these lines tonight. I've cut down on the Piledrivers and Warchiefs in exchange for more burn. As it stands I've got 15 pieces of MD removal here, plus sweepers in the SB. I couldn't think of anything good for 2 SB slots, so I'd like to try Revoker. The fact that they can play a control and beatdown roll fits my idea of how the deck should play.
Suggestions always welcome, unless you're suggesting I play Wort.
@jrw1985: crazy list, I look forward to hear how it is going to perform. I would never ever play 3 Aether Vial, it is such a powerful turn one drop. What do you want to play turn one? I guess you are gonna mulligan a lot also because you don t play the full playset of wastelands and ports. In my opinion, an opening hand without lackey or vial or multiple mana denial is auto-mulligan. However, I appreciate that u try something new I hope you will perform well. Having a lot of removal turned out very usefull in my testings I look forward to hear how it worked out for you.
I like the sideboard even though I would fit in red elemental blast over perish.
Why only 3 badlands?
The idea to only run 7 Vial/Lackeys came from BigSexy, and I liked it. I'm only running 3 Vials because really you only want a Vial/lackey in your starting hand, and after that they aren't great topdecks. Running 7 instead of 8 doesn't make much of a difference in drawing one, and it frees up one slot for another goblin. Same with Waste/Port. 6 mana denial effects is great, and it keeps you from running too many colorless mana sources. I also cut down to 2 Piledrivers to make a little more room for removal. I hate REB as a SB card. It doesn't do much against combo or control in my experience, and it's pretty unnecessary as spot removal. I only run 3 Badlands because I only have 3 badlands. Never got around to fixing that.
You always want Vial as often as possible. Late game Vials are deceptively good especially when you are grinding out a win.
Sorry, I don't see 15 pieces of MD removal. But nevertheless, I suggest to play 4 Gempalm MD and Stinger SB, also 23 lands and of course PLAY Wort. Just kidding.
I'm not so sure about taking the control part with this build, but I could see 2 WI in there pretty good.
It is somehow simmilar to my list.
But I don’t agree with some of your choices. Cutting Wasteland, Port and Vial from my experience is bad. The combinations of those three cards won me countless games. I’m also a big advocate of higher land count. Goblins as mana-hungry tribal and it needs plan B when opponent will counter/remove/nagate Vial or Lackey. Therefore 23 for me is optimal number.
What also worries me is higher count of tribal spells what will cause that goyfs will get bigger (that’s also why I run Relic of Progenitus in my 75). I also choose Bolts over Tarfire. I’m aware I diluted my deck and I can’t search for bolts with Matrons, and the burn spell will be put on the bottom of my library when I flip it with Ringleader. However I’m also aware that bolt is better against zoo and it deals 3 not 2 damage. Here I just want effectiveness over consistency.
As for the sideboard: I think that you need reb/pyro but if you don’t need it it’s ok – I can understand that. Because of meta-shift toward red Merfolks rarely appears , and it’s no problem to kill Tiago, Clique or Delver with fanatic/tarfire/bolt/gamepalm. However it is still good to win counter wars, counter/kill Jace, or protect your triggers against stifle.
Ended 7th in 52ppl tournament with this list:
4 wasteland
4 wooded foothills
4 scalding tarn
3 rishadan port
2 taiga
5 mountain
4 aether vial
4 goblin lackey
3 mogg fanatic
1 skirk prospector
4 mogg war marhall
2 goblin piledriver
1 tin street hooligan
1 stingscourger
4 goblin matron
4 goblin chieftain ´
4 gempalm incinerator
1 goblin sharpshooter
4 goblin ringleader
1 siege-gang commander
Sb:
1 tin street hooligan
2 pyroblast
3 krosan grip
3 pyrokinesis
2 blood moon
4 leyline of the void
Matches:
1. Dredge 2-0
2. UW blade 2-1
3. UW blade 2-0
4. UB stiflenought 2-1
5. Nic fit 0-2 (got paired down)
6. Dredge 0-0
Top 8: UBR delver tempo 0-2
Overall deck did pretty good job, never missed 3rd and 4th piledriver. Fanatics were good in killing snapcasters a delver (and removing bridges) just like everyone think. Only card that little disapointed me was blood moon. Sided them in aganist uw blade and lost game due to mountainized taiga…Another interesting note: nic fit is really bad matchup (at least from my view)