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Thread: [DTB] Vial Goblins

  1. #1181
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    Re: [DTB] Vial Goblins

    Don't you think, it'll get dazed then? Also the Thresh Player may still block it, and handle Lackey Turn 2 via target random spotremoval.
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  2. #1182

    Re: [DTB] Vial Goblins

    Yeah i agree the first strike guy seems good at first maybe side board against random aggro decks mirror match but he just seems sub par being he is a 1/1 and doesnt gain u much or any advantage at all.
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  3. #1183
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    Re: [DTB] Vial Goblins

    I still don't know about how that card may look good to you without consuming heroin.

    My list after Shadowmoor will look like this:
    // Lands
    2 [B] Taiga
    4 [B] Badlands
    3 [ON] Bloodstained Mire
    3 [ON] Wooded Foothills
    5 [UNH] Mountain
    4 [REW] Wasteland

    // Creatures
    1 [LE] Gempalm Incinerator
    4 [ON] Goblin Piledriver
    4 [P2] Goblin Matron
    4 [US] Goblin Lackey
    1 [ON] Goblin Pyromancer
    4 [FNM] Mogg Fanatic
    2 [LRW] Wort, Boggart Auntie
    4 [FNM] Goblin Ringleader
    4 [FNM] Goblin Warchief
    1 [REL] Earwig Squad
    1 [EVG] Siege-Gang Commander
    1 [10E] Goblin King

    // Spells
    4 [DS] AEther Vial
    4 [MOR] Warren Weirding

    // Sideboard
    SB: 2 [REL] Earwig Squad
    SB: 3 [TSP] Krosan Grip
    SB: 4 [LRW] Thorn of Amethyst
    SB: 3 [SHA] Vexing Shusher
    SB: 3 [DK] Blood Moon

    Comments? (Please don't start this retarded Piledriver discussion again, that guy needs to be at least 4 times in a Goblin deck.)
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  4. #1184
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    Re: [DTB] Vial Goblins

    On first look I bit and liked the first strike guy, second look nah.

    How effective has pyromancer been for you?

    On decks full of plague hate, what do you usually board in and out?

    Can you post what the vexing shusher is? I haven't seen it. (edit he is the red/green counter killer guy)

  5. #1185
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    Re: [DTB] Vial Goblins

    Well what do I board out against decks with Plague?
    Depends... all kind of decks run them. Like Rocks or Landstill is serious difference as you might know.
    Against 4c Landstill for example, the most important things are:
    - Blood Moon
    - Shusher
    - Grip
    - Squad

    Pretty much :/

    I guess i'll take out a Playset of Weirdings for 3 Shusher and 1 Moon.
    Then 1 Commander and 1 Mancer for 2 additional Moons. Then 3 Mogg Fanatics for 3 Grips and sideboarding is done.

    That'll be the most important things.

    Against Rock we need:
    - Grip
    - Squad (maybe)

    Out:
    - Fanatic-> probably all of them, but it really depends on their builds, because as we all know the Rock Archetype is almost as versatile as a deck called Landstill.

    And Pyromancer wins games. End of the story.
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  6. #1186

    Re: [DTB] Vial Goblins

    @ Fredmaster: Why Goblin King and not Mad Auntie? I might just be ignorant here, but the Auntie seems better as you can regenerate guys. Plus it's easier to cast? Set me straight here, I just picked up this deck.

  7. #1187
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by FredMaster View Post
    I still don't know about how that card may look good to you without consuming heroin.

    My list after Shadowmoor will look like this:
    // Lands
    2 [B] Taiga
    4 [B] Badlands
    3 [ON] Bloodstained Mire
    3 [ON] Wooded Foothills
    5 [UNH] Mountain
    4 [REW] Wasteland

    // Creatures
    1 [LE] Gempalm Incinerator
    4 [ON] Goblin Piledriver
    4 [P2] Goblin Matron
    4 [US] Goblin Lackey
    1 [ON] Goblin Pyromancer
    4 [FNM] Mogg Fanatic
    2 [LRW] Wort, Boggart Auntie
    4 [FNM] Goblin Ringleader
    4 [FNM] Goblin Warchief
    1 [REL] Earwig Squad
    1 [EVG] Siege-Gang Commander
    1 [10E] Goblin King

    // Spells
    4 [DS] AEther Vial
    4 [MOR] Warren Weirding

    // Sideboard
    SB: 2 [REL] Earwig Squad
    SB: 3 [TSP] Krosan Grip
    SB: 4 [LRW] Thorn of Amethyst
    SB: 3 [SHA] Vexing Shusher
    SB: 3 [DK] Blood Moon

    Comments? (Please don't start this retarded Piledriver discussion again, that guy needs to be at least 4 times in a Goblin deck.)

    The number 1 thing I saw is the land base at 21. I believe this should be 23 lands because this is a very mana hungry deck regardless of what you might think.

    I don't have too many problems with the rest of it. I would cut pyromancer b/c its just not that good. I would really like to see the 2nd seige-gang commander in there. I would also like to see the 2nd incinerator in there.

    Here is my most recent list if you don't want to bother to look for it in this thread.

    R/b/g Vial Goblins

    4 Bloodstained Mire
    4 Wooded Foothills
    4 Mountain
    4 Wasteland
    4 Badlands
    3 Taiga
    4 Aether Vial
    4 Mogg Fanatic
    4 Goblin Lackey
    4 Goblin Matron
    4 Goblin Warchief
    4 Goblin Ringleader
    3 Goblin Piledriver
    3 Warren Weirding
    2 Gempalm Incinerator
    2 Siege-Gang Commander
    1 Wort, Boggart Auntie
    1 Goblin Sharpshooter
    1 Tin Street Hooligan

    SB

    4 Chalice of the Void
    3 Pyrokinesis
    3 Krosan Grip
    3 Cabal Therapy
    2 Engineered Explosives
    ~Shriek~

  8. #1188
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Baumeister View Post
    @ Fredmaster: Why Goblin King and not Mad Auntie? I might just be ignorant here, but the Auntie seems better as you can regenerate guys. Plus it's easier to cast?
    Well nr. 1: it's not easier to cast if your opponent annoys you with wastelands and keeps you away from black mana.
    Additionally it is a better silverbullet in certain situation, if you consider the Moonwalk ability. Since more and more decks play the Moon (just like us btw) the Goblin King is better.

    @ Nickrit:
    Warren Weirding is so much better than the Incinerator at the moment.
    The 4/1 split seem rly good.
    And 21 lands without ports are enough, from what i've seen in testing so far.
    And why did you play 3 Piledrivers again?
    The Sharpshooter is pretty much of a meta choice I guess.
    What else... Tin Street Holigan is bad - argument were mentioned several times before in this thread.
    Imo Thorn is a better Sideboard choice against Combo, since it really keeps them from going into the Combo. While Thorn is online, they just can't. With Chalice @ 0 it is still possible tho.
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  9. #1189
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    Re: [DTB] Vial Goblins

    Something you guys might be interested in from Shadowmoor:

    Tattermunge Maniac {R/G}

    Goblin Warrior
    Attacks each turn if able

    2/1

    While it might be a little more aggressive than Vial Goblins usually is, it's a 2/1. For R. And it's a goblin.

  10. #1190
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    Re: [DTB] Vial Goblins

    Yeah, then we could also run Raging Goblin!!


    Seriously, that guy just sucks because of:
    a) his lack of P/T as he is worse than a 1/1 Vanilla Goblin
    b) "attacks each turn if able" is terrible in times of Tarmogoyf

    And in place of what would you play him?
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  11. #1191
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    Re: [DTB] Vial Goblins

    Tattermunge Liege*

    Creature - Goblin KnightTrample
    Other red creatures you control get +1/+1.
    Other green creatures you control get +1/+1.
    3/4
    This looks like the format buster goblins wanted.

    1) Beat Engineered Plague. Help your other gobs beat plague.

    2) Can't be hit by Smother (E Plague friend).

    3) Hard to Counterbalace, usually.

    4) Out of Trinisphere + Chalice range and easily cast under Moon. Gets your guys out of Pyrokinesis and Pyroclasm range.

    5) Makes your gobs bigger in the mirror.

    6) Makes your goyfs bigger..

    Id run at least one copy. Go Shadowmoor and its green gobs!
    Now playing real formats.

  12. #1192

    Re: [DTB] Vial Goblins

    interesting, although would you really need to play goyfs and this guy?

  13. #1193
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    Re: [DTB] Vial Goblins

    Boggart Ramraiders {rg}{rg}{rg}
    Creature - Goblin Warrior (U)
    Haste
    Wither (This deals damage to creatures in the form of -1/-1 counters)
    3/3

    Gets around Counterbalance (for the most part).
    Shrinks Goyf permanently
    Kills Mongoose
    Dodges Engineering Plague
    "Good, bad, I'm the guy with the gun." --Ash

  14. #1194

    Re: [DTB] Vial Goblins

    this has to be overkill/danger of cool things but wouldn't the wither guy+ the first strike guy be absolutely nuts?

  15. #1195
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by kabal View Post
    Boggart Ramraiders {rg}{rg}{rg}
    Creature - Goblin Warrior (U)
    Haste
    Wither (This deals damage to creatures in the form of -1/-1 counters)
    3/3

    Gets around Counterbalance (for the most part).
    Shrinks Goyf permanently
    Kills Mongoose
    Dodges Engineering Plague
    While it's certainly a solid card, I think the biggest problem is that it costs 3, which is already a pretty tight spot on the curve (Warchief, Matron, Sharpshooter, etc.). Additionally, triple colored mana means it will never be reduced in cost by Warchief, and it will occasionally be uncastable due to Wasteland being an essential part of the manabase. So I don't really see it making it's way into the deck.
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  16. #1196
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by b4r0n View Post
    While it's certainly a solid card, I think the biggest problem is that it costs 3, which is already a pretty tight spot on the curve (Warchief, Matron, Sharpshooter, etc.). Additionally, triple colored mana means it will never be reduced in cost by Warchief, and it will occasionally be uncastable due to Wasteland being an essential part of the manabase. So I don't really see it making it's way into the deck.
    Sharpshooter is 4cc and isn't always run. No cost reduction from Warchief isn't really that big of a deal, and with 23 lands I don't think that colorless off of the Wastelands is going to matter as much as you make it seem. It's a really solid card against thresh, agro, and agro-control in general, and warrants some further investigation.

    Oh yeah, and Tattermunge Liege... 0_0. Oh laurd. Possibly a two or three of?
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  17. #1197
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    Re: [DTB] Vial Goblins

    Sharpshooter is 3cc. Ramraiders really just doesn't fit in the already crowded 3cc slot. What do you propose to cut for it? As for Tattermunge... No. Just no.

    I still think that the greatest boon the deck could get would be a solid 2-drop for 1R behind Piledriver. Hooligan is good, but not really game-breaking. Shusher is a bit too narrow, maybe SB material? Probably a Goblin which doubles as removal (with a body, so no Weirding wise-cracks). Maybe a Smother-Goblin?
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  18. #1198
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    Re: [DTB] Vial Goblins

    What do you want to cut for the new goblins? There is no card you want to cut for them.

  19. #1199
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    Re: [DTB] Vial Goblins

    I have been reading this thread for a while now and I built r/g/b vial I was wondering what it needs or not need to be a competive build. I tried to build heavily off of teenie booppers.

    Maindeck
    5cc
    2 Siege-Gang Commander
    4cc
    4 Goblin Ringleader
    3cc
    1 Goblin Sharpshooter
    3 Gempalm Incinerators
    4 Goblin Matron
    4 Goblin Warchief
    2cc
    4 Warren Weirdling
    4 Goblin Piledriver
    1cc
    4 Mogg Fanatic
    4 Goblin Lackey
    4 Aether Vial
    Lands
    1 Swamp
    2 Wooded foothills
    3 Taigas
    4 Mountains
    4 Badland
    4 Wasteland
    4 Bloodstained Mire

    Sideboard
    4cc
    2 Wort, Boggart Auntie
    3cc
    3 Krosan Grips
    1cc
    4 Cabal Therapy
    0cc
    3 Engineered Explosives
    3 Tormod's Crypt

  20. #1200
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    Re: [DTB] Vial Goblins

    You should cut an Incinerator from the MB and play a Wort. 3 Incinerator + 4 Weirdings is likely too much removal, and Wort wins the game if not dealt with.

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