I also run r/b list with bolts and I love them. Zoo has been on the rise and with bolts in zoo doesn't scare Me what so ever. I play 3 bolts, 3 wierding, 1 stingscourger, 1 gempalm and I have been able to slow zoo enough too swarm turns 4 and up. As far as the stingscourger goes I feel that one should be played because it's "tutorable" and is good vialed in. As I stated earlier in the thread I play 3 perish and 3 pyrokinesis and some think that's it overkill but perish is amazing right now and I never board kinesis vs zoo because it's really not that good. Kinesis is there strictly for the mirror and merfolk.
"don't call me a dog ...just say it backwards "
I also run r/b list with bolts and I love them. Zoo has been on the rise and with bolts in zoo doesn't scare Me what so ever. I play 3 bolts, 3 wierding, 1 stingscourger, 1 gempalm and I have been able to slow zoo enough too swarm turns 4 and up. As far as the stingscourger goes I feel that one should be played because it's "tutorable" and is good vialed in. As I stated earlier in the thread I play 3 perish and 3 pyrokinesis and some think that's it overkill but perish is amazing right now and I never board kinesis vs zoo because it's really not that good. Kinesis is there strictly for the mirror and merfolk.
"don't call me a dog ...just say it backwards "
This is pretty much exactly my thoughts. I really dislike running more than one stingscourger, its great to be able to tutor it for those special situations but thats it imo. Bolts really help the zoo matchup, keeping the damage low in the beginning turns is key and bolt lets you stop all their turn one threats.
The idea behind running 2 Warchiefs and 4 Chieftains was that a turn 2 War Marshal is best followed by a turn 3 Chieftain. And I realized that Warchief wasn't really needed until midgame so that's why I went for that configuration. I didn't feel like cutting another goblin for a third Warchief. Maybe a 3/3 split between Warchief and Chieftain could work too.
Yeah, I don't feel like screwing around with the manabase by running less lands or strange cip lands. I don't want to be screwed by too little mountains.
Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)
ジェームス・ブラウン
I'm staring in the mirror looking at my biggest rival.
Just got into legacy and looking to build a budget deck that I can upgrade easily
MAIN DECK
3 Gempalm Incinerator
4 Goblin Lackey
4 Goblin Matron
4 Goblin Piledriver
1 Goblin Pyromancer
4 Goblin Ringleader
4 Goblin Warchief
1 Kiki-Jiki, Mirror Breaker
1 Lightning Crafter
1 Siege-Gang Commander
1 Skirk Prospector
2 Stingscourger
1 Wort, Boggart Auntie
Creatures [31]
4 AEther Vial
3 Warren Weirding
Spells [7]
17 Mountain
5 Swamp
Lands [22]
SIDEBOARD
2 Blood Moon
2 Perish
3 Pyrokinesis
2 Relic of Progenitus
1 Tormod's Crypt
5 ??
this a decent goblin deck? Would you drop the splash of black? Am I running too much mana?
I know I have no land destroy/duals/fetches, I might be able to barrow a couple for game day from friends but for now I'm planning my deck around not having them, and upgrading as I get the money.
The deck looks really good. Only the Skirk Prospector should definitely be cut, but I see the combo with kiki-crafter-prospector, so your call actually.
If you don't have fetches/duals, don't splash a color. Go monored. Thats just too risky. And try to get a hold on Wastelands first.
err...isn't Leave No Trace and Disenchant White?
Super Bizarros Team. Beating everything with small green dudes and big waves.
If you want to splash black, at least add Auntie's Hovel. You might, might be able to get away with 1 or 2 copies of Graven Cairns too, or you can add Sulfurous Springs.
My friend just built Rb Goblins without the Wastes/Ports and his manabase looks like:
4 Auntie's Hovel
1 Graven Cairns
3 Sulfurous Springs
1 Swamp
13 Mountain
Sorry, copied part of the wrong SB. In the midst of piecing together a couple decks to show friends and see what they think.
I'll see what I can do about getting fetches/duals, I ran a R/G standard deck yesterday and was able to get 4 fetches and 3 Taigas to play during the tourney so. . . if I can't I might drop black.
I actually like that mana base, Aunties, Graven, and Sulfurous are all fairly cheap. . .hell I even have 1 of the Sulfurous laying around. Thanks alot <3
To the sb discussion against combo:
I would always run 4 chalice against combo simply because it can be dropped for 0. If I do not waste my turn 2 drop, I can win turn 3, reliably on turn 4. I would run thorn+chalice over nullrod because they do nasty against other decks as well while the nullrod shuts off my vials.
Against zoo:
I decided that zoo is an utterly lost mu. Someone over at the zoo thread said if you run into your second land until turn 12, you win for sure and I found it to be true.
My list currently does not run port though, in my experience (I did not test it very much tbh) it has been win more. You cannot shut off zoo removal or most creature drops from zoo+you cannot get creatures in yourself. It does not hurt reanimator, combo or dredge. The only mu where I found it really helpful is enchantress.
Warren Instigator has proven extremely strong for me. I wonder why so few lists run it, I think it's by far the best turn 2 drop. It won many games for me, if he is not handled he warps in matron+sgc or ringleader+something else nasty.
My side currently looks like this:
SB: 3 [LRW] Thorn of Amethyst
SB: 1 [MI] Goblin Tinkerer
SB: 4 [DK] Tormod's Crypt
SB: 4 [MR] Chalice of the Void
SB: 3 [SHM] Faerie Macabre
@ (nameless one)
No, I usually don't bring in any cards against Zoo. Unless they have a really good draw and I keep a pretty mediocre hand, I don't lose to Zoo that often.
Why exactly is Zoo a lost matchup? From my experience it is at least 50/50, maybe even in favor of Goblins if you pack some extra removal. Wasteland+Pyrokinesis (or any other removal) can be a one-sided wrath of god. And essentially all you have to do is stay alive turns 1-3 then play out some Ringleaders to overwhelm them.
Your sideboard has too many GY hate. Run some Pyrokinesis or Perish.
The only truly terrible matchup is Tendrils imo. You have to get lucky with a hate piece and a really fast clock or even luckier when they beat themselves. Usually I am always 1 turn short to kill them before they combo me out.
Here is what I will run next tournament:
Maindeck:
Artifacts
4 Aether Vial
Creatures
4 Goblin Lackey
4 Goblin Matron
4 Goblin Piledriver
4 Goblin Ringleader
4 Goblin Warchief
2 Mogg Fanatic
2 Goblin Chieftain
2 Gempalm Incinerator
2 Warren Instigator
2 Siege-gang Commander
1 Stingscourger
Tribal Sorcerys
3 Warren Weirding
Basic Lands
7 Mountain
1 Swamp
Lands
2 Auntie's Hovel
4 Badlands
4 Bloodstained Mire
4 Wasteland
Sideboard:
3 Perish
3 Pyrokinesis
1 Boartusk Liege
4 Leyline Of The Void
4 Thorn of Amethyst
Expected matchups, from most likely to least likely to face:
Zoo
Reanimator
ANT
Goblins & Fish
Bant decks of all sorts
UWx Control (CBTop, Planeswalkers, Standstill)
Black decks of all sorts /w engineered plague
Loam decks of all sorts
Dredge
Needs more goyfs.
Its funny because we almost have an identical list (Instigators for War Marshalls and a single Incinerator for Commander). There has been a rise of Zoo in my meta (5/20) from the past tournament here. I should try using War Marshalls again in favour against Instigator)
Its not exactlly lost but.....
http://deckbox.org/mtg/jitte
http://deckbox.org/mtg/tarmogoyf
And if their smart they fetch basics.
Ember Hauler
Creature - Goblin
, Sacrifice Ember Hauler: Ember Hauler deals 2 damage to target creature or player.
Flurk's crude Goblin language didn't differentiate between "I bring the flame" and "I am the flame".
2/2
Any potential? Reusable shock not terrible
May your suffering equal your weakness--Ihsan's Shade
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