I think 18 is too low. Like you said, nailing drops after land 2-3 is hard. If you wanted to run fewer lands, you'd probably have to trim out some fetch, as you did. Only problem I see is colorscrew and Wasteland becomes your worst enemy. Also, those Wastelands may or may not stay around if you want to deny your opponent of mana.
With fewer lands, you'd have to rely on Lackey and Vial, meaning you better be packing protection or removal out the butt. Sure Chief helps, but if you're losing, I'd think that you'd have problems with recovering.
Also, I'd run a single Swamp and Mires instead of Foothills. But that's just me. Blood Moon doesn't like your Badlands. I wouldn't dip below 20-21 unless you want to change the average CC.
Blood Moon is just such a house that it didn't matter at the time. Sure, it made a few spells uncastable, but it made all their stuff uncastable if it stuck. What I liked about the deck is it seemed that once you DID hit 4-5 mana, the deck went nuts because the only things you ever drew were threats. It was just inconsistent.
I often get colorscrewed by the singleton swamp, so lately I've tried to curve my reliance on black and just play 4 Badlands/2 Taiga. This is in normal, 22 land Goblins, obviously.
BTW, SB Blood Moon is really strong. I play 3.
Maybe use a few Ancient Tombs to make up for lost land drops. Or use Thawing Glaciers :P After Dragon Stompy stealing the spotlight for a while, and Threshold developing Moon Thresh, it's safe to say that many decks are now built to avoid Moonscrew(new term developed...now).
I think that color screw would be too common in an 18 land build trying to mimic Rbg, so cutting a color like you did was smart. Also relying on fewer splashed cards would help prevent that color screw and Moonscrew.
I saw some Rb lists but why don't you guys play Frogtossers?
It'll make the deck faster and besides that it's an extra 2CC slot...
Most of the times i don't see me using all of my mana t2 for not having 2 1 mana costing goblins or not having a pile driver and ofcource the same goes for an aether vail with 2 counters on it...
Same question: What do you cut for it? A deck with 4 Bannerets and 4 Warchiefs would become too thin. What would you use all those cost reductions on?
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Just for the sake of argument, 8 warchiefs could be useful if the deck is only running 18 land. Also, it increases the chance of getting a warchief into play off of an early lackey, which is potentially epic.
4 Ęther Vial
4 Goblin Lackey
3 Mogg Fanatic
4 Frogtosser Banneret
4 Goblin Piledriver/Earwig Squad
4 Warren Weirding
4 Goblin Matron
4 Goblin Warchief
1 Mad Auntie
1 Gempalm Incinerator
4 Goblin Ringleader
2 Wort, Boggart Auntie
2 Siege-Gang Commander
7 Mountain
4 Badlands
4 Bloodstained Mire
3 Auntie's Hovel
1 Swamp
I've been playing around with this version on Apprentice (solo) for a while now. Here's a few things I'd like say about it.
I think that a lot of people underestimate Frogtosser. This deck gets really explosive on the 3rd turn. Sometimes I follow up with a Warchief and a Matron/Piledriver. If your opponent counters the Frogtosser (and he should), you can still follow up with Warchief or other goblins. Even without Warchief you can still empty your hand really fast... Ringleader on turn 3 etc. Goblins that cost 1 less are dangerous for your opponent but goblins that cost 2 less are overwhelming... Ringleader for 2, Matron for 1. All the Goblins that do matter profit a lot from the double reduced cost. It's only the early ones that don't. I haven't tested with 3 Frogtossers in the deck yet... but yes 4 feels to much. -1 is probably better +1 land.
Auntie's Hovel? Yes that was no mistake. Because there are more black cards in the main deck you want to stay consistent with less lands. Although this might not be optimal. You could replace 3 lands with Ports or Wastes but I wouldn't run both.
// going to replace Piledrivers with Earwig Squads to counter hate cards (loss of green) and vs combo decks. We are already heavy on black sources any ways. Prowl cost also gets a reduction from Warchief and Frogtosser :)
Last edited by Avatara; 05-07-2008 at 07:11 PM.
I was wondering if there are any mono-red goblins coming around or is black becoming a standard into the deck. Any chances I could not have a dual landbase
Perma-Nub
I'm not a Goblin player, but at the Shadowmoor draft I got my behind kicked by Tattermunge Maniac. Might be an idea.
If it walks like a duck and talks like a duck, it's probably delicious.
Team ADHD-To resist is to piss in the wind. Anyone who does will end up smelling.
Mono-red Goblins are fine. You'll just have to improvise vs. Tarmogoyf. For what it's worth, I had good experiences with Stingscourger in mono-red as a tempo tool and temporary Goyf-removal. Also, bigger Goblins like Goblin Goon did a fine job against Goyfs.
Anyways, the main reason for Rb is the existence of Warren Weirdings. Wort is a groovy addition, but in no way necessary; I'd rather play SGCs anyways. So yes, you don't really need duals to play this. Badlands are rather cheap though, so they should be a good investment.
So you're cutting one of the best goblins in the deck, and the one that makes it so explosive for... Earwig Squad? What are we playing extended?
Again, there's a problem of what to cut. The 1 drops right now are all auto 4-ofs, and most of the other stuff in the deck can't be cut. Finding room for 4 new cards is hardly possibly. Plus, maniac just stares awkwardly at tarmogoyfs..
I know Bannerets could lead to explosive openings... But is that what the deck really needs? I mean, what bad match-ups does that improve?
It lets you walk into mass removal even more. And also, in the list above, you basically replaced 4 Wastelands with 4 Bannerets. Which of those two cards would help you win the game more?
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If I wanted to add bad goblins, I'd run Torchrunner. I think he'd be funny post-Pyroclasm.
On a more serious note, how does Goon work against Goyf? Sounds hot IMHO, but is he worth slots in the MD?
I disagree with cutting Piledriver for Earwig Squads, however, it's definitely a good card for the sideboard. Vintage goblins plays him as a 4x of maindeck, I'm sure he has a use. Removing Tendrils and other win conditions or parts of painter combo.
Yup, I run 4 Earwigs in my Vintage build and it's been great, because of the general make-up of Vintage decks which rely on a few bombs and lots of draw/tutors. For Legacy, they're better off as SB options, to supplement other combo hate (e.g. Chalice of the Void).
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