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Thread: [Deck] Goblins

  1. #1581
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    Re: [Deck] Vial Goblins 2.0

    @Mantis: Why play Bolts MD over Pyrokinesis?
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  2. #1582

    Re: [Deck] Vial Goblins 2.0

    Simple. Would you be willing to Pyrokinesis a confidant or a manadork to clear way for lackey or just simply Bolt it? Sure, it loses value during late game, but there's already ten cards MD for that

  3. #1583
    The Fire That Doesn't Burn
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    Re: [Deck] Vial Goblins 2.0

    Just won my local weekly Legacy tournament with Rb Goblins, second place was a Rg Goblin deck.

    Quote Originally Posted by aequi View Post
    Hi, I will also play Goblins in Amsterdam.

    This is my SB:

    3 Leyline of the Void
    3 Pyrokinesis
    2 Krosan Grip
    1 Tin Street Hooligan
    4 Pyrostatic Pillar
    2 Perish

    Would you play Mindbreak Trap over Pyrostatic Pillar? I just tested against TES and PP was great.
    If you are going to run Leyline of the Void you need to run 4. Otherwise you might as well run Tormod's Crypt. If you aren't maximizing the chance of having it in your opening hand then it doesn't really have any upside. I would also probably play Goblin Tinkerer in your SB over the Hooligan assuming you are running some Hooligans MD, Tinkerer is great against Batterskull, shutting it down across multiple turns even if they have the mana to bounce it.

  4. #1584

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Augustas View Post
    Simple. Would you be willing to Pyrokinesis a confidant or a manadork to clear way for lackey or just simply Bolt it? Sure, it loses value during late game, but there's already ten cards MD for that
    Can we make the argument for tarfire in this case?

  5. #1585
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Mantis View Post
    To prepare for this field, I quickly decided Lightning Bolt was insane and 4 are in order...Zoo and Maverick. I expect the latter to be played quite a lot.
    Concerning Maverick: pyrokinesis is the best friend you can have. For a Confidant you might still have another removal by the hand or wait a turn.
    I do play 2 Pyrokinesis maindeck and no bolts.
    About Tarfire: I guess I'll cut it in favor of Warren Weirding-loosing instant speed, but being prepared for Thresh and Reanimate.
    I also think Perish is a must-have in SB, thinking of Mongoose, Thrun, Goyf, Knight of Rel.
    Last edited by BigBopper; 10-20-2011 at 11:08 AM.
    Gobbos: Kings of flavortext!

  6. #1586

    Re: [Deck] Vial Goblins 2.0

    I'm going to play:

    4 AEther Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-Gang Commander

    3 Goblin Chieftain
    2 Warren Instigator
    3 Warren Weirding
    3 Gempalm Incinerators
    1 Stingscourger

    2 Rishadan Port
    1 Aunties Hovel
    4 Wasteland
    5 Mountains
    1 Swamp
    4 Badlands
    4 Bloodstained Mire
    1 Wooded Foothills

    My sideboard will be:
    3 Blood Moon (against Zoo, Maverick, Stoneforge, Team America, Natural Order)
    3 Cabal Therapy (against Maverick, ANT, TES, Reanimator, Stoneforge, Team America, Natural Order)
    3 Tormods Crypt (against Reanimator, Dredge)
    3 Perish (against Zoo, Maverick, Natural Order)
    3 Thorn of Amethist (against ANT, TES, Stoneforge, Team America)

    ANT/TES will be an auto-loss for me because they will duress Mindbreaker Trap. I'm going to focus on other match-ups.

    I think that the metagame will be:
    ++: Maverick, Stoneforge, Team America
    +: ANT, TES, Reanimator, Dredge
    +/-: Zoo, Natural Order
    -: Merfolk

    What do you think?
    Last edited by Nixx; 10-20-2011 at 11:44 AM.

  7. #1587

    Re: [Deck] Vial Goblins 2.0

    i am still of the opinion that you will need 3-4 chalice of the void in your sideboard for Amsterdam GP. The rest is personal preference and a meta call. I'd have sideboard enchantment removal ability and mogg war marshalls for example, Wish i could be going myself. Good luck and look forward to a report.

  8. #1588

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Nixx View Post
    I'm going to play:

    4 AEther Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-Gang Commander

    3 Goblin Chieftain
    2 Warren Instigator
    3 Warren Weirding
    3 Gempalm Incinerators
    1 Stingscourger

    2 Rishadan Port
    1 Aunties Hovel
    4 Wasteland
    5 Mountains
    1 Swamp
    4 Badlands
    4 Bloodstained Mire
    1 Wooded Foothills

    My sideboard will be:
    3 Blood Moon (against Zoo, Maverick, Stoneforge, Team America, Natural Order)
    3 Cabal Therapy (against Maverick, ANT, TES, Reanimator, Stoneforge, Team America, Natural Order)
    3 Tormods Crypt (against Reanimator, Dredge)
    3 Perish (against Zoo, Maverick, Natural Order)
    3 Thorn of Amethist (against ANT, TES, Stoneforge, Team America)

    ANT/TES will be an auto-loss for me because they will duress Mindbreaker Trap. I'm going to focus on other match-ups.

    I think that the metagame will be:
    ++: Maverick, Stoneforge, Team America
    +: ANT, TES, Reanimator, Dredge
    +/-: Zoo, Natural Order
    -: Merfolk

    What do you think?
    I totally disagree with your sideboard’s choices. First of all – why playing Blood Moon with heavy black splash? – that’s counterproductive.

    For example – let’s take a zoo matchup. You planning to board Perishes and Moons. If you fail to hit that lonely swamp (and believe me- it will happened a lot of times) by playing Moon you will be not able to play the best cards against zoo (name Perish). The same truth goes for Maverick matchup.

    You also have literally zero answers for resolved artifacts. But I can justify that because of Therapies and removal. Also - with therapies i would run mogg war marshal.

    I really don’t like crypts (one-shot, one-sided card). Why not playing 4 Leylines of the Void?
    As for the combo hate – you have therapies to cripple their hands. Thorn is ok card but I find too slow on the draw. I would try the split between traps and thorn ora traps and chalices.


    4 AEther Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-Gang Commander

    1 Goblin Chieftain
    2 Mogg War Marshal
    2 Warren Instigator
    3 Warren Weirding
    4 Gempalm Incinerator


    3 Rishadan Port
    4 Wasteland
    5 Mountains
    4 Badlands
    4 Bloodstained Mire
    2 Wooded Foothills

    Sideboard:
    4 Cabal Therapy
    4 Leyline of the Void
    3 Perish
    1 Stingscourger
    2 Chalice of the Void
    1 Mindbreak Trap

  9. #1589

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by liamb View Post
    I totally disagree with your sideboard’s choices. First of all – why playing Blood Moon with heavy black splash? – that’s counterproductive.

    For example – let’s take a zoo matchup. You planning to board Perishes and Moons. If you fail to hit that lonely swamp (and believe me- it will happened a lot of times) by playing Moon you will be not able to play the best cards against zoo (name Perish). The same truth goes for Maverick matchup.

    You also have literally zero answers for resolved artifacts. But I can justify that because of Therapies and removal. Also - with therapies i would run mogg war marshal.

    I really don’t like crypts (one-shot, one-sided card). Why not playing 4 Leylines of the Void?
    As for the combo hate – you have therapies to cripple their hands. Thorn is ok card but I find too slow on the draw. I would try the split between traps and thorn ora traps and chalices.


    4 AEther Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-Gang Commander

    1 Goblin Chieftain
    2 Mogg War Marshal
    2 Warren Instigator
    3 Warren Weirding
    4 Gempalm Incinerator


    3 Rishadan Port
    4 Wasteland
    5 Mountains
    4 Badlands
    4 Bloodstained Mire
    2 Wooded Foothills

    Sideboard:
    4 Cabal Therapy
    4 Leyline of the Void
    3 Perish
    1 Stingscourger
    2 Chalice of the Void
    1 Mindbreak Trap
    You are partly right.

    What I experienced is that my badlands get wasted a lot.
    When I have basic mountains in play and 1 fetch land I rather search for a Swamp then another Badlands/Mountains if he has a Wasteland waiting for me.

    The problem is that I don't have 4 Leyline of the Void or Chalice. Since I stopped playing 2 years ago, I don't feel like buying new cards just for one tournament.

  10. #1590

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by liamb View Post
    I totally disagree with your sideboard’s choices. First of all – why playing Blood Moon with heavy black splash? – that’s counterproductive.

    For example – let’s take a zoo matchup. You planning to board Perishes and Moons. If you fail to hit that lonely swamp (and believe me- it will happened a lot of times) by playing Moon you will be not able to play the best cards against zoo (name Perish). The same truth goes for Maverick matchup.

    You also have literally zero answers for resolved artifacts. But I can justify that because of Therapies and removal. Also - with therapies i would run mogg war marshal.

    I really don’t like crypts (one-shot, one-sided card). Why not playing 4 Leylines of the Void?
    As for the combo hate – you have therapies to cripple their hands. Thorn is ok card but I find too slow on the draw. I would try the split between traps and thorn ora traps and chalices.


    4 AEther Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-Gang Commander

    1 Goblin Chieftain
    2 Mogg War Marshal
    2 Warren Instigator
    3 Warren Weirding
    4 Gempalm Incinerator


    3 Rishadan Port
    4 Wasteland
    5 Mountains
    4 Badlands
    4 Bloodstained Mire
    2 Wooded Foothills

    Sideboard:
    4 Cabal Therapy
    4 Leyline of the Void
    3 Perish
    1 Stingscourger
    2 Chalice of the Void
    1 Mindbreak Trap
    You are partly right.

    What I experienced is that my badlands get wasted a lot.
    When I have basic mountains in play and 1 fetch land I rather search for a Swamp then another Badlands/Mountains if he has a Wasteland waiting for me.

    The problem is that I don't have 4 Leyline of the Void or Chalice. Since I stopped playing 2 years ago, I don't feel like buying new cards just for one tournament.

  11. #1591

    Re: [Deck] Vial Goblins 2.0

    I played a GP Trial today in Amsterdam and reached the Semi-Finals. Thanks for the Sideboarding advices. I managed to get my hands on some Chalice of the Void before the tournament and they were absolutly ridiculous against my first round opponent's Combo-Elves. I then beat Merfolk in Round 2 and BUG in Round 3. In round 4 I lost against a UR Counter/Burn deck.
    Anyway, still feeling good about winning 8 boosterpacks in my first Legacy tournament ever. :)

    I played this list:

    [Lands]
    18 Mountain
    4 Wasteland

    [Core]
    -1 Piledriver
    +1 SCG

    [Flex]
    2 Stingscourger
    2 Warren Instigator
    2 Gempalm Incinerator
    1 Goblin Tinkerer
    1 Pyrokinesis
    1 Goblin Sharpshooter
    2 Goblin Chieftain
    1 Tarfire

    [SB]
    4 Chalice of the Void
    4 Red Elemental Blast
    3 Tormod's Crypt
    1 Faerie Macabre
    2 Pyrokinesis
    1 Tuktuk Scrapper

    From what i've seen so far there are a lot of BUG Lists around. Same for Stoneforge Decks and Reanimator also seems to be quite popular. I'm thinking about including some Blood Moon effects but don't really know what I could cut.

  12. #1592
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    Re: [Deck] Vial Goblins 2.0

    Blood Moon - I've made this point a half-dozen times, but I'll make it again. You play Wasteland. Your opponent will recognize this and fetch Basics G2&3. This makes Blood Moon wayyyyyyy less effective than you need it to be. Just sayin'.

    So I'm playing in a tournament tomorrow. Here's what I played last time.

    Decklist Rgb Goblins
    26 Core
    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Seige-Gang Commander

    13 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal

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

    Sideboard
    4 Leyline of the Void
    4 Cabal Therapy
    1 Thorn of Amethyst
    1 Mindbreak Trap
    2 Pyrokinesis
    2 Ancient Grudge
    1 Perish

    I'm gonna make some changes just to adjust for the newer meta. This previous list was basically my Mental Misstep list with the MMs taken out and some more removal and MWMs brought in. Now that SFM and Batterskull aren't running the format G isn't a necessary splash anymore, but I still want Artifact hate since Equipment IS still very prevalent. Contradicting myself a bit, right? Basically, when MM was around you NEEDED answers to Batterskull, since SFM was about 25% of the meta. Now that MM isn't around you will still see plenty of equipment and need answers for it, but you don't NEED a G splash. So, i'll be cutting 1 Piledriver and 1 SeigeGang Commander and bring in 1 Goblin Tinkerer and 1 Tuktuk Scrapper. I can afford to cut the SGC since I'm running 2 MWM, so I have plenty of token generating cards still.

    In the SB I'll be pulling out CT for Chalice of the Void. Ancient Grudge can get pulled since I'll be running artifact hate maindeck. I need a strong game against Combo though, so I'll replace those ACs with Earwig Squads. The singleton Thorn will become a 2nd Mindbreak Trap. This leaves me with 2 Pyrokinesis and 1 Perish to board in against Aggro.

    I'll adjust my mana base to accommodate the heavier B splash. The 2 Taigas will become Badlands, and I'll swap out one Port for a Swamp.

    Tomorrow's list-

    24 Core
    4 Aether Vial
    4 Goblin Lackey
    3 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    1 Seige-Gang Commander

    14 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal
    1 Goblin Tinkerer
    1 Tuktuk Scrapper

    22 Land
    4 Wasteland
    3 Rishadan Port
    1 Swamp
    4 Badlands
    4 Mountains
    6 Fetchlands

    Sideboard
    4 Leyline of the Void
    4 Chalice of the Void
    2 Mindbreak Trap
    2 Pyrokinesis
    2 Earwig Squad
    1 Perish

    Let's see how it goes.

  13. #1593
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    Re: [Deck] Vial Goblins 2.0

    Blood Moon - I've made this point a half-dozen times, but I'll make it again. You play Wasteland. Your opponent will recognize this and fetch Basics G2&3. This makes Blood Moon wayyyyyyy less effective than you need it to be. Just sayin'.

    So I'm playing in a tournament tomorrow. Here's what I played last time.

    Decklist Rgb Goblins
    26 Core
    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Seige-Gang Commander

    13 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal

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

    Sideboard
    4 Leyline of the Void
    4 Cabal Therapy
    1 Thorn of Amethyst
    1 Mindbreak Trap
    2 Pyrokinesis
    2 Ancient Grudge
    1 Perish

    I'm gonna make some changes just to adjust for the newer meta. This previous list was basically my Mental Misstep list with the MMs taken out and some more removal and MWMs brought in. Now that SFM and Batterskull aren't running the format G isn't a necessary splash anymore, but I still want Artifact hate since Equipment IS still very prevalent. Contradicting myself a bit, right? Basically, when MM was around you NEEDED answers to Batterskull, since SFM was about 25% of the meta. Now that MM isn't around you will still see plenty of equipment and need answers for it, but you don't NEED a G splash. So, i'll be cutting 1 Piledriver and 1 SeigeGang Commander and bring in 1 Goblin Tinkerer and 1 Tuktuk Scrapper. I can afford to cut the SGC since I'm running 2 MWM, so I have plenty of token generating cards still.

    In the SB I'll be pulling out CT for Chalice of the Void. Ancient Grudge can get pulled since I'll be running artifact hate maindeck. I need a strong game against Combo though, so I'll replace those ACs with Earwig Squads. The singleton Thorn will become a 2nd Mindbreak Trap. This leaves me with 2 Pyrokinesis and 1 Perish to board in against Aggro.

    I'll adjust my mana base to accommodate the heavier B splash. The 2 Taigas will become Badlands, and I'll swap out one Port for a Swamp.

    Tomorrow's list-

    24 Core
    4 Aether Vial
    4 Goblin Lackey
    3 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    1 Seige-Gang Commander

    14 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal
    1 Goblin Tinkerer
    1 Tuktuk Scrapper

    22 Land
    4 Wasteland
    3 Rishadan Port
    1 Swamp
    4 Badlands
    4 Mountains
    6 Fetchlands

    Sideboard
    4 Leyline of the Void
    4 Chalice of the Void
    2 Mindbreak Trap
    2 Pyrokinesis
    2 Earwig Squad
    1 Perish

    Let's see how it goes.

  14. #1594
    Stomping blue decks with "dead" decks, as usual.
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by jrw1985 View Post
    Blood Moon - I've made this point a half-dozen times, but I'll make it again. You play Wasteland. Your opponent will recognize this and fetch Basics G2&3. This makes Blood Moon wayyyyyyy less effective than you need it to be. Just sayin'.

    So I'm playing in a tournament tomorrow. Here's what I played last time.

    Decklist Rgb Goblins
    26 Core
    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Seige-Gang Commander

    13 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal

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

    Sideboard
    4 Leyline of the Void
    4 Cabal Therapy
    1 Thorn of Amethyst
    1 Mindbreak Trap
    2 Pyrokinesis
    2 Ancient Grudge
    1 Perish

    I'm gonna make some changes just to adjust for the newer meta. This previous list was basically my Mental Misstep list with the MMs taken out and some more removal and MWMs brought in. Now that SFM and Batterskull aren't running the format G isn't a necessary splash anymore, but I still want Artifact hate since Equipment IS still very prevalent. Contradicting myself a bit, right? Basically, when MM was around you NEEDED answers to Batterskull, since SFM was about 25% of the meta. Now that MM isn't around you will still see plenty of equipment and need answers for it, but you don't NEED a G splash. So, i'll be cutting 1 Piledriver and 1 SeigeGang Commander and bring in 1 Goblin Tinkerer and 1 Tuktuk Scrapper. I can afford to cut the SGC since I'm running 2 MWM, so I have plenty of token generating cards still.

    In the SB I'll be pulling out CT for Chalice of the Void. Ancient Grudge can get pulled since I'll be running artifact hate maindeck. I need a strong game against Combo though, so I'll replace those ACs with Earwig Squads. The singleton Thorn will become a 2nd Mindbreak Trap. This leaves me with 2 Pyrokinesis and 1 Perish to board in against Aggro.

    I'll adjust my mana base to accommodate the heavier B splash. The 2 Taigas will become Badlands, and I'll swap out one Port for a Swamp.

    Tomorrow's list-

    24 Core
    4 Aether Vial
    4 Goblin Lackey
    3 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    1 Seige-Gang Commander

    14 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    2 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal
    1 Goblin Tinkerer
    1 Tuktuk Scrapper

    22 Land
    4 Wasteland
    3 Rishadan Port
    1 Swamp
    4 Badlands
    4 Mountains
    6 Fetchlands

    Sideboard
    4 Leyline of the Void
    4 Chalice of the Void
    2 Mindbreak Trap
    2 Pyrokinesis
    2 Earwig Squad
    1 Perish

    Let's see how it goes.
    I can see Wort being pretty nice with that toolbox list :)

    But I can't love Goblins without 4 Piledrivers. I mean, it's ability to turn the tide, and push stupidly amounts of damage when your opponent miscalculate attackers/blockers is wonderful, and it's a good (perhaps meh) topdeck in late game (unlike lackey and vial).
    Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return

  15. #1595
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Vandalize View Post
    I can see Wort being pretty nice with that toolbox list :)

    But I can't love Goblins without 4 Piledrivers. I mean, it's ability to turn the tide, and push stupidly amounts of damage when your opponent miscalculate attackers/blockers is wonderful, and it's a good (perhaps meh) topdeck in late game (unlike lackey and vial).
    You've talked me into it. I tried Wort out last year and hated her (him/it?), but I'll give her a go today. I cut one Chieftain for Wort, and hopefully Wort will give me some additional CA throughout the day. We will see.

  16. #1596
    plays Mountains
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    Re: [Deck] Vial Goblins 2.0

    I think I will always run 1 Wort in R/B. She's got 3 toughness which is randomly good against Elesh Norn and your opponents NEVER remember that she has Fear. I've snuck by Superman (Morphling) for the win because of her.

    Good luck today!

  17. #1597
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    Re: [Deck] Vial Goblins 2.0

    Tournament Report
    48 player tournament at The Monster's Den

    I was looking forward to playing in this tournament as I hadn't played Magic for a couple weeks. I made my decklist adjustments and bought some new sleeves and got to the Den with plenty of time to spare. I sleeved up the following-

    Core
    4 Aether Vial
    4 Goblin Lackey
    3 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    1 Seige-Gang Commander

    14 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    1 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal
    1 Goblin Tinkerer
    1 Tuktuk Scrapper
    1 Wort, Boggart Auntie

    22 Land
    4 Wasteland
    3 Rishadan Port
    1 Swamp
    4 Badlands
    4 Mountains
    6 Fetchlands

    Sideboard
    4 Leyline of the Void
    4 Chalice of the Void
    2 Mindbreak Trap
    2 Pyrokinesis
    2 Earwig Squad
    1 Perish

    R1 - Bye
    I had checked my opponent's name and our table number on the MU list, so I was a little perturbed when, 10 minutes after the start was called, there was still no one sitting across from me. I went up to the counter and asked them what was up, if they knew where my opponent was. Part of me was wondering if he had wandered into the bathroom and died after signing up. The organizers checked the sign-up list and found that my opponent hadn't actually signed up. His name was just accidentally included. Easy W for me. I went scouting.

    R2 - BW (Deadguy Ale?)
    G1- My opponent won the roll and chose to play. He kept a 7 that he knew was weird and he wasn't too happy with, but 2 Chrome Mox and no lands later he had a T1 Bob. I played a Mountain and a Vial. He drew a StP off of Bob and hit me for 2. I ticked up Vial and cast a Piledriver. He drew a fetch off Bob and passed. I Gempalmed Bob on my turn, and he cracked his fetch to Swords the Piledriver. I responded by Vialing in a Lackey, burning out Bob. I won from there. W
    G2- My opponent was on the play and played a land and passed. I cast one of the 2 Lackeys in my hand. T2 my opponent cast a Bitterblossom. I attacked with Lackey and dropped a Sharpshooter into play. I could have brought in a Ringleader, but I assumed he had no removal since if he did he would have used it on the Lackey rather than play the Bitterblossom. The Sharpshooter would allow me to blank his BB and kill any Bobs he might drop in. I played a Port as my second land and passed the turn. I ported a land in his upkeep, he had no removal on my Sharpshooter, and I ran him over the rest of the game. W
    2-0

    R3 Reanimator
    G1- He was able to Reanimate a Sphynx of the Steel Wind, but I was able to attack with 3 Pro-Blue Piledrivers to just blank his life gaining. W
    G2- I sided in some Leylines. My first hand had 2 Ports for land, 2 Vials, and a Stingscourger. It was pretty slow and marginal, and the Stingscourger had no guarantee of being able to target what he reanimated (plus there was no colored mana source), so I mulled. The next six had 2 Piledrivers but no 1 drop. Still pretty slow against what he can pull off. I mulled once more. My next five cards had Leyline, SGC, Warchief, Mountain, Fetch, Wasteland. OK. I dropped Leyline and he played a fetch. I topdecked a Lackey. Hot damn! I played Mountain, Lackey, Go. My opponent basically had an entirely reasonable WTF reaction. He played a Misty Rainforest the next turn and passed. I Played Wasteland to blow out an Arbor Dryad should he fetch it up, and I swung in with Lackey, connecting, and dropping SGC. Yeah, pretty good. Suffice to say, I won that game. W
    3-0

    R4 Zoo
    G1 My opponent was stuck on 1 land, but I had a Port and started shutting him down. W
    G2 This game was very competitive, very back and forth. He landed a Jitte which I was able to blow up with a Tuktuk Scrapper, but he was able to run me over with Goyf and Figure of Destiny. L
    G3 I was on the play and thought that I had seen mostly 1 drops from him this game, so I sided in 2 Chalice of the Voids. I got a Chalice, Lackey and 2 lands in my opening hand, plus I was on the play. I played mountain and Lackey, he played mountain and Chain Lighting on Lackey. T2 I played Chalice at1. He stared at his grip full of 1 drops. I then played Warchief and Piledriver and he scooped. Chalice @ 1 for the blowout! W
    4-0

    R5 Dark Depths Countertop
    G1 I was paired down, so my opponent wasn't in a position to draw into top 8 with me. We were gonna fight this out. He played an Underground Sea and Pondered. I cast Lackey. He Pondered again and missed a 2nd land drop. I Wasted the Sea and connected with Lackey. W
    G2 He was on the play again, layed an Underground Sea and passed. I had a grip with Wort, Gempalm, Lackey and land. I cast my Lackey and he stuck. My opponent cast a turn 2 Chill. Not the best gameplan on his part. I play a land and connect with Lackey, dropping Wort into play. On his turn he plays a Vampire Hexmage. I Gempalm it EOT. My opponent looks at Chill and says, "Oh yeah, cycling," and he bins the Hexmage. On my turn I return the Gempalm with Wort. I attack and drop a Warchief into play off Lackey. I then play a Badlands and immediately curse myself for not playing the Port I had in hand. Had I played the Port I could have played a Wasteland the following turn and really wrecked his manabase. It was a small misplay and a moot point. My opponent played a Counterbalance on his turn. It just doesn't matter. I cycle a Gempalm and my opponent objects that it needs a legal target. I wise him to the "May" clause that separates the damage dealing ability from the cycling ability. On my next upkeep I again return Gempalm with Wort. I then attack With Wort, Lackey, and Warchief. I drop a Matron into play off Lackey and tutor up an Earwig Squad I boarded in for this game. I pretty much had the game sealed up, but I new Earwig squad was the best option for preventing any possible blowout on his side. A 2-mana Prowled Earwig Squad looked through his deck and took out the 3 remaining Vampire Hexmages. No 20/20 flier for you. W
    5-0

    It was a six round tourney and I was the only undefeated player out of 48. I drew into the top 8 with a 4-0-1 player (Hi Alex!). Kewl.

    Thus far I had been having a great day of Magic. My draws were being excellent, my opponents were stumbling, and I was getting blowouts like crazy:
    Sharpshooter T2 against a deck with a Bitterblossom plan.
    Mulling to 5 and crushing a Reanimator deck with the Nuts hand of Leyline, SGC, Mountain, Waste and a topdecked T1 Lackey.
    Dropping Chalice at 1 to shut off an entire Zoo deck.
    Getting paired up against someone playing Counterbalance! (I remember when I was just getting into competitive Legacy and Goblins and Countertop were my only decks. I played about 15 playtest games between the 2 and Counterbalance only managed to win like TWICE! Best Goblins MU ever.)
    Throw in the free win R1 and I had been having an amazing day of Magic. But, all good things must come to an end, and there's no better time than the Top 8 for a little misfortune...

    Top 8 - Bant
    G1- My opening hand was 5 lands, a Vial, and Piledriver. Nonononono. I mulled to 6 and kept a slow hand with no 1-drop but a Piledriver and some gas. I knew my opponent was on Bant and that I couldn't get too far behind the Card Advantage game. but my hand was just too slow, and I couldn't establish a board presence. He was rocking Goyf, kotR, Clique, Snapcaster, SFM, Batterskull and 3 Swords for equipment. L
    G2- This one was pretty epic. He kept removing my dudes from the game but I kept wearing down his life total. I finally started hitting him with a Warchief and prowled an Earwig Squad into play, which my opponent wanted the judged called on when I paid just B1 for his prowl cost instead of B2. Warchief's Oracle text reads "Goblin spells you cast cost 1 less to cast." and Earwig's says "Prowl 2B (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)", so the judge confirmed that Warchief does indeed reduce Earwig's prowl cost. Earwig came in, taking 3 pieces of equipment out of my opponent's deck but leaving me to realize he still had a Batterskull in hand. My opponent Pathed my Squad (apparently he didn't want me having a 5/3 body on the board). He got his Batterskull into play and took a swing at me. I Warren Weirdinged him on my turn and swung. He bounced his Batterskull EOT, hardcasting it on his turn. I had a Matron in hand and a Vial at 4. He was out of cards. I Matroned up Tuktuk and won the game. W
    I made sure to be a real dick with my Vials this game. You can activate Vial and put nothing into play (since Vial reads "You may"), and I made sure to activate Vial every turn to draw out responses. At one point I Vialed in Chieftain and my opponent tried to respond, but i pointed out that he couldn't, that he was only allowed to respond to Vial activation, not the Chieftain coming into play. I highly recommend activating your Vials frivolously against decks with a heavy control or removal element (or any deck, really). It keeps your opponent guessing and can force them to make mistakes, silly as it sounds. At the very least they can get lax about responding to the Vial activation, and you can make them make minor mistakes or take them out of the game a little. When I activate a Vial at 1 I often give my opponent minor conniptions, as they're certain it means a Lackey will be connecting next turn.
    G3 - I mulled to 5. L

    After a great showing in the Swiss I got knocked out of the top 8 with 2 very poor/mediocre draws. That's Magic. Against decks like Bant that run the most efficient creatures and equipment in the game alongside a powerful removal/permission/disruption package you need strong opening hands, and I drew hands that would vanilla against any deck. C'est la Vie.

    What i would do differently...

    I liked Tuktuk, but was underwhelmed by Tinkerer. I believe the Tinkerer should be a singleton Skirk Prospector. Prospector gives you the ability to sack your own guys to get more damage out of Sharpshooter, and he lets you sack guys before damage in the combat steps which prevents Batterskull from gaining life and keeps Jitte from gaining counters and also lets you get rid of those pesky Bridge from Bellows. Seriously, run 1 Skirk Prospector.

    I liked the sideboard, but I think there's a couple changes I should make to it. First, Mindbreak Trap is only good against Storm combo (essentially). I could easily replace MBT with Cabal Therapy and give myself an awesome answer to SFM! That would be a huge gain. Earwig squad was good, but I think you can get away with just one of him (since he's a Matron target). I'd bring in 3 CT for 2 MBT and 1 EWS. CT is decent against combo, but really good against decks that want to show you a win condition they're tutoring for T2.
    Also, I feel like Zoo and Bant and Team America run enough none-Green creatures that Perish isn't as great as it once was. This isn't the format of Goyf wars it once was. I feel like having another Weirding would be great against all the mid-range decks that don't have tons of targets. Pyrokinesis is just solid, but I think 2 is the right number. I've played with the notion of dropping them for Tarfires, but being able to play them for free and often kill a Goyf is too powerful to replace with a Shock.

    Were I to run this tournament over again, my decklist would look more like this...

    Core
    4 Aether Vial
    4 Goblin Lackey
    3 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    1 Seige-Gang Commander

    14 Flex
    2 Warren Weirding
    1 Stingscourger
    4 Gempalm Incinerator
    1 Goblin Chieftain
    1 Goblin Sharpshooter
    2 Mogg War Marshal
    1 Skirk Prospector
    1 Tuktuk Scrapper
    1 Wort, Boggart Auntie

    22 Land
    4 Wasteland
    3 Rishadan Port
    1 Swamp
    4 Badlands
    4 Mountains
    6 Fetchlands

    Sideboard
    4 Leyline of the Void
    4 Chalice of the Void
    3 Cabal Therapy
    2 Pyrokinesis
    1 Earwig Squad
    1 Warren Weirding

    I would love it if someone played this list and could tell me how it worked out for them. Best of luck, you bad-deck playing Goblins fans!

  18. #1598
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    Mantis's Avatar
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    Re: [Deck] Vial Goblins 2.0

    I played without Piledrivers and Warchiefs in the GP yesterday and the deck flowed amazing. I really feel like this is the direction Goblins should take to stay competative. I went 5-3 at the GP with no byes and then 3-0'ed an 8 man the day after. 2 of my losses were against Hive Mind and Spiral Tide and I would not have won those matches with any other composition of Goblins anyway. I never once missed the Pileys, the 2 maindeck Relics were amazing and 4 Siege Gangs lets you never run out of steam.

    I strongly encourage you guys to spend a few of your testing games to the decklist I posted a page back.
    Team R&D

  19. #1599
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    ScatmanX's Avatar
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Mantis View Post
    I played without Piledrivers and Warchiefs in the GP yesterday and the deck flowed amazing. I really feel like this is the direction Goblins should take to stay competative. I went 5-3 at the GP with no byes and then 3-0'ed an 8 man the day after. 2 of my losses were against Hive Mind and Spiral Tide and I would not have won those matches with any other composition of Goblins anyway. I never once missed the Pileys, the 2 maindeck Relics were amazing and 4 Siege Gangs lets you never run out of steam.

    I strongly encourage you guys to spend a few of your testing games to the decklist I posted a page back.
    With only 28 goblins, how were your Ringleaders? How about post-sb, where you dilute yourself even more?
    Having lost against those decks, do you reconsider ReB now?
    Would Knesis be better than Bolt?
    How was the single Chrome Mox?
    Did you miss any goblin in that list? (Sharpshooter, Scrapper...)?

    (lots of questions... thanks in advance for the answers)
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  20. #1600

    Re: [Deck] Vial Goblins 2.0

    I played the GP Amsterdam with this decklist:

    4 AEther Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    2 Siege-Gang Commander

    3 Goblin Chieftain
    2 Warren Instigator
    3 Warren Weirding
    3 Gempalm Incinerators
    1 Stingscourger

    2 Rishadan Port
    1 Aunties Hovel
    4 Wasteland
    5 Mountains
    1 Swamp
    4 Badlands
    4 Bloodstained Mire
    1 Wooded Foothills

    Sideboard:
    3 Tormod's Crypt
    3 Blood Moon
    3 Perish
    3 Chalice
    3 Thorn of Amethyst

    I went to 1-2, going to 4-2 and finally 4-3 drop.

    Match 1: Against Affinity. I win the die-roll
    Game 1: Mull to 6. I race and win.
    Warren Weirding out, Chalice in
    Game 2: He races and wins
    3e game: First hand: 3x 3-drops, Aether Vial, 3 lands. Mull to 6. Mull to 5. Mountain, Aether Vial, Warchief, Piledriver, Fetch. He goes to quick.
    0-1

    Match 2: Natural Order. I win the die-roll
    Game 1: Mull to 6. I race with Goblins. I only see a Tropical island of him.
    Goblin Chieftain out, Blood Moon in
    Game 2: Mull to 6. He gets Noble hierach, Goyf and Progenitus into play. Black Goyf with Aether Vialled Matron fetching Piledriver. I go to 3 lives. I beat him with 39 damage next turn.
    1-1

    Match 3: Enchantress. I lose the die-roll
    Game 1: Mull to 6. I race. He gets Elephant Grass on-line. Later on Moat.
    Warren Weirding out, Chalice in
    Game 2: I race and win.
    Game 3: see game 1 + I get SGC into play, but Runed Halo followed :(
    1-2

    Match 4: Standstill. I win the die-roll
    Game 1: Mull to 6. Mull to 5. After Standstill comes into play I control the match. I shut down a factory with Rishidan Port. I trade a Piledriver with 2 gempalm incinerator for a factory. He is at 3 land. I'm at 8. I break the standstill with a lot of goblins and win.
    Warren Weirding out, Blood Moon in.
    Game 2: Play Lackey. Lackey gets exiled. Standstill into play. I waste his Tropical Islands 3x in a row. I break Standstill with Warchief, Piledriver and hard-casted Gempalm incinerator. I beat him for 9 to 9. He draw and gives up. He had a WoG in hand with just 3 lands into play. I saw 4 Goblins and 18 other cards.
    2-2

    Match 5: NO/Bant. I win the die-roll
    Blurr...
    3-2

    Match 6: NO/Bant. I win the die-roll
    Game 1: I race with Goblins!
    Goblin Chieftain + Gempalm Incinerator out, Perish + Blood Moon in.
    Game 2: Turn 3: he gets Progenitus into play. I have 2 lands, no goblins into play.
    Game 3: I race with Goblins. I Blood Moon him. Turn after I perish him.
    4-2

    Match 7: Zoo. I win the die-roll
    Game 1: Lackey, Lackey catches Bolt. She raced me.
    Goblin Chieftain out, 3 Chalice in.
    Game 2: Mull to 6. Lackey, Lackey catches Bolt. Draw Chalice. Lackey + Aether Vial into play. She drops Kird Ape and Wild Nacatl into play. I draw another Chalice. Drop Chalice on 1. I can't attack. She attacks and plays Tarmogoyf. I draw Aether Vial. I can't attack. She attacks. I draw Goblin Lackey...
    4-3

    DROP!

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