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Thread: [DTB] Vial Goblins

  1. #2401
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by leander? View Post
    You mean you drew three Ports? When you need three ports to make it insane, he doesnt seam worth it since normally you'll just get one or maybe two.
    Replace rishadaning by swords to plowsharing and lands by tarmogoyfs and maybe you'll realise how much your statement is a sophism.
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    Re: [DTW] Vial Goblins

    The problem is, Tarmogoyf isn't a land and Port isn't a Swords. And you can't even possibly compare them.
    I'm not saying that Port is a bad card, but saying he is good becouse you won a game by porting three lands doesn't seem logical to me.
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  3. #2403

    Re: [DTW] Vial Goblins

    ^ I have almost the exact same sentiments for Wort. Amazing topdeck, great in the long game, especially when assuming the control role in the game.

    I'm currently testing the full set of Frogtossers, 3 Weirdings, 2 Incinerators, 1 Fanatic, and 1 Sharpshooter. I sometimes miss the Fanatics for killing opposing Confidants.

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    Re: [DTW] Vial Goblins

    Quote Originally Posted by no_chi View Post
    ^ I have almost the exact same sentiments for Wort. Amazing topdeck, great in the long game, especially when assuming the control role in the game.

    I'm currently testing the full set of Frogtossers, 3 Weirdings, 2 Incinerators, 1 Fanatic, and 1 Sharpshooter. I sometimes miss the Fanatics for killing opposing Confidants.
    I've thought about trying the singleton Fanatic idea as well. Sometimes it's just randomly good to have, and I suppose there might be situations where I'd want to Matron for the little guy. I can't think of many of them exactly, but one never knows. And I'm still not a fan of Sharpshooter without running the maximum Fanatics.

    Running less than four Weirdings makes me a bit skiddish, though. I love how seamlessly it flows into my curve once I start getting Chiefs/Tossers in play.

    EDIT: I don't suppose anyone in RB has ever considered Death Pit Offering as a very narrow Plague solution, have they? It's probably worse than King/Auntie/Dralnu's/Just Ignoring Plague, but it has the weird ability to swing the game around when your opponent has you under double Plague. This intrigues me and makes me want to test it.
    Last edited by Tacosnape; 05-28-2009 at 11:36 AM.

    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.

  5. #2405

    Re: [DTW] Vial Goblins

    @ Taco:

    What would you suggest? Switch the Shooter for the 4th Weirding?

    How do your SBs look like? With all the Frogtossers, do you bother to put Squads in the board? Are they any good against non-combo decks?

  6. #2406
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by no_chi View Post
    ^ I have almost the exact same sentiments for Wort. Amazing topdeck, great in the long game, especially when assuming the control role in the game.
    I could say the exact same words about Siege-Gang.

    "I run 2 SGC's and one Wort and I love her. She seems a bit win more at first, but compared to other win-more cards like kiki she actually does something to improve your board when she's a lone topdeck"
    You don't compare Wort to Kiki. You do it to Siege-Gang.


    @No Chi:
    I, personally like Earwig quad. I'm testing 3 MD, and guess i'll kep that. They're not only good agains't combo. They give information about your oponent deck, wich is precious. Agains't a threat light deck, you can give your opponent a really headache, removing say, 3 Dreadnoughts, or 3 Goyfs, or 3 Plagues, or 3 Plowshers... and it is very often a 5/3 dude for 2 mana!
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  7. #2407
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by Ectoplasm View Post
    That doesn't even make sense since nobody is cutting ringleaders for Wort, SGC's sure.
    I run 2 SGC's and one Wort and I love her. She seems a bit win more at first, but compared to other win-more cards like kiki she actually does something to improve your board when she's a lone topdeck, and she also brings a beefy 3/3 body with evasion.
    She also doesn't die to a Pyroclasm. If the Pyroclasm wipes the board clean and Wort is all you have, just revive that SGC on your upkeep and cast it and regain board position.
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  8. #2408

    Re: [DTW] Vial Goblins

    @ScatmanX:

    how do you fit the Squads main? what do you remove?

  9. #2409
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by Citrus-God View Post
    She also doesn't die to a Pyroclasm. If the Pyroclasm wipes the board clean and Wort is all you have, just revive that SGC on your upkeep and cast it and regain board position.
    Who would cast puroclasm while you have a Wort in play, a Siege-Gang, and 5+ mana, without a counter backup? Seems like a really bad play.

    @No Chi:
    I have 3 Piledrivers, 1 Gempalm, 3 Weirdings, 0 Fanatics and 2 SGC. That opened me slots for 3 Squads, 1 Shooter and 1 Mad Auntie MD. Don't know if it is the best shot, but currently liking it.
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    Re: [DTW] Vial Goblins

    I don't like the argument that Earwig Squad can get Plagues out of the opponent's deck. Plagues in an opponent's deck don't hurt you. The plague that's in their hand can hurt you. The plague that's on the board is definitely hurting you. Earwiq Squad doesn't fix either of these except by simply being large. The plagues in their library are the ones that aren't hurting you. If they didn't draw the Plague by the time I can drop Earwig Squad, why am I terribly worried about it?

    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.

  11. #2411
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by ScatmanX View Post

    You don't compare Wort to Kiki. You do it to Siege-Gang.
    Yeah, which is why I'm running her instead of a third SGC. I value both equally, they both have a huge target on their head saying 'next spotremoval, aim here' and they both win the game if left unchecked, just in different ways.

    I think Wort fills a niche though, because she's simply better in drawn-out games when the other dudes start lacking, and worse in the midgame where those 3 chumpblockers/shocks could win the game for you and there's not alot of targets for her but overall I value them both equally.

    That being said, goblins is a midgame deck so I understand the arguement of SGC vs Wort, but like I said I like to have the option of having Wort on the table since she can be incredible.
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  12. #2412
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    Re: [DTW] Vial Goblins

    @ Ecto,
    I get your arguments, and gues you're probably right to. There is no right or wrong here, just a matter of taste. I just wanted to create the debate.

    @Taco,
    If oponent doesen't have a Plague in hand, I'd much prefer him to have just 1 in the library than 4. Even if he drew 1 during the game, Squad will make sure he only drops 1.
    You can drop Squad by turn 2. I guess that plagues matter all the game long, not only in the beginig.
    After that, I really never said that he solves the Plague problem. He is just an undercost powerful goblin, that is good in several MU's.

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    Re: [DTW] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    @Taco,
    If oponent doesen't have a Plague in hand, I'd much prefer him to have just 1 in the library than 4. Even if he drew 1 during the game, Squad will make sure he only drops 1.
    You can drop Squad by turn 2.
    You can drop Squad by turn two if you connect with a Lackey and drop either a Chief or a Frogtosser, yeah. But if I'm connecting with the Lackey on turn two in this scenario, I'm not in too bad of shape by having it just be Siege-Gang Commander, dropping SGC off Lackey, and then using my excess mana I'm not spending to play Earwig Squad to play Wasteland or Thoughtseize to slow the Plague assault, or Goblin Piledriver to try and just kill them on turn three. The best thing Earwig Squad has going for it here is that it's a 4/2 body under the Plague.

    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.

  14. #2414
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by Tacosnape View Post
    The best thing Earwig Squad has going for it here is that it's a 4/2 body under the Plague.
    And prevent Plague #2,3 and 4.
    The deck run SGC, Warchief and piledriver, so your play is also possible. I just added other routs to this, and other problems.

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    Re: [DTW] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    And prevent Plague #2,3 and 4.
    The deck run SGC, Warchief and piledriver, so your play is also possible. I just added other routs to this, and other problems.

    Off: congratz on the 3000 post. =]
    Didn't even notice. Thanks.:)

    The problem with this plan is that if Earwig Squad gets removed, you've still got a Plague on the board you've got to fight through.

    I guess I'm mostly curious where the space comes from for Earwiq Squad. I'm having a tough time telling myself I should run him when I already can't fit in four Drivers/Siege-Gangs and only two Incinerators. My sideboard's loaded up with Pyrokinesis, Thoughtseize, Relic, and presumably some slot to handle random problems. Pithing Needle or a splash for Seal of Primordium/Cleansing leads in my book, and Squad's still got a lot of others to compete with.

    What else does he wreck? I admit I like the idea of him against Survival, but possibly less so than Pithing Needle. Hitting Enchantress's kill conditions would be awesome. What else is he strong against?

    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.

  16. #2416
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    Who would cast puroclasm while you have a Wort in play, a Siege-Gang, and 5+ mana, without a counter backup? Seems like a really bad play.
    Then I've proved my point? Wort is good. Negates cards like Pyroclasm to a good extent. Firesprout is most definitely and more likely a superior card at this point compared to Clasm. At least it can kill Wort.
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  17. #2417
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    Re: [DTW] Vial Goblins

    Squad doesen't really "wreck" many thing. It's very good agains't combo, removing IGG/Tendrils/AdNauseam... but agains't everything else, he is solid. Giving It's the Fear only 1 wincon is really nice also. But apart from that, he just provide proactive defense agains't possible threat's/engines.

    Now, to find space for him, it's really dificult. But try. The same way you did with EE...

    About Wort, if you like it, play it. If you don't, don't. Its just a matter of taste.
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  18. #2418
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    Re: [DTW] Vial Goblins

    @ Pulse:

    While I fantasize about blowing up double goyfs or double E plagues post-boards with pulse as much as the next player, I think only the latter is probable. The RGB casting cost is rough in the early-mid game, when we usually want to kill goyfs. I think it may be a suitable replacement to grips as a post-board out against plague, but it depends on your meta- if the plagues are coming from slower rock-type decks, I'd go with the pulses over plagues to live the 2-for-1 dream. However, I think the split second of K grip will be more relevant than the possibility of generating CA if you are encountering E plagues from the boards of b/X thresh.
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  19. #2419
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    Re: [DTW] Vial Goblins

    Quote Originally Posted by Citrus-God View Post
    Then I've proved my point? Wort is good. Negates cards like Pyroclasm to a good extent. Firesprout is most definitely and more likely a superior card at this point compared to Clasm. At least it can kill Wort.
    You know what would suck, having a Lackey turn 1, it connects..... Wort. I can definately see situations where Wort is amazing but we already have Ringleader and SGC to Matron up if low on cards. Cards like Wort actually make you care about spot removal, I would almost always prefer to fetch Ringleader because of that. Goblins should avoid trying to do cute and just be a mean, lean killing killing machine with the most Efficient cards that always work and dont suck if board in Relic.

  20. #2420

    Re: [DTW] Vial Goblins

    There have been times that I have connected with Lackey on turn 2, dropping Wort, with either a Weirding or an Incinerator in the 'yard. Doesn't happen very often, but that most likely would be GG. Obviously I'm in the 1 Wort/2 SCG camp.

    I will be joining a tournament tomorrow, and I still haven't decided on 'tossers and Ports. I will test the 'tosser version later on MWS and hopefully make a decision. There have been a few match-ups that I felt that I lacked removal maindeck, but some games were turned to blowouts thanks to the 'tossers.

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