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Thread: [Deck] Goblins

  1. #1361
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    Re: [Deck] Vial Goblins 2.0

    Hey guys,
    here is my report from a local ~40 people tournament:
    I went with the following list, which I was not satisfied with but I couldn't find a 4th Port and Duals to play, Perish, Warren Weirding or TSH...
    //Lands (22):
    3x Port
    4x Wasteland
    15x Mountain

    //Core (26)

    //Flex (12):
    3x Gempalm Incinerator
    1x Stingscourger
    1x Tarfire
    1x Mogg Fanatic
    1x Sharpshooter
    1x Tuktuk Scrapper
    4x Mental Misstep

    //Sideboard (15):
    2x Pulverize
    2x Shattering Spree
    1x Goblin Tinkerer
    4x Pyrokinesis
    2x Tormord's Cyrpt
    1x Relic of Progenitus
    3x Pyroblast

    Round 1: Aluren
    Game 1-I don't know what he's playing until he went into the combo and won. 0-1
    Game 2-I boarded Pyroblast and countered his intuition, which kept him off the game and I finished him with tarfire, which he was making fun of already game 1. 1-1
    Game 3-I mull to 6 and keep a slow hand. When he plays Aluren and doesn't have all combo pieces I realize that I can also play creatures without casting cost-so 2 warchief enter, followed by a 2 mana ringleader and 2 piledriver. When I attack he plays kitchen finks from his hand, gains life and blocks, gains life again. He stays in the game and next round goes into combo. 1-2

    Round 2: Maverik
    Game 1-We both mull to 5, he's on the play and lays a dual, I waste it on my turn. So he plays gea's craddle, I play mountain, lackey, go and he just passes the turn, not finding a land drop the whole game. So I just beat him down in 3 more turns. 1-0
    Game 2-He's on the play again and so it goes fore and back. We end up in lategame where he's 2 Knights and I accumulate gobos on the table, countering his noble hirach and mother of runes with MM. Finally I attack, which he blocks with the Knights and finish him off with Sharpshooter. 2-0

    Round 3: ANT
    First of all I have to say I knew this player from a previous tournatment and also knew that he was playing ANT again, so I also knew which hands to keep and what to board.
    Game 1-He just finds preordain and puts the cards to the bottom of the library, I have lackey and warchief, as well as matron into piledriver and draw 2 more lackeys which finish him off on my turn 4 (he was on the play again). 1-0
    Game 2-I didn't pack chalices so I boarded Pyroblast and the Crypts??? I mull to 6 and he starts with brainstorm. I topdeck one Crypt and play it together with lackey. He dueresses me, but finds nothing. Ironically I topdeck a misstep, play port and attack. He wants to bounce the lackey but I Misstep it, connect into warchied and tap his island in his upkeep. He plays a second one and Ponder and passes. I put down a piledriver and connect into Ringleader, he's at 3 life and I tap his underground sea, so he sits on two islands and conceeds. 2-0
    Afterwards he explained me, that he could not go off because my Crypt hindered him from playing Il-gotten gains.

    Round 4: Deadguy Ale
    Game 1: I play the game while he tries to StP lackey which I misstep, when he finally puts a creature into game (vampire nighthawk) I bounce it with stinger and win. 1-0
    Game 2: I connect with lackey into Siege-Gang and the game is over before he can do anything except playing a SFM searcing for batterscull... 2-0

    Round 5: Maverik
    Game 1: I keep a one land hand with two vials and we get to lategame early. I manage to put tuktuk his batterscull and have a siege gang before he can attack with jitte. Somewhen I win-can't remember what made it, but I had answers to all threads. 1-0
    Game 2: I don't really know what to board, so I go with 2 Pyrokinesis (for Fanatic and a vial) and the tinkerer because one artifact removel is just to few, especially since they get them back with eternal wittness. We also get to late-game pretty fast-there are 2 key events that made up the game. The first one was, when I vialed in a Matron and in response he StP my warchief. My plan was to destroy his mana base by tutoring up a sharpshooter and play it with haste-so i decided for something else to play, maybe even a new warchief... The second event was when I vialed in a ringleader as the second last card of my hand and found....4 lands :( ok but I still had one in hand, I played the other one for 3cc and found...3 lands and a lackey, which I also played. With no cards in hand the game went one for 2 more turns and i found misstep and vial and lost. 1-1
    We only had 10 minutes left to play and he asked me to draw but I neglected. But it turned out to be a draw anyways because of time, while I had a worse board position. So actually i could be pretty happy with it.

    Round 6: Maverik
    I was just coming from the other game as the new one begun and didn't even have my sideboard removed from deck. So while I was doing so I got totally confused with everything, 'cause he already shuffeled and when we drew I wasn't totally there, which caused a chain of mistakes I'm even ashamed of to tell-with other words I lost badly. 0-1
    Game 2: I finally was on the play and went mountain, lackey, go. The plays savannah. I attack, he StP, I misstep, connect into Siege-Gang and waste his land. He concieds right there. 1-1
    Game 3: I just can't find the answers to the threads he's putting on the table (Thrun, the Last Troll, Edric, Spymaster of Trest, Scavenging Ooze, Batterscull) and finally get overrun with the help of mother of runes. 1-2

    So I ended up 13th with a 3-2-1 record, but I could have made top 8 if I had been concentrated on my first game in the last match. That was very unprofessionell-so that's something I got for the next tournament.
    It also seemed like Maverik is all over the place and half of the people played it. Misstep is pretty awesome and if you don't draw it-you go the aggro way. I even used mid-game misstep topdecks for lategame mothers of runes. Fanatic did an Ok job but I still boarded it out. Pyrokinesis is not as good as usual because of all the spot removal MD. So if I had drawn a Perish late game, I would have won all Maverik Matchups-so definetly want that splash, also for one WW. I didn't miss Chieftain at all-didn't see any engeneered plaques, but just wanted to get Sharpshooter online sometime...
    Other than that people were surprised to see goblins and didn't expect MM in it-still wished for that last game to replay, but I can live with that result.
    Gobbos: Kings of flavortext!

  2. #1362

    Re: [Deck] Vial Goblins 2.0

    Hey Guys, just went 4~2 finshing in 12th in the last Local Legacy Tournament with 64 players.
    Played with Rgb Misstep the list was the following:

    Lands (24)
    4 Bloodstained Mire
    2 Wooded Foothills
    4 Wasteland
    3 Rishadan Port
    5 Mountain
    1 Swamp
    3 Badlands
    2 Taiga

    [Core] 26

    [Flex] 11
    4 Mental Misstep
    3 Gempalm Incinerator
    1 Wort, Boggart-Auntie
    1 Stingscourger
    1 Tin-street Hooligan
    1 Warren Weirdings

    (yeah i know 61, i just couldn't figure what to cut before the champ)

    Sideboard:
    4 Cabal Therapy (MVP)
    3 Ancient Grudge
    3 Pyrokinesis
    1 Goblin Sharpshooter
    1 Earwig Squad
    3 Perish

    Faced the following:
    2 points before (1- i have a real bad memory can't even remember what i had for breakfast. 2- My english is not the best :/)

    Round 1:Urgw rogue with quirion dryad and stoneforge. (2-1)
    the list was kinda crazy no basics, stifle missdirection fow's and sfm
    G1 Vial stick on 1, wasted 3 lands cycled on a noble and ride warchief and piledriver to victory (also screwed his mana with a port)
    G2 he counter lackey, destroy vial counter matron, and when i resolve a ringleader i get only another lackey :/
    G3: Lackey stick, he get a jitte from SFM, and when i TSH he stiffle it, pyrokinesis get rid of the SFM the a perish clear the way to victory
    1-0
    Round 2:Hive Mind (2-1)
    g1 - he plays tomb and passes, i waste it pass back and he does nothing, even sticking Lackey on the next turn i don't get pressure for 3 turns (draw 3 vial) then a ringleader got lethal on board, then he find the blue source and combo me via SaT (some point he get a monolith) if i had a fetch i could have payed his green pact but not that time :/
    G2- was pretty much the same thing except that i therapy his SaT and kill him on Turn 4
    G3- i Therapy and see 2 emrakuls Sat and some pacts (hit the SaT), then Earwig squad get rid of the other 3, and i get the time i need to kill him out.
    2-0
    Round 3:Khuldota combo (U version with blightsteel and staff of domination)
    Game 1 can' remember well but i TSH his blocker even with a trinsphere get a driver via Vial (had a warchief in play and swing 2 times
    Game 2 Lackey stick i therapy b4 combat and see that he got the combo, i place the stingscourger without target for therapy but even that he combo me out anyway :/
    Game 3 Lackey stick i hit for matron that helps 2 therapys strip his hand, game from here.
    3-0
    Round 4: SpiralTide
    G1: I misstep tide and win sticking lackey for gang and piledriver on T2 (lulz)
    G2: I miss black sources for 4 turns with 2 therapys and he combo me at 4 life :/
    G3: I stick lackey with misstep on his, then got warchief and driver on 2, with 4 life once again he combo me out (even that this time he take's the therapy getting rid of 2 meditates and 1 tide.
    3-1
    Round 5: Enchantress
    Game 1: He starts i remember that i stick lackey get warchief and matron for driver T2, T3 i get wort he go down to 3 and plays Moat, then i never find SGC
    Game 2: He mulls to 5, i get Lackey into SGC and Driver, Therapyed for Solitary confinament that hit and MM the elephant grass.
    Game 3: Lost cause i screwed my thought process i had misstep and therapyed for wild growth instead of solitary confinament he had the confinament and locked me from there (he get a chrome mox on T1 for enchantress), then confinament on t2 for a bunch of other enchantress effects :/
    3-2 I had some chance of Top8'ing so i give a shot at round 6
    Round 6 Uw Stoneblade (with the faerie package)
    G1: Wort won the game after a ringleader for 4 lands and 2 piledrivers eat the plowshare's =]
    G2: i Mull into 4 and get crushed for SFM on t2
    G3: we Both mulls to 6, i stick lackey he plays island go, i get into Siege-Gang and play the 2nd Lackey
    He plays Fetch Go, i bash he cracks plays a Spellstutter i trow a goblin at her from lackeys get matron and ringleader he scoops :D

    The Main deck made me pretty happy i just don't know what to cut (any thoughts?)
    The meta was with lots of merfolks and control and i got paried with most random things -__-
    From the Board sharpshooter don't came in really much but i still like him most, don't know what to cut but i would like to find room for 1-2 Blasts.
    IMO screwing my sb to help find combo don't worth it i will do my best with therapys and MM and hope for the best (even that most combo here are SaT based and therapy is fine aganist them)
    Therapy was allways a good card to draw and i used it in most of the games.

    Once again sorry for my awfull english and hope that the info i brought can help us get back to the top soon :D (Goblins are not dead i made 2 Top4 and this Top11 in the last 3 tournaments i played just not as powerfull as it was B4 misstep)

  3. #1363
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    Re: [Deck] Vial Goblins 2.0

    Is MM worth playing 1-2 volcanic islands?
    Especially in late game you have more mana than necessary so fetching for a dual and hardcasting MM would cause less loss of life...
    Gobbos: Kings of flavortext!

  4. #1364
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by BigBopper View Post
    Is MM worth playing 1-2 volcanic islands?
    Especially in late game you have more mana than necessary so fetching for a dual and hardcasting MM would cause less loss of life...
    No need to run Volcanic Islands. That's why they printed MM with Phyrexian mana. Running VI makes you more susceptible to Wasteland, you still need to play fetches for it anyway (So you're really only saving yourself 1 life), and the extra risk you expose your deck to is not worth the net gain of 1 life. And you usually want to cast MM for free T1 or T2 anyway. Additionally, MM saves you a lot of life in the long run of the game. Countering a Nacatl, Brainstorm, or Careful Study buys you a turn, and is well worth the 2 life investment.

  5. #1365
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by BigBopper View Post
    Round 1: Aluren
    Game 1-I don't know what he's playing until he went into the combo and won. 0-1
    Game 2-I boarded Pyroblast and countered his intuition, which kept him off the game and I finished him with tarfire, which he was making fun of already game 1. 1-1
    Game 3-I mull to 6 and keep a slow hand. When he plays Aluren and doesn't have all combo pieces I realize that I can also play creatures without casting cost-so 2 warchief enter, followed by a 2 mana ringleader and 2 piledriver. When I attack he plays kitchen finks from his hand, gains life and blocks, gains life again. He stays in the game and next round goes into combo. 1-2

    Round 6: Maverik
    I was just coming from the other game as the new one begun and didn't even have my sideboard removed from deck. So while I was doing so I got totally confused with everything, 'cause he already shuffeled and when we drew I wasn't totally there, which caused a chain of mistakes I'm even ashamed of to tell-with other words I lost badly. 0-1
    Game 2: I finally was on the play and went mountain, lackey, go. The plays savannah. I attack, he StP, I misstep, connect into Siege-Gang and waste his land. He concieds right there. 1-1
    Game 3: I just can't find the answers to the threads he's putting on the table (Thrun, the Last Troll, Edric, Spymaster of Trest, Scavenging Ooze, Batterscull) and finally get overrun with the help of mother of runes. 1-2
    A reminder against Aluren- When they combo off they need Imperial Recruiters in play which they then start bouncing with Dream Stalker to then tutor their other combo pieces and win. SOoOoO- When they cast Dream Stalker you just need to cast Matron>Sharpshooter with a Warchief in play and use Sharpshooter to blow up their Recruiters (in response still to the Dream Stalker). Then they have no combo ability.

    Against Maverick (and, like, everything) Black splash is still a bomb. WW is great against all the fatties in the format, and Perish is of course a game winner.

    Good report, too.

    Quote Originally Posted by Gustaco View Post

    Round 4: SpiralTide
    G1: I misstep tide and win sticking lackey for gang and piledriver on T2 (lulz)
    G2: I miss black sources for 4 turns with 2 therapys and he combo me at 4 life :/
    G3: I stick lackey with misstep on his, then got warchief and driver on 2, with 4 life once again he combo me out (even that this time he take's the therapy getting rid of 2 meditates and 1 tide.
    3-1
    Round 5: Enchantress
    Game 1: He starts i remember that i stick lackey get warchief and matron for driver T2, T3 i get wort he go down to 3 and plays Moat, then i never find SGC
    Game 2: He mulls to 5, i get Lackey into SGC and Driver, Therapyed for Solitary confinament that hit and MM the elephant grass.
    Game 3: Lost cause i screwed my thought process i had misstep and therapyed for wild growth instead of solitary confinament he had the confinament and locked me from there (he get a chrome mox on T1 for enchantress), then confinament on t2 for a bunch of other enchantress effects :/

    Once again sorry for my awfull english and hope that the info i brought can help us get back to the top soon :D (Goblins are not dead i made 2 Top4 and this Top11 in the last 3 tournaments i played just not as powerfull as it was B4 misstep)
    It sounds like you had the High Tide match under control, except for that mana screw G2. I've started packing Cabal Therapy in my SB too, even though I haven't yet gotten the chance to cast one. They're clearly the best combo hate at the moment since the field is too open for combo. They also help out against control-combo like Enchantress. Good report.

    Thanks for posting your reports with MM lists! It sounds like you're finding success with MM. Both of you had losses that looked more like bad luck than your deck being outmatched, which is always preferred to being unfit for competition. I still want to see a MM-Goblin deck in the top 8 of a SCG Open.

  6. #1366
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by jrw1985 View Post
    A reminder against Aluren- When they combo off they need Imperial Recruiters in play which they then start bouncing with Dream Stalker to then tutor their other combo pieces and win. SOoOoO- When they cast Dream Stalker you just need to cast Matron>Sharpshooter with a Warchief in play and use Sharpshooter to blow up their Recruiters (in response still to the Dream Stalker). Then they have no combo ability.
    Thanks for the advise, but he played a ugb-version and intuition for raven familiar...
    Another thing that I forgot is, that Maverik hit me had during mid-game, when I was having contol over the board and they were trying to evolve a position with a boarded Wing Shards. Both of them played it as a one off, but still going in with Matron, Warchief and Piledriver turn 4 or 5 while with one spell on my turn makes it pretty rough... still I won one of these games. But there is no way to see that coming or prevent for it...
    Gobbos: Kings of flavortext!

  7. #1367
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    Re: [Deck] Vial Goblins 2.0

    Tournament Report
    Just a small 4 Rounder where I went 2-2
    Decklist Rgb Goblins
    25 Core (-1 SGC)
    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    1 Seige-Gang Commander

    13 Flex
    4 Mental Misstep
    1 Warren Weirding
    1 Stingscourger
    1 Tin Street Hooligan
    3 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter

    22 Land
    4 Wasteland
    4 Rishadan Port
    2 Badlands
    2 Taiga
    4 Mountains
    6 Fetchlands

    Sideboard
    4 Leyline of the Void
    4 Cabal Therapy
    2 Red Elemental Blast
    1 Pyrokinesis
    3 Ancient Grudge
    1 Perish

    R1 Poison
    G1 I had MM for his 1drop, Wasteland for his Nexus, and got my hoard rolling for the win.
    G2 T3 poisoned to death by an unblockable 1/1!
    G3 Mulled to 4... Lost.
    This is actually a pretty bad matchup because 1) creatures with evasion are difficult since we don't have StP or PtE, 2) our Gempalms don't work well because they have free pumps, 3) if you give them 1 turn with an Infect creature online you're probably going to lose. Basically, we don't have access to spot removal that's effective against their creatures. Also, they can cast Berserk and pumps after you declare blockers, so if 1 guy even gets through it ends the game usually.
    0-1

    R2 BW
    2-1 this round. Nothing too amazing to report. His deck seemed light on land, and I picked up at least 1 win because of it.
    1-1

    R3 Merfolk
    G1 I'm on the draw. T1 he plays Vial. I MM it. He MMs my MM. I have a 2nd MM and his Vial is dead. I then land a T1 Lackey. He plays a T2 Silvergil Adept. I Gempalm it T2 and cruise to the W.
    G2 I get him to 10, but he stabilizes with a Jitte. L.
    G3 I own the bejeezus out of him. He starts developing his board with a few Lords and a Mutavault. I attack with lethal out of just my Piledriver. He activates Mutavault, but I Gempalm it before he can declare blocks. W
    2-1

    R4 Zoo
    G1 I'm on the draw, mull to 6 and have no 1 drops. I'm facing down 3 Nacatls going into my 2nd turn. Lose.
    G2 Another mediocre hand for me (Mulled to six for 2 Vial, 2 Warchief, 2 Lands [so like, no removal or draw spells to get me back in the late game]), but I fight the good fight and get him down to 6 life before he puts me away. So it goes.
    2-2

    That Infect deck is pretty brutal. There's just not enough time for us to get established and it has plenty of redundancy and disruption. You really need to have an answer for every creature they play the turn they play it, because if just 1 gets through your game is over. Also, mulling to 4 against anything is pretty gnarly.
    Zoo is Zoo. It's hard to be sneaky when you're getting bashed with 3 Nacatls. That's usually how it goes against Zoo though. If they have 3 creatures and 2 removal spells in their opening hand you're probably not going to win.
    I realize that going 2-2 is nothing to brag about, but I didn't write this to brag. I won when I had playable hands. I lost matches where I mulled to 4 and 6. I won with a god-hand against Merfolk G1 (2 MM, Lackey).

    I feel like Goblins needs more spot removal MD. Anyone playing lists with Tarfires? I think I could cut 1 Chieftain and TSH to make room for 2 Tarfires (they're better against SFM anyway). TSH just isn't effective enough. You hold him in your hand until turn 4! They play turn 2 SFM, activate it on T3's end-step, so you can't even blow up Batterskull until T4, and they have 3 mana up to bounce it by then anyway (or a counterspell). So I think I'll try dropping TSH the next time I play. I'll keep the Green splash though, just for Ancient Grudge (still worth it). And having Tarfire gives you a few more outs against the usual gang of idiots (Bob, Bop, Nob, Gob, Lavamancer, Clique, whatevs).

  8. #1368
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    Re: [Deck] Vial Goblins 2.0

    nice report jrw, but you cant be serious about that infect pile.
    That deck is so bad i cant even find words for it. Play Mogg Fanatic and shoot at their creature in YOUR turn, let them waste 1-2 pumpspells just for protecting them, save a Misstep or something for berserk and then you won. Thats the easiest matchup ever. Congratz on the fish ownage tough, i appreciate it.
    True strength lies in action. Let the weak react to me! -Kamahl, Pit Fighter

  9. #1369

    Re: [Deck] Vial Goblins 2.0

    @jrw: I'm playing 3x Fanatics main and they are more or less interchangeable with Tarfire. I like Fanatic just for the splash hate against Dredge. Tarfire is better vs Zoo, SFM though. I'm also playing 3x Warren Weirding MD too because it works so well with the extra removal and is awesome in general.

  10. #1370
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    Re: [Deck] Vial Goblins 2.0

    I played Fanatic and Tarfire and liked Tarfire more. I see Fanatics advantages, but getting Sharpshooter online takes some time, too. I usually dropped him when boarding for pyrokinesis. But I would still cut Chieftain at all and keep the artifact removal MD, cause Jitte and Batterscull are still are threat I want to respont. I also have the felling that MM is countering most of Fanatics targets, like Bird, Hirach, Mother, Lavamancer...
    How did it fell to play with one SGC. I always have the feeling that he rocks lategame and when your vial is already set on four you can tutor for it! So is one enough?
    Gobbos: Kings of flavortext!

  11. #1371

    Re: [Deck] Vial Goblins 2.0

    If blue is so dominant why don't we pack 7-8 pyro / red elemental blasts in our sideboard instead of 3-4? Can stop missteps, brainstorm, daze, stifle, ponder, FOW etc, eg their counter ability and engine. We could then get to our matron / ringleader engine having taken the steam out of all the dominant blue decks. Just a thought as in the past this has worked for me when i have correctly anticipated the meta.

  12. #1372
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by orcanmail View Post
    If blue is so dominant why don't we pack 7-8 pyro / red elemental blasts in our sideboard instead of 3-4? Can stop missteps, brainstorm, daze, stifle, ponder, FOW etc, eg their counter ability and engine. We could then get to our matron / ringleader engine having taken the steam out of all the dominant blue decks. Just a thought as in the past this has worked for me when i have correctly anticipated the meta.
    Because it does not counter the most problematic spells on other decks, like NO RUGs Natural Order, or Stoneblades Stoneforger...
    I really don't see a MU where I'd like to board 7-8 Pyros... (maybe Hive Mind...)
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    Re: [Deck] Vial Goblins 2.0

    Actually, my major prolem would be affording the sideboard space. With all that equiments floating around (Jitte and Sword Fire/Ice are also seen elsewhere) I want to prepare for that-not to mention mass removal (Pyrokinesis/Perish) and Graveyard-hate...
    I'm just happy not to see any Engeneered Plagues, so I don't have to board any pumping Lords.
    Gobbos: Kings of flavortext!

  14. #1374
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    Re: [Deck] Vial Goblins 2.0

    What do you guys side out versus NO Rug, UW Stoneblade and Zoo?

  15. #1375

    Re: [Deck] Vial Goblins 2.0

    Against Zoo it's usually -3 Piledriver +3 Pyrokinesis if I don't know what version they are playing. The only thing I'd board against NO RUG is Perish if you play Black. I'd take out a couple Piledrivers and a Chieftain. The only thing I would want against Stoneblade is artifact removal and maybe a couple Red Blasts or Therapies. Chieftain and Sharpshooter aren't that great here. Really, it depends on what kind of list you are playing. That would help.

  16. #1376
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    Re: [Deck] Vial Goblins 2.0

    Why would you board out piledriver against NORUG? He's the only guy that is a serious threat, cause with a couple of 'em on the table you can walk by Progenitus. So attacking is a considerable question for him. I would board out MM, Chieftain and you MD artifact hate.
    Gobbos: Kings of flavortext!

  17. #1377
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    Re: [Deck] Vial Goblins 2.0

    This is the list I am playing. I know it is unconventional, so that is why I didn't post it in first place.

    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Ringleader
    4 Goblin Matron
    4 Goblin Chieftain
    4 Goblin Piledriver
    3 Gempalm Incinerator
    3 Lightning Bolt
    2 Siege-Gang Commander
    2 Stingscourger
    2 Warren Insitigator
    1 Lightning Crafter

    16 Mountains
    4 Wasteland
    3 Mutavault


    SB:
    2 Stingscourger(Show and Tell decks +2, Other big creature decks +1)
    2 Warren Instigator(Some combo and control decks)
    2 Relic of Progenitus(Dredge/Reanimator)
    3 Tormod’s Crypt(Dredge/Reanimator)
    3 Surgical Extraction(Intuition/Reanimator/Dredge)
    2 Tarfire(Non Goyf/Nacatl creature decks)
    1 Mogg Fanatic (Dredge, Small Creature decks)


    This is what I am thinking of sideboarding at the moment:
    NO RUG
    -1 Lightning Crafter
    +1 Mogg Fanatic

    UW Stoneblade:
    -2 Stingscourger
    -1 Lightning Bolt
    +2 Tarfire
    +1 Warren Instigator

    Zoo
    -1 Goblin Piledriver
    +1 Stingscourger

  18. #1378

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by BigBopper View Post
    Why would you board out piledriver against NORUG? He's the only guy that is a serious threat, cause with a couple of 'em on the table you can walk by Progenitus. So attacking is a considerable question for him. I would board out MM, Chieftain and you MD artifact hate.
    Because I'm trying to attrition them which they are ill-equipped to play that game. It also makes it very difficult to actually resolve NO if they have no Green creatures.

    @Guy that boarding strategy looks fine although your SB is unconventional. Do you really need that much GY hate?

  19. #1379
    plays Mountains
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Amon Amarth View Post
    Do you really need that much GY hate?
    I agree with Amon, more than half of your sideboard is dedicated to the yard.
    Pyrokinesis is a great tool to be able to board in, especially in mono-red.
    How's Mutavault working out for you?

  20. #1380
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Amon Amarth View Post
    Because I'm trying to attrition them which they are ill-equipped to play that game. It also makes it very difficult to actually resolve NO if they have no Green creatures.

    @Guy that boarding strategy looks fine although your SB is unconventional. Do you really need that much GY hate?
    I think that is good reasoning about Piledriver Amon. Although, I think them playing NO for Prog with no other blockers and then you killing them with Piledriver is a good option too... also Piledriver is only blocked successfully by Goyf.

    My SB reflects my hate for losing to dredge. There really isn't many cards that are great in the sideboard.... I feel non combo decks I can win without SB too much (more likely oversideboard to lose) and Storm isn't played too much so most combo decks are graveyard based.

    Quote Originally Posted by Ace/Homebrew View Post
    I agree with Amon, more than half of your sideboard is dedicated to the yard.
    Pyrokinesis is a great tool to be able to board in, especially in mono-red.
    How's Mutavault working out for you?
    Mutavault is awesome. Would play mountain over vault to get more reliable Warren Instigator mana. Port seems bad, I want to be playing spells so don't use it in the first 5 turns or so. In the late game I would rather beat for 2 than tap a useless land... In addition lightning bolt gets rid of factories/vaults that would block so port isn't needed there much. Any of you have this happen: You port their land instead of playing spell, they tap land you ported, brainstorm, then fetch... :/ Plus mutavault gets pumped by chieftain :DDD

    I tried pyrokinesis in the board, I would play it if it did six damage. Usually kills 1 creature, if lucky two (so you break even). I would only play it if I thought I could get a lot of 3 for 1s, like if Goblins or Elves got popular again. That was why people started playing pyrokinesis btw, for the mirror.

    I am not too concerned of my "crumpy" SB, more wondering what are the worst cards in Goblins against different matchups.

    Here are my plans so far:
    Dredge
    +1 Mogg Fanatic
    +2 Relic of Progenitus
    +3 Tormod's Crypt
    +3 Surgical Extraction
    -3 Lightning Bolt
    -3 Gempalm Incinerator
    -1 Lightning Crafter
    -1 Aether Vial
    -1 Goblin Ringleader

    Show and Tell:
    +2 Stingscourger
    +2 Warren Instigator
    +3 Surgical Extraction
    -3 Lightning Bolt
    -1 Lightning Crafter
    -3 Gempalm Incinerator

    Reanimator
    -3 Lightning Bolt
    -3 Gempalm Incinerator
    -1 Lightning Crafter
    +3 Surgical Extraction
    +3 Tormod's Crypt
    +2 Relic of Progenitus
    -1 Goblin Ringleader
    +2 Warren Instigator
    +2 Stingscourger
    -4 Aether Vial


    Merfolk/Elves/BW Midrange
    -2 Stingscourger
    +2 Tarfire

    Burn
    -3 Gempalm Incinerator
    -1 Lightning Crafter
    +2 Warren Instigator
    +2 Tarfire

    GW Maverick
    +1 Mogg Fanatic
    -1 Goblin Piledriver

    Any decks I missed? Not sure with GW Maverick but want to follow the plan of not blocking and then at some point bounce/burn blockers and alpha strike for the win or 10+ damage, if not lethal hopefully putting up blockers with Lackey/Instigator Triggers. Additional Stingscourger's may be good for bouncing blockers and chumping big creatures in that matchup.
    Last edited by Guy I Don't Know; 09-08-2011 at 11:02 PM.

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