Because, when you're in the declare blockers step, you aren't going to get priority before the blockers are actually declared, after which you can't change it anymore. The combat-damage is in a completely different step so when switching from the blockstep to the damagestep you get a full switcharound of priority to see if anyone wants to play anything before the switch.
Hello friend.
You can tap a blocking creature, but it will have no effect on the combat's outcome. Once a creature is declared as a blocker, the creature that is blocked is considered blocked for the rest of combat (there are a few cards that change that). Unless the attacking creature has trample, the damage that it does will not be dealt to an opponent.
@ GRIM REAPER: My decklist is almost the same right now. -1 Pyromancer +1 Sharpshooter is it. However our manabases are different. I play 0 ports currently but also 23 lands. How has this been working for you? It seems like a somewhat risky manabase. I'm also interested if anybody can counter Reaper's point about the pyromancer. Just wondering if anybody has been around long enough to explain why he was cut from most lists so long ago. I think he might be good against the many goyf decks we see.
I also run 1 tin street maindeck. However, I run 2 sideboard as well. So far, it has been my favorite sideboard card. In the mirror, against jitte, against chalice stompy decks, against vedalken shackles (I hate this card with a passion even though it isn't that spectacular against goblins), against merfolk, against other random vial decks, against affinity, and against most storm combo decks. Plus it is a goblin, I will not repeat the benefits of that. I recommend everyone playing green to try playing tin street in the board. For your last spot I'd definitely go with a tin street. So far 2 in the SB has worked well for me in many matchups. And personally, I hate earwig squad. I think it is a terrible card because it does not help the gamestate and the #1 enabler in mogg fanatic is usually sided out for him. But otherwise I can't really say what your sideboard should look like because every metagame is different.
I've actually played some against painter, namely trinket painter. I think it's just one of those generic decks goblins should beat. However I have not tested/played against imperial painter, but who the hell plays that...
@ TACOSNAPE: Interesting build. Any build that can maximize on 3 SGC (4 weirding/frogtosser) is always exciting. If you ever decide to go to a tournament with it, tell me how it goes. I also found the zoo matchup to be next to impossible. Bringing in chalice can't hurt though. And chalice makes it so you don't have to get embarassed by first round burn. As it stands I'm also having difficulties with this matchup, 2nd worst behind storm, but unlike storm, sideboarding has yet to be established against the deck.
I've been testing 1-2 maindeck(with 2 Ports main)and they have performed well. I would be quite hesitant to play 4 because I would have to further cut the powerful goblins from the deck. How often have you tempo'ed into nothing (multiple Ringleader/Frogtosser)?
How often to you manage to keep enough goblins on the board to be able to Gempalm away their threats? Personally it has been a problem. Our other options (main or board are):
-Warren Weirding (I'm still not a fan; I don't want to give my opponent free creatures)
-Lightning Bolt (It kills their non Goyf threats)
-StP/Path (I'm not a fan of the white splash)
-Snuff Out (Nobody plays this card but personally I love it in R/b goblin, IMO the tempo gain is great.)
-Perish (This card seems to deal with a surprising amount of threats in both Zoo and Threshold. I have yet to test it but if anybody has please share your result.)
Anybody have any other removal options to add?
The attacking player has priority while declaring attacks. All attackers are declared instantly... it's not possible to respond to them. The defending player gets priority once all attackers have been declared. Tapping a creature that is already declared as an attacker wont remove it from the combat phase.
However you can tap creatures when the player announces the combat phase (before attackers are declared).
I'm neither a Zoo or (regular) Goblins player, but I do have a question: why Hovel over Blood Crypt? I understand that you don't have to shock yourself to have it come into play untapped, but you can get Crypt with your fetches, which seems like it would improve your Ringleaders, if only slightly. Is two damage that much of a liability outside of Zoo?
Having additional fetch targets isn't going to affect my Ringleaders one way or the other. I'm still going to draw the same number of fetchlands.
I could run 8 fetches and 2 Hovels if I so chose. This would affect things. Number of fetch targets only matters if you run out of lands to fetch, which will probably never happen. That said, given that the matchup I'm trying to shore up the most is Zoo, all life matters.
Finally someones playing Frogtosser!
It's great in the RB build. I posted like 10 or so pages ago.
Also, in my list, I also like to have 2-3 Earwig Squad's MD. With 7-8 Goblins that decrease the costs of your dudes, the odds ofit coming down on Turn 2 increases a lot, wich is great in a LOT of MU's!
I'd remove 1 Weirdings (because there are lots of goblins around here) and something else. Maybe the Fanaics, don't know.
Super Bizarros Team. Beating everything with small green dudes and big waves.
The zoo matchup is always very hard and the only goblin deck I had sucess against it is the R/g version which I currently play. It's a pretty standard list with 4 gempalm incinerators and 2 stingcourgers which does buy time against zoo. My strategy is to by as much time as possible and overrun them with creatures.
I also play 4 wasteland & 4 ports which help with the mana denial theme since most zoo lists do run a low land count since their mana curve is 2. I just keep aggressive hands and hope for the best. It's a matchup where goblins is definetely at a disadvantage, but buying as much time as possible seemed to work the best so far.
My board plan is to bring in the 4 pyrokinesis from the board which does give you answers. One of the reasons why I like the card is because you never have to worry about leaving mana up to play the game which allows you to play much more aggressively.
I know you don't want to overextend against decks, but this is the one deck where I really think you have to. Sorry, but I don't have any solid answers to this matchup playing R/g.
I think black could have more removal in the board if you are really worried about this matchup. Terminate, Shriekmaw, and Perish comes to mind.
~Shriek~
23 Lands with 3 ports has been fine for me. Rarely ever was I flooded with too many colorless sources and most of the time I could find the lands I needed. Port actually SAVED ME on multiple occasions throughout my latest tourney by preventing people from dropping Plague, Goyfs, and other naughty things by simply dropping a vial and tapping a land every turn. I would never cut Ports.
Sounds like you're pretty much thinking along the same lines as me.
My problem with Terminate, Shriekmaw, and Perish is that none of them are fast enough to swing the tempo back around in my favor. (Although wiping 2-3 for 1 with Perish might be the exception) I've thought about Snuff Out in addition to Pyrokinesis, but it kind of sucks in that Zoo never tends to mind me doing 4 to myself. Ditto for Vendetta.
What I need is removal that costs 1 or 0, and isn't so narrow that it won't help me in any other matchups. Short of Deathmark and Lightning Bolt I haven't come up with much that is particularly useful in the matchup.
That's...interesting. Cheap and easily playable. It doesn't stop Kird Ape or Qasali Pridemage though. And Pridemage stops it. That said, it would do a pretty decent job of keeping Nacatl and Goyf from getting more than one hit. Or zero if I chump.
My gut instinct is that it probably won't be worth it and that it'll get removed the moment I count on it the most. But I might test it out.
I heva tested Meekstone in the past. The result: Awesome.
Phyrexian Dreadgnout? I'm good at 8 life.
Goyf? You'll need lot's of them to kill me.
Toombstalker? same as goyf.
Terravore/Crusher? Idem.
Goose/Sea Drake/Exalted Angel/ Arc-Sloger/goes on...
The problem there is to find space in the SB, and is rather dificult. You have to look wich cards are best agains't wich decks, and see what yoo are willing to give up on.
With Taco's SB, He could try -2 Needle, - 1Relic, +3 Meekstone. Try it for some time.
Also, I had them in the SB in the MonoRed build. I don't see why a build with 4 Warren's Weirding would need that in the SB. (exept from the Zoo MU).
All that said, If you haven't tested it, I'd suggest you to. It's a must anweser agins't some decks, and buys you lot's of time again's others. Sure thing.
Super Bizarros Team. Beating everything with small green dudes and big waves.
Meekstone & Uphill Battle?
Uphill Battle - Enchantment 2R
Creatures your opponents play come into play tapped.
It's also a good point that if you run Meekstone and Warren Weirding in the same deck, and your opponent has a configuration of say, Pridemage/Tarmogoyf (Can happen in Thresh or Zoo), they can just sack the useless Goyf to the Weirding if you have the Meekstone in play.
Could someone explain me why people are saying that a RG version is superior to other versions like RB?? It seems to me that weirding/auntie/duress is better then grips/hooligans or something.
thanks, Maarten
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