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Thread: [Deck] Goblins

  1. #1141
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    Re: [Deck] Vial Goblins 2.0

    nice result. to bad u got the combo matchups.

    About Chaos Warp. I cant think of any permanent thats frequently played atm, goblins cant deal with in a better way. When problematic Enchantments like Moat coming back, its a good SB Option.
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  2. #1142
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by BigBopper View Post
    Surprisingly Sharpshooter performed very well against Maveric, Dregde and even Affinity.
    * Mother of Runes
    * Noble Hierarch
    * Dryad Arbor
    * Stoneforge Mystic
    * Qasali Pridemage
    * being able to burn almost every Goblin in your deck (in case of Dredge)
    * Memnite
    * Inkmthe Nexus
    * Frogmite
    * Ornithopter
    * ...

    Is anyone else surprised that Sharpshooter is a bitch in those MUs?


    Besides: Welcome fellow Warchiefs!

    (I want to point out again that I find it very funny that although Goblin is said to be a dead deck, more and more people seem to start with it)
    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.

  3. #1143

    Re: [Deck] Vial Goblins 2.0

    Only a question (seeing that my post has been ignored), Chaos Warp is playable in legacy?

    A hug,
    Eitran.

  4. #1144

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Eitran View Post
    Only a question (seeing that my post has been ignored), Chaos Warp is playable in legacy?

    A hug,
    Eitran.
    I think Chaos Warp is playable as sideboard card. It takes care of major problems with moat, enchantress, and show & Tell decks. You could also use it in response to a spell targeting your creatures to most likely put another goblin in play.

  5. #1145
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Eitran View Post
    Only a question (seeing that my post has been ignored), Chaos Warp is playable in legacy?

    A hug,
    Eitran.
    Quote Originally Posted by Humphrey View Post
    nice result. to bad u got the combo matchups.

    About Chaos Warp. I cant think of any permanent thats frequently played atm, goblins cant deal with in a better way. When problematic Enchantments like Moat coming back, its a good SB Option.
    Got tired of Legacy and you like drafts? Try my Paupercube What?

  6. #1146

    Re: [Deck] Vial Goblins 2.0

    hey, im new to this forum and id like to know what you would add to the core when u want the deck to be more "aggro" than control. or would u change the core in some way? thx for reply! :)

  7. #1147
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    *
    Is anyone else surprised that Sharpshooter is a bitch in those MUs?
    Ok, let's put it that way: I tried to play sharpshooter and it worked well-so why do I see it being played so few?

    About Chaos Orb and Eitran's question: I think the question was if commander cards are legacy legal or not and we had this debate a couple of pages ago.
    But just another question on Mogg Fanatic again? How playable is it? Something like a smaller sharpshooter in early gameplay? There was another rb list posted recently here that also contained 2 of 'em. What do you guys think of getting him back into the game?
    Gobbos: Kings of flavortext!

  8. #1148

    Re: [Deck] Vial Goblins 2.0

    Ah great, but, well, I was meaning if it was legal, but now I see that it is.
    Now I have to ask another question relationed with my deck:
    I'm sure of the lands (22) and the core (25) of my deck, i'm also sure of I want to have 6 anti-creatures. That idea leave me with 7 slots to fill. I'd like to put this cards: Wort, Boggart Auntie; Kiki-Jiki, Mirror Breaker; Tuktuk Scrapper and Goblin Sharpshooter. Having in mind these cards will be into the deck (I say it because maybe I shouldn't run one of these cards), i'm still having 3 slots. I thought that, as I have Scrapper to destroy artifacts adn its cost is 4, it would be good run 2 Warren Instigator, and I think Mad Auntie is a good card to regenerate my goblins and all these things... but I'm not sure of these 3 slots, can you help me, please?

    A hug,
    Eitran.

  9. #1149
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by OffensiveGoblin View Post
    ok that is what i wanted to know, $60 a piece wastelands make me sad but i guess i buy them really slowly.
    U can easily get them for 40$ each
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  10. #1150
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    Re: [Deck] Vial Goblins 2.0

    Been brewing this idea for the past week...Been doing so testing of MWS and gotten some solid success thus far...I introduce Vial GoBo-Blade
    [Core]
    -4 Goblin Ringleader

    Removal/Spice
    3xStoneforge Mystic
    1xBatterskull
    1xU. Jitte
    1xBasilisk Collar
    4xSwords to Plowshares
    3xGoblin Instigator
    1xTuk-Tuk Scrapper
    1xStingscourger
    1xGoblin Sharpshooter

    Lands
    6xMountain
    1xPlains
    4xPlateau
    4xArid Mesa
    4xWasteland
    3xRishadan Port


    SB
    1xManriki-Gusari
    2xPyrokenesis
    3xtormod's Crypt
    3xanti-Combo (Chalice of the Void, Mindbreak trap,Pyostatic Pillar,Thorn of Ameythst)
    1xStingscourger
    2xWingshards
    2xDisenhant-effect



    Would love some feedback...the SB is the biggest issue right now...The Ringleader was cut cause there is just too many non-goblin cards in the deck at this point...was getting too many wiffs or just getting 1 card...the change has made the deck a lot better...

  11. #1151
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    Re: [Deck] Vial Goblins 2.0

    While people are suggesting Mogg Fanatic, I think we might as well consider Ember Hauler. It kills everything that Fanatic Kills and every x/2 creature... Including Mishra's Factories, Pridemages, Mirrar Crusader, Stoneforge Mistake, Merfolk Lords, every hate beer and much more. It also gives you more reach & a bigger body.

  12. #1152
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Deck Dont Matter View Post
    Been brewing this idea for the past week...Been doing so testing of MWS and gotten some solid success thus far...I introduce Vial GoBo-Blade
    [Core]
    -4 Goblin Ringleader

    Removal/Spice
    3xStoneforge Mystic
    1xBatterskull
    1xU. Jitte
    1xBasilisk Collar
    4xSwords to Plowshares
    3xGoblin Instigator
    1xTuk-Tuk Scrapper
    1xStingscourger
    1xGoblin Sharpshooter

    Lands
    6xMountain
    1xPlains
    4xPlateau
    4xArid Mesa
    4xWasteland
    3xRishadan Port


    SB
    1xManriki-Gusari
    2xPyrokenesis
    3xtormod's Crypt
    3xanti-Combo (Chalice of the Void, Mindbreak trap,Pyostatic Pillar,Thorn of Ameythst)
    1xStingscourger
    2xWingshards
    2xDisenhant-effect



    Would love some feedback...the SB is the biggest issue right now...The Ringleader was cut cause there is just too many non-goblin cards in the deck at this point...was getting too many wiffs or just getting 1 card...the change has made the deck a lot better...
    I was goldfishing a similar build. I think I ran some Gavaleers or whatever the equipment loving goblin is. I too, cut Ringleader, as there were just too many non-goblins after the equipment package was included.

    I didn't like it. There's a reason you most often see SFM in UWx builds: It is slow and needs free counters to keep the board in check while casting and activating SFM. SFM cannot be cast until T2, can't be activated until T3, and can't attack with Batterskull until T4. Any decent goblin deck kills T4 while goldfishing. Why slow your deck down with a combo that nullifies your Ringleader card advantage, disables your mana disruption (can't activate that Port/Wasteland if you need the mana to activate SFM), all for a combo that your deck can't even protect (no counters).

    In other words, it just doesn't fit. SFM doesn't do what Gobbos wants to do: Kill your opponent as quickly as possible while disrupting their manabase and gaining overwhelming card advantage.

    Trying to fight fire with fire just doesn't work in this scenario.

    Of course, if I'm wrong, and you have success at your next tournament with this build, then I will be nothing but supportive and happy for you, and I will want to read a detailed report of how it performed.

  13. #1153
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    Re: [Deck] Vial Goblins 2.0

    thanks jrw1985. What can best be explained by the changes is you can get the play of vialing in your stoneforge mystic on EoT turn 3. Also the deck has been better designed for the long game. Been finding more and more that goblins has to not rely as much on the turn 1 resolve of Vial or Lacky. This deck opens the deck to evolve more to the current enviroment. I'm planning to test in in vestal in a few weekends from now...on top of locals. Will let everyone know how it goes.

  14. #1154
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    Re: [Deck] Vial Goblins 2.0

    More and more SFM reminds me of the goyfquote i used a while in my sig.

    We got Goyf Threshold, Deadgoyf Ale, Survival of the Goyfest and Goyfalid Breakfast.
    It probably won't end until we have decks like Goyf Stax, Goyfbelcher, Goyfchantress, Vial Goyflins, Goyfstill, Goyf from the Loam, Faergoyf Stompy, Goyf-Pox, Goyf Confinement, 8-Land Goyfstompy, some deck built to abuse Tarmogoyf/Clone/Vesuvan Shapeshifer/Dance of Many, and the Dave Gearhart classic, Goyfidarity.
    And Ichgoyfrid, Red Deadgoyf, GES, 42landand4goyf.dec, Goyf Game and Ill-Gotten-Goyf-y Pop
    Goblins is the last deck where you want to splash anything else than goblins. I maybe can see SFM as 2of in Merfolk, but def. not here.


    EmberHauler cant kill the important 1-drops, not even the 2 drops, because of its manarequirement.
    To bad Lavamancer isnt a goblin :(
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  15. #1155
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Humphrey View Post
    EmberHauler cant kill the important 1-drops, not even the 2 drops, because of its manarequirement.
    Wow I didn't know that games only last two turns! I guess goblins is a really bad deck with that theory in mind.

  16. #1156
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Avatara View Post
    Wow I didn't know that games only last two turns! I guess goblins is a really bad deck with that theory in mind.
    If you cant see why Hauler is much worse than Fanatic, I suggest you play the deck a bit more and test both. Especially against GW Maverick. Heck, I suggest you play more Legacy at all. Id rather play Tarfire If I need to deal 2
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  17. #1157
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Humphrey View Post
    If you cant see why Hauler is much worse than Fanatic, I suggest you play the deck a bit more and test both. Especially against GW Maverick. Heck, I suggest you play more Legacy at all. Id rather play Tarfire If I need to deal 2
    I suggest you learn about sarcasm

  18. #1158
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Avatara View Post
    I suggest you learn about sarcasm
    Point is that we are looking for fast and efficient answers on those hordes of x/1 creatures that are being played frequently, lately. Bob, Mother, Hierarch, Dryad Arbor, Scryb Ranger....Mogg Fanatic is a 1-mana-removal for those guys. Ember Hauler costs 3 mana and has the almost unimportant advantage of being able to kill some less important creatures a well.
    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. #1159

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Humphrey View Post
    To bad Lavamancer isnt a goblin :(
    this.

  20. #1160
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Avatara View Post
    I suggest you learn about sarcasm
    Quote Originally Posted by GoboLord View Post
    Point is that we are looking for fast and efficient answers on those hordes of x/1 creatures that are being played frequently, lately. Bob, Mother, Hierarch, Dryad Arbor, Scryb Ranger....Mogg Fanatic is a 1-mana-removal for those guys. Ember Hauler costs 3 mana and has the almost unimportant advantage of being able to kill some less important creatures a well.
    And the difference between Fanatic and Hauler can indeed be the difference between a Turn2 loss (dredge) or not.
    Got tired of Legacy and you like drafts? Try my Paupercube What?

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