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Thread: [DTB] Vial Goblins

  1. #5681
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by 1maarten1 View Post
    Only thing I dont really understand: Is tuktukscrapper really good enough to give it a slot sideboard or even maindeck?
    Yes it is, if you run mono-red. The ability to destroy artifact immediately (via Vial) is way better than a 1/2 that waits for next turn, albeit costs a tad more. Although if you run Rg tin street is still better of course.

  2. #5682
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    Re: [DTB] Vial Goblins

    My meta is filled with Merfolks at the moment, would running 3 Mutavault over 3 Port be ideal in a non-control/countertop meta? Those Mutavaults will get the Island walk from their LoA. Also has anyone tested 8-12 lord version of Gobs with Mutavault?

    I saw the list somewhere here a few months ago but has it been dismissed to be a subpar strategy?

  3. #5683

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Metalwalker View Post
    My meta is filled with Merfolks at the moment, would running 3 Mutavault over 3 Port be ideal in a non-control/countertop meta? Those Mutavaults will get the Island walk from their LoA. Also has anyone tested 8-12 lord version of Gobs with Mutavault?

    Why?


    There is no reason Goblins should have a hard time with merfolk. We run better aggro creatures, make better use of Vial, have Goblin Lackey and run the god damn Goblin Piledriver. We have uncounterable removal in the form of Gempalm Incinerator and run way more bombs and card advantage like Goblin Matron and Goblin Ringleader. There's a reason Goblins has been a DTB for nearly forever.

    Just crush Merfolk.

  4. #5684
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by raindrainxi View Post
    Yes it is, if you run mono-red. The ability to destroy artifact immediately (via Vial) is way better than a 1/2 that waits for next turn, albeit costs a tad more. Although if you run Rg tin street is still better of course.
    But you need to tick Vial up to 4 in order to have Scrapper Vialed in. That's a loooonnngggg time to wait. I'd rather just Vial in Tinkerer eot, then activate on my turn. If my opponent is holding Instant speed removal for the Vialed in Tinkerer, yeah, that sucks, but Scrapper just seems too slow. 4cc for a non-hasting 2/2 body with a build in Shatter seems not as good as Tinkerer for mono-red builds.

  5. #5685

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Arsenal View Post
    But you need to tick Vial up to 4 in order to have Scrapper Vialed in. That's a loooonnngggg time to wait. I'd rather just Vial in Tinkerer eot, then activate on my turn. If my opponent is holding Instant speed removal for the Vialed in Tinkerer, yeah, that sucks, but Scrapper just seems too slow. 4cc for a non-hasting 2/2 body with a build in Shatter seems not as good as Tinkerer for mono-red builds.
    Problems with that:

    1) Vial rarely stays at 2. So unless you need to kill an artifact on that one turn, you're probably past the point of vialing tinkerer anyway.

    2) Vial often waits at 3 or 4 anyway, so if you draw scrapper after you're already vialing in matrons, lords, or ringleaders, its easy to tick up one or stay at 4 and play it.

    3) Most importantly, if they have jitte with 2 counters on it, you need warchief out for tinkerer to even work. And jitte is the biggest threat you're boarding in artifact removal for, generally. Most of the time, even if you had a warchief, it died to the first jitte charge. So you have to catch them with no counters and not let them charge it next turn, or have a warchief survive... its tough to do.

    Sometimes I've played both tuktuk and tinkerer, though, since it gives you more ways to draw into the solutions, and each is good against different things. Tuktuk is better against jitte, but tinkerer rocks against top and dreadknought, as well as moxen. If you have to pick one though, pick the one that beats jitte, since that's pretty much the best way for merfolk or zoo to beat you.

    Also, regarding the 4cc, generally by the time you have to deal with jitte, you can pay 4 mana.

  6. #5686
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    Re: [DTB] Vial Goblins


  7. #5687
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Talanos View Post
    3) Most importantly, if they have jitte with 2 counters on it, you need warchief out for tinkerer to even work
    If they have Jitte with 2 counters on it, you don't have Warchief.
    Use Scrapper.
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  8. #5688
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    Re: [DTB] Vial Goblins

    TukTuk Scrapper is much better than Tinkerer.

    "Tinkerer is better for Affinity and Dreadnought" - Well, Pyrokinesis and Chalice of the Void on 0 can really deal with Affinity, and Stingscourger can deal with Dreadnought.

    Perhaps, the artifacts that hates HARD on goblins are: Umezawa's Jitte and Ensnaring Bridge. These two are nicely removed with Scrapper (unless a stifle shows up to save the day).

  9. #5689
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Vandalize View Post
    (unless a stifle shows up to save the day).
    The same thing can be said about Tinker & removal. Scrapper isn't effected by that.

  10. #5690
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    Re: [DTB] Vial Goblins

    Not sure what you're saying here, but Scrappers ability is a triggered ability which can be stifled.
    Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)

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  11. #5691

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Nelis View Post
    Not sure what you're saying here, but Scrappers ability is a triggered ability which can be stifled.

    He's just saying that stifle is irrelevant, because all the other alternatives can be stifled as well (and are even MORE vulnerable).

  12. #5692

    Re: [DTB] Vial Goblins

    Quote Originally Posted by Zörg View Post
    Nice game anton!

    Do you remember what you boarded in against the different matchups?

    And leyline of the void, in which matchups do you use that?

    First to the Leyline of the Void, i bord it against Dredge, any Loam based deck and Reanimate. There are probably other decks that it could be good against, but i can't think of any other at the moment.

    If i remember correctly i boarded:
    Round 1, UGW Survival:
    -2 Siege-Gang Commander
    -3 Goblin Piledriver
    +3 Pyrokinesis
    +2 Blood Moon

    Round 2, White Stax:
    -3 Gempalm Incinerator
    -1 Lightning Bolt
    +2 Blood Moon
    +1 Tuktuk Scrapper
    +1 Boartusk Liege

    Round 3, Storm:
    -4 Gempalm Incinerator
    -2 Lightning Bolt (Have no idea if this was correct, since i won g1 on Bolt, but i thought he now knew about bolts and that it was obvious that he would play around it. But i could be wrong).
    +4 Chalice of the Void
    +2 Blood Moon

    Round 4, Storm:
    See Round 3.

    Round 5, Rock:
    ID, so no SB.

    Top 8:
    Quaterfinals, UW Merfolk:
    -1 Goblin Warchief (Since this matchup is not about being aggressive, i thought that a more controlling plan with more removal would benefit more than a Warchief, and it worked great).
    -1 Mogg War Marshal
    -1 Goblin Chieftain (Since he do not play black).
    -2 Siege-Gang Commander
    +3 Pyrokinesis
    +2 Blood Moon

    Semifinals, UGW Survival:
    Same buddy from round 1, same sideboarding.

    Finals, RGB Goblins, the more aggressive list:
    1- Skirk Prospector (The card loss generated from this card would have a to big drawback in the mirror imo, and Sharpshooter takes out the majority of the dudes anyway)
    -3 Goblin Piledriver
    -1 Mogg War Marshal
    +3 Pyrokinesis
    +1 Tuktuk Scrapper
    +1 Boartusk Liege

    EDIT: I remember that i also boarded in Pyrokinesis agaisnt storm, but i can't remember what i boarded out, since one of the storm decks had Empty the Warrens.
    Last edited by antonbystedt; 11-24-2010 at 11:24 AM.

  13. #5693

    Re: [DTB] Vial Goblins

    Quote Originally Posted by antonbystedt View Post
    If i remember correctly i boarded:
    Top 8:
    Quaterfinals, UW Merfolk:
    -2 Siege-Gang Commander
    I think this is wrong...

    I would side out 1 Prospector and maybe 1 Matron instead... SGC is awesome.

  14. #5694
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    Re: [DTB] Vial Goblins

    The only cards I'd board out from the "Core" group are SGC and Piledriver. Taking a Matron or a Ringleader out is not really smart imo.

    I use this sideboard:
    3x Pyrokinesis
    4x Chalice of the Void
    4x Relic of Progenitus (sometimes they want to be LotV, but I find a lot of Tarmogoyfs in my meta)
    2x Blood Moon
    1x TukTuk Scrapper
    1x Boartusk Liege

    This is how I usually board out/in:

    Against UGW Survival:
    -2 Piledriver
    -2 Siege-Gang Commander
    -1 Goblin Chieftain
    +2 Blood Moon
    +3 Pyrokinesis (or some GY hate)

    Against Merfolks:
    -3 Lightning Bolt
    -1 Mogg War Marshal
    +3 Pyrokinesis
    +1 Boartusk Liege

    Against Staxx:
    -3 Gempalm Incinerator
    -1 Lightning Bolt
    +1 TukTuk Scrapper
    +1 Boartusk Liege
    +2 Blood Moon

    Against Dredge:
    -3 Gempalm Incinerator
    -1 Goblin Piledriver
    -1 Siege-Gang Commander
    -1 Skirk Prospector (uh, this is debatable)
    +4 Relic of Progenitus
    +2 Blood Moon

    Against Storm:
    -3 Gempalm Incinerator
    -1 Mogg War Marshal
    -1 Goblin Chieftain
    -1 Siege-Gang Commander
    +4 Chalice of the Void
    +2 Blood Moon

    Against Zoo:
    -3 Goblin Piledriver
    -2 Siege-Gang Commander
    +3 Pyrokinesis
    +1 TukTuk Scrapper (in case of Jitte)
    +1 Boartusk Liege



    Red Elemental Blast used to run a 3 of in my sideboard. Are they good enough? (Perhaps, they can save you in a lot of matches).

  15. #5695
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    Re: [DTB] Vial Goblins

    Thanks for that post Vandalize, it was helpful, I was about to post my decklist and my queries on sideboarding and found yours and saved me time. :)
    Just a few questions:

    On Dredge, would Tormod's Crypt be better than Relic in what strategy specifically? Wouldn't paying an additional mana to remove the whole graveyard a drawback? Thanks.

  16. #5696

    Re: [DTB] Vial Goblins

    Question to Vandalize: How does your MD look, also why do you board out Lightning Bolt against Merfolk? That card helped me alot in that matchup, a 1 for 1 trade for 1 mana against a deck that has poor card generation, so we often have the card advantage, i find this card very usefull for me in this matchup. But that is my oppinion.

    And about the REBS, in the meta i have played, i don't know where it could be usefull. Feels like against the natchups it could be used, we either win anyway or there are better cards like Blood Moon, but i have no idea what your meta looks like.

    Otherwise i sideboard almost identicall to you :)

    EDIT: And yes raindrainxi, against Dredge you want a cheap fast answer, Tormod's Crypt and Leyline of the Void are exactly that.

  17. #5697
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Metalwalker View Post
    My meta is filled with Merfolks at the moment, would running 3 Mutavault over 3 Port be ideal in a non-control/countertop meta? Those Mutavaults will get the Island walk from their LoA. Also has anyone tested 8-12 lord version of Gobs with Mutavault?

    I saw the list somewhere here a few months ago but has it been dismissed to be a subpar strategy?
    I tried it out: G-Unit

    The sideboard is really strange and mosty composed of cards I wanted to try out (well I wanted to try out a new concept...I actually was in a "try things out"-mood).
    I still find the list good, but what I would change is the following:

    - 3/4 Piledriver
    + 2 Ringleader
    + W splash for Mirror Entity
    Mountain Caverns, Lackey, Go.

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  18. #5698
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    Re: [DTB] Vial Goblins

    My MD is the same as some posted before:

    Lands:
    4x Wasteland
    4x Rishadan Port
    14x Mountain

    Core:
    4x Goblin Lackey
    4x Goblin Piledriver
    4x Goblin Matron
    4x Goblin Ringleader
    4x Goblin Warchief
    4x AEther Vial
    2x Siege-Gang Commander

    Removal:
    3x Gempalm Incinerator
    3x Lightning Bolt
    1x Stingscourger
    1x Goblin Sharpshooter

    Flex-slots:
    3x Mogg War Marshal
    1x Skirk Prospector
    1x Goblin Chieftain

    The Lightning Bolts boarded out gives place to Pyrokinesis (which is much more effective). Using 3x Bolts and 3x Pyrokinesis makes the deck less consistent (I mean, Matron and Ringleader have less targets).
    But that is my personal opinion... If you feel like you need more removal against merfolks, just keep the bolts MD... My experience shows that Piledrivers can deal with merfolks with no problems at all.

  19. #5699
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    Re: [DTB] Vial Goblins

    Quote Originally Posted by Vandalize View Post
    My MD is the same as some posted before:

    Lands:
    4x Wasteland
    4x Rishadan Port
    14x Mountain

    Core:
    4x Goblin Lackey
    4x Goblin Piledriver
    4x Goblin Matron
    4x Goblin Ringleader
    4x Goblin Warchief
    4x AEther Vial
    2x Siege-Gang Commander

    Removal:
    3x Gempalm Incinerator
    3x Lightning Bolt
    1x Stingscourger
    1x Goblin Sharpshooter

    Flex-slots:
    3x Mogg War Marshal
    1x Skirk Prospector
    1x Goblin Chieftain

    The Lightning Bolts boarded out gives place to Pyrokinesis (which is much more effective). Using 3x Bolts and 3x Pyrokinesis makes the deck less consistent (I mean, Matron and Ringleader have less targets).
    But that is my personal opinion... If you feel like you need more removal against merfolks, just keep the bolts MD... My experience shows that Piledrivers can deal with merfolks with no problems at all.
    Its 61 cards btw :)!

    I have a question about piledriver, I see some people running 3 and I see some people running 4, whats the reasoning behind not running 4? Also Vandalize your list only has 3 gempalm incinerators, how is that working for you? I never found myself in the urge of running less then 4.

  20. #5700

    Re: [DTB] Vial Goblins

    Quote Originally Posted by 1maarten1 View Post
    Its 61 cards btw :)!

    I have a question about piledriver, I see some people running 3 and I see some people running 4, whats the reasoning behind not running 4? Also Vandalize your list only has 3 gempalm incinerators, how is that working for you? I never found myself in the urge of running less then 4.
    The number of piledrivers that you run depends on the meta. Some time ago, when Zoo was a top deck, some people cut piledrivers because it's pretty weak in that matchup. Then, when Merfolk became the top deck, everybody was back to four piledrivers. In a Vengevival-dominated format, I would recommend four piledrivers because Vengevival doesn't play much removal you need to run goblins that get them to lethal damage quickly.
    I see more than others do because I know where to look.

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