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Thread: [Deck] Goblins

  1. #1121
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by ThoSha View Post
    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. :)
    Except the problem with this is just a Siege-Gang Commander isn't really game-ending if it sticks anymore. It's scary, sure, but a Summoning Trap on getting it into play? What if he just gets Swords to Plowshared, then they drop a Stoneforge to deal with your little 1/1's?

    The point is, Siege-Gang needs help to win. He needs Gempalms. He needs other guys.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  2. #1122
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    Re: [Deck] Vial Goblins 2.0

    If u run 4 Traps, add 4 Emrakul
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  3. #1123
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    Re: [Deck] Vial Goblins 2.0

    @Taco
    While that might be true if you face a 80% stoneblade environment, it is a neat play in most other situations. But I know your point exactly.

    I like that Emrakul idea tough, might cause some angry faces. :D
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  4. #1124
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    Re: [Deck] Vial Goblins 2.0

    Wouldn't be progenitus and 4 blazing shoal better? :D

  5. #1125

    Re: [Deck] Vial Goblins 2.0

    If combo decks in your meta featured TES, High Tide, and Hive Mind and you had 3-4 slots to dedicate to combo hate, what would you board, if anything?

  6. #1126

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Talanos View Post
    If combo decks in your meta featured TES, High Tide, and Hive Mind and you had 3-4 slots to dedicate to combo hate, what would you board, if anything?
    I think that some mix of mindbreak traps and red elemental blasts/pyroblasts should do the work. Still, the TES player can duress or orim’s chant you, and high tide/hive mind player will just counter your hate. The problem is that all the decks you have mentioned have different mechanic (hate against storm decks do nothing against hive mind if they try to hardcast it). Also you have better chance against them (mostly TES and high tide) if you run mental missteps.

  7. #1127
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Talanos View Post
    If combo decks in your meta featured TES, High Tide, and Hive Mind and you had 3-4 slots to dedicate to combo hate, what would you board, if anything?
    If you have 4 slots to dedicate to those 3 specific MU, I'd go with Thorn of Amethyst.
    Chalice does nothing against Hive Mind, ReB is too narrow against TES, Trap does nothing against Hive Mind. Thorn is the only card that *could* potentially be usefull against them all.
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  8. #1128
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Talanos View Post
    If combo decks in your meta featured TES, High Tide, and Hive Mind and you had 3-4 slots to dedicate to combo hate, what would you board, if anything?
    Trap is not the way to go - the TES player will Chant or Duress you before going off, and the High Tide player will likely have a counter for it, especially after a Time Spiral.

    Chalice is great against TES if you can stick it before he goes off, but it's pretty useless against High Tide. The tide player will just cunning wish for chain of vapor or echoing truth out of his board and combo out from there.

    That leaves thorn, which is probably the most versatile. However, the High Tide player won't let you stick it if he can help it, and it's often too slow for TES.

  9. #1129

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by ScatmanX View Post
    If you have 4 slots to dedicate to those 3 specific MU, I'd go with Thorn of Amethyst.
    Chalice does nothing against Hive Mind, ReB is too narrow against TES, Trap does nothing against Hive Mind. Thorn is the only card that *could* potentially be usefull against them all.
    Yes, my dilemma is that I am caught between needing more than 4 slots to comfortably deal with all 3 of those decks, and not wanting to dedicate half my board to combo. It is not as though combo makes up a huge portion of my meta, but these 3 decks have shown their face lately.

    I have never used Thorn before, but I do agree that it seems like the only catch-all. Is it good enough to be worth using? Would you guys suggest just skipping the combo-hate entirely, or perhaps going for a more specific subset of hate based on the relative strengths of the matchups pre-board? Thoughts are welcome.

  10. #1130
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    Re: [Deck] Vial Goblins 2.0

    I see High Tide regularly, and occasionally TES (same player) and run Mindbreak Trap x4 in the board since the other cards aren't available to me at the moment. Lately I've been questioning that and thinking of switching it up for a somewhat "old school" solution in Pyrostatic Pillar.

    I know it's also bad for us given the curve of our deck, but we're playing at most 2 or 3 goblins per turn when combo is looking to go off whereas they're playing 5+ spells.

    It falls into the same problem as Thorn in that it costs 2 mana and TES can easily beat you before you ever get there (or take it from your hand).

    There are some other tricks we can use for High Tide without boarding anything like Porting a land in response to High Tide - if the player is smart he'll float the one mana, but assuming he goes off at 4 mana he won't have enough to Time Spiral without a Candelabra on the board or Turnabout/High Tide in hand.

    You're probably best picking Thorn x4 and calling it good - we can't hate on everything all the time, and ever with the Thorns the matchup still isn't all that good. Besides, they're potentially useful in other matches too, espeically with all of our mana denial.

  11. #1131
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Davran View Post
    You're probably best picking Thorn x4 and calling it good - we can't hate on everything all the time, and ever with the Thorns the matchup still isn't all that good. Besides, they're potentially useful in other matches too, espeically with all of our mana denial.
    That's one of the reasons for running Mental Misstep in the main deck.

  12. #1132
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Talanos View Post
    Yes, my dilemma is that I am caught between needing more than 4 slots to comfortably deal with all 3 of those decks, and not wanting to dedicate half my board to combo. It is not as though combo makes up a huge portion of my meta, but these 3 decks have shown their face lately.

    I have never used Thorn before, but I do agree that it seems like the only catch-all. Is it good enough to be worth using? Would you guys suggest just skipping the combo-hate entirely, or perhaps going for a more specific subset of hate based on the relative strengths of the matchups pre-board? Thoughts are welcome.
    Remember that there are other cards we can bring in against those combos. ReB is ok against them all. Surgical Extraction is ok too (even against Hive Mind, because they run Intuition), Tinkerer, Earwig Squad, and some others...
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  13. #1133

    Re: [Deck] Vial Goblins 2.0

    Hi everybody! I'm new in this forum (not so in mtg) and I'v registered after have read the beggining of this thread. I'd love that you could give me your ppinion abut my deck. This is it:

    //Lands [22]
    4 Bloodstained Mire
    2 Badlands
    2 Taiga
    7 Mountain
    4 Wasteland
    3 Rishadan Port

    //Core [25]
    -1 Siege Gang Commander

    //Others [13]
    2 Warren Weirding
    2 Gempalm Incinerator
    2 Stingscourger
    1 Wort, Boggart Auntie
    1 Goblin Sharpshooter
    1 Kiki-Jiki, Mirror Breaker
    1 Tuktuk scrapper
    1 Mad Auntie
    2 Warren instigator

    //Sideboard [15]
    2 Perish
    2 Pyrokinesis
    3 Relic of Progenitus
    3 Thorn of Amethyst
    1 Blood Moon
    1 Lightning crafter
    3 Ancient Grudge

    A hug,
    Eitran.

  14. #1134
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    Re: [Deck] Vial Goblins 2.0

    What happened? Everybody is playing another deck? ^^

    I was reading through the Stoneblade Thread and they seem a bit afraid of us :)

    But Id like to discuss Mogg Fanatic, since it seems hes getting better again.

    Things Fanatic can do in the current meta:

    -kill the following problematic creatures: Noble Hierarch, Grim Lavamancer, Mother of Runes, Wild Nacatl(sometimes), Dark Confidant, Vendillon Clique, Dryad Arbor(NO), opponents on 1 life ;)
    -can block and sac Batterskull or Jittedudes to avoid Lifegain/Counter
    -removes Bridges in Dredge

    So, can this fellow guy regain a place in our lists?
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  15. #1135

    Re: [Deck] Vial Goblins 2.0

    I am starting to play goblins and since im building it from scratch i wanted to know how necessary the wastelands/ports are? They are really expensive to buy and I wanted to know if I just have to buy them?

    Thanks

  16. #1136
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    Re: [Deck] Vial Goblins 2.0

    But what would you remove for Fanatic though?

    Also, increasing the one drop density might help against Mental Misstep (though your opponents are unlikely to counter a Fanatic with it)

    Quote Originally Posted by OffensiveGoblin View Post
    I am starting to play goblins and since im building it from scratch i wanted to know how necessary the wastelands/ports are? They are really expensive to buy and I wanted to know if I just have to buy them?

    Thanks
    Wastelands are a definite for the deck. Ports however, there are versions that run minimal to zero of them (builds that run 2-3 colors) while in the mono-red builds, they are a must as they are very useful in disrupting your opponents.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
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  17. #1137
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    Re: [Deck] Vial Goblins 2.0

    I was testing goblins a lot lately and dismissed the mms. So I have 4 slots to fill. I added another Chieftain, a Scrapper and now have 2 undecided slots*. Instigator, MWM or Fanatic or Vexing Shusher

    @offensive. Wastelands are a must have. Ports i recommend 2.

    Current list

    //Lands 22

    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 26

    //Flex 13
    4 Gempalm Incinerator
    3 Goblin Chieftain
    1 Tin Street Hooligan
    1 Tuktuk Scrapper
    1 Warren Weirding
    1 Stingscourger
    2 Vexing Shusher*

    //SB
    SB: 2 Relic of Progenitus
    SB: 3 Blood Moon
    SB: 1 Tin Street Hooligan
    SB: 2 Ancient Grudge
    SB: 1 Tormod's Crypt
    SB: 3 Virtue's Ruin
    SB: 3 Pyroblast
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  18. #1138

    Re: [Deck] Vial Goblins 2.0

    ok that is what i wanted to know, $60 a piece wastelands make me sad but i guess i buy them really slowly.

  19. #1139

    Re: [Deck] Vial Goblins 2.0

    ok that is what i wanted to know, $60 a piece wastelands make me sad but i guess i buy them really slowly.

  20. #1140
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    Re: [Deck] Vial Goblins 2.0

    Hey guys,

    I've been around reading primer and all comments for a while and finally decited to join. I just played my first tournament a couple of weeks ago. Of course using the most awesome deck there is: Gobbs!

    My list looked like this:

    //Lands (22):
    4 Wastelands
    3 Rishadan Ports
    15 Mountain

    //Core (26)

    //Flex Spots (12):
    2 MWM
    1 Skirk Prospector
    1 Sharpshooter
    1 Tinkerer
    3 Gempalm Incinerator
    2 Stingscourger
    2 Mental Misstep

    //SB (15):
    2 Mental Misstep
    3 Relic of Progenitus
    2 Blood Moon
    1 Tuktuk Scrapper
    1 Pulverize
    1 Boartusk Liege
    1 Mindbreak Trap
    4 Pyrokinesis

    I finished 10th (4-0-2) record, only loosing to ANT, which i didn't expect to see at all and Painter.
    I tried to fit a mono red list on jim davis list, with 2 MM MD. My experiences are quite diverse: I rarely had it in my opening 7 and if it was countered by another MM or I saw another removel answering my 1st turn lackey... It really kicks ass against Dredge, which I've been testing against a lot lately, but other than that it's pretty much a dead draw. Maybe playing 4 MD or even not at all.
    I'm also not very convinced about MWM and thought about playing Pyrokinesis MD, but it' no interaction with Matron and/or Ringleader.
    Surprisingly Sharpshooter performed very well against Maveric, Dregde and even Affinity. So maybe Mogg Fanatic would be a nice alternative in MWMs spot? Synergy with Sharpshooter and it also might free the way 2nd turn for a lackey to connect.
    What about the discussion on Chaos Warp? Has anyone tested it yet? Worth sideboarding?

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