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Thread: [Deck] Goblins

  1. #581
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by frenchy-man View Post
    Ok sorry I apologise for my trolling. MM is so strong in gob, I should have seen that this non-gob card would improve the deck.
    Clearly, giving the opponent free answers to turn one lackey or vial is a good thing for the deck.

    By the way, yes the whole deck zoo is affected by MM, but I don't see why it is a disaster. Zoo is also affected by STP, but this is not a reason not to play zoo.
    Gob is extremely slow if it does not get lackey or vial online. Yes I know there is mana denial. But it is the most efficient when you cheat with your mana thanks to vial and lackey. Losing lackey or vial decrease the mana denial efficiency.

    I give arguments against MM. I don't see your answers to mine excepted that I am trolling. Relax, I just want to debate so try to develop an argumentation.

    Apologise me if I am not totally clear but I do my best to speak English without too many mistakes... (and feel free to correct my mistakes ;)).

    Peace
    We've always had 1000 answers to Vial and Lackey. MM will be just another one. Goblins can deal with it, really.

    Just try some Warren Instigators and you'll see how broken he can be. And don't trash talk about speed. Goblins isn't Landstill.

  2. #582
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    Re: [DTB] Vial Goblins 2.0

    Hey guys,

    on a different topic: Has anyone testresults with Murderous Redcap? It's not that I find it particularily strong - I just want to add it to the "Untested and bad cards"-paragraph.

    //EDIT: Happy Easter!
    Mountain Caverns, Lackey, Go.

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  3. #583
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    Hey guys,

    on a different topic: Has anyone testresults with Murderous Redcap? It's not that I find it particularily strong - I just want to add it to the "Untested and bad cards"-paragraph.

    //EDIT: Happy Easter!
    I tried it back in Vengevival times, and it was bad. His RR cost was just a lot. Sharpshooter did a better job cleaning Hierachs and Birds.

  4. #584

    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by frenchy-man View Post
    Ok sorry I apologise for my trolling. MM is so strong in gob, I should have seen that this non-gob card would improve the deck.
    Clearly, giving the opponent free answers to turn one lackey or vial is a good thing for the deck.

    By the way, yes the whole deck zoo is affected by MM, but I don't see why it is a disaster. Zoo is also affected by STP, but this is not a reason not to play zoo.
    Gob is extremely slow if it does not get lackey or vial online. Yes I know there is mana denial. But it is the most efficient when you cheat with your mana thanks to vial and lackey. Losing lackey or vial decrease the mana denial efficiency.

    I give arguments against MM. I don't see your answers to mine excepted that I am trolling. Relax, I just want to debate so try to develop an argumentation.

    Apologise me if I am not totally clear but I do my best to speak English without too many mistakes... (and feel free to correct my mistakes ;)).

    Peace
    What makes MM good for us against zoo is not, that it handles it's creatures (except for lavamancer, can be pretty much auto loose). It's good because it keeps our warchiefs and piledrivers in play to overrun them.
    Zoo can only win through tempo. And MM+1cc drop is just way superior to StoP in regard of tempo.
    Goblins being slow without Vial or lackey is just not true. Sure, the 1 turn drop helps us a lot, but most of my games the lackey won't connect anyway. Instigator and warchief provide extreme accelleration as well. If you trade a 3 cc card for a StoP it decelerates us though (biggest problem of goblins), and this is exactly why MM is so very good for this deck.

  5. #585
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    Re: [DTB] Vial Goblins 2.0

    Hey does anyone know how I could find out Jim Davis's goblin deck list from the SCG legacy open Boston?

  6. #586

    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by Gun4Hire View Post
    Hey does anyone know how I could find out Jim Davis's goblin deck list from the SCG legacy open Boston?
    google, it's our friend.

    http://www.google.com/search?hl=en&s...cy+open+Boston

  7. #587
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by bloodbrother View Post
    He ment for the SCG open that happened yesterday.
    All the lists I found were the one he played on Nov 7 2010.
    I'd like to see the latest too...
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  8. #588
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    Re: [DTB] Vial Goblins 2.0

    Jim Davis has been called the goblin master by many and he advised Steve Sadin to play the green splash in columbus and Jim ran the same deck list in Nov to get 4th place at a tourney. And from yesterdays featured match he ran Taiga's so he splashe green again. So i just wanted to see what he's running and I would like to ask him why he seems to choose to run green over black splash and get some insight on the deck.

  9. #589
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    Re: [DTB] Vial Goblins 2.0

    Here's the list that top16'ed, but it wasn't Jim Davis piloting it.
    http://sales.starcitygames.com//deck...p?DeckID=38047
    Quote Originally Posted by ktkenshinx View Post
    The Reserved List is a) not legally binding, b) antiquated, c) broken, and d) preventative of maximum game enjoyment. Wizards will remove as many cards from that list as possible to increase the fun of their game. Using market research, they can find a balance between printing enough cards to lower a price from $40 to $15-$20, and not utterly ruining their value. This will be both an economically feasible AND sensible move.
    -ktkenshinx-

  10. #590

    Re: [DTB] Vial Goblins 2.0

    Hi does anyone have a good list for mono red goblins?
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  11. #591
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by dethangel666 View Post
    Hi does anyone have a good list for mono red goblins?
    Hmm, I'd give these a try:

    Aggressive List:

    Lands [22]
    16 Mountain
    4 Wasteland
    2 Chrome Mox

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

    Removal [4]
    3 Stingscourger
    1 Gempalm Incinerator

    Others [8]
    4 Warren Instigator
    4 Goblin Chieftain

    Sideboard [15]

    4 Pyrokinesis
    4 Chalice of the Void/Mindbreak Trap
    2 Tormod's Crypt
    2 Null Rod
    1 Ravenous Trap
    1 TukTuk Scrapper
    1 Pithing Needle/Meltdown/Shatterstorm/Pulverize

    Controlish List:

    Lands [23]
    4 Wasteland
    4 Rishadan Port
    15 Mountain

    Core [26]

    ...

    Others [11]

    4 Gempalm Incinerator
    3 Mogg War Marshal
    2 Goblin Chieftain
    1 Stingscourger/Goblin Tinkerer
    1 Goblin Sharpshooter

    Sideboard [15]

    4 Pyrokinesis
    4 Chalice of the Void
    3 Relic of Progenitus/Tormod's Crypt
    1 Goblin Tinkerer/Stingscourger
    1 TukTuk Scrapper
    2 Pithing Needle/Null Rod/Anarchy/Red Elemental Blast

    That'd be the basic, probably, just adapt to your metagame.
    Last edited by Vandalize; 04-26-2011 at 05:08 PM.

  12. #592
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by dethangel666 View Post
    Hi does anyone have a good list for mono red goblins?
    See "5. Sample decklists" in the Goblin Primer.
    I actually just read through that again for giggles. It's really well done. Good job GoboLord and other contributors.

    The list Vandalize mentioned is what most mono-red posters are running give or take the Lightning Bolts.
    More traditional lists will run 4 Rishadan Ports instead of the 2 Chrome Moxen and 2 Mountains.
    Warren Instigator and Goblin Chieftain are newer inclusions and the reason for the lack of Rishadan Ports. Just a few months ago I used 4 Gempalm Incinerator and 4 Stingscourger and got a great feel for the deck before modifying it to the 'faster' version.

  13. #593
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by SpoCk0nd0pe View Post
    It's good because it keeps our warchiefs and piledrivers in play to overrun them.
    Yeah this. Especially to keep those Warchiefs alive. And not only in the zoo matchup but also others.
    Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)

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  14. #594
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by Nelis View Post
    Yeah this. Especially to keep those Warchiefs alive. And not only in the zoo matchup but also others.
    I second that!

  15. #595

    Re: [DTB] Vial Goblins 2.0

    is wort, boggart auntie more viable now in the maindeck of the controllish build of goblins now that we have access to protection? also is the blue splash that used to be a joke viable now?

    something like this:

    4 Mental Misstep
    4 Daze
    4 FoW
    4 Standstill

    or Rub 8 Lord Goblins (8 haste lords and 8 pump lords) now viable?

    with:
    4 Warchief
    4 Chieftain
    4 Mad Auntie - this + counterspells gives the lords resiliency to removal

    anyway, i'm just posting what i'm thinking at the moment so i have no concrete deck in mind yet. just wanted to start a discussion.

  16. #596
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by bloodbrother View Post
    is wort, boggart auntie more viable now in the maindeck of the controllish build of goblins now that we have access to protection? also is the blue splash that used to be a joke viable now?

    something like this:

    4 Mental Misstep
    4 Daze
    4 FoW
    4 Standstill

    or Rub 8 Lord Goblins (8 haste lords and 8 pump lords) now viable?

    with:
    4 Warchief
    4 Chieftain
    4 Mad Auntie - this + counterspells gives the lords resiliency to removal

    anyway, i'm just posting what i'm thinking at the moment so i have no concrete deck in mind yet. just wanted to start a discussion.
    I really want to play a 1off Wort now, and maybe even a Kiki.
    I don't think the lord version is viable tough, but who knows? (It'd would have to give up on Ringleader, and maybe Piledriver, which kind of sucks...)
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  17. #597
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    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by bloodbrother View Post
    is wort, boggart auntie more viable now in the maindeck of the controllish build of goblins now that we have access to protection? also is the blue splash that used to be a joke viable now?

    something like this:

    4 Mental Misstep
    4 Daze
    4 FoW
    4 Standstill

    or Rub 8 Lord Goblins (8 haste lords and 8 pump lords) now viable?

    with:
    4 Warchief
    4 Chieftain
    4 Mad Auntie - this + counterspells gives the lords resiliency to removal

    anyway, i'm just posting what i'm thinking at the moment so i have no concrete deck in mind yet. just wanted to start a discussion.
    Why are you trying to make Goblins look like Merfolk? We don't need that many lords, we have better creatures. Piledriver and Siege-Gang Commander are big and we usually establish the board easier. Merfolk do run a lot of Lord effects because they don't have access to removal (usually), and have Islandwalk (which is the best reason to play merfolk, probably). Pherhaps, you'll have cut card advantage to run more Lords, which I think is wrong. But test it, lets see how it does.

  18. #598
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    Re: [DTB] Vial Goblins 2.0

    Although I don't think the Lord-attempt will be successful ( I myself piloted a 12-Lord List on 2 tourneys) I would give countermagic a try. We don't necessarily have to combine it with another strange idea but just stick to what we have:

    //Lands [22] //Core [26] + //Countermagic [12]

    Because of a lack of Blue cards we MUST cut Core.cards when trying to integrate counters (especially FoW).
    Here's a list I've been thinking of:

    //Lands [22]
    4 Wasteland
    3 Rishadan Port
    8 R-Fetches (non-U)
    2 Volcanic Island
    5 Mountain

    //Core [22]
    - 4 Ringleader

    //Others [16]
    4 Mental Misstep
    4 Daze
    4 Force of Will
    4 Fire//Ice (removal that can be pitched into FoW)

    Without Force of Will we can be even closer to our regular list:

    //Lands [22]
    (same)

    //Core [26]
    ...

    //Others [12]
    4 Mental Misstep
    4 Daze

    3 Gempalm Incinerator
    1 Stingscourger

    There is also interesting SB-material in U:

    * Hibernation
    * Echoing Truth
    * Stifle
    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.

  19. #599

    Re: [DTB] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    Although I don't think the Lord-attempt will be successful ( I myself piloted a 12-Lord List on 2 tourneys) I would give countermagic a try. We don't necessarily have to combine it with another strange idea but just stick to what we have:

    //Lands [22] //Core [26] + //Countermagic [12]

    Because of a lack of Blue cards we MUST cut Core.cards when trying to integrate counters (especially FoW).
    Here's a list I've been thinking of:


    //Core [22]
    - 4 Ringleader
    Even if Ringleader nets 1 card he is still huge. No way I would cut ringleader. A 2/2 haste that draws you 1-4 goblins. That is what makes goblins viable.

  20. #600
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    Re: [DTB] Vial Goblins 2.0

    @Gobbo: Your list (the 1st one. Daze is actually pretty bad by itself here) looks more promising than mine (that I tested today).

    I think you could play even with 21 lands here, since FoW and Misstep and Daze actually protect our Lackey/Vial better than in other builds. Merfolk run 13 islands, 4 waste 4 muta. We could run 8 Fetches, 3 Volcs, 4 Mountains, 4 Waste, 2 Port/muta.
    If you cut a Siege-Gang too, you get 2 slots, in which you should play, imo, at least 1 Gempalm.

    When I tested today, FoW was actually an weird card. In Merfolk, it's good because they can remove a small creature from their hand, to protect a bigger one on the battlefield, remove a standstill when the situation is unfavorable, or remove another counter. In goblins, the only cards we would be able to remove for it are other counterspells and Fire/Ice(only 4). That sounds like counter productive. Then again, FoW can counter any spell, while the other 8 are situational. Nonetheless, I do think that, for our deck (that weird version of it), there should be a better card, while FoW comes in from the SB against combo and some other decks that have must answerer threats.

    FoW is actually quite bad against a variety of deck. SB is where it belong here. This way, we can maintain a high goblin count MD, to play with Ringleader, and bring 10+ blue cards from the SB, when we want to take him out (like against combo, where he's not that useful).

    Hm, maybe I'll try a list...

    EDIT:

    //Lands [21]
    4 Wasteland
    2 Rishadan Port
    8 R-Fetches (non-U)
    3 Volcanic Island
    4 Mountain

    //Core [26]

    //Others 1 (non goblins) [6]
    4 Mental Misstep
    2 Daze

    //Others 2 (goblins) [7]
    3 Gempalm Incinerator
    1 Stingscourger
    3 Mogg Warmarchall

    (total: 29 goblins)

    SB:
    4 Force of Will
    3 Stifle
    2 Daze
    3 Spell Pierce
    3 Goblin cards (1 shooter, 2 Liege… something against agroo here)

    This way, post board we have 18 U cards for then we can afford removing something from our core. And the MD continues to be stable. I’d like to try this…
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