
Originally Posted by
Kris
I haven't posted anything on TheSource yet, but I've been looking at the posts for a while now.
I am a dedicated combo player from the Netherlands, but Goblins got my attention a few months before Goblin Chieftain, let alone Warren Instigator got spoiled. Before this happened, I was already surprised by its (their :P) strength. Now, I will try to get involved in this discussion.
I've tested quite a lot (mainly against Zoo, Landstill (w/ and w/o White), Merfolk, Combo (of course), ThreshThreshThreshThreshThresh (all kinds), goldfish) and this is my list to go:
18 Mountain
4 Wasteland
4 Goblin Lackey
4 Gobliln Matron
4 Aether Vial
4 Goblin Ringleader
4 Goblin Warchief
3 Goblin Chieftain
3 Warren Instigator
3 Gempalm Incinerator
3 Goblin Piledriver
3 Stingscourger
2 Siege-Gang Commander
1 open slot
sb:
4 Pyrokinesis
4 Relic of Progenitus
2 Boartusk Liege
1 Goblin Tinkerer
1 Goblin Sharpshooter
3 open slots
Explanations, Mainboard:
First, the lands. 22 Lands if probably best, i.e. lower is not enough. I'm not sure we can run 2 Ports in stead of 2 mountains. I don't think Chrome Mox or Gemstone Caverns can make the cut. We can't effort card-disadvantage for moderate, situational speed.
I consider Vial, Lackey, Matron, Ringleader, Chieftain, Instigator, SCG, Piledriver, Warchief, Incinerator all mandatory. The question is in what numbers. Vial, Lackey, Matron and Ringleader is easy: we want 4 (more is not legal). The Warchief could be cut to 3, but I wouldn't like it.
I don't want to run less than 3 Piledrivers, I don't want to run less than 3 Incinerator, I don't want to run less than 3 Instigator, I don't want to run less than 3 Stingscourger, I don't want to run less than 3 Chieftain, I don't want to run less than 2 SCG. I think I made my point clear:
There is 1 open slot in Goblins (IMHO) !! And it can be everything:
4th Piledriver always good, maybe not necessary.
4th Instigator maybe too much lackey-effects, 'cause you need goblins in hand to drop.
4th Chieftain, very good addition, but also maybe too much lords (this had my preference at the moment).
23rd land
Something geeky like Lightning Crafter, Kiki-Jiki, Goblin Tinkerer, Thorn, ReB, anything.
I'd like to hear from you what you think about this.
Sideboard:
As proposed earlier above, 4 Relic and 4 Pyrokenisis are mandatory against too much. Then, because you are mono-red now, you will (!) need an answer against Plague. It is still seen play too much to ignore it. You already have Chieftain, but more answers is better. And Boartusk Liege survives double Plague. So I consider 2 Liege also mandatory.
Then I'm not quite sure, Goblins can't side too much out, so you will need some answers where Relic and Pyro doesn't help against. This is first of all COMBO. But you have to ask yourself, do I want to spend sideboard space for a (slight) chance to win this matchup. If your meta is filled with (good) combo-players (like mine), then I believe you cannot neglect this match-up. Thorn is the best card against Combo. Pillar is more versatible, since it's also pretty good against ThreshThreshThreshThreshThresh.
Goblin Tinkerer kills Dreadnought, Explosives, Chalice, Moxen/LED, artifactland, Top, and probably a lot more. Tinkerer also kills some large artifact, but only once.
Other good options are:
Zo-Zu, the Punisher (against Loam/Landstill).
Jitte against Jitte.
Goblin Sharpshooter.
On the latter, how good is he? I've tested him a bit, but how strong is he? It all depends on your boardposition, but my experience is that he's not always that strong. As in, you don't always want to tutor for it, and if you draw it, it's not exactly what you want. Sharpshooter has been a must-have a few years a go, but does it still make the cut?
Let me know what you think.