Round 1: Canadian Thresh.
After Game 1 I didn't know what my opp was playing because all I saw was 2 Wastelands and a Force of Will pitching Brainstorm.
IN: 3 Earwig Squads
OUT: 1 Piledriver, 1 Instigator, 1 Chieftain
Earwig Squad was supposed to check him out.
Round 2: Sneak Show.
IN: 3 Earwig Squad
OUT: 3 Gempalm Incinerator
Boarded him in because he is the best card in my board agains that deck (although I must admit that he's not too effective anyways - but still better than GI)
Round 3: Junk.
IN: 3 Earwig Squad, 3 Perish
OUT: 4 Warren Instigator, 2 Chrome Mox
Boarded Squad to get rid of E.Plagues and/or P.Deed and/or Jitte (whatever he has).
Round 4: Burn.
didn't board Squad, because there is just no card in MD that I wanted to take out and because Chalice is muchmor effective here
Round 5: ANTES.
IN: 4 Chalice, 3 Mindbreak Trap, 3 Earwig Squad
OUT: 4 Vial, 3 Gempalm, 1 Stinger, 1 Ringleader, 1 Wort
Boarded him to rip combopieces.
Round 6: Affinity.
I won game 1 so I boarded:
IN: 3 Squad, 1 Sharpshooter, 1 Goblin Tinkerer
OUT: 4 Vials, 1 Warren Instogator
...for game 2. Squad was supposed to rip Cranial Plating and/or Etched Champion.
I boarded those cards out after game 2 because Chalice @0 is way better when you go first.
IN: 4 Chalice of the Void,
OUT: 3 Earwig Squad,1 Goblin Sharpshooter
Round 7 + T8
--> same as in Round 5
MountainCaverns, 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.
Might be me but round 1 - it was very likely that it was either NH/DH or Thresh. Either way, this matchup was good and I strongly doubt that boarding in 3 Earwig Squads made this MU better. Against Affinity I'd say squad is not any good at all. You probably want to do something better with the mana.
Against SS this is probably the best cards goblins has but even then it's not really any good at all. Earwig Squad isn't what makes this a winnable match. Still better then GI, I concur. Junk would be the only matchup where I see Earwig Squad really adding something to your deck and making the matchup much more winnable.
So even though you boarded the card in a lot, more often then not it doesn't really do that much. It's good protection against plagues, though it still has a hefty requirement that might not be easily obtained against a deck that runs big creatures like Junk. But it's so-so against combo, so-so against SS, so-so against affinity. It just seems like an overall unimpressive card that does minor things and only really becomes effective when the game lasts long.
Well...at it's worst you have a 5/3 creature for 2B, which can block Tarmogoyfs and always demands answers even when on the battlefield.
However, it seems that words can't convince you and that's not even what I'm trying to do. If we really want to discuss this cardany further you have to test the card out yourself. Otherwise your arguments stay theoretical and will always come down to "I just don't like it." (No offense intended!)
What I really want to know is what your SB-configuration for the field I expected would look like. I'm especially curious about the replacement(s) for E.Squad.
MountainCaverns, 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.
I'm not sure if bold emphasis is needed.
No, at worst it's a 5/3 with no ability that needs to be cast for premium cost because you can't breach through defenses.
No offense taken but I've already tested the card and I explicitly stated above that in a lot of matchups it just doesn't do anything. I stated that in the post right above yours.If we really want to discuss this cardany further you have to test the card out yourself. Otherwise your arguments stay theoretical and will always come down to "I just don't like it." (No offense intended!)
That's not particulary hard considering.. you didn't need Earwig Squad in any of your matchups.What I really want to know is what your SB-configuration for the field I expected would look like. I'm especially curious about the replacement(s) for E.Squad.
Anyway, there are many ways to build a sideboard, if your goal is to hate combo out
1 Goblin Sharpshooter
1 Goblin Tinkerer
3 Perish
4 Mindbreak Trap
3 Thorn of Amethyst
3 Duress / 3 Thoughtseize / 3 Chalice of the Void
All of those cards can be cast turn 1/2 - which means they'll even do something when you're on the draw (unlike Squad), have applications elsewhere and are viable against multiple forms of combo. I think Chalice is the weakest for combo applications, but in a big tournament I probably wouldve gone for either Chalice or Seize.
If you in fact expected a lot of Engineered Plague you made the wrong splash IMO. In a plague heavy meta your mainboard wouldve been different though. If you absolutely want Earwig Squad for a reason I don't see - you add a single Earwig Squad to the sideboard as it gives the most value for the least sideboard space, the 2 extra give much less value. So in that scenario -1 Thorn +1 Earwig Squad. Again though, you added Squad for reasons I don't see. By all means 3 Earwig Squad while you only need them faster then Matron speed against combo (even though you admit it's bad against combo) can't be correct.
Which it wasn't... (and I've said that for about 100 times now)
How would my MD be any different? I'm already running 3 Chieftain + Wort MD. I didn't expecrt a Plague-heavy meta-
Which I didn't... I said that there are better hatepieces against combo, but Squad can still take ANT out single-handedly.
Well then...let's leave it at that.
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What do you guys think of?
Someone started this discussion but it just didn't get the attention it deserves.
MountainCaverns, 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.
Listen, it's simple. You added Mindbreak Trap to your sideboard. That means you're preparing for combo. End, fin.
Right, I was talking about a Taiga. But that's not really the discussion here.How would my MD be any different? I'm already running 3 Chieftain + Wort MD. I didn't expecrt a Plague-heavy meta-
Then I'll say it. Earwig Squad is bad against combo because it brings the action too late, it will not win you a match on the draw unless paired with other combo hate. For applications against other decks you only need a single Earwig Squad in your sideboard due to Matron. Adding 3 Earwig Squads is because you want to cast it faster then through Matron which is only neccesary against combo - but bad against combo - so not a good idea.Which I didn't... I said that there are better hatepieces against combo, but Squad can still take ANT out single-handedly.
I think this is the key for mana screwing the multicolor decks imagine I wasteland your tropical then cast surgical extraction for it, or surgical extraction their fetchlands on turn one isnt that nuts?What do you guys think of Surgical Extraction?
Someone started this discussion but it just didn't get the attention it deserves.I will try this on my monoR built replacing my ports for ghostquarters, with 4 wastelands and 4 surgical extraction mainboard, the object of the built will be of mana screwing. . . .
Hi,
we have published @ Maná Infinito (Spanish website for Eternal formats) a brief primer in Spanish about the RGB version (Note the decklists are in English).
ˇMillones de Goblins no podemos estar equivocados!
We hope you enjoy it!
@ New Extirpate: I like it a LOT, and think it'll see tons of play...
@ Squad: I personally like it, against several matchups, and have 1 Main on my Rb build. I do think that 3 is a little overkill though, and Thorn/Chalice/Trap would be better suited to fight combo.
Super Bizarros Team. Beating everything with small green dudes and big waves.
First off, I really enjoyed reading through GoboLord and Nessaja's Earwig Squad debate. Both of you brought up some good points and it ultimately comes down to personal preference (like Kiki-Jiki, Mirror Breaker).
I have not tried EWS in Legacy... Last time I gave him a chance was when he was standard and I built a janky goblin rogue deck. I thought I could prowl him in with Tarfire. Reading is fundamental!
I'm excited to get 4 of this card. It is similar to Mindbreak Trap in that it's a free off-color hate spell. I WANT to think it will strengthen the mana-denial plan Goblins has but realistically it is an excellent sideboard card against a specific strategy...
Here's my question: Will Surgical Extraction allow Survival of the Fittest to be unbanned?
I never played when SotF was dominating Legacy. I don't know from personal experience how broken it is. But it seems that a free 'colorless' Extirpate would make it a little more fair. *But* if every deck has to run it in order to keep Survival in check then it is still format warping and therefore not healthy to the format to keep legal...
Survival of the Fittest is not gonna get unbanned because of a single card. Reason? This card effectiveness is limited. SotF decks usually used counterspell as back up (usually FoW/Daze/Spell Pierce), and this card lacks Split Second. And they didn't only rely on Vengevine for the kill. Necrotic Ooze kills were very common too.
Survival of the Fittest is the best creature Tutor ever printed... GSZ and other tutors aren't even near to SotF power.
Please, let's not turn this into a banning/unbanning speculation thread. Especially not about Survival.
About Surgical Extraction: I think it would be a good card as a replacement of Extirpate obviously. However, you should see Extirpate, and by extend also this new card as graveyard hate, not as a cute trick to deny your opponent from playing a certain card in his deck. Because for that to work you will need a discard package, which Goblins shouldn't do (and even then you need the required card in your opponent's hand). I still think, if you want graveyard hate in Goblins, you should play either Leyline of the Void or Tormod's Crypt.
If it walks like a duck and talks like a duck, it's probably delicious.
Team ADHD-To resist is to piss in the wind. Anyone who does will end up smelling.
Surgical Extraction is way too narrow and not even that powerful against decks you want to use it against like Dredge. I'd stick with Crypt or Relic.
The point of using Surgical Extraction is mostly manascrew. Wasteland a Tropical Island/Volcanic Island and using this free Extirpate should screw 3~4 colored decks like TA/Thresh/CounterTop etc... You could also use this targeting a Fetchland, or even other player's Wasteland etc...
Using this new card against Dredge or Cephalid Breakfast is not really a good choice.
Has anybody thought of or tested goblin war driver yet? His affect seems real strong, and he is a solid 2 drop, although RR is a little harder. I have been testing with 3 (replacing my Mogg War-Marshall) and its been kinda back and forth, but thats on MTGO, im waiting on mine to test in person which I always think works differently, any thoughts?
Surgical Extraction also gives you a free look at your opponent's hand, which means it could work well with Cabal Therapy. Then again, some people might tell you that you'd want to play Surgical Extraction after Cabal Therapy...
Surgical Extraction is probably a gimmick. It's just a sidegrade from Extirpate, which means if you didn't already use Extirpate, then this probably isn't worth it. However, I think that the most significant observation is that together with Extirpate, we now have a possibility of eight copies of the card. While I don't think this is very useful for the Goblins deck, it could find its way into some other deck archetype. By its nature, it's quite good against graveyard combo and control decks that are short on creatures. The possibility of turn 1 Duress, Surgical Extraction makes it reasonable against any combo deck. On paper it seems like a reasonable rogue-deck.
In considering Goblin Wardriver you need to look at some things.
1. As a 2 drop he is really that comparable with Chieftan/warchief. Considering spots on the goblin mana curve and their interactions with land counts and vial values over game course is important.
2. In comparison to Mogg War Marshall you need to look at values、marshall is potentially 3 goblins or blockers, which I consider highly valuable most times. Marshall also works to make incinerator a better card. Wardriver is a card for damage races. If you need to race versus control and build board presence, yes Wardriver would likely be better.
3. Wardriver most closely compares with piledriver. They offer similar effects that are delivered differently. But overall I feel piledriver the more powerful card. A generally stronger bonus, pro blue, and interaction with mana cost reduction.
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