Page 220 of 310 FirstFirst ... 120170210216217218219220221222223224230270 ... LastLast
Results 4,381 to 4,400 of 6196

Thread: [DTB] Vial Goblins

  1. #4381

    Re: [DTW] Vial Goblins

    Quote Originally Posted by kicks_422 View Post
    No. There's already too much going on in the 3cc slot. I wouldn't cut any of those for this, nor would I cut any of the lesser cc Goblins.
    Agreed, vial at 3 with him and matron would be lots of fun...but he's just not as good as warchief, matron, or chieftain...and the deck's already light on 2 drops...

  2. #4382
    Cash Money Baller
    BKclassic's Avatar
    Join Date

    Nov 2007
    Location

    Maine
    Posts

    278

    Re: [DTW] Vial Goblins

    Quote Originally Posted by kinda View Post
    Agreed, vial at 3 with him and matron would be lots of fun...but he's just not as good as warchief, matron, or chieftain...and the deck's already light on 2 drops...
    I don't know what to say, this seems like the perfect card for Goblins. It does so many things, like being great against Zoo, Control, is a legitimate mono red answer to Tarmogoyf, and a maindeck featuring Tuk Tuk and Chieftain is probably enough to invalidate Enigeered Plague as an effective sideboard strategy against Goblins.

    Admittedly, Goblin decks will have to look different, but I think they will definitely be stronger with this card. I would start with a core base of cards and fill in the rest.

    Base:
    22 Lands

    Spells (24)
    4 Aether Vial
    4 Goblin Lackey
    3 Warren Instigator
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-gang Commander
    3 Gempalm Incinerator

    So that's 46 cards, leaving 14 open slots. I think I would do-

    4 Goblin Piledriver
    4 Goblin Warchief
    1 Gempalm Incinerator
    1 Warren Instigator
    1 Tuk Tuk the Explorer
    1 Mountain
    2 Stingscourger/Mogg Fanatic/War Marshall/Chieftain/Siege-gang + Mountain/??

  3. #4383

    Re: [DTW] Vial Goblins

    Gonna Goblin Grenade this bitch all day.

  4. #4384
    Member

    Join Date

    Nov 2009
    Location

    Seattle, WA
    Posts

    168

    Re: [DTW] Vial Goblins

    Quote Originally Posted by BKclassic View Post
    I don't know what to say, this seems like the perfect card for Goblins. It does so many things, like being great against Zoo, Control, is a legitimate mono red answer to Tarmogoyf, and a maindeck featuring Tuk Tuk and Chieftain is probably enough to invalidate Enigeered Plague is an effective sideboard strategy.

    Admittedly, Goblin decks will have to look different, but I think they will definitely be stronger with this card.
    Tuk Tuk is far from the perfect card for goblins. If skull clamp was still legal, bidding was still played, and r/b goblins was an entirely different deck, yes, this would be a great card. But the deck is no longer built like that. Tuk Tuk doesn't conform to the current strategy of spitting relentless goblins at your oppenent. It doesn't provide the sort of CA that ringleader/matron does, doesn't contribute to the speed of the deck like lackey/warchief/chieftan does, doesn't do significant beatdown like piledriver, and doesn't remove your opponent's threats like weirding/incinerator/sting-scourger do. Tuk Tuk does not significantly improve any of these strategies. If you disagree with me your welcome to play him. I just don't think hes worth a slot in the deck.
    Last edited by JonBarber; 04-08-2010 at 02:45 AM. Reason: I apologize for the trollish comment. It was 3 am and I was being lazy.

  5. #4385

    Re: [DTW] Vial Goblins

    Quote Originally Posted by BKclassic View Post
    I don't know what to say, this seems like the perfect card for Goblins. It does so many things, like being great against Zoo, Control, is a legitimate mono red answer to Tarmogoyf, and a maindeck featuring Tuk Tuk and Chieftain is probably enough to invalidate Enigeered Plague is an effective sideboard strategy.

    Admittedly, Goblin decks will have to look different, but I think they will definitely be stronger with this card. I would start with a core base of cards and fill in the rest.

    Base:
    22 Lands

    Spells (24)
    4 Aether Vial
    4 Goblin Lackey
    3 Warren Instigator
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-gang Commander
    3 Gempalm Incinerator

    So that's 46 cards, leaving 14 open slots. I think I would do-

    4 Goblin Piledriver
    4 Goblin Warchief
    1 Gempalm Incinerator
    1 Warren Instigator
    1 Tuk Tuk the Explorer
    1 Mountain
    2 Stingscourger/Mogg Fanatic/War Marshall/Chieftain/Siege-gang + Mountain/??
    Your list confuses me...for starters I'd either run 4 or none, that maximizes the chances of them killing each other. Which brings me to my main concern...so many decks that goblins needs to put pressure on can simply ignore him: ant, belcher, dream halls, any painter grindstone deck, dutch stax, reanimator,iona survival, natural order progenitus, and to an extent anything featuring countertop. If I had to...I'd probably go mono red and run four of these alongside goblin grenade like meatrocket suggested. Also, sgc and ringleader are still superior tutor targets...even against zoo due to path, the exception possibly being if you have one on the table and need to legend it.

  6. #4386
    Member

    Join Date

    Nov 2009
    Location

    Seattle, WA
    Posts

    168

    Re: [DTW] Vial Goblins

    Quote Originally Posted by kinda View Post
    Your list confuses me...for starters I'd either run 4 or none, that maximizes the chances of them killing each other. Which brings me to my main concern...so many decks that goblins needs to put pressure on can simply ignore him: ant, belcher, dream halls, any painter grindstone deck, stax, reanimator,iona survival, natural order progenitus, and to an extent anything featuring countertop. If I had to...I'd probably go mono red and run four of these alongside goblin grenade like meatrocket suggested. Also, sgc and ringleader are still superior tutor targets...even against zoo due to path.
    At which point you are then playing a much different deck, one that is much shittier without skull clamp. So the moral of the story is: this guy is bad. Don't play him.

  7. #4387
    Cash Money Baller
    BKclassic's Avatar
    Join Date

    Nov 2007
    Location

    Maine
    Posts

    278

    Re: [DTW] Vial Goblins

    Quote Originally Posted by kinda View Post
    Your list confuses me...for starters I'd either run 4 or none, that maximizes the chances of them killing each other. Which brings me to my main concern...so many decks that goblins needs to put pressure on can simply ignore him: ant, belcher, dream halls, any painter grindstone deck, stax, reanimator,iona survival, natural order progenitus, and to an extent anything featuring countertop. If I had to...I'd probably go mono red and run four of these alongside goblin grenade like meatrocket suggested.
    Firstly, I'll do a combined list:

    22 Lands
    4 Lacky
    4 Instigator
    4 Piledriver
    2 Stingscourger
    4 Tuk Tuk
    4 Matron
    4 Incinerator
    4 Warchief
    4 Ringleader
    2 Siege-gang
    4 Vial

    Secondly, the token it makes is a legend, also, so playing two at once so the destroy each other is still useless.

    Thirdly, by making Aggro match ups better, you can devote more SB slots to beating those combo decks. Also, my list isn't really missing any of the Goblins that would turn those match ups around. I am only really replacing Goblin Chieftain in most lists.

    Fourthly, Seige-Gang and Ringleader are better Matron targets, but forcing them to use Path on this guy is helpful because it means they won't be Pathing your Piledrivers and Instigators, or you will have 5/5 chilling against them.

    Fifthly, having a deck 4 Tuk Tuk, 4 War Marshall and 4 Goblin Grenade would sounds kind of interesting, though probably not that great.

  8. #4388
    Site Contributor
    ScatmanX's Avatar
    Join Date

    Aug 2008
    Posts

    761

    Re: [DTW] Vial Goblins

    He also makes Cabal Therapy much better on the SB.
    And goblin Grenade.
    What else could we use to sac him?
    Prospector? Sharpshooter?
    I'd defnetly run the Frogtosser build if I were to run this guy.

    and please... "No. nuff said." and "this guy is bad. Don't play him" is such a child thing. I've heard people said that about Frogtosser, Earwig Squad, Warren Weirdings, Wort, Lightning Crafter, Warren Instigator... though they are not always included in decks, they're certanly options.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  9. #4389
    Cash Money Baller
    BKclassic's Avatar
    Join Date

    Nov 2007
    Location

    Maine
    Posts

    278

    Re: [DTW] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    He also makes Cabal Therapy much better on the SB.
    And goblin Grenade.
    What else could we use to sac him?
    Prospector? Sharpshooter?
    I'd defnetly run the Frogtosser build if I were to run this guy.

    and please... "No. nuff said." and "this guy is bad. Don't play him" is such a child thing. I've heard people said that about Frogtosser, Earwig Squad, Warren Weirdings, Wort, Lightning Crafter, Warren Instigator... though they are not always included in decks, they're certanly options.
    Saccing it to your own Warren Wierding would be okay.

  10. #4390

    Re: [DTW] Vial Goblins

    Quote Originally Posted by BKclassic View Post
    Saccing it to your own Warren Wierding would be okay.
    No it's not...that's a five mana two card combo to get a legendary vanilla 5/5.

  11. #4391
    Site Contributor
    ScatmanX's Avatar
    Join Date

    Aug 2008
    Posts

    761

    Re: [DTW] Vial Goblins

    Quote Originally Posted by kinda View Post
    No it's not...that's a five mana two card combo to get a legendary 5/5. If you want a two card combo to get a big creature try entomb+reanimate...oh and it's three less mana.
    You also get 2 1/1 Goblin tokens. And all the cards involved are goblins, unlike entomb and reanimate. And we already play Warren Weirdings in Rb goblins. And, we don't HAVE to do that play, it's just an option. And, those cards have uses by themselves in goblins, unlike entomb (reanimate would, but is not a goblin, etc, etc, etc...) And TukTuk can be vialed into the battlefield. And they both cost less with Frogtosser or Warchief in play.

    While whriting this I realised that, with Chieftain in play, you'd get a 6/6 and 2 2/2. That looks cool.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  12. #4392
    Keep Calm and Brainstorm
    (nameless one)'s Avatar
    Join Date

    Apr 2009
    Location

    GTA, Ontario
    Posts

    2,878

    Re: [DTW] Vial Goblins

    Quote Originally Posted by kinda View Post
    No it's not...that's a five mana two card combo to get a legendary vanilla 5/5.
    not to mention its a 2-card thing.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  13. #4393
    Member
    RogueMTG's Avatar
    Join Date

    Jun 2008
    Location

    Central NY
    Posts

    290

    Re: [DTW] Vial Goblins

    Quote Originally Posted by (nameless one) View Post
    not to mention its a 2-card thing.
    Except that he did mention it...

  14. #4394
    Keep Calm and Brainstorm
    (nameless one)'s Avatar
    Join Date

    Apr 2009
    Location

    GTA, Ontario
    Posts

    2,878

    Re: [DTW] Vial Goblins

    LOL totally missed it...

    On the other hand, hes not that bad in Goblins. I see him as 1 or 2 of in mono-red lists. He does help against other aggro-matchups such as Zoo.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  15. #4395
    Member
    bakofried's Avatar
    Join Date

    Aug 2009
    Location

    Bakersfield, Ca
    Posts

    744

    Re: [DTW] Vial Goblins

    Only testing will tell. How about that? We can theorycraft all day, but that won't get us anywhere.
    Quote Originally Posted by ktkenshinx View Post
    The Reserved List is a) not legally binding, b) antiquated, c) broken, and d) preventative of maximum game enjoyment. Wizards will remove as many cards from that list as possible to increase the fun of their game. Using market research, they can find a balance between printing enough cards to lower a price from $40 to $15-$20, and not utterly ruining their value. This will be both an economically feasible AND sensible move.
    -ktkenshinx-

  16. #4396
    Light 'da fuse!
    overpowered's Avatar
    Join Date

    Mar 2010
    Location

    Douglas, MA
    Posts

    52

    Re: [DTW] Vial Goblins

    The biggest concern that I'd like to voice with the 2 card combo is that it's entirely situational but undeniably good IF you've somehow managed to get to turn 4 or 5 against a deck that runs so few creatures that you've cast weirding on yourself instead of your opponent...

    All kidding aside, it could be cool, but I can see drawing it instead of a chieftain/matron and being mad that it doesn't do enough-- eg. You bash into blockers and they just take 1 damage instead of give you a 5/5. If you're at the point where 1 damage will finish the game so they MUST block it... a matron or a warchief would probably be just as effective, if not more so. He's good to sac to SGC, no doubt, but that's tough to get on the board, and it only nets you a 5/5 which is not "strictly" better than Mogg War Marshall for tempo.

    Your heavy hitters tend to not be 2 card combos... That being said, I think that ultimately, this card adds very little to the strategic design of goblins. While he adds significantly more to Rb (thanks to having haste. That's something that things dropped off Banneret lack, and the reason I don't run him in my Rb...) I think that he doesn't change the game state drastically enough by adding a twenty turn clock, and therefore should not be run.

    But he IS an option, which I think is the determining factor. If you run goblins in an aggro-heavy meta, he might prove himself useful. As someone mentioned earlier, cards like these, while not "staple" add options for us to pursue. They add decks to test and theories to be proven. Though I'll remain staunch on my opinion that this card shouldn't appear in a top 8.

  17. #4397

    Re: [DTW] Vial Goblins

    I'd run Boartusk Liege over Tuk Tuk. Seems pretty terrible, but I could be wrong...

  18. #4398
    Smarter than your average Bear Deck
    Mystical_Jackass's Avatar
    Join Date

    Jan 2009
    Posts

    690

    Re: [DTW] Vial Goblins

    Not bad. Goblins finally getting some muscle to face goyf; looks like a great way to stall big creature decks till you get your CA going, could be a desc SB.
    May your suffering equal your weakness
    --Ihsan's Shade

  19. #4399
    Member

    Join Date

    Nov 2009
    Location

    Seattle, WA
    Posts

    168

    Re: [DTW] Vial Goblins

    Quote Originally Posted by Mystical_Jackass View Post
    Not bad. Goblins finally getting some muscle to face goyf; looks like a great way to stall big creature decks till you get your CA going, could be a desc SB.
    You can get your CA going turn 2 with a hit from lackey. Not to mention, tuk tuk costs 3. You can just hardcast ringleader next turn. If you want muscle, play goblin goon. I would prefer to drop a t3 matron/chieftan/warchief any day over tuk tuk. They are just going to StP/path him all day long. In an extremely zoo/aggro heavy meta, he could be worth it (but in that case why are you playing goblins??). But I certainly wouldn't say he's a "great card" for Goblins as a whole.

  20. #4400
    awesomeness
    Ch@os's Avatar
    Join Date

    Jul 2007
    Location

    Germany
    Posts

    158

    Re: [DTW] Vial Goblins

    "Tuk tuk" is useful against hate people bring in like Pyroclasm or Firespout.
    They cast Firespout to clear the board and the Gobboplayer gets a 5/5 dude XD
    Every DTB forum update is simply shuffling around the same ten decks.

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)