Page 157 of 310 FirstFirst ... 57107147153154155156157158159160161167207257 ... LastLast
Results 3,121 to 3,140 of 6196

Thread: [DTB] Vial Goblins

  1. #3121
    Going Rogue
    Melman's Avatar
    Join Date

    Oct 2005
    Location

    Needham, MA
    Posts

    122

    Re: [DTB] Vial Goblins

    Being a long, long time player of goblins (posting pretty consistent and good results, too), I have mixed feelings on Instigator. I'm going to break him down in to pros and cons to try and make this easier to read.

    PROS:
    - If he connects, your board position is instantly amazing.
    - double strike means he gets through elspeth tokens / opposing lackeys / unpumped geese / Confidants / a bunch of stuff. This is an overlooked point.
    - Costs 2, an underutilized spot on the curve

    CONS:
    - Is small. (Although saying he's a 1/1 is dumb, he's effectively a 2/1, as others have pointed out.)
    - Costs double red, making ports relatively unplayable imho.
    - requires a fair amount of backup. If he's sitting there staring down a goyf, you better have a weirding or scourger or something to back him up.

    I realize most of this is self explanatory and has been discussed, but when you break it down, you can see what you need to address to determine whether he's playable. If you want to abuse him, you need to: Have enough Red, and have enough backup.

    So what I've done, is cut ports (something most people seem really scared of doing, but so far hasn't hurt me much) and change around my removal suite to 3 Weirding / 3 Stingscourger / 1 Incinerator. The incinerator is often needed as a 1 of in certain situations, and he's rarely dead, especially late game (which is when you're most likely to get him as a 1-of, unless you tutor). Weirdings and Stingscourgers are pro at clearing the way for lackeys and Instigators.
    I also am using 3 Piledrivers instead of lords. As others have pointed out, pumping works well with instigator, but piledriver is just too powerful and fast, and if you're running 2/1s, I figured you need the speed.
    Last edited by Melman; 09-08-2009 at 01:51 PM.
    Quote Originally Posted by Elfrago View Post
    I have head have stuck up my donkey.

  2. #3122
    is selling his Underground Seas.
    Tacosnape's Avatar
    Join Date

    May 2006
    Location

    Birmingham, AL
    Posts

    3,148

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Melman View Post
    requires a fair amount of backup. If he's sitting there staring down a goyf, you better have a weirding or scourger or something to back him up.
    See, this is the point I've been trying to make about Warren Instigator all along. Him sitting there and staring down a Tarmogoyf is not a bad thing. It often means the Tarmogoyf isn't swinging and you're going into a longer game, which means more time for you to abuse Ringleader/Siege-Gang/Matron/General Goblin Asshattery.

    If Warren Instigator can't swing because a Goyf is in the way, it most likely means one of three things:

    1. You have a Chieftain or Warchief out and you just played it.
    2. You Vialed it in EOT while your opponent was tapped out and hasn't removed it yet.
    3. You played it last turn, and your opponent took a turn and didn't remove it, which means it's likely he doesn't have removal for it.

    Of the three, Scenario 1's the most likely to go awry, and it isn't bad at all, because if you kept a Chieftain or Warchief out for very long, it may mean your opponent lacks removal.

    In Scenario 2, you just upped your Vial to 3 counters, and your Instigator can happily play defense while you go crazy with the Vial.

    In Scenario 3, your opponent probably doesn't have removal, so you're probably going to win the long game by massing up a Goblin army, because his Tarmogoyf can't afford to swing either.

    So while I agree having removal to get your Goblin through is really fantastically awesome, here's my point: Warren Instigator does not have to hit to be good. The fact that he skews how your opponent plays is enough. If they aren't swinging, you buy time and win more long games. If they spend counters on him, they aren't countering Matron/Ringleader. If they remove him, you're reducing the flexibility of how your opponent spends his removal. Etc.

    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.

  3. #3123
    Member
    from Cairo's Avatar
    Join Date

    Mar 2007
    Location

    RI
    Posts

    1,093

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Melman View Post
    PROS:
    - Costs 2, an underutilized spot on the curve
    Quote Originally Posted by Melman View Post
    my removal suite to 3 Weirding / 3 Stingscourger / 1 Incinerator. I also am using 3 Piledrivers instead of lords.
    With 4 Instigator, 3 Weirding, 3 Stingscourger, and 3 Piledrivers the 2cc spot doesn't seem like an underutilized spot in the curve, it seems like the bulk of your drops. I'd assume 8-10 1cc cards, 13 2cc cards, 9-11 3cc cards, 4-5 4cc cards, and 1-3 5cc cards.

    Overall I would list his casting cost as a con. He there are several good 2cc Goblins, those you're using as well as Mogg War Marshall. And the fact that he is RR rather than 1R prevents him from having synergy with Warchief and Rishadan Port/Mutavault.
    TPDMC

  4. #3124
    Member
    Malchar's Avatar
    Join Date

    Sep 2007
    Location

    Roseville, MN
    Posts

    946

    Re: [DTB] Vial Goblins

    Warren Instigator also grows faster than other creatures in the deck when you have lords in play. Siege-Gang and others that make tokens are also great with lords. Perhaps the only problem is that adding four instigators and more sieges leaves no room for lords without trimming the list in other aspects.

    I'd say that instigator is a four-of and the rest of the list should change to accomodate them. Give or take advantages and disadvantages, it's four more of the best card (Lackey).

  5. #3125
    Vintage

    Join Date

    Apr 2005
    Location

    West Coast Degeneracy
    Posts

    5,133

    Re: [DTB] Vial Goblins

    Anyone else seem to be having trouble fitting in all the new goblins that are actually pretty good in their lists? The traditional Vial Goblins from end of Onslaught block is woefully outdated with the advent of Chieftain and the newcomer Instigator.

    Is Gempalm still a high priority for the mono-red builds?
    Are four Piledrivers necessary? Can three cut it?
    How does Mogg War Marshall fit into the picture?

  6. #3126
    Eating glass
    gustha's Avatar
    Join Date

    Aug 2008
    Location

    Italy, Venice, a small town somwhere in the north.east
    Posts

    236

    Re: [DTB] Vial Goblins

    Hi to the thread!
    I'm atm testing something like this, though it maybe needs some corrections:

    // Lands
    4 [MM] Rishadan Port
    15 [ZEN] Mountain
    3 [TE] Wasteland
    2 [TSP] Gemstone Caverns

    // Creatures
    4 [US] Goblin Lackey
    4 [M10] Goblin Chieftain
    3 [US] Goblin Matron
    2 [PLC] Stingscourger
    2 [SC] Siege-Gang Commander
    3 [ZEN] Warren Instigator
    4 [LE] Gempalm Incinerator
    4 [AP] Goblin Ringleader
    2 [SC] Goblin Warchief
    4 [ON] Goblin Piledriver

    // Spells
    4 [DS] AEther Vial

    // Sideboard
    SB: 4 [ALA] Relic of Progenitus
    SB: 2 [IA] Anarchy
    SB: 2 [AL] Pyrokinesis
    SB: 3 [R] Red Elemental Blast
    SB: 4 [LRW] Thorn of Amethyst

    Notes:
    -24 lands may be too much, but I really like the cavern boost on the draw, I don't want to lose too much LD (waste is not good alone, and port is underrated without waste), and I don't want to go too much low with colored sources. Yes, I'm asking for the moon, maybe.
    -4/2 split chieftain/warchief: chieftain is more suited for instigator, and i feel the cost reduction is a little less relevant in here. a 3/3 split would also do, maybe.
    - a switch between matron and incinerator's slot is something to consider

    All in alla, the new instigator is a bomb, especially in the control MU; but Tacosnape already said all the things I would have said on the topic, so nothing to add for me.
    Quote Originally Posted by mossivo1986
    Sorry for the confusion, and there is always the strong possibility of me being wrong in alot of cases. I am not always right; just most of the time. :)
    Quote Originally Posted by rockout
    Oh my god get to the point. Both of you.

  7. #3127
    Goblin Piledriver
    Ectoplasm's Avatar
    Join Date

    Jul 2008
    Location

    Netherlands
    Posts

    462

    Re: [DTB] Vial Goblins

    I honestly wouldn't even consider going below 4 warchiefs, the tempoboost this guy gives is simply incredible.
    Hello friend.

  8. #3128
    Just walk away.
    P.S.'s Avatar
    Join Date

    Aug 2009
    Posts

    45

    Re: [DTB] Vial Goblins

    The most important cards in the deck, in my opinion, are Matron, Warchief, Ringleader & Ęther Vial. I would never play less than four of any of them. Lackey is also really strong and Piledriver does massive damage. That is the "problem" with the deck, in that more than half of it builds itself and there is not a lot of wiggle room. If you start cutting goblins, Ringleader and Incinerators become worse. Things like that.

    That being said, I do think that Instigator can find a place in the deck, however I would absolutely not, under any circumstances, be trying to alter the deck just for that card. I'm not going to put in Chrome Mox. I'm not going to put in Chieftain. If anything, it's just going to go in the Mogg Fanatic slot. On the first turn, you're playing a Lackey or a Vial anyway, not a Fanatic.
    Quote Originally Posted by iamfrightenedtoo View Post
    Testing is garbage. I am not saying do not do it. I play test, to see how a deck runs. I do not play test to get any kind of real knowledge of a particular deck.

  9. #3129
    Member

    Join Date

    Sep 2008
    Location

    Santiago, Chile
    Posts

    58

    Re: [DTB] Vial Goblins

    i would not cut the piledrivers. They are the ones that make the alpha attack possible, and having 4 makes easier drawing 2 to make the killer team, swinging for 5 or more.

    Incinerator is the outdated to me. Maybe is my metagame, where dreadnoughts and 4/5 goyfs are very common, but i still think that they aren't killing too much lately..and with a early instigator in play, you will be dealing one damage.

    weirding are really awful IMO. They don't ensure killing the creature you want, and they cost 2. And they are tribal,and sorceries, pumping the goyf.

    Pyrokinesis is a great card with instigator, and against goyf. But is not a goblin!!!.... o really?, Who cares when you can kill a fattie or a bunch of 1/1 without mana!

  10. #3130

    Re: [DTB] Vial Goblins

    Card disadvantage in an aggro deck generally isn't what you want. A countered Pyrokinesis is much worse then a countered Warren's Weirding and Gempalm Incinerator cannot be countered and gives you card advantage.

    If Dreadnoughts are your problem pyrokinesis doesn't help you either but the best card Goblins has against it is either weirding or stingscourger.

    On the subject of Piledriver, I think he's great when you're playing with 8 Haste Enablers. Instigator gets much better with it too.

  11. #3131
    Samurais suck
    Volt's Avatar
    Join Date

    May 2006
    Location

    Portland, OR
    Posts

    1,884

    Re: [DTB] Vial Goblins

    I think it is possible to cut a couple Piledrivers, actually. I wouldn't cut any Gempalms from a mono-red build, though.

    I still have my doubts that Instigator is worth cutting any of the current staples, but I'm willing to let playtesting change my mind.
    Team Info-Ninja: Shhh... We don't exist.

  12. #3132
    Siege-Gang Commander
    Avatara's Avatar
    Join Date

    Feb 2008
    Location

    The Netherlands
    Posts

    2

    Re: [DTB] Vial Goblins

    In my honest opinion Stingscourger is the most synergistic removal card in combination with Goblin Chieftain and Warren Instigator.

  13. #3133

    Re: [DTB] Vial Goblins

    Stingscourger is an unsummon which can potentially have haste and attack once, or block a creature for a turn. Then it disappears (Unless you pay the echo cost, which I've never had to resort to. Seems like a waste of a 4 mana turn in legacy goblins)

    Warren Weirding seems like a better choice in my opinion.

    Has anyone else contemplated splashing white for STP?

  14. #3134
    Goblin Piledriver
    Ectoplasm's Avatar
    Join Date

    Jul 2008
    Location

    Netherlands
    Posts

    462

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Jayzonious View Post
    Has anyone else contemplated splashing white for STP?
    Have you read the thread? Splashing white sucks.
    Hello friend.

  15. #3135
    Always dazed
    GreenOne's Avatar
    Join Date

    Apr 2006
    Location

    Ravenna, Italy
    Posts

    753

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Ectoplasm View Post
    Have you read the thread? Splashing white sucks.
    A lot of italians do it anyway though.
    Quote Originally Posted by Tacosnape, TrialByFire, Silverdragon mix
    We got Goyf Threshold, Deadgoyf Ale, Survival of the Goyfest and Goyfalid Breakfast.
    It probably won't end until we have decks like Goyf Stax, Goyfbelcher, Goyfchantress, Vial Goyflins, Goyfstill, Goyf from the Loam, Faergoyf Stompy, Goyf-Pox, Goyf Confinement, 8-Land Goyfstompy, and the Dave Gearhart classic, Goyfidarity.
    And Ichgoyfrid, Red Deadgoyf, GES, 42landand4goyf.dec, Goyf Game and Ill-Gotten-Goyf-y Pop
    Currently Playing: Nourishing Lich.Deck
    Current Record: 1-83-2

  16. #3136
    Siege-Gang Commander
    Avatara's Avatar
    Join Date

    Feb 2008
    Location

    The Netherlands
    Posts

    2

    Re: [DTB] Vial Goblins

    White does have access to Mirror Entity and Crib Swap.

  17. #3137
    Smarter than your average Bear Deck
    Mystical_Jackass's Avatar
    Join Date

    Jan 2009
    Posts

    690

    Re: [DTB] Vial Goblins

    There's a new goblin that blows up NB-land with kicker. Nice idea, 'cause he can be vialed in for less without throwing off curve

  18. #3138

    Re: [DTB] Vial Goblins

    I play mono-red goblins, and the only situation when I would have preferred Weirding over Stingscourger is when I've had to get rid of an opposing mongoose. Otherwise, I've always liked stingscourger. I've never felt the card disadvantage was relevant because my late game is so good.

    For me, the main uses of stingscourger are:
    1) Connecting with lackey - I prefer stingscourger here because Weirding gives them a choice. In situations where my opponent attacks me leaving behind 1 blocker for lackey, weirding doesn't help lackey connect.
    1a) Playing defense with lackey - if my opponent knows I play stings, he is sometimes reluctant to attack even if he has superior board position.
    2) Defense - The removal of weirding here might be better, but i've never liked giving my opponent a choice of what creature to remove. Even though stingscourger is technically card disadvantage, the tempo gain (bounce + block) is often a significant step towards reaching the mid-late game.
    3) Assembling an alpha strike - again, I feel stingscourger is better here because it gets rid of the most significant threat.
    4) Maindeck solution to Dreadnought and tombstalker- this is relevant for me because of dreadstill in the meta. Weirding is not a consistent solution because of factories and goyfs in dreadstill.

    There are other indirect merits for running stingscourger as well, such as staying mono-red, but that's a separate issue altogether.

  19. #3139
    Member
    from Cairo's Avatar
    Join Date

    Mar 2007
    Location

    RI
    Posts

    1,093

    Re: [DTB] Vial Goblins

    Quote Originally Posted by dearleader View Post
    I play mono-red goblins, and the only situation when I would have preferred Weirding over Stingscourger is when I've had to get rid of an opposing mongoose. Otherwise, I've always liked stingscourger. I've never felt the card disadvantage was relevant because my late game is so good.

    For me, the main uses of stingscourger are:
    1) Connecting with lackey - I prefer stingscourger here because Weirding gives them a choice. In situations where my opponent attacks me leaving behind 1 blocker for lackey, weirding doesn't help lackey connect.
    1a) Playing defense with lackey - if my opponent knows I play stings, he is sometimes reluctant to attack even if he has superior board position.
    2) Defense - The removal of weirding here might be better, but i've never liked giving my opponent a choice of what creature to remove. Even though stingscourger is technically card disadvantage, the tempo gain (bounce + block) is often a significant step towards reaching the mid-late game.
    3) Assembling an alpha strike - again, I feel stingscourger is better here because it gets rid of the most significant threat.
    4) Maindeck solution to Dreadnought and tombstalker- this is relevant for me because of dreadstill in the meta. Weirding is not a consistent solution because of factories and goyfs in dreadstill.

    There are other indirect merits for running stingscourger as well, such as staying mono-red, but that's a separate issue altogether.
    Those two are the biggest for me. Aside from staying Mono-Red.

    The tempo gain is definitely insane against agro, when you're able to bounce the spell they invested their turn casting (Goyf / Thoctar) and chump whatever they had on board already. It's basically like all either of you got out of your turn was a draw step and another land in play, which against agro is an amazing push into the mid game.

    The assembling an alpha strike point is also huge, because these are the situations when there likely is a haste granter in play, there's possibly a Chieftain or Piledriver in play, so you're getting a blocker out of the way and getting an extra 2-4 points swinging in.
    TPDMC

  20. #3140
    Always dazed
    GreenOne's Avatar
    Join Date

    Apr 2006
    Location

    Ravenna, Italy
    Posts

    753

    Re: [DTB] Vial Goblins

    About Stingscourger. I also found that with 8 lackeys it's much, much better. So, I decided I wanted to try 4.
    The 2 cc slot is becoming more and more full with WI addition, so I decided i could safely go with 3 Piledrivers. If you're not considering the Merfolk matchup (that is,undoubtly (sp?) positive), piledriver is really good only when your team is good, with at least other 2 guys. With 3 you'll still have this guy when your board position is good.
    What other slot to cut? This guy buys time. You need this time to draw/play lands and reach the mid/late game. The deck now also has 4 more ways to cheat on mana, so cutting lands for something that helps you connecting might be worth it. Since you have less lands, you want them to be untouchable.

    So, I'm now trying (still not sure about it) a version with 34 goblins:
    4 Lackey, WI, Warchief, Matron, Ringleader, Gempalm, Stingscourger,
    3 Piledriver
    2 Chieftain
    1 SGC

    4 Vial
    4 Waste
    18 Mountains

    Thoughts?
    Quote Originally Posted by Tacosnape, TrialByFire, Silverdragon mix
    We got Goyf Threshold, Deadgoyf Ale, Survival of the Goyfest and Goyfalid Breakfast.
    It probably won't end until we have decks like Goyf Stax, Goyfbelcher, Goyfchantress, Vial Goyflins, Goyfstill, Goyf from the Loam, Faergoyf Stompy, Goyf-Pox, Goyf Confinement, 8-Land Goyfstompy, and the Dave Gearhart classic, Goyfidarity.
    And Ichgoyfrid, Red Deadgoyf, GES, 42landand4goyf.dec, Goyf Game and Ill-Gotten-Goyf-y Pop
    Currently Playing: Nourishing Lich.Deck
    Current Record: 1-83-2

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)