Page 56 of 509 FirstFirst ... 64652535455565758596066106156 ... LastLast
Results 1,101 to 1,120 of 10178

Thread: [Deck] Goblins

  1. #1101
    Member

    Join Date

    Dec 2010
    Location

    Czech Republic
    Posts

    18

    Re: [Deck] Vial Goblins 2.0

    Yup, not just brainstrom but everyspell played in your turn. Also if you include Kiki-jiki and end turn with sundial you dont have to sacrifice copy-token.

  2. #1102
    (' ' '\( 0 ,o)/''')
    TheInfamousBearAssassin's Avatar
    Join Date

    May 2004
    Location

    Northern Virginia
    Posts

    6,705

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Vandalize View Post
    LOL, Sundial of Infinite is so nice... Can you respond a Brainstorm EOT by ending your turn?
    Also if they try to Wasteland an untapped Wasteland, you can respond by destroying one of their lands.

    In related news why would anyone ever do that.

    Quote Originally Posted by L10 View Post
    Pretty much this. Against U decks, having 3 Magus and 4 Vial pretty much gives you 7 chances to land the Moon effect, which is more consistent than just running 3 Blood Moon.
    Windmills do not work this way. Magus does not give you more chances to land it, it just changes the ways they have to deal with it (making it better against counters but worse against removal).
    For my confessions, they burned me with fire/
    And found I was for endurance made

  3. #1103

    Re: [Deck] Vial Goblins 2.0

    Magus does not give you more chances to land it, it just changes the ways they have to deal with it (making it better against counters but worse against removal).
    Agreed. Maybe I worded incorrectly. My idea was that if they countered Vial, we can still hardcast Magus in. If they didn't counter Vial, we can get him in for free. So the opponent has to deal with both Vial and Magus to go against the Moon effect rather than just countering a Blood Moon. Magus is more vulnerable than Blood Moon though. Take your chances, I guess. I like them both.

    Yup, not just brainstrom but everyspell played in your turn. Also if you include Kiki-jiki and end turn with sundial you dont have to sacrifice copy-token.
    I am pretty sure it just exile all spells and abilities on the stack ... not every spell played in that turn. Kiki-Jiki does work well with Sundial though. It also works well with Goblin Pyromancer. Sure, all the goblins lose there +3/+0, but at least they all live.

  4. #1104
    Siege-Gang Commander
    Avatara's Avatar
    Join Date

    Feb 2008
    Location

    The Netherlands
    Posts

    2

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Yuri8 View Post
    Yup, not just brainstrom but everyspell played in your turn. Also if you include Kiki-jiki and end turn with sundial you dont have to sacrifice copy-token.
    Don't you cancel your Brainstorm if you respond to it? Once brainstorm resolves you have to put the cards back on top before you can use Sundial.

  5. #1105

    Re: [Deck] Vial Goblins 2.0

    Don't you cancel your Brainstorm if you respond to it?
    Yes. But the questions is about your opponent using Brainstorm at your EOT, I hope.

  6. #1106
    Member

    Join Date

    Dec 2010
    Location

    Czech Republic
    Posts

    18

    Re: [Deck] Vial Goblins 2.0

    I thought it was obvious that once you use sundial it ends your turn so it cant be used anymore. Tap it to remove one spell. Well, but they can play around it, like brainstorm in response to your ringleader etc

  7. #1107
    Siege-Gang Commander
    Avatara's Avatar
    Join Date

    Feb 2008
    Location

    The Netherlands
    Posts

    2

    Re: [Deck] Vial Goblins 2.0

    If they are digging for an answer they are more likely to cast Brainstorm during their main phase. This will allow them to dig one spot deeper.

    I don't see this Sundial stuff happening. It's so extremely limited and conditional. What card do we possibly remove out of the main deck or sideboard to fit it in?! We don't have an Enlightened Tutor toolbox, so I don't see this card happening.

  8. #1108

  9. #1109
    Member

    Join Date

    Dec 2010
    Location

    Czech Republic
    Posts

    18

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Avatara View Post
    I don't see this Sundial stuff happening. It's so extremely limited and conditional. What card do we possibly remove out of the main deck or sideboard to fit it in?! We don't have an Enlightened Tutor toolbox, so I don't see this card happening.
    This card doesn't suite goblin deck at all, only matchup where it can be really usefull is Hivemind, but my Kiki-Jiki edh will appreciate it. (thats reason why i mentioned it earlier)

    I don't know, how can be summoning trap better than Leyline of Lifeforce?

  10. #1110
    Non-basic lands are Mountains
    ThoSha's Avatar
    Join Date

    Apr 2011
    Posts

    173

    Re: [Deck] Vial Goblins 2.0

    Isn't that obvious? If your Lackey resolves and connects into SGC, you most likely win.
    If your lackey gets misstepped and you throw a summoning trap in that digs for SGC, you also win. :)
    True strength lies in action. Let the weak react to me! -Kamahl, Pit Fighter

  11. #1111
    Member

    Join Date

    Dec 2010
    Location

    Czech Republic
    Posts

    18

    Re: [Deck] Vial Goblins 2.0

    That guy played one sgc, something tells me that this won't work everytime. Most likely ringleader or warchief come out , I'm not saying it's bad, it's just same as connected lackey which slip throught counters due to leyline...

  12. #1112
    Non-basic lands are Mountains
    ThoSha's Avatar
    Join Date

    Apr 2011
    Posts

    173

    Re: [Deck] Vial Goblins 2.0

    I think the big difference is, leyline only does something when its in your opening 7.
    Its that bad of a topdeck that you might want to cry in certain situations. Summoning trap can slip the game finishing Ringleader or SGC into play when the intentional one gets countered. Its never bad at all, since if we dont play against a Counterdeck, we race or win anyway.
    True strength lies in action. Let the weak react to me! -Kamahl, Pit Fighter

  13. #1113
    Member

    Join Date

    Dec 2010
    Location

    Czech Republic
    Posts

    18

    Re: [Deck] Vial Goblins 2.0

    Well, it's up to your preferences. Either you want everytime usefull card because it stops only one counter or sometime crappy card which can stop all counters...Might consider trap for my Food Chain goblins since I play 3 kiki-jiki and lightning crafters so with these goblins it may be better...

  14. #1114
    Member

    Join Date

    Sep 2008
    Location

    Santiago, Chile
    Posts

    58

    Re: [Deck] Vial Goblins 2.0

    Congratz dude, I really like your lists, the only, only thing I always want to fit in is a Kiki Jiki. But that's just me

    Hope you write a report!

  15. #1115
    Member

    Join Date

    Apr 2007
    Location

    Somewhere in Germany
    Posts

    20

    Re: [Deck] Vial Goblins 2.0

    Against which decks did you board the trap in? IMO, against decks which are playing a high amount of counters, we don't need the trap, because most of the controldecks are in our favour.

    You played 2 Mogg Fanatics main? I think you expected to draw them against ugly mother of Runes, didn't you?

    In that build, I think Volrath's Stronghold can do a great job. Playing summoning trap and activate the stronghold in response to put a SGC or something else on top will often be gg!

  16. #1116

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Pee-Dee-2 View Post
    You played 2 Mogg Fanatics main? I think you expected to draw them against ugly mother of Runes, didn't you?

    In that build, I think Volrath's Stronghold can do a great job. Playing summoning trap and activate the stronghold in response to put a SGC or something else on top will often be gg!
    I know it's on the list of Bad Cards in the Primer, but I have actually also been considering a few Fanatics lately. It feels like between Mother, Bob, Hierarch, Dryad Arbor, there are lots of targets. On the other hand, anything that Fanatic kills, Gempalm can usually kill as well, along with drawing a card. How did they fare for you?

    Volrath's is another interesting card. I'd love to hear from someone who's tested it. I don't own one myself, but I may pick one up and test with it. It seems like you could cut a port for it, and recycling a ringleader is pretty boss. Quite slow, though, and doesn't advance our gameplan until we are already in late game. Might be win-more, but it intrigues me.

  17. #1117
    Member

    Join Date

    Sep 2008
    Location

    Santiago, Chile
    Posts

    58

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Talanos View Post
    I know it's on the list of Bad Cards in the Primer, but I have actually also been considering a few Fanatics lately. It feels like between Mother, Bob, Hierarch, Dryad Arbor, there are lots of targets. On the other hand, anything that Fanatic kills, Gempalm can usually kill as well, along with drawing a card. How did they fare for you?

    Volrath's is another interesting card. I'd love to hear from someone who's tested it. I don't own one myself, but I may pick one up and test with it. It seems like you could cut a port for it, and recycling a ringleader is pretty boss. Quite slow, though, and doesn't advance our gameplan until we are already in late game. Might be win-more, but it intrigues me.
    I like Gobbolord's primer, but putting fanatic straight in the "bad cards" is just plain wrong. Fanatic's role is not killing */2's with old rules, instead it's the fastest answer against some of the best turn one creatures that legacy has. And in the meantime it beats for one, or for "three" with a second turn piledriver.

    About Volrath's Stronghold: someone suggested it in the old thread, I tried one for a lot of time, but it was never great for me. The problem is that it adds colorless, and in this meta, if you want to splash black, you better splash green first, for the ancient grudges and hooligans. So, you'll struggle with the arguably better 4 wasteland, 3 ports pack. Also, Wort does something better, it's tutoreable, has synergy with the deck and beats for three.

  18. #1118
    Member
    Pinoy Goblin's Avatar
    Join Date

    Nov 2010
    Location

    Philippines
    Posts

    14

    Re: [Deck] Vial Goblins 2.0

    Heres my new RBG decklist that Catapaulted me through the #11 (with a 4-2 record) spot out of 70 players in our local monthly tourney . . . I was on the top 7 before the last round and my last match was reanimator and lost 0-2.....didnt make it to top 8

    //Lands [23]
    4 Wasteland
    4 Rishadan Port
    4 Bloodstained Mire
    4 Wooded Foothills
    1 Forest
    2 Badlands
    4 Mountain

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

    //Others [12]:
    4 Gemphalm Incinerator
    2 Warren Wierding
    1 Stingscourger
    3 Mogwarmarshall
    1 Tin Street Hooligan
    1 Goblin Sharpshooter

    SB:
    4 Summoning Trap - last minute change this was really 3 Pyroblast and 1 Krosan Grip
    2 Tormod's Crypt
    3 Pyrokinesis
    2 Natures Clam
    1 Back to Nature
    3 Chalice of the Void

    Round 1 Vs. NO BAnt w/ red splash 2-1
    Round 2 Vs. Rock 2-1

    Round 3 Vs. Belcher 2-1
    Game 1:He wins the die roll and combo out turn 1 with belcher (WTF) My shuffling was longer than the match
    Game 2: I started with an opening hand with cotv and cast it for 0 he concedes after turn 3 with me having a lackey, warchief and a piledriver in play.
    Game 3: This was critical we both mulled to 5, I have no hate but decided to play with 3 lands and a piledriver and a sharpshooter. turn 3 he comboed out burning wished for empty the warrens then put 12 goblin tokens in play he passes his turn and I showed him my sharpshooter cast it then he concedes

    Round 4 Vs. Belcher 1-2
    game 1 he wins the die roll and combod out 2nd turn, Same scenario here I won game 2 via chalice for 0 in my opening hand but the 3rd game he comboed out first turn with belcher.

    Round 5 Vs. Stoneblade/UW Control 2-0
    This was the only time I had used summoning trap and it worked he counters my hardcasted matron and then cast trap (He said WTF is this)it resolved and put siege gang in play

    Round 6 Vs. Reanimator 0-2
    Game 1: He wins the die roll play land and pass, then i cast my vial he missteps it and paid 2 life during my end step he fetches and cast entomb for iona, during his turn he cast animate dead for Iona and chooses the color red he passes his turn. I have wierding in my hand and cast it,it resolves killing iona but during his turn he cast exhumed again for iona . . . . end of story.
    Game 2: I sided in my 2 tormods Crypt, 3 COTV, 4 Traps.
    I have an opening of lackey,cotv,crypt,piledriver,wierding,2 lands. I played lackey first he missteps it then I cast my tormods it resolves. His turn he cast pithing needle targeting my tormods. My turn I cast cotv for 1 then he forces it, his turn he passes then I cast my piledriver it resolves then end step he entombs for iona again and his turn he cast reanimate for iona he passed his turn . . . . i casted my wierding but he responded by brainstorm..... then forced my wierding. Iona beatdown end of story

    Notes: Summoning trap is good but I only used him only onced on my match, but in some of my games how I wish I had my pyroblast especially in my last round, Tormod's crypt is not effective that day but maybe next time opt for planar void or leyline of the void for my graveyard hate...Chalice is the king here againts combo I used it also in may first game againts NO bant/red splash and it gave me the win... it is more diverse than mindbreak trap and can be used in againts other decks like zoo,affinity etc ...

  19. #1119
    ..sry, whut? ◔̯◔
    Humphrey's Avatar
    Join Date

    Jan 2008
    Location

    Germany
    Posts

    730

    Re: [Deck] Vial Goblins 2.0

    I played Gobs on our last FNM and went 3-1, losing to GW ft Batterskull.
    I played a RG Version with TSH main and board, along with 3 Ancient Grudge, but that didnt help.
    After testing a few matches on Trice, i strongly recommend going back to a black splash and using virtues ruin. It gets rid of those annoying Mothers and kills SFM, KotR, Pridemages ...

    Currently im testing the following list. Not sure about the manabase and the G Splash. On Friday i just played 4 Foothills and a forest and never had a problem finding the G when i need it.
    No Combohate left in the SB, because I have the feeling nobodys playing it atm.
    Not sure about MM also, sometimes its very strong, often its nice2have, but im not sure if its a musthave. Its easy to SB though, just replace MM with whatever is needed. Without MM, id run 2MWM,1Chieftain,1Stingscourger.

    2 Rishadan Port
    5 Snow-Covered Mountain
    4 Wasteland
    1 Snow-Covered Forest
    1 Snow-Covered Swamp
    1 Badlands
    4 Wooded Foothills
    4 Bloodstained Mire

    Core

    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Tin Street Hooligan
    4 Mental Misstep
    1 Warren Weirding


    SB: 2 Pyrokinesis
    SB: 2 Relic of Progenitus
    SB: 4 Blood Moon
    SB: 1 Tin Street Hooligan
    SB: 2 Ancient Grudge
    SB: 1 Tormod's Crypt
    SB: 3 Virtue's Ruin
    Got tired of Legacy and you like drafts? Try my Paupercube What?

  20. #1120
    Member
    Pinoy Goblin's Avatar
    Join Date

    Nov 2010
    Location

    Philippines
    Posts

    14

    Re: [Deck] Vial Goblins 2.0

    Here's the link of my friends misstep/pyro goblins built, finishing 6th out of 70 players that has a 3 pyrokinesis and 4 mental misstep mainboard, he made it on the top 8 . . . I didn't :(

    http://www.facebook.com/photo.php?fb...type=1&theater

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)