Page 275 of 310 FirstFirst ... 175225265271272273274275276277278279285 ... LastLast
Results 5,481 to 5,500 of 6196

Thread: [DTB] Vial Goblins

  1. #5481
    Member
    TheSleeper's Avatar
    Join Date

    Apr 2010
    Location

    Himalayas
    Posts

    113

    Re: [DTB] Vial Goblins

    I've been testing a list for the past 2 weeks very close to GobboLord's MD, except in Green. Differences being:
    -1 Bolt, +1 Tin-Street Hooligan, -1 Dual Land, +1 Forest

    What do people who are splashing for one colour think of a non-red basic? Keen to hear people's opinions.

    Pros: can't be Waste'd, works under Moon effects
    Cons: doesn't produce red (sometimes relevant to get your 2nd R)
    Only the heroic and the mad follow mountain goat trails.

  2. #5482

    Re: [DTB] Vial Goblins

    Quote Originally Posted by TheSleeper View Post
    I've been testing a list for the past 2 weeks very close to GobboLord's MD, except in Green. Differences being:
    -1 Bolt, +1 Tin-Street Hooligan, -1 Dual Land, +1 Forest

    What do people who are splashing for one colour think of a non-red basic? Keen to hear people's opinions.

    Pros: can't be Waste'd, works under Moon effects
    Cons: doesn't produce red (sometimes relevant to get your 2nd R)
    I'm personally not a fan of it, and think that if you're going to make room for a non-red basic it should replace a port rather than a colored mana producer. Fifteen red sources is the lowest I would be willing to run.

  3. #5483
    Member
    GoboLord's Avatar
    Join Date

    Apr 2010
    Location

    Germany
    Posts

    143

    Re: [DTB] Vial Goblins

    Quote Originally Posted by TheSleeper View Post
    I've been testing a list for the past 2 weeks very close to GobboLord's MD, except in Green. Differences being:
    -1 Bolt, +1 Tin-Street Hooligan, -1 Dual Land, +1 Forest

    What do people who are splashing for one colour think of a non-red basic? Keen to hear people's opinions.

    Pros: can't be Waste'd, works under Moon effects
    Cons: doesn't produce red (sometimes relevant to get your 2nd R)
    This is totally up to three things:

    (1) How many Wastelands/Ports do you have? - The more colorless lands you run, the less additional non-red sources you want. I guess non-R basics are just fine when you have not more than 6 manadenial lands. Still, I'm a fan of manadenial therefore I' never cut manadenial for non-R basics.

    (2) How many cards do you have that require RR to cast? - Everyone has 4 Warchief and 2 SGC MD. If you want to add Chieftain, Warren Instigator or even Kiki-Jiki you propbably don't want non-R basicslands.

    (3) Do you need the splash color for cards in MD? - e.g. My List is mono R MD and uses B splash for SB-cards (Extirpate, Perish)
    Last edited by GoboLord; 10-22-2010 at 10:01 AM.
    Mountain Caverns, Lackey, Go.

    If you have an apple and I have an apple and we exchanges our apples, we each have one apple. But if you have an idea and I have an idea and we exchange our ideas, we each have two ideas.

  4. #5484
    Member

    Join Date

    Oct 2004
    Location

    Earth
    Posts

    112

    Re: [DTB] Vial Goblins

    It also depends on, generally speaking, how heavy the splash is, in particular it depends on whether or not you need to use the splash color more than once in a typical game. If you need the splash color to 'stick around' after you've used it once, the basic land might be worth it.

    And it depends on whether or not most of your splash color cards are creatures than can be 'played' with either Vial or Lackey (or both).

  5. #5485

    Re: [DTB] Vial Goblins

    Hello Boys and Girls! Greetings from Sweden =D

    I joined just for this particular thread =P Im currently building my first legacy deck: A MonoRed Goblin Deck.

    Main:
    4 Gempalm Incinerator
    1 Goblin Chieftain
    4 Goblin Lackey
    4 Goblin Matron
    4 Goblin Piledriver
    4 Goblin Ringleader
    4 Goblin Warchief
    3 Siege-Gang Commander
    1 Goblin Sharpshooter
    1 Kiki-Jiki, Mirror Breaker
    2 Warren Instigator
    1 Stingscourger

    4 Aether Vial
    1 Basilisk Collar

    14 Mountain
    4 Rishadan Port
    4 Wasteland

    Sideboard:
    1 Goblin King
    2 Pyroblast
    1 Red Elemental Blast
    1 Tormod's Crypt
    1 Thorn of Amethyst
    2 Pyrokinesis
    2 Relic of Progenitus
    2 Mindbreak trap
    1 Pithing Needle
    2 Goblin Tinkerer

    So, opinions?
    Help is appreciated =)

  6. #5486
    Member
    jrw1985's Avatar
    Join Date

    Jul 2010
    Location

    Kapa'a HI
    Posts

    412

    Re: [DTB] Vial Goblins

    To the above list: i like it, but if you must have a piece of equipment I'd suggest Umezawa's Jitte. You can throw that on anything and it's awesome, not just the Sharpshooter.

  7. #5487
    Member

    Join Date

    Oct 2004
    Location

    Earth
    Posts

    112

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Zörg View Post
    Hello Boys and Girls! Greetings from Sweden =D

    I joined just for this particular thread =P Im currently building my first legacy deck: A MonoRed Goblin Deck.

    Main:
    4 Gempalm Incinerator
    1 Goblin Chieftain
    4 Goblin Lackey
    4 Goblin Matron
    4 Goblin Piledriver
    4 Goblin Ringleader
    4 Goblin Warchief
    3 Siege-Gang Commander
    1 Goblin Sharpshooter
    1 Kiki-Jiki, Mirror Breaker
    2 Warren Instigator
    1 Stingscourger

    4 Aether Vial
    1 Basilisk Collar

    14 Mountain
    4 Rishadan Port
    4 Wasteland

    Sideboard:
    1 Goblin King
    2 Pyroblast
    1 Red Elemental Blast
    1 Tormod's Crypt
    1 Thorn of Amethyst
    2 Pyrokinesis
    2 Relic of Progenitus
    2 Mindbreak trap
    1 Pithing Needle
    2 Goblin Tinkerer

    So, opinions?
    Help is appreciated =)
    Hej Zörg

    Your deck looks fine to me - I like your sideboard especially. In the maindeck I would cut 1-2 Rishadan Port for mountains, since the requirement of cards like Warren Instigator is 15-16 red sources. I might cut the slow Sharpshooter for one more Chieftain, and I would replace the Kiki-Jiki with something else. I think 3 goblins of casting cost 5 is the maximum number for the deck (actually, the correct number) and those 3 should all be Siege-Gang. I don't understand what Basilisk Collar is doing in your deck - maybe its a metagame choice, but like jrw1985 said, if you must play 1 equipment, Jitte is better.

  8. #5488

    Re: [DTB] Vial Goblins

    Running the following tomorrow:

    4 Goblin Lackey
    4 Goblin Piledriver
    2 Mogg War Marshal
    4 Gempalm Incinerator
    4 Goblin Warchief
    4 Goblin Matron
    1 Goblin Chieftain
    4 Goblin Ringleader
    3 Siege-Gang Commander

    3 Warren Weirding
    4 Aether Vial
    4 Rishadan Port
    4 Wasteland
    4 Auntie's Hovel
    2 Badlands
    4 Bloodstained Mire
    1 Wooded Foothills
    4 Mountain

    SB:
    4 Leyline of the Void
    4 Cabal Therapy
    3 Perish
    3 Pyrokinesis
    1 Goblin Chieftain/Earwig Squad (leaning towards Squad right now.)

    I'm wondering how to bring in 10 cards vs. Vengevine Survival, and thinking that might be too many. Other matchups are fairly simple (Cut removal or Siege-Gang/Driver for Therapy or More removal.) I'm also considering a MD Goblin Sharpshooter over Marshal, but I really want more Marshals and would even add in a third/fourth if I had more room. I think Shooter is probably just too slow.

  9. #5489
    Member
    jrw1985's Avatar
    Join Date

    Jul 2010
    Location

    Kapa'a HI
    Posts

    412

    Re: [DTB] Vial Goblins

    Monthly Legacy tournament was tonight. Here's how it went.

    R/B Goblins List

    Creature (30)
    4x Gempalm Incinerator
    2x Goblin Chieftain
    4x Goblin Lackey
    4x Goblin Matron
    3x Goblin Piledriver
    4x Goblin Ringleader
    4x Goblin Warchief
    2x Mogg War Marshal
    2x Siege-Gang Commander
    1x Stingscourger
    2x Warren Instigator

    Sorcery (2)
    2x Warren Weirding

    Land (22)
    1x Arid Mesa
    2x Badlands
    4x Bloodstained Mire
    6x Mountain
    3x Rishadan Port
    1x Scalding Tarn
    1x Swamp
    4x Wasteland

    Artifact (6)
    4x AEther Vial

    Sideboard (15)
    3x Chalice of the Void
    2x Earwig Squad
    3x Extirpate
    3x Pithing Needle
    2x Pyrokinesis
    1x Goblin Tinkerer
    1x Goblin Sharpshooter

    Round 1 - BGW
    Game 1
    He was playing a lot of Sinkholes, Innocent Blood, Smallpox, but no creatures, and no Pernicious Deeds. He was running Life from the Loam, but no really mean lands or land discard effects. I overran him with Goblins eventually.

    I sided in 3 Extirpates for Weirdings and Stingscourger.

    Game 2
    He played a turn 3 Smallpox which killed my Lackey and Mountain, but I was able to Extirpate the Life from the Loam he discarded (since I made sure to leave mana open to to so). Looking through his deck the only threats he had were Nether Spirit, Gigapede, and man lands. Many many land destruction cards later, the match was mine.
    2-0
    1-0

    Round 2 - UG Survival/Vengevine
    Game 1
    He never drew a Survival, and I just played out a horde and ran him over. I don't recall if he hit a Jitte, but I took this one fairly easy. That's what happens when you play a more consistent aggro deck.

    I sided in 3 Needles, 3 Extirpates, Tinkerer and Sharpshooter for 4 Vials (too slow this MU) 3 Piledrivers (just gonna get chumped) and a Stingscourger (because the deck is based around discarding creatures, duh).

    Game 2
    He had a fast start and a Survival. I soon ate a facefull of Vengevine. Dead me.

    Game 3
    I played a Needle on Survival, and another Needle on Survival after he played Trygon Predator. He started attacking with the Trygon and killed my Needles. I Gempalmed his Trygon. He went to activate his Survivals and I Extirpated his Vengevines. I then had to play through a Jitte and took a close game.
    2-1
    2-0

    Round 3 BRU Faeries
    Game 1
    I Rishadan Port-ed him out of this game. He cast a Firespout at one point but I had made sure to hang onto a Matron for Ringleader and just refilled my board.

    Sided in 2 Earwig Squads for 2 Weirdings. I had put him on 4 Color Control since I had seen him remove Jace to Fow and never saw a Faerie game 1.

    Game 2
    I got him down to 8, but then he Firespouted and played a Bitterblossom and a Jitte and took control of the board.

    I sided in a Tinkerer and a Sharpshooter for Stingscourger and... Gempalm? Had I realized what I was playing against I would have brought in the Sharpshooter for G2, which could have won the game for me.

    Game 3
    I Wasted his 3rd land and he never saw a 4th. I also resolved an Earwig Squad and stripped the Jittes from his deck. Makes it kinda easy. He did play 2 Bitterblossoms which did as much damage to him as I did, but without Jitte he had no chance of gaining board control. I just kept playing Goblins and attacking, and he just had to keep blocking.
    2-1
    3-0

    Round 4 - UG Survival/Vengevine
    Game 1
    This one was cool. I was on the draw. He played a Forest. I played a Mountain, Vial. He played Forest, Wild Mongrel. I played Badlands, Weirding. He played Tropical Island, Trygon Predator. I Wasted the Tropical and Vialed in a Stingscourger, bouncing the Trygon. He didn't hit another land, and I Vialed in a Warchief, cast a Chieftain, and soon thereafter Vialed in a Seige-Gang Commander. Win.

    Sided same as before.

    Game 2
    I had the Extirpate in my opening hand, but I got greedy and cast a Warren Instigator which locked out my Badland. He didn't have a Survival in play at the time, so I thought it was safe. Mistake. He took advantage of the situation and blew up on me with a couple Vengevines off an Aquamoeba. Punted.

    Game 3
    I fetched and kept a Swamp open as I developed my board. He resolved Survival and filled his GY with Vengevines over the end of my turn and the main of his. He knew full well that he was walking into an Extirpate, but there was nothing he could do about it. Survival can't NOT try to go off every time someone keeps one black open against them. Anyway, in response to the 2nd Rootwalla I Extirpated his Vines, cleaned the last one out of his deck, and beat him down.

    2-1
    4-0

    Drew into Top 8.

    Top 8 - UB Merfolk
    Game 1
    I win!

    Sided out Weirdings for Pyrokinesis, Instigators for Tinkerer and Sharpshooter.

    Game 2
    Great back and forth. For a long time I was fighting through an Engineered Plague, and even managed to clear his board with a Pyrokinesis. I got him down to 4 life, then he resolved a 2nd EPlague. Scoop.

    Game 3
    A lot like G2, but he resolved an E Plague again and I was put too far behind. Oh well.

    What I would have done differently-
    It is time to run Tuktuk Scrapper instead of Tinkerer. Tinkerer had it's day in the sun blowing up Tops, but these days it needs to kill Jitte. Tuktuk is more reliable and less vulnerable to Jitte, so its clearly the better choice.
    I should have sided in Earwig Squads against UB Merfolk. They can survive E Plague and still bash, which would have been huge.
    I haven't used the Chalice of the Void in my SB for a long time. I'm just not hitting the combo matchups. My friend that was at the tourney with me was also playing Goblins. He had 0 combo hate in his SB. He wound up with 3 combo matches. He won them all.
    I wish I was running 4 Piledrivers instead of 3. I pulled one to make room for Mogg War Marshalls to help with the Zoo MU. Well, Zoo is going nowhere fast, but Merfolk is going strong. That 4th Piledriver is probably pretty good.

    Thoughts-
    Extirpate is awesome. It fucks Vengevine up, and Life from the Loam. Play Extirpate.
    Needle is cool.
    Basic lands are awesome.

    After the tourney I watched Brock Lesnar get his ass kicked by Cain Velasquez. As I wrote this I saw Roger Huerta get destroyed by Eddie Alvarez. A bad day for my Minnesota fighters, but a pretty fun day for me.

  10. #5490

    Re: [DTB] Vial Goblins

    Grats! How was the the basic Swamp working out for you? Is it that important to have un-Wasteable black mana? I imagine it would be good against Merfolk and VV Survival.

  11. #5491
    Member

    Join Date

    Oct 2004
    Location

    Earth
    Posts

    112

    Re: [DTB] Vial Goblins

    @jrw1985
    Thanks for the report. Your deck looks good.
    Some thoughts: You might want to up the Chieftain count to 3, at least after SB, since they really are very good at fighting Engineered Plague.
    Tuktuk Scrapper might be better against Jitte, but I'm not convinced that he is better than Tinkerer overall. You still need to blow up Tops, opposing Vials, and sometimes Factories.
    In your opinion, could Extirpate be maindecket as a 2-of? It seems to be doing a lot of good for the deck, and you did side it in for 3 out of 5 macthes.

  12. #5492
    Member
    GoboLord's Avatar
    Join Date

    Apr 2010
    Location

    Germany
    Posts

    143

    Re: [DTB] Vial Goblins

    Grats for your result! I have some quoestions for you.

    (1) Why don't you run Perish in SB? That's quite unusual for Goblins with B splash.
    (2) How did you find Warren Instigator on this particular tourney (in those MUs you had)?
    (3) Do you think Jitte is that much a problem that you should pack TukTuk Scrapper in board just for that? Don't you think you can just win against Jitte without artifact removal (like you did several times on that tourney)?
    Mountain Caverns, Lackey, Go.

    If you have an apple and I have an apple and we exchanges our apples, we each have one apple. But if you have an idea and I have an idea and we exchange our ideas, we each have two ideas.

  13. #5493
    Member
    TheSleeper's Avatar
    Join Date

    Apr 2010
    Location

    Himalayas
    Posts

    113

    Re: [DTB] Vial Goblins

    Quote Originally Posted by jrw1985 View Post
    UFC SPOILER
    DUDE! Really.. did you have to mention this OT information?

    I've been avoiding all results/news media in lieu of watching a replay tonight with my mates. I thought going onto a Magic forum would be safe..

    T_T
    Only the heroic and the mad follow mountain goat trails.

  14. #5494
    Site Contributor
    ScatmanX's Avatar
    Join Date

    Aug 2008
    Posts

    761

    Re: [DTB] Vial Goblins

    Went to a Legacy and Pauper tournament yesterday, playing Goblins for legacy, and spring tide for pauper.
    Finished in 3rd.
    list:

    5 [9E] Mountain (1)
    4 [TE] Wasteland
    3 [ON] Bloodstained Mire
    4 [R] Badlands
    3 [ON] Wooded Foothills
    1 [R] Taiga (only have 1)
    3 [MM] Rishadan Port

    // Creatures
    4 [US] Goblin Lackey
    4 [ON] Goblin Piledriver
    2 [LE] Gempalm Incinerator
    4 [US] Goblin Matron
    4 [AP] Goblin Ringleader
    2 [10E] Siege-Gang Commander
    4 [SC] Goblin Warchief
    1 [GP] Tin Street Hooligan
    2 [EVG] Mogg War Marshal
    1 [PLC] Stingscourger
    1 [LRW] Wort, Boggart Auntie

    // Spells
    4 [DS] AEther Vial
    1 [MOR] Warren Weirding
    3 [AT] Lightning Bolt

    // Sideboard
    SB: 3 [AL] Pyrokinesis
    SB: 3 [10E] Pithing Needle
    SB: 3 [TE] Perish
    SB: 3 [US] Planar Void
    SB: 3 [WWK] Nature's Claim

    Game 1:
    Enchantress.
    G1, he has a turn 2 Elephant Grass+Argothian Enchantress. I have 2 Ports out, and keep landlocking him and attacking for 2 per turn. When he is at 11, I attack with my hord, with 1 Piledriver. He blocks my Driver and lock me out next turn. Have I waited some more turns, I'd have won that...
    G2, I have a t2 and t3 Piledrivers, and take him down to 7. He plays Sterling Grove, and Moat. I never see a Siege-Gang, neither a 2nd Nature's Claim. I had 2 Lightning Bolts in my hand.
    0-1

    Pauper game: I rock.

    Game 3:
    Stax.
    G1, I keep a 7 with 2 lands, Vial and Lackey. He starts with t1 Chalice, T2 Trinisphere, T3 Waste...
    G2, I mull to 5, finding a Lackey. He connects, and gets me an Siege-Gang. He can't recover.
    G3, I mull to 5 again, and so does him. I keep 3 lands, Warchief and Matron. He opens with Chalice again. 3 turns later I have Warchief, and then a 2nd one. He drops a 5/3 guy, that spells cost 1 more, and equip Jitte on him. When he attacks, I block, and Gempalm his guy away. Some turns later I manage to draw goblins, and win.
    1-1

    Pauper game: I rock.

    Game 5:
    Rock.
    He opens with Seize, and take my vial. Next turn he Seizes away my Rinlgeader, and I drop an Piledriver. He Touraches me, and play an Dark Confidant. I Gempalm, and pass. He Touraches me again, leaving me with nothing. I manage to lay a few beats, but he Vindicates my lands, and Waste the rest, while landing Goyf and Relicary.
    G2, he starts slower, and I try to landlock him, but it seems like his deck has 20Wastelands... I get him to 1 life, when he drops an E.Plague and a Relicary, leaving me with a Piledriver. I draw and cast Warchief, and win.
    G3, He waste me to oblivion, and cast 2 E.Plague, while I had no Nature's Claim, and no Perish, and Goyf and Relicary finish me off.
    1-2
    Pauper game: I rock.

    Game 7:
    UG Madness.
    G1 I connect a Lackey, getting me only Ringleader, getting me somethings. He cast Survival with mana open for Rootwala. I stard gathering dudes. He uses survival sometimes. I eventually attack with 4 tokens, Lackey, Matron and Piledriver, leaving Siege-gang untapped, with 4 lands and Gempalm in hand. He gets 4 Vengevines, and 2 Rootwallas, taking only 1, and 4 from siege-gang, going to 3. His Vengevines can't kill me, so I win next turn.
    G2 he plays Forest. I play Lackey. He plays Mongrael. I play needle, and he thinks. Needle resolves, I Bolt his dude, and connect Lackey. From there, it was not difficult.
    2-2

    With my 3-0 from Pauper, I get to top8.

    Top 8
    Dredge, and I know it, so I promptly win the Die roll.
    G1 I lead with Lackey. Can't remember what he does, but Lackey connects, and he dies 2 turns later, to Warchief Matron and Piledriver + Bolt in hand.
    G2 I mull, then mull again. Then I call my luck charm, and draw my 5 cards. 2 lands, Planar Void, Vial and Matron. I draw a 2nd Planar Void in my turn, and waste his land. He mulled also, casts Nature's Claim, and is obligated to cast 2 Narcomoebas and a Thug, while I Port his City of Brass and ping him. I have 2 cards now, and he knows one of them is a Matron, so he Cabal Therapys me. In response, I Knesis his dudes, and he is left with only that one that gets +0/+4, and me with a Piledriver, Void, and 2 Vials in play.
    I draw a shitload of lands, and he finds a 3rd one, so he Breakthroug's, and Claim my Void next turn. He dredges once or twice, while I find a Siege-Gang, and ramp Vial to 5. Eot I vial SGC, and he was at 10. Sac everything eot+in my turn, and win =].

    Top 4
    Zoo.
    G1 he opens with Taiga+Nacatl. I Waste. He drops Savahna and Loam Lion. I Waste. He has no more lands. I get an lackey, that trades with the 1/1 Loam Lion. I cast MWM. He gets a land, and attacks with the 2/2 Nacatl, that dies, and leave me with a token. I manage to lay down some goblins, and eventually overrun him.
    G2 I don't quite remember, but he has a T2 Library. I manage to have lethal on the board, while at 6 life. he double Bolts me, and I die.
    G3, I start with Vial, and him with Nacatl. I pass, and he drops a 2nd Nacatl. I Perish, then Waste his red source, while Matroning a Ringleader, that sucks. He gets Loam Lion, and the 1/1 mage, and both die to my Knesis. I kill a bunch of dudes, but my other Ringleader reveals nothing. He eventually gets a Relicary and a Goyf, and my chump blockers all die. My last 2 cards are 2 lands, and I die.

    All in all, I really liked the deck. Should have won G1 against Enchantress, and should have won against Zoo, but was unlucky as hell (never saw a Lightning Bolt...)
    I will find the 2nd Taiga, that will come in for the 4th Badlands, and maybe cut a land, since I was flooded quite often, and add a 3rd MWM.
    Lightning Bolts were awesome, and I pretend to keep them MD. they are way better in a meta full of Vengevines/Zoo/Merfolk/Goblins. The finals were Zoo x Folk, and I should have won that...
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  15. #5495

    Re: [DTB] Vial Goblins

    Here's something I've been messing with as of late, Mono Red Goblins. I think I got it finalized but I wanted some feedback on the overall deck and SB.
    Lands
    4 Rishadon Port
    4 Wasteland
    14 Mountain

    Gobbos
    4 Goblin Lackey
    4 Goblin Ringleader
    4 Goblin Warchief
    4 Goblin Piledriver
    4 Goblin Matron
    4 Gempalm Incinerator
    3 Siege Gang Commander
    2 Mogg War Marshal
    2 Stingscourger
    1 Goblin Chieftain

    4 Aether Vial
    2 Lightning Bolt

    SB
    3 Pyrokinesis
    3 Pyrotastic Pillar
    2 Tormod's Crypt
    2 Goblin Tinkerer
    1 Relic of Progenitus
    1 Faerie Macabre
    1 Goblin Sharpshooter
    1 Stingscurger
    1 Goblin King (or Goblin Chieftain or Boartusk)

    Thanks for any feedback.

  16. #5496
    Member
    jrw1985's Avatar
    Join Date

    Jul 2010
    Location

    Kapa'a HI
    Posts

    412

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Amon Amarth View Post
    Grats! How was the the basic Swamp working out for you? Is it that important to have un-Wasteable black mana? I imagine it would be good against Merfolk and VV Survival.
    Having black mana available is Super-Duper necessary. It sucks losing the flexibilty of having a Dual instead, but given the prevalence of Wasteland you simply need a reliable black mana source. Given that the deck already runs Wastes and Ports it is no problem finding room for one Swamp. And running 4 Bloodstained Mire makes it easy to fetch.

    Quote Originally Posted by Hof View Post
    @jrw1985
    Some thoughts: You might want to up the Chieftain count to 3, at least after SB, since they really are very good at fighting Engineered Plague.
    Tuktuk Scrapper might be better against Jitte, but I'm not convinced that he is better than Tinkerer overall. You still need to blow up Tops, opposing Vials, and sometimes Factories.
    In your opinion, could Extirpate be maindecket as a 2-of? It seems to be doing a lot of good for the deck, and you did side it in for 3 out of 5 macthes.
    I did originally run 3 Chieftains and 4 Piledrivers, but I shaved down to make room for 2 Mogg War Marshalls. That was unnecessary. I'm going back to 3 and 4, respectively. Chieftain is built in Engineered Plague resistance. He nullifies Plague while still providing Haste. Seems good.

    Scrapper seems just as useful against Vial as Tinkerer. Scrapper still works when it's cheated into play via a Lackey and it doesn't need a turn/mana/haste to activate. And killing Jitte won't kill it. I'm not too worried about needing to kill Factories because we still got the Wastelands.

    Extirpate could easily be mainboarded these days. Sometimes it will win G1, sometimes it will be of minor usefulness but lets you know exactly what you're up against, and sometimes it will be completely useless. Considering that only 6 of the top 16 decks at the most recent SCG 5K relied on Graveyard recursion strategies it doesn't seem too necessary to mainboard it. However, when you consider that a solid half of the Top 8 relied on GY recursion it seems a little more appealing. After all, those decks are the ones you'll want to be stealing games from.

    Quote Originally Posted by GoboLord View Post
    Grats for your result! I have some quoestions for you.

    (1) Why don't you run Perish in SB? That's quite unusual for Goblins with B splash.
    (2) How did you find Warren Instigator on this particular tourney (in those MUs you had)?
    (3) Do you think Jitte is that much a problem that you should pack TukTuk Scrapper in board just for that? Don't you think you can just win against Jitte without artifact removal (like you did several times on that tourney)?
    1- I actually have quite a few reasons for not playing Perish. Like many Goblins players I was initially frustrated by the Zoo MU, and Perish was a seductive choice for the SB. But once I started playing with it several problems occured to me. First off, it's not a surefire 2 for one. Many, many times I found myself getting beaten down by a lone Tarmagoyf or Knight of the Reliquary. Perish just became a more expensive, un-tutorable Weirding when it could only 1 for 1. Perish also only affects Green creatures, so it was a dead draw against Zoo when their board consisted of Lavamancer and Kird Ape. Pyrokinesis has incredible speed and flexibility and can wipe the board against literally any aggro MU (aka Merfolk), which Perish clearly cannot, making Pyro more deserving of a SB slot. Then there's the question that most haunts me when I'm sideboarding: What is my deck trying to do? Is my deck trying to play a defensive game that controls my opponent's creatures with board sweeps, then picks at their life? No. I'm trying to build an overwhelming horde that knocks them out of the game as quickly as possible. Perish doesn't really fit into that stategy. Additionally, Perish isn't a Goblin, so it thins the deck. I would never side in Perish against Vengevine/Survival simply because I would have too many non-goblins in my deck at that point, and it would become much more difficult to actually kill my opponent. Wow... That's a lotta reasons, isn't it? To surmise-
    Perish is-
    Too narrow.
    Not as fast or flexible as Pyrokinesis.
    Not a goblin.
    Not useful enough to side in against the rising star of the format, Survival/Vengevine.
    Not part of the gameplan.

    2 - Instigator is pretty good. First of all, he's terrifying once he's in play. Your opponent will have to have an answer or things will be over quickly. But where he really shines is in your opening 7. I usually mull to a Vial or Lackey. Without them there just aren't many keepable opening hands. Instigator helps out by making opening hands keepable as well. He's not as good as Vial or Lackey, but when you're on the play, and if you have removal, he can still get through a surprising amount. There are also MUs where he's better than Vial (combo), and MUs where you need to board Vial out so Instigator's ability becomes more crusial (Surv/Vines). Mostly though, he helps you cheat more goblins into play. That's generally a good thing.

    3. Jitte on the board is NOT an auto-lose situation, but it makes things really tough. A well timed Jitte can just decimate our board and turn a game around. My Game 2 against Faeries I controlled the match and had him down to 5 life. 5! Then he got a Jitte on board. Since I had no removal he was able to come back from the brink and won the match. This also happens with Surv/Vines. Jitte is the only thing that keeps that deck afloat without Survival. Since Jitte is so effective at killing the goblins that give tinkerer haste (or just killing tinkerer himself before he comes online) then it needs to be dealt with in an effective manner. Jitte is so dangerous because it is an answer to our answers, AKA it kills the cards that are supposed to kill it. So yes, it can be beaten without artifact hate, but it can really put a beating on you if you don't have effective hate for it. Scrapper is the best option in a RB goblin deck. And when you compare Scrapper to Tinkerer, which is going to do better for you? A 2 drop that takes a turn and a mana to activate, then dies, or a 4 drop that activates upon entry (remember he can be cheated in) that doesn't die and instead sticks around to chump or pump a Piledriver?

    Quote Originally Posted by TheSleeper View Post
    DUDE! Really.. did you have to mention this OT information?

    I've been avoiding all results/news media in lieu of watching a replay tonight with my mates. I thought going onto a Magic forum would be safe..

    T_T
    Hah! Sorry man. Mea Culpa.

  17. #5497

    Re: [DTB] Vial Goblins

    Took 3rd with the list I posted above today. went 4-0-2 in the swiss, not dropping a game, and lost in the Semis to LED Vengevine.

  18. #5498

    Re: [DTB] Vial Goblins

    Took Gobolord's decklist to a local 14-man tournament, really wanted to try RBG goblins. Swapped out the needles for pyrokinesis:

    Lands [22]
    4 Wasteland
    4 Rishadan Port
    4 Mountain
    2 Taiga
    2 Badlands
    4 Bloodstained Mire
    2 Arid Mesa

    Core [26]
    4 AEther vial
    4 Goblin Piledriver
    4 Goblin Matron
    4 Goblin Warchief
    4 Goblin Ringleader
    2 Siege-Gang Commander

    Other [12]
    3 Lightning Bolt
    3 Gempalm
    2 Stingscourger
    3 MWM
    1 Tin-Street Hooligan

    Sideboard [15]
    3 Leyline otV
    3 Chalice otV
    3 Pyrokinesis
    3 Perish
    3 Nature's Claim

    Round 1 vs. Bant Control
    Game 1 - Had an opening hand of 2 wasteland, 1 port, 1 vial, and a few goblins. Decided to keep it despite not having any red mana. Turns out he was manascrewed to begin with so my land package desecrated his game.
    Game 2 - He forced my Lackey but allowed the vial to drop. He couldn't stop my army from then on.

    1-0

    Round 2 vs. RB Goblins
    I actually played with a member from mtgthesource here and it was definitely refreshing to share goblin tactics with someone as knowledgeable as he.
    Game 1 - He wins the roll and drops a lackey on turn 1 and later he brings in a friend in SGC. I didn't have any bolts and only held a vial and goblins that costed 3 or more.
    Game 2 - Sided in the pyrokinesis and it looked like it was paying off. I allow his T1 lackey to connect to bring in a few guys. At the end of his turn, I pyro'ed his battlefield and dropped a few goblins myself. However, he responded with his own pyrokinesis. He drew the ringleaders and I couldn't stop his army.

    1-1

    Round 3 vs. Boros Burn
    Game 1 - First turn goblin guide reveals a rishadan port. Not useful in this matchup but it's never a bad thing to receive a free land draw at the expense of 2 life =/. I drew a bolt and used it in response to the guide's next attack which scored me another land. He chose to burn my life instead of my army. His goblin guide and Keldon Marauder could not contain the horde.
    Game 2 - I assume he learned from his mistake and burned my creatures to clear the way for steppe lynx which eventually kills me with him playing and using 3 fetchlands.
    Game 3 - He kept burning my lackeys and did not take notice of how big Piledriver could become. I do love the warchief - MWM - piledriver interaction here. For very little mana, you can have a very explosive and lethal army at your disposal.

    2-1

    Round 4 vs. Mono Black Control
    Game 1 - He wins the roll - dark ritual -> hypnotic specter. !@#%. I was hoping for a race by dropping a MWM to start my army up but on turn 2 he hymn to tourachs my hand + specter to discard the majority of my hand. He then drops a nyxthalid and eventually tombstalker to finish the game.
    Game 2 - Pretty much like the first game instead of hypnotic specter, he duressed on first turn and then hymned on the second. I drew into a ringleader which I quickly play to refill my hand and with the combination of a few aether vials I was able to stabilize (at 6 life) the board with SGC, MWM, and sac'ing the tokens towards his tombstalkers and hypnotic specter. Still, he had a formidable army in 2 nantuko shades and 2 nyxthalids. He couldn't touch me late game because multiple ringleaders kept calling in goblins to the cause. Eventually, I overwhelmed him to his disbelief.
    Game 3 - He duressed and inquisioned but those were his main discards in his opening hand. He couldn't stop me from building up my board and eventually dies.

    3-1

    Top 4 decks after the rounds:
    1) Enchantress
    2) Burn
    3) RB Goblins
    4) My Goblins

    Decided to split so we could call it the day early but the enchantress player, as nice as he was and after being told his chances of winning it all, decided to play on.

    Round 1 vs. Enchantress
    Game 1 - I tried to attack him early with a T1 lackey but my army was halted with elephant grass and an early solitary confinement. Before this point, I did miss warren weirding in MD because of the shrouded argothian enchantress which proved to be the engine for this game early on. Eventually, he found sigil and ended the game.

    Sided in 3 Chalice of the Void / 3 Nature's claim / for 3 Lightning Bolts / 2 Stingscourger / 1 Gempalm incinerator.

    Game 2 - Early game, he sacs his sterling grove to find solitary confinement to prevent my army from doing any harm. On my turn I dropped a few goblins and then claimed his confinement which ended the game for him.

    Game 3 - I mull to 6 but could not get an answer that I sided in. T1 he drops a wild growth. I draw into chalice of the void. I cast CotV for 1 and he still casted his elephant grasses and wild growths to draw cards since he had an enchantress out. This definitely slowed him down quite a bit and I went in for the kill - 18 damage on the first swing (led by piledriver of course) and 20 on the turn after. Talk about overkill.

    Round 2 - The other Goblin player won his matchup but we both decided to split the prize instead of playing it out. I wasn't too eager to test my luck.

    Positives
    - Piledrivers and Ringleaders: they were giving me comeback wins all day.
    - Nature's claim and Chalice of the void: they work. Claim allows you to squeeze in a few more goblins in the early game to kill the opponent faster.
    - MWM and its interaction with Warchief, Piledriver, and SGC.


    Negatives
    - I did not get to test the deck against any of the fish or zoo players that were there and there were no survival players attended.
    - Leyline of the void - never sided this in - really question its usefulness since survival would be able to Kgrip or pridemage the leyline. Maybe I'll try the needles in place of it next time.

  19. #5499
    Member
    jrw1985's Avatar
    Join Date

    Jul 2010
    Location

    Kapa'a HI
    Posts

    412

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Ozymandias View Post
    Running the following tomorrow:

    4 Goblin Lackey
    4 Goblin Piledriver
    2 Mogg War Marshal
    4 Gempalm Incinerator
    4 Goblin Warchief
    4 Goblin Matron
    1 Goblin Chieftain
    4 Goblin Ringleader
    3 Siege-Gang Commander

    3 Warren Weirding
    4 Aether Vial
    4 Rishadan Port
    4 Wasteland
    4 Auntie's Hovel
    2 Badlands
    4 Bloodstained Mire
    1 Wooded Foothills
    4 Mountain

    SB:
    4 Leyline of the Void
    4 Cabal Therapy
    3 Perish
    3 Pyrokinesis
    1 Goblin Chieftain/Earwig Squad (leaning towards Squad right now.)

    I'm wondering how to bring in 10 cards vs. Vengevine Survival, and thinking that might be too many. Other matchups are fairly simple (Cut removal or Siege-Gang/Driver for Therapy or More removal.) I'm also considering a MD Goblin Sharpshooter over Marshal, but I really want more Marshals and would even add in a third/fourth if I had more room. I think Shooter is probably just too slow.
    I wouldn't bring in 10 non-goblins against anything. Since the deck wins by building up overwhelming card advantage through drawing goblins off of ringleader and Matron it doesn't make sense to side too many goblins out. You wind up losing win conditions and allowing your opponent more time to get back in the game.

    Quote Originally Posted by Ozymandias View Post
    Took 3rd with the list I posted above today. went 4-0-2 in the swiss, not dropping a game, and lost in the Semis to LED Vengevine.
    Extirpate.

  20. #5500

    Re: [DTB] Vial Goblins

    It wasn't the vines that did me in game 2; it was keeping a six-card hand with vial and port and mountain, having him claim my Vial, and then his lucksacking not just out of mana screw from my port, but also into running wastelands, and then furthermore, when I got a pyrokinesis to blow his team away, which was a fresh Fauna Shaman and two Elves, and get lackey through, it was him having his 1-of caller of the claw in hand.

Thread Information

Users Browsing this Thread

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