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Thread: [DTB] Vial Goblins

  1. #801
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    Re: [DTB] Vial Goblins

    Is Weirding a replacement for Incinerator? How many removal effects should be run, do you think?

  2. #802

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Jaynel View Post
    Is Weirding a replacement for Incinerator? How many removal effects should be run, do you think?
    No more than 5, not including Fanatic and Sharpshooter.

    It's a matter of what to cut. If you're running black and green and still running port, going below 23 land is a very bad idea. You're also giving up versatility. I don't think anyone should have a main deck without 1x Tin-Street; there's way to many pain in the ass artifacts in the format. I understand not wanting a Sharpshooter in the main (though I love the card and haven't cut him), but I'd rather cut him for another dude that swings, or some beef (another SGC, maybe Goblin Goon). The removal is tutorable, so you're running the removal itself, plus four more copies in Matron.
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    Re: [DTB] Vial Goblins

    Fine. I'll be the one to say it.

    Earwig Squad is insane in this deck.

    3BB

    Goblin Rogue

    Prowl 2B

    When Earwig Squad comes into play, if its prowl cost was paid, search target opponent's library for three cards and remove them from the game. Then that player shuffles his or her library.

    5/3

    I know, he doesn't have synergy with Vial or Lackey. So what? Neither does Tin Street and we all saw how that turned out.

    2B to beat target combo deck(1B with Warchief out), AND get a 5/3 that can function under double plague and trades with Goyf a fair amount of the time.

    Imagine this play;

    Turn 1 Lackey
    Turn 2 Warchief, play Earwig Squad, make any combo deck cry(not to mention half the control decks running less than 4 real win conditions).
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  4. #804

    Re: [DTB] Vial Goblins

    I don't know. I mean, it looks cool, but most combo decks run multiple win conditions, plus tutors, plus wishes. It might stall them for a turn or two. That could be enough time, it could not.
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    Re: [DTB] Vial Goblins

    Tutors can't grab what's not there. Most combo decks really don't run that many win conditions or business spells. The ability of Earwig to let you hit their weakest link seems fantastic.
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  6. #806

    Re: [DTB] Vial Goblins

    Belcher runs 4x Belcher and multiple copies of Empty the Warren, plus Wish.

    Ichorid doesn't rely and three specific cards to win.

    You could theoretically get all of TES maindeck win conditions, but they still have wish.

    Enchantress seems like the only deck the ability resolving would make an autowin. But you have to get it down before Confinement.

    I guess it'd be alright against Aluren. They don't play tutors, do they?
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  7. #807
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    Re: [DTB] Vial Goblins

    I love goon in my build as a 1 of and he helps against e.plague.

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    Re: [DTB] Vial Goblins

    Quote Originally Posted by TeenieBopper View Post
    Belcher runs 4x Belcher and multiple copies of Empty the Warren, plus Wish.

    Ichorid doesn't rely and three specific cards to win.

    You could theoretically get all of TES maindeck win conditions, but they still have wish.
    Ichorid is pretty damn crippled if you take out 3x Bridges.

    Belcher probably isn't very hurt.

    TES I'm not sure what you hit; if you're familiar with the decklist you can try to figure out what's in their hand as you search, and hit what they most need.

    Enchantress seems like the only deck the ability resolving would make an autowin. But you have to get it down before Confinement.
    Breakfast. Take out 3x Meditates or High Tides against Solidarity. Hit Squee, Anger and some other critical guy against Survival.

    This card doesn't need to be an auto win. It's a Juggernaut and 3x Extract for 2-3 mana. In what match-up is that a bad deal? Even in the mirror you can eliminate the opponents' SGCs.
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by SpatulaOfTheAges View Post
    Ichorid is pretty damn crippled if you take out 3x Bridges.

    Belcher probably isn't very hurt.

    TES I'm not sure what you hit; if you're familiar with the decklist you can try to figure out what's in their hand as you search, and hit what they most need.



    Breakfast. Take out 3x Meditates or High Tides against Solidarity. Hit Squee, Anger and some other critical guy against Survival.

    This card doesn't need to be an auto win. It's a Juggernaut and 3x Extract for 2-3 mana. In what match-up is that a bad deal? Even in the mirror you can eliminate the opponents' SGCs.
    I've gotta agree with Spat that this guy warrants testing.

    BTW, against TES, you grab:
    1x IGG
    1x Diminishing Returns
    1x Tendrils/EtW

    or
    3x LED.

  10. #810
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    Re: [DTB] Vial Goblins

    So, am I missing something, or are we seriously discussing a combo hate card for Goblins that comes online turn 2 with a god hand, and otherwise turn 3 or later? I find it hard to believe that a combo-hate card that comes down late and requires other cards for it to even be played in a relevant timeframe is any good whatsoever. In fact, it sucks. For people who talk about how Thorn of Amethyst is too slow, you sure love a card that is even slower than that and doesn't even fully stop them from comboing.
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Slay View Post
    So, am I missing something, or are we seriously discussing a combo hate card for Goblins that comes online turn 2 with a god hand, and otherwise turn 3 or later? I find it hard to believe that a combo-hate card that comes down late and requires other cards for it to even be played in a relevant timeframe is any good whatsoever. In fact, it sucks. For people who talk about how Thorn of Amethyst is too slow, you sure love a card that is even slower than that and doesn't even fully stop them from comboing.
    -Slay
    Yeah, I sort of agree with this. I'm not overwhelmed by Earwig Squad. He's good against Ichorid, but our whole deck's good against Ichorid anyway. He sucks against Belcher and TES, as they're too fast, and he's only ehh against Solidarity, as they can recover from any three cards you remove. About the only combo match he seems very strong against is Cephalid Breakfast.

    It's worth noting he's notably decent against decks with limited kill conditions, but most of these decks can just counter him.

    Also, this is Black we're talking about. Why not just run, you know, Thoughtseize? Or something good?

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

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    Re: [DTB] Vial Goblins

    Yeah, if anything, the Squad could work as anti-control hate. Get rid of 3x Plagues, 3x sweepers, etc.
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  13. #813
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    Re: [DTB] Vial Goblins

    Or, the Squad could just stay in Extended, and we can avoid its hideous face like a tranvestitite brother.

  14. #814
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by TeenieBopper View Post
    I give up.

    Wasteland>>>>>>>(ad infinum) Rishadan Port.

    The new warchief sucks.

    Black splash is infinitely better than the white one, and has been for months.

    7 Incinerator/Weirding effects is overkill.

    Gorger is... interesting. I'm not saying he's good, but I'm not saying he's bad. He's the one goblin from Lorwyn I can look at and not know for sure if he sucks or not without trying him out.
    I pretty much agree with all this. Also just to add to the pros of Weirding, it can turn your Warchief into 2 hasty gobos if you need Tin-Street to do his thing and you play Rbg. I personally think Rbg is the way Gobs will be headed and Weirding should def. be at least a one of as it has utility even when the opponent has no creatures and either way you work it you come out 1 creature ahead if he does. As for the other Morningtide Gobs spoiled so far they lack the overall synergy of already established cards and I don't think they will see play unless the meta somehow changes.
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  15. #815

    Re: [DTB] Vial Goblins

    CREATURES (30)
    4 Goblin Lackey
    4 Mogg Fanatic
    4 Goblin Warchief
    4 Goblin Ringleader
    3 Goblin Piledriver
    1 Tin Street Hooligan
    4 Goblin Matron
    2 Gempalm Incinerator
    2 Siege-Gang Commander
    1 Kiki-Jiki, Mirror Breaker
    1 Wort, Boggart Auntie

    SORCERIES (4)
    4 Warren Weirding

    ARTIFACTS (4)
    4 AEther Vial

    LAND (22)
    4 Wooded Foothills
    4 Bloodstained Mire
    3 Badlands
    2 Taiga
    1 Mountain
    4 Wasteland
    4 Rishadan Port


    How important is Mogg Fanatic exactly? I realize it can play an important part versus Cephalid Breakfast, other than that does it do anymore particularly impressive except being another 1st turn drop, to smooth out the curve? Cause there are some cards which could potentially do this aswell, such as Thoughseize maindeck.

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    Re: [DTB] Vial Goblins

    Quote Originally Posted by arvid View Post
    How important is Mogg Fanatic exactly?
    - Smooth the curve
    - It's a goblin so it has sinergy wih the deck in general, particularly with Incinerator, early Piledrivers, Sharpshooter and Wort
    - It kills a small amount of threats (Confidant, Mother of runes, disciple of the vault...) or trades with Grizzly Bears
    - Helps agains opposing Jittes (they don't charge for a turn)
    - It's good in the Cephalid Brakfast matchup
    - It's good in the Ichorid matchup
    - It's good in the Aluren matchup
    - It's on your primary color
    - Usually beats for 2-3 dmg, which is good for just R.
    - Last but not least, it disrupts the savage Hard Boiled Awesome Sauce deck. God save the fanatics.

    Is there anything I'm missing about the effectiveness of Fanatic? It's solid but not spectacular (the way lackey and vial are).
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  17. #817
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by arvid View Post
    CREATURES (30)

    1 Kiki-Jiki, Mirror Breaker
    1 Wort, Boggart Auntie
    Strongly consider making this two Wort.

    LAND (22)
    4 Wooded Foothills
    4 Bloodstained Mire
    3 Badlands
    2 Taiga
    1 Mountain
    4 Wasteland
    4 Rishadan Port
    You are running at least 4 too few red sources. You are going to find it difficult to consistantly hit RR when you need it, especially against Wastelands. Think about it. You're running more colorless producers than you are red producers.

  18. #818

    Re: [DTB] Vial Goblins

    Quote Originally Posted by GreenOne View Post
    Is there anything I'm missing about the effectiveness of Fanatic? It's solid but not spectacular (the way lackey and vial are).
    You made a bunch of good points there.

    Quote Originally Posted by Nightmare View Post
    Strongly consider making this two Wort.
    Care to elaborate? They don't serve the exact same purpose. Although Kiki only is good when you already have cards on the table (making it a win-more card??) it can be more game-breaking than a Wort, can't it (especially since you can copy the Matron which you tutored Kiki with, to begin with)?

    Quote Originally Posted by Nightmare View Post
    You are running at least 4 too few red sources. You are going to find it difficult to consistantly hit RR when you need it, especially against Wastelands. Think about it. You're running more colorless producers than you are red producers.
    Not if you count fetch as a red producer, but you might very well be right. So cutting down to perhaps 4-6 fetch for duals/mountains could be the way to go here?

  19. #819
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Slay View Post
    So, am I missing something, or are we seriously discussing a combo hate card for Goblins that comes online turn 2 with a god hand, and otherwise turn 3 or later? I find it hard to believe that a combo-hate card that comes down late and requires other cards for it to even be played in a relevant timeframe is any good whatsoever. In fact, it sucks. For people who talk about how Thorn of Amethyst is too slow, you sure love a card that is even slower than that and doesn't even fully stop them from comboing.
    -Slay
    Thorn of Amethyst is neither a Goblin, nor a 5/3 Goblin for 3 mana, nor is it as flexible.

    Earwig Squad doesn't JUST hit combo decks, he hits everything. He can get rid of sweepers, threats, combo pieces, or even mana.

    Also, this is Black we're talking about. Why not just run, you know, Thoughtseize? Or something good?
    Why run Matron? 3 mana for a 1/1? That card is terrible. Ringleader? I heart 4 mana 2/2s.

    If you guys don't understand the synergy that makes the deck tick, you don't understand the deck. Thoughtseize and Thorn are not Goblins. Thus they don't have as much synergy with the deck. Thus they're not comparable.
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  20. #820
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by arvid View Post
    Care to elaborate? They don't serve the exact same purpose. Although Kiki only is good when you already have cards on the table (making it a win-more card??) it can be more game-breaking than a Wort, can't it (especially since you can copy the Matron which you tutored Kiki with, to begin with)?
    If you go nuts with Kiki, you've already won the game. He's exactly a win-more card. Like, yeah, he's good, but nowhere near as good as Wort.

    Not if you count fetch as a red producer, but you might very well be right. So cutting down to perhaps 4-6 fetch for duals/mountains could be the way to go here?
    I'd say you're better off cutting Port, but I know I'm apparently in the minority on that.

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