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Thread: [DTB] Vial Goblins

  1. #4801
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    There is also that new land, that is like Soaring Seacliff, but it makes the creature unblockable, and adds red. I guess is better.
    I'm intrigued. Seacliff that taps for R seems pretty good. Do you know the name?
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  2. #4802
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by Vacrix View Post
    I'm intrigued. Seacliff that taps for R seems pretty good. Do you know the name?
    Smoldering Spires

    And only 1 creature can't block. But usually, that's all we need.
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  3. #4803
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    Smoldering Spires

    And only 1 creature can't block. But usually, that's all we need.
    Falls under the same problem. If your opening hand is that and a wasteland, and you have the T1 lackey, you'll be cursing it. And as I mentioned before, it doesn't deal with their early drop, which is usually a good idea.

  4. #4804
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by JonBarber View Post
    Falls under the same problem. If your opening hand is that and a wasteland, and you have the T1 lackey, you'll be cursing it. And as I mentioned before, it doesn't deal with their early drop, which is usually a good idea.
    I don't said it was good, neither recommend people to use it. I tested, and didnt like it.
    Just saying it exists, as a part of that conversation.
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  5. #4805
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by ScatmanX View Post
    I don't said it was good, neither recommend people to use it. I tested, and didnt like it.
    Just saying it exists, as a part of that conversation.
    Never said you did =). Just explaining why it probably should be played

  6. #4806
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    Re: [Deck] Vial Goblins

    What if you drop Ports and run Smoldering Spires in place of it? Just a thought. Or maybe that would be more suitable for a budget list.
    Luck is a residue of design.



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  7. #4807
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by Vacrix View Post
    What if you drop Ports and run Smoldering Spires in place of it? Just a thought. Or maybe that would be more suitable for a budget list.
    Something like that. IF you were to run that land, it should not be conted as a land. When I tested it, it was in a Port-less version, with 24 Lands, so I'd still have 15 red producing lands for my turn 1 (24 - 4 waste, 4 of this, 1 swamp). The card is more like a spell, with the bonus that adds mana.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

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    Re: [Deck] Vial Goblins

    Back from the GPT, ran this list

    // Lands
    5 [ROE] Mountain (1)
    4 [R] Badlands
    4 [ON] Bloodstained Mire
    4 [MPR] Wasteland
    1 [P3] Swamp (1)
    4 [ON] Wooded Foothills

    // Creatures
    3 [LE] Gempalm Incinerator
    4 [US] Goblin Lackey
    4 [7E] Goblin Matron
    4 [ON] Goblin Piledriver
    4 [AP] Goblin Ringleader
    4 [SC] Goblin Warchief
    3 [M10] Siege-Gang Commander
    2 [PLC] Stingscourger
    2 [M10] Goblin Chieftain
    1 [ZEN] Warren Instigator

    // Spells
    4 [DS] AEther Vial
    3 [MOR] Warren Weirding

    // Sideboard
    SB: 3 [6E] Perish
    SB: 2 [ALA] Relic of Progenitus
    SB: 4 [LRW] Thorn of Amethyst
    SB: 2 [TSB] Tormod's Crypt
    SB: 4 [AL] Pyrokinesis


    6 Rounds, cut to top8. . .36 people started out.

    1st round bye. . . yaya me!

    2nd round ANT, player took a 1 game loss due to decklist screwup, '2nd' game he blew his load all over me 2nd turn. 3rd game sided out 3 weirdings and a ringleader for 4 Thorns, got an early thorns out and beat him down to 4ish before he KGripped it. Killed himself trying to combo out.

    3rd round New Horizons shit on my life 2 games in a row. Sided in Perishes 2nd game but never saw them.

    4th round was Helm of Obedience/Leyline of the void combo deck. He combo'd out 1st round, 2nd round I sided in thorns but never saw them and managed to pull out a W. . .same with 3rd.

    5th round was my first epic 'holy hell I just pulled out an amazing win' game. New Horizons I think. Won game 1. Sided in perishes and dropped a big bomb on him, was at 3 hp and I popped 2 fetches and was able to counter everything and anything he could do to power up his Jitte and kicked his face in. My adrenaline was rushing for a good 30 minutes after that win.

    6th round draw against zoo so we both top8'd.

    First round top8 played the Helm/Leyline guy again and got stomped 2 in a row.

    Ended up 7th, Helm/Leyline went on to final 2 against ethier CanThres or something else I didn't even pay attention to that last semi-finals game.

    4 Goblins showed, 1 the pilot kind of sucked, another was a mish-mash of cards barrowed from friends at the tournement and went to top4. 3rd finished 8th and me at 7th.

    Walked out with a ton of experience, with it being my first 'big tournement' and first real matchups with my goblin deck, and a Phyrexian Dreadnought. Very happy.

    Thanks for all the excellent advice that made this possible <3

  9. #4809
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    Re: [Deck] Vial Goblins

    Congratulations!
    You was paired against some not so easy MU's. 2 combo decks, 1 twice.
    I think thats pretty much unwinable. Guess that -1 Knesis, +1 Earwig Squad SB could really help.
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    Re: [Deck] Vial Goblins

    I was thinking -1 SGC +1 Goblin Tinkerer MB, if it really works find a way to fit another 1 or 2 in.

    And yeah -1 pyro +1 EWS would work SB.

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    Re: [Deck] Vial Goblins

    Quote Originally Posted by Neuad View Post
    I was thinking -1 SGC +1 Goblin Tinkerer MB
    Tinker is a really lousy card for MB imo, but it depends on meta.
    You didnt use one even in the SB, so why maindeck one?
    Regarding the MU's you faced in the champ, Tinker would be bad in all of them (assuming the combo players were smart...).
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  12. #4812
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    Re: [Deck] Vial Goblins

    True, so maybe just the EWG or 2 in SB, and I'll test that.

    Now that ANT is going to die out a bit, would you think its safe to remove a thorn or 2? Or are they still good?

  13. #4813
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by Neuad View Post
    Now that ANT is going to die out a bit, would you think its safe to remove a thorn or 2? Or are they still good?
    My plan is to ignore combo. I only have 1 Squad against them. Not a fan of using sb slots for it.
    If you like them, use them. I dont know. We should also wait and see what happens to the meta...
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  14. #4814
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    Re: [Deck] Vial Goblins

    True.

    My meta tends to run heavy on enchantress so I need to find an answer for them for my SB.

    Last wedensday there was 3 of them there, but goblins still made it top8 atleast.

  15. #4815
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    Re: [Deck] Vial Goblins

    Ignoring combo is IMO not an option. We should run (as you said) cards that improve our 50/50-MUs and, as a side-effect, are somewhat good against combo.

    Earwig Squad
    Red Elemental Blast
    ...


    Any other suggestions?

    btw. did anyone try Price of Progress in SB? NOt as combo hate of course :D

    I saw a burn.dec-guy on the tourney last sunday who fucked up some Bant-boys :D

  16. #4816
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    Re: [Deck] Vial Goblins

    With Lands likely to be big after the bannings, what do think about Blood Moon in the board? I don't think that it's too much of an issue that won't drop before turn three since Lands isn't exactly the fastes deck out there, is it? Still, I'm not sure which version of Goblins will be better, Mono Red or Red Black. Do you think it's an issue of playstyle, metagame or something else?
    And talking about splashing or not, which version do you think is better to start out with? I really like the thought of being hit by Wasteland at all, so I think I'll try out a Mono Red list without Ports at first. What do you guys think?

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    Re: [Deck] Vial Goblins

    Quote Originally Posted by Jona View Post
    With Lands likely to be big after the bannings, what do think about Blood Moon in the board? I don't think that it's too much of an issue that won't drop before turn three since Lands isn't exactly the fastes deck out there, is it? Still, I'm not sure which version of Goblins will be better, Mono Red or Red Black. Do you think it's an issue of playstyle, metagame or something else?
    And talking about splashing or not, which version do you think is better to start out with? I really like the thought of being hit by Wasteland at all, so I think I'll try out a Mono Red list without Ports at first. What do you guys think?
    I'm running R/b with Bloodmoon in SB. It comes in handy vs lands and bant too, nevertheless vs lands you have to consider they can shut you down so you will not be able to drop that enchantment cause of wastelands / ports, pop on the other hand could be casted in response to port.
    Without any further damage pop will not win you the game whereas blood moon will ;)

    So i'm still undecided of whether to play blood moon or pop.

    You can start by running mono red, the basics are the same. Considering a normal R/b build the only changes to a mono red list are the 3 weirdings MD and of course the perish in the SB. The splash isn't that big after all.

  18. #4818
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    Re: [Deck] Vial Goblins

    Of course the splash isn't mssive, but I think Earwig Squad and Extirpate (maybe Leyline) should be mentioned as well. Though I have to agree that mainboard tutorable Edicts are incredibly nice and along with Perish from the board the main reasons to play black. I guess I'll just have to try out both lists, but play mono red in the first place.
    Whatever, I don't believe that casting Blood Moon in mono red should be that hard against Lands. You won't get hit by Wasteland so they only have Port to slow you down whereas you can Wasteland their Ports. The matchup should definitely be winable postboard. I didn't play against Lands that much at all but it seems definitely doable since you can easily win by just playing hate. The deck is just so slow without Loam.

  19. #4819

    Re: [Deck] Vial Goblins

    So, I'm thinking of building goblins. I wanted to build goblins in december, but didn't quite manage it. I spent the next semester in Africa (playing no magic), come back, and still want to build goblins. I'm about to trade for Ports and Wastes . . . when I check the goblin thread and there're no lists in the last five pages that run ports and wastes. Tacnosnape runs a list (and is a deckbuilding I respect very much) that isn't running EITHER of them.

    How typical is this? Are people still running ports and wastes in their lists but just aren't posting them because they aren't new and inovative (IE, are pretty much the same lists I saw six months ago?) Or has a metagame shift occured for most people that means that ports and wastes are less useful than running ~20ish mana producing lands of two different colors? If so, what was the shift and under what conditions would one package be better than the other?

  20. #4820
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    Re: [Deck] Vial Goblins

    Quote Originally Posted by LostButSeeking View Post
    So, I'm thinking of building goblins. I wanted to build goblins in december, but didn't quite manage it. I spent the next semester in Africa (playing no magic), come back, and still want to build goblins. I'm about to trade for Ports and Wastes . . . when I check the goblin thread and there're no lists in the last five pages that run ports and wastes. Tacnosnape runs a list (and is a deckbuilding I respect very much) that isn't running EITHER of them.

    How typical is this? Are people still running ports and wastes in their lists but just aren't posting them because they aren't new and inovative (IE, are pretty much the same lists I saw six months ago?) Or has a metagame shift occured for most people that means that ports and wastes are less useful than running ~20ish mana producing lands of two different colors? If so, what was the shift and under what conditions would one package be better than the other?
    There are very few people that run 0 Wastelands. It is a great card for Goblins, buying time for Vial/Lackey, and getting rid of problematic lands. There are a few that dont run them, like Pulp, but I think thats weird...

    About Port, thats a matter of playstyle. There are lists running 4, and lists running 0. That depends a lot on the build, like, how many lands you play, how many RR and RR1 cards you have, and what you want to do in your 1sts turns.

    IMO, depnetly pick Wastes, but test Ports to see if they are worth it for you.

    Also, of course, this depends on your meta. There are metas where even Wastes are useless... and others that Port shines.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

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