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Thread: [Deck] Goblins

  1. #1641
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by FTW View Post
    Is REB your forum's abbreviation for Pyroblast? I thought Pyroblast was strictly better...

    What are you guys running in your SBs for the current meta? What would you recommend for an RB build?

    I'm running 3 Shattering Spree, which might be overkill, but I just really really hate seeing equipment. In the last few months I've never wished Spree was a Grip. Replicate dodges countermagic fine, and you can do stuff like take out multiple equipment, or equipment+Vial, or equipment+Mox. Plus the usual stuff it kills like Stax.

    As for anti-aggro, would you go 2/2 Perish/Pyrokinesis? For a while I was running 3 Perish but I'm seeing less NO and Maverick than in the MM format. Do we even need these slots anymore?

    That takes up a lot of slots already (7). I top that off with 4 Therapy + 4 grave hate (varies), and that was fine for a while, but maybe it's a mistake not to have the REBs with so much blue being played now?

    What matches do you really like having REB and what do you typically side out for it? What would you cut to make room for them? I feel like I lose harder to equipment than counterspells so I'm reluctant to cut Sprees. Has Therapy's time passed? Or is the anti-aggro unnecessary with Stingscourger, Sharpshooter, Weirding and Gempalms main?
    The notion that Pyroblast is better than Red Elemental Blast really goes back to when Psychatog was a deck and they played Cabal Therapy, and the brilliant strategists of the time, the founders of playing fetches in Mono Red Goblins, determined that Pyroblast was better because those decks were less likely to name it because fewer copies existed. It really doesn't matter which one you play, but to switch it up doesn't hurt, even if your playing on a small scale and your Therapy playing blue mage friend thinks you play Pyroblast, then you bust out REB!

    I'm no pro, but for Stoneforge heavy meta, I suggest green splash Hooligan Grip, and the black splash is great for combo, KotR.dec, Natural Order. For affinity and brown decks, Pulverize crushes souls with a Lackey/Instigator in play. If you expect all of those things, you should play both. Mono Red is the best splash for fighting resource denial decks, but it really needs to work to beat aggro control.

    Thoughtsieze is probably better than Cabal Therapy in today's meta and in today's goblin deck, where you don't really want to kill your goblins to flash it back right away. This disappoints me as I do not own any.

    As far as Perish/Pyrokenesis are concerned, it's kind of hard to play both, but Perish is almost necessary sometimes against Bomb green decks, so if your in black, your best off with 3-4. Pyrokenesis sucks against Daze, FoW, Spell Pierce, Gaddock Teeg(!), and really isn't as good a sideboard card as Perish for the most part, thus incentivising the black splash.

    edit - Shattering Spree is really good with fewer Ports, I have to admit. Ancient Grudge could be a bit better, but for that specific purpose I suppose Spree should be alright (even for combo artifact mana and the like). I didn't notice that you don't like grip.

    and i take it back, cabal therapy alongside MD Thoughtsieze is probably the best application of the card.

    second edit - I don't know why I said what I said about Pyro
    Last edited by Red Army; 10-29-2011 at 04:05 AM.
    Remember, it's only a game, a game dominated by Goblins.

  2. #1642
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    Re: [Deck] Vial Goblins 2.0

    >dp<
    Remember, it's only a game, a game dominated by Goblins.

  3. #1643

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Red Army View Post
    Yeah, but when your playing against decks that just kick your ass for the first five turns (most of the field), you lose with cards like Kiki Jiki in your deck. The best way to bomb out lethal with instigator and chieftain is another chieftain.
    Which is what you get, it's basically just instigator + matron in hand. If you have a kiki-jiki in your deck you can deliver 18 damage the next turn. There is (as far as I know) no other way to deal this kind of damage from an instigator attack with just the help of one card in hand (matron).

    And one Kiki-Jiki might not screw up your deck so bad that it ruins your matchups with decks that kick your ass for the first five turns. While a topdeck SGC is usually better than Kiki if you have no other goblins in play, SGC isn't always going to save the day either. I'm not advocating Kiki + Lightning Crafter + Skirk Prospector, just maybe one Kiki-Jiki instead of the 3rd or 4th Siege Gang Commander.

    And as far as the *controlling* goblin lists go. Is it worth giving up the speed? While our non-combo matchups probably get a little better from playing more control cards, the combo matchups will probably suffer?

    What are the most troublesome situations we meet in non-combo matchups? Some mystics putting a Batterskull into play? Getting hit by a Hymn? Facing down a 6/6 Knight and a 5/6 Goyf? What do we have the most trouble with at the moment? If I know what the most problematic situations are I might better understand your decklistchoices and perhaps have a better grasp on what to change. (As many of you have probably already guessed/read, I'm not a very experienced player of the deck, just one with a genuine interest in making this deck better)

  4. #1644
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Nameless Two View Post
    Which is what you get, it's basically just instigator + matron in hand. If you have a kiki-jiki in your deck you can deliver 18 damage the next turn. There is (as far as I know) no other way to deal this kind of damage from an instigator attack with just the help of one card in hand (matron).

    And one Kiki-Jiki might not screw up your deck so bad that it ruins your matchups with decks that kick your ass for the first five turns. While a topdeck SGC is usually better than Kiki if you have no other goblins in play, SGC isn't always going to save the day either. I'm not advocating Kiki + Lightning Crafter + Skirk Prospector, just maybe one Kiki-Jiki instead of the 3rd or 4th Siege Gang Commander.

    And as far as the *controlling* goblin lists go. Is it worth giving up the speed? While our non-combo matchups probably get a little better from playing more control cards, the combo matchups will probably suffer?

    What are the most troublesome situations we meet in non-combo matchups? Some mystics putting a Batterskull into play? Getting hit by a Hymn? Facing down a 6/6 Knight and a 5/6 Goyf? What do we have the most trouble with at the moment? If I know what the most problematic situations are I might better understand your decklistchoices and perhaps have a better grasp on what to change. (As many of you have probably already guessed/read, I'm not a very experienced player of the deck, just one with a genuine interest in making this deck better)
    The problem isn't just the Goyf or the Mystic or the Knight, but dealing with them in the face of removal/coutners, in multiples, etc. Much of the time you really are just better of with Siege-Gang Commander, because when your dwindling on resources, you are desperate to interact with the opponent, and SCG can do it on his own or by boosting Gempalm to Tarmokill level. I would rather play the 3rd SGC over the first Kiki Jiki any day. Even though you build the deck planning to play Kiki-Jiki off Instigator or Warchief, you really can't expect it to happen in a heated game, so you have to be able to prepare to win in losing situations when only things like SGC can provide you with guaranteed tempo to pull you out of a rough spot or push forward into win.

    Tempo decks in particular are pretty good at crushing KikiJiki strategies, preventing Matron/Ringleaders from resolving and killing off lackeys.

    Edit - I must concede, Kiki-Jiki has a good shot of making at least one copy without being answered, but then it's kind of just a five mana matron/ringleader/etc that needs to be answered. That's good, but for five mana Siege Gang is a unique stabilizer to the deck and adds more raw strength.
    Last edited by Red Army; 10-30-2011 at 09:11 PM.
    Remember, it's only a game, a game dominated by Goblins.

  5. #1645

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Mantis View Post
    A lot of your findings are inconsistent with my own results. While I do agree that Chrome Mox should probably get the axe for another Mountain I disagree with everything else.

    Thresh, Bant and Maverick actually are good matchups for this build, moreso than traditional Goblins. I don't see how any of the decks can trade 1 for 1 and beat you, as you will eventually establish a Ringleader or Siege Gang and overwhelm them. Piledriver does nothing to beat any of those decks, it's only good on the offensive and when you start attacking that means you have succesfully grabbed control of the game and you will win regardless of your damage output. Cutting them seems only sensible to me. With 4 SGCs you actually have more relevant cards ergo more gas. The point of Relic was never to beat Dredge or Reanimator but to stop Tombstalker, Goyf and Knight of the Reliquary. In order for Relic to work, you have to use it conservately, don't pop it at the first oppurtinity you have mana open but let it stick around.

    In order to succeed with my build, you have to adapt your playstyle. You need to play the control role and you can't just throw guys at them and hope it's enough. That is more demanding for the pilot but more rewarding in the end. It also means you have to be willing to take the effort to learn the inner workings of the deck. You are a control deck, not an aggro deck. If you prefer the aggro role, this build is not suited for you and I encourage you to play with Piledrivers.
    Preferring a control approach to goblins, I decided to try out your suggestions. Due to card availability issues, I took a halfway-there version of your build to a small, 4-rounder tonight: -3 Piledriver, +4 Instigator. -1 Warchief, +1 Chieftain. Burn package. Utility goblins over Relic.

    I drowned in a sea of fail. Stoneforge + Sword of Fire and Ice made 3 of the 4 rounds rather miserable. I can't put the blame on matchups, though. After a month of not playing Magic, sloppy play lurked at every turn.

    I hoped to have some solid feedback on the deck, but only some loose impressions:
    -Even though I ran 4 extra, non-goblin removal spells, I really missed Tarfire. I couldn't keep enough goblins on the board to successfully Gempalm anything.
    -The casting cost felt high even though the average CMC is really close to a standard Goblins list. I have to chalk it up to consistently losing the means to cheat goblins into play.
    -3x Instigator may be enough for me.
    -On paper Instigator, Chieftain, and extra SGC looks aggressive rather than controlling. Perhaps I am missing something in your playstyle.
    -I ran 4 Wasteland, 2 Port, 16 Mountains. I had enough red sources to cast Instigator when needed.
    -I had more difficulty when sideboarding. The list is tight. Lack of experience with it doesn't help.

    Finally, a more general response to the claim about Piledriver only being good when you have a dominant board position. I disagree. Piledriver pulls wins out of nowhere. Amass resources. Dump a bunch of hasty dudes into play. Swing. It is a combo finish to a control game.

    Thanks again for sharing your list. I appreciate the new ideas, even if they did not work out for me tonight. I think things would have gone largely the same with a more standard piledriver list.
    "If magic is your crutch, cast it aside and learn to walk without it." —Teferi

  6. #1646

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by FTW View Post
    Is REB your forum's abbreviation for Pyroblast? I thought Pyroblast was strictly better...
    Pyroblast is better at building a storm count since it may target non-blue spells and permanents. On the other hand, this makes it easier to misdirect.

    In the context of Goblins and the current metagame, they seem equal. If you agree, it may be good to run a split.

    I favor Pyroblast for two reasons. It came from Ice Age and I like the art.
    "If magic is your crutch, cast it aside and learn to walk without it." —Teferi

  7. #1647

    Re: [Deck] Vial Goblins 2.0

    nice to see more ppl going for R/B decks, those colors pwn :D

    as for the SB, id really prepare for combo decks which represent our worst matchup. as jrw stated once, chalice is awesom. take in 4 and set it to the right lvl. personally, id not play Earwig Squad as i regard it as too slow. im not sure whether to use REB or MBT or a combination of those cards. id add 4 leylines of the void as so many decks (partly) rely on their graveyard and theres nothing better than putting down LotW at start (i think its a 80% chance u got it when mullin down to 4 or 5 - not sure anymore, forgot about my calculations :D). personally, i like shattering spree too but i wonder if its worth adding it to SB. from my point of view, affinity is kinda rare and if u play 1 tinkerer or tuktuk to get around the nasty equipments it should be enough when havin REB ready for their counters of ya hate-cards.

    as for MD, id keep playing 4 piledrivers in any case - simply because gobbos aint a control deck for me. its an aggro/control variant - a flexible one, where u can decide which part ure going to play or which u simply hav to play. 1-2 SGC is also fine, because with 4 i ended up often enough with one in the hand which i wasnt able to put down once lacky didnt connect. id also not use WI as warchief is THE card we wanna hav down on board and which simply doesnt go well with the RR cards around. mox + WI turn is nice but u simply wont get em together most of the time. i keep trying with friends and will tell ya with which list i end up after the next few days..

  8. #1648
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Mantis View Post
    Thresh, Bant and Maverick actually are good matchups for this build, moreso than traditional Goblins. I don't see how any of the decks can trade 1 for 1 and beat you, as you will eventually establish a Ringleader or Siege Gang and overwhelm them. Piledriver does nothing to beat any of those decks, it's only good on the offensive and when you start attacking that means you have succesfully grabbed control of the game and you will win regardless of your damage output. Cutting them seems only sensible to me. With 4 SGCs you actually have more relevant cards ergo more gas. The point of Relic was never to beat Dredge or Reanimator but to stop Tombstalker, Goyf and Knight of the Reliquary. In order for Relic to work, you have to use it conservately, don't pop it at the first oppurtinity you have mana open but let it stick around.

    In order to succeed with my build, you have to adapt your playstyle. You need to play the control role and you can't just throw guys at them and hope it's enough. That is more demanding for the pilot but more rewarding in the end. It also means you have to be willing to take the effort to learn the inner workings of the deck. You are a control deck, not an aggro deck. If you prefer the aggro role, this build is not suited for you and I encourage you to play with Piledrivers.
    Well, first of all I need to say that it might be possible to adapt another playstyle with this build. But playing goblins long enough to have experienced the aggro and control role of them. AND I feel much more in control with Rishadan Port, Wasteland and vial, that let me get into the game more slowly and disrupt my opponent every turn. Additionally MWM vialed in serves pretty good with open mana for incinerator. Also black splash and Warren Weirding take care of everything with shroud, that sneeks around Incinerators.
    The feeling I got from hands with this build were filled up with high cc cards, even Instigator start turn 2 is pretty slow. I also almost never connected with him (except for the combo matchup) because it faced a counter (spell snare-Thresh, Force/Daze-Bant), removal (Fire/Ice/Bolt-Thresh, sword-maverick) or blocker (MoR-Maverick, Delver/Mongoose-Thresh). This way I couldn't drop my Ringleaders/SGC.
    So I don't see the control route here, maybe you can tell me how that should work, you just said " not throwing guys at them" but what else can this deck do?
    Also Piledriver trades with big guys, i couldn't handle else. My build looks like this now:

    Manabase (22):
    6x Fetches
    6x Mountains
    2x Badlands
    4x Ports
    4x Wasteland

    Core (25):
    -1x SGC

    Flex (13):
    1x Skirk Prospecter
    2x MWM
    1x Sharpshooter
    1x Tuktuk
    1x Wort
    3x Incinerator
    1x Stingscourger
    1x Warren weirding
    2x Pyrokinesis

    SB (15):
    4x Chalice of the Void
    1x Mindbreak Trap
    2x Pyroblast
    2x Perish
    1x Warren Weirding
    4x Leyline of the Void
    1x Goblin Tinkerer

    With the Pyrokinesis MD it leaves you with some more combo hate for SB which you can't candle preboard anyways.
    Gobbos: Kings of flavortext!

  9. #1649
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    Re: [Deck] Vial Goblins 2.0

    Too bad things aren't working out for most people. Admittedly, the quantity of games I played is not high enough to prove anything yet. What I meant by playing the control role is that all too often I see players misplaying Goblins in tournaments because they have an aggressive mindset. I see people getting Piledriver with Matron while having Warchief in play against an empty board. I would much prefer to grab a Ringleader or Siege Gang and still be ahead when they have a removal spell for Warchief. Now, most of the time the Goblins player will still win and attribute their win to Piledriver while in fact he was the weak link in their plays. Another example, and one that's more defendable than the previous one is the age old debate of leading with Lackey or Vial. With this build, Vial is almost always the correct way to go. Trade blow for blow while ramping that Vial up to 5, while Warren Instigator and Lackey while make them hold back blockers and spend their resources on finding removal spells.

    That's probably what I meant by letting go of the aggro role and focus on being the controllig player.

    Regarding SFM:
    An equipped SoFaI will defeat just about every Goblins list out there. I specifically built this deck with SFM in mind. You don't want it to get an activation and drop Batterskull. Lightning Bolt can stop SFM both on the draw and play, while Instigator will force them to block when you are on the play. Then, with plenty of SGCs you can possibly establish a situation where you can block and shoot them in the head every turn, or sac 2 goblins to kill the Batterskull. Again, there is room for flexibility if you want to include a Tinkerer or TukTuk Scrapper, be my guest. If you believe Tarfire is preferable over Bolt, just go for it. I don't believe my list is the holy grail of Goblins lists, I just believe in the idea of getting rid of 3 or 4 Piledrivers and have efficient burn spells is pretty good in this metagame.
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  10. #1650
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    Re: [Deck] Vial Goblins 2.0

    I think 2-4 Rishadan Port are still important to the control game, it catches mana screwed opponents off guard, and everyone suffers mana screw now and then. Goblins has to capitalize on that.

    As Mantis implied, the control game is also half about implementing your removal and side board cards effectively. Remember, in many matches you play two games post board, and in the current meta you want to have a flexible side board with as many cards you can bring in for different matchups, hence the trend towards REB, which doesn't really devastate any particular strategy, but works best with mana denial, goblins, and other silver bullets.

    If your having trouble casting goblins, I recommend going up to 23 land, but the fourth Port can cause headaches (I know, because I have 2 english, 1 french, and one japaneese, and the fourth port just seems to get in my way rather than do anything relevant). The lands feel perfect at 23, but I choose to play a goblin instead of a 16th mountain.

    With the exception to playing Warchief and retaining priority to play goblins, it's hard to guarantee cost reduction with Warchief anyways, so it's nothing unusual to have to pay four for Ringleaders and five for SCG every now and then, but like Mantis, I ALWAYS scale up vial for a free SGC, it's almost always better to have a free Siege-Gang than to tap 4-5 lands to watch it get killed without killing something. There's more reason to put vial counter triggers on the stack to play a 2 or 3 CMC and scale up, except from 4 - 5 when you're better off playing the ringleader and seeing what happens next.

    @namelesstwo - I can actually understand playing Kiki over a third SGC, but I would never play it over the second. Sorry about my complete denial of how good Kiki Jiki can be as a tool against combo. I'm only playing two SGC right now and condemn anyone playing fewer, I have a Mogg War Marshall in the deck for some reason to block Goyfs and boost Gempalm slightly faster, my main focus isn't on combo until wizards prints RR 2/2 Pyrostatic Pillar Goblin or something..
    Last edited by Red Army; 10-29-2011 at 02:28 PM.
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  11. #1651
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    Re: [Deck] Vial Goblins 2.0

    I need somebody to do me a favor and run the following list that I think looks super-duper solid in the current meta. I won't play again until Thursday, and I'd really like to get some feedback on 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
    3 Warren Weirding
    2 Stingscourger
    2 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 Mindbreak Trap


    I've highlighted certain cards and synergies that I believe make this list particularly strong right now.

    3 Piledrivers- 3 seems like the right number. Merfolk isn't as popular and you only need one of 2 Piledrivers to do the job. With Matrons and Ringleaders and Wort you can survive without the full playset.

    3WW 2Stgr 2Gplm- This removal package seems very strong right now because of the format's shift to larger creatures loaded with equipment. WW and Stinger allow you to blank these threats. 2 Gempalm still help you burn out the smaller guys and gain CA. If you land a Wort, these are all awesome recursion targets.

    1Sharpshter 2MWM 1Prospector- The synergy between these three cards is well know: Use Prospector to generate mana off of MWM while untapping Sharpshooter for extra damage. Prospector also allows you to chump block and sac to avoid Batterskull's life gain, jitte tokens, and Zombies from Bridge.

    3Port 1Swamp- This build relies on B more heavily than most. 4B cards maindeck means you should have at least 1 un-wasteable way to cast them. And one glance at the SB reveals that the deck's reliance on B will often increase greatly G2.

    4Chalice 3Therapy 1Earwig 1Mindbreak- This is the Super-Duper part of the decklist. Besides being awesome against Combo, these also give you great options against a slew of other decks. Chalice is amazing against Zoo. Therapy has awesome synergy with Stingscourger and is mean to Stoneforge Mystic, giving you a viable option against many of the Midrange Good decks you'll face in a tournament. Earwig is an awesome one-of against SFM decks (SFM isn't so good when they have no equipment to grab) and 2 card combo decks (Dark Depths, hive Mind) or any deck that tries to win by digging or tutoring into answers (Reanimator, Enchantress, Lands). Mindbreak Trap gives you the potential for blowouts, but could easily be replaced by anything more appropriate for your meta.

    Please somebody test this and let me know how it goes! i plan on playing it Thursday and will let you know how I did then. Good luck!

  12. #1652

    Re: [Deck] Vial Goblins 2.0

    I like Pyroblast better, because you may target opponent's Phantasmal Image with Pyroblast even if it's not blue.

  13. #1653

    Re: [Deck] Vial Goblins 2.0

    @jrw

    I agree with Red Army that 2 SGC should be the minimum. It is a decent card in your opening 7 with Lackey and a good topdeck lategame. Having multiples in hand is the one good reason not to run more than 2. But I wouldn't settle for less.
    I'd probably take out the 3rd Warren Weirding, in many of the situations in which shines it'll do just fine coming through a matron. The same goes for Stingscourger, but he also happens to be a creature which helps with the creature-sacrifice plan you have going.

    I don't think Earwig Squad will be such a powerhouse against Stoneforge Mystic. You only have one, which means you'll probably have to matron for it. By then they either already have the Mystic or have a counterspell for it. And you may aswell tutor for the Scrapper.
    I would use this spot to bring a 4th cabal therapy. Having 1 is pretty good, but having 2 allows you to strip their entire hand.

    Against say, Ad Nauseam combo, you'd now take out:
    2 Warren Weirding, 2 Stingscourger, 1 Wort, 1 Sharpshooter, 1 Skirk Prospector, 1 Tuktuk Scrapper, 2 Gempalm Incinerator. That's 10 cards (leaving in vials). Opening space for 4 Chalice, 4 Therapy, 1 Mindbreak Trap.

    You can even keep one of the cards in now. Your deck is already quite suited to dealing with creature decks though. I'm wondering wether this might be a Goblins list that doesn't need the 2 Pyrokinesis. That would open up room for 2 more cards to play hate of some sort with. Maybe Pyroblast, maybe more mindbreak traps. You could even decide to put a 4th Piledriver in the board. (Merfolks/Snapcaster/Vendilion/Progenitus/Narcomoeba and maybe even the odd War Monk might cross your path) Besides, he'll happily replace any dead removal spells you might have.

    Between Skirk Prospector, Sharpshooter, MWM, Cabal Therapy and Leyline... you should atleast have a good chance against dredge if you can put on the pressure.

    It looks like a strong list jrw!

  14. #1654

    Re: [Deck] Vial Goblins 2.0

    No offense, but jrw's list just looks plain terribad. Cutting the strongest goblins to add a buttload of random one off's doesn't make the deck strong. It won't be consistent and you can be sure you will be mulling into oblivion because of the randomness in your decklist.

  15. #1655
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Augustas View Post
    No offense, but jrw's list just looks plain terribad. Cutting the strongest goblins to add a buttload of random one off's doesn't make the deck strong. It won't be consistent and you can be sure you will be mulling into oblivion because of the randomness in your decklist.
    Arf! Arf! Arf! Arf! Arf! Arf! Arf! Arf! Arf! Arf! Arf!

  16. #1656
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    Re: [Deck] Vial Goblins 2.0

    @jrw1985

    I can't test but I'll discuss. You list is arguably good in a particular meta. You should have an exceptionally strong reanimator matchup, based on the fact that you have 3 WW and 2 Sting MD on top of eight cards to bring in (LotV, CT, ES), but that matchup is still pretty brutal. You should also do well against SnT and junk like that.

    I've never liked Leylines in goblins. I prefer to be able to draw into my hate from time to time, although if they don't answer the one leyline (or Show and Tell), you probably win (I may be reconsidering my opinion in the future).

    Without Perish you roll over to Maverick, Bant, Natual Order, and others. You'll also probably have problems with Team America and Stoneforge decks as well, since you aren't really preparing for them hard enough, and mono red is generally better against TA imo.


    Goblins is a deck best suited for a small meta (6-20 people) with rather predictable deck playing habits and clearly defined DTB structure amongst a sea of randomness. In the SGC Open structure, where almost every people bring are some variation of DTBs, it's kind of hard to plan for a win, because you can't plan for every top deck, Goblins can aim to beat one or two top decks with the provided sideboard space, at the expense of other match ups.

    Edit - One reason people might perceive your list as 'bad' is that just about every goblin deck posted in the forum could make a fool of your (really bad mirror match), and even Merfolk, well built, would make you sweat. But in a meta with Reanimator and SnT and a lil bit of other combo it's better than nothing, although i would revise the creature scheme entirely. Cabal Therapy and Chalice are the key skill cards in your deck that matter most to your success.
    Remember, it's only a game, a game dominated by Goblins.

  17. #1657

    Re: [Deck] Vial Goblins 2.0

    Pyroblast has only ever been strictly better than REB in storm decks where you can pyroblast a land to get hellbent. In here I'd do a split of REB/Pyroblast if ran; REB is guaranteed to counter/kill a blue spell/permanent while pyroblast can be misdirected to a land although REB can be misdirected to target misdirection itself (at least I'm pretty sure you can do that with misdirection). Although I generally don't see misdirection in legacy tournies it can pop out of nowhere. The real reason to split REB/Pyroblast is meddling mage although, again, that might not see play in your area. Cabal therapy is another reason albeit a very small one since I don't see that many blue decks with therapy in them running around.

    JRW's list is tuned for a specific metagame. In an unknown metagame his list might do well then again it might not. Just because his list doesn't work in your specific metagame doesn't make it trash.
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  18. #1658
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Red Army View Post
    @jrw1985
    I've never liked Leylines in goblins. I prefer to be able to draw into my hate from time to time, although if they don't answer the one leyline (or Show and Tell), you probably win (I may be reconsidering my opinion in the future).

    Without Perish you roll over to Maverick, Bant, Natual Order, and others. You'll also probably have problems with Team America and Stoneforge decks as well, since you aren't really preparing for them hard enough, and mono red is generally better against TA imo.

    Edit - One reason people might perceive your list as 'bad' is that just about every goblin deck posted in the forum could make a fool of your (really bad mirror match), and even Merfolk, well built, would make you sweat. But in a meta with Reanimator and SnT and a lil bit of other combo it's better than nothing, although i would revise the creature scheme entirely. Cabal Therapy and Chalice are the key skill cards in your deck that matter most to your success.
    1. I hate Leyline too. That card sucks. It's really terrible. Really, I hate that I run it.

    But it's a bomb! There's no 2 ways around it! Recursion decks either mull to an answer or they lose. It's also sideable against a bunch o' combo decks, so it's extremely flexible. Ultimately the decision to run Leyline comes down to Dredge. You can't hope to draw into GY hate against fast dredge. You need it in your opener. If you need it in your opener, then you might as well be playing the most powerful opening hand GY hate effect, right? This also applies to Reanimator often.

    2. You don't need Perish. If you've been running Perish in your SB I highly recommend you cut it for a broader card. I mean that. Perish can get you blow-outs, but just as often you will find yourself with a Perish in hand while facing down a couple of Loam Lions or Grim Lavamancers, and you'll be cursing yourself for not having broader removal. So while Perish is great when you're looking across the table at KotR and Goyf, Perish is also a dead draw against SFM and Vendillion Clique in the same MU.

    I've never thought Goblins "rolls over" to ANY creature based strategy. In fact, it's creature based strategies I've specifically designed this deck against. If I'm playing a deck that plays creatures I feel like I'm a 70/30 favorite, unless it's Zoo and I'm 50/50. But yeah, NO Prog, Mav, TA, these decks all crumble under the onslaught of Goblin's CA. Once you throw in the Cabal Therapies as backup to the Stingscourgers you've got a nasty little tempo engine that should make good decks crumble. Let's face it, running 8-12 win conditions just isn't going to cut it against a deck that runs 34.

    3. I'm not worried about the mirror. First, not that many people are playing goblins these days. Secondly, if I do see a mirror I have 4 great removal cards (Gempalms and Stingers) plus a monster in Sharpshooter. Having 2 MWM also helps a lot against any aggro deck. G2 I can always side in 2 Pyrokinesis and Earwig in place of the Weirdings.

    Quote Originally Posted by Dark Ritual View Post
    JRW's list is tuned for a specific metagame. In an unknown metagame his list might do well then again it might not. Just because his list doesn't work in your specific metagame doesn't make it trash.
    Clearly my local meta affects my choice of deck design, but my meta is also very similar to SCG's meta (lots of SFM, Team America, Zoo), so my selection is based against well established decks.

    I'm actually very surprised that I've received flack for this list. Traditionally Goblins has run 26 core, 12 Flex, and 22 Lands. I've just cut 1 SGC and 1 Piledriver to up the flex spots to 14. That's not a significant change, just a minor adjustment, and Sourcers seem to thing I'm advocating throwing out Lackeys or something. But, whatever. I'm still hoping someone else tries out this list and reports on it. Otherwise, I'll be doing so this Thursday.

  19. #1659
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    Re: [Deck] Vial Goblins 2.0

    @jrw1985

    OK, I can admit ignorance and inexperience in many different ways. I personally find that I can work around the other creatures in decks I want Perish against (I only play Perish when I splash, and right now I'm not splashing, and if I were I still wouldn't be playing legacy at the highest level). Who cares if I can't kill Clique or Delver or Lavamancer with perish, that's what Gempalm is for. Savannah decks are real and are here to stay, Perish is the best card for beating decks playing Savannah. You are overloading on Warren Wierding to compensate for your lack of Perish.

    The real problem creatures for goblins played alongside other legacy goodstuff are Mother of Runes and Stoneforge Mystic, and I suppose you could argue that therapy can take both (or even take the equipment they searched for). I wouldn't disagree.

    Instigators really seem to help against TA, especially with the concept I've been playing with a more aggressive manner of cheating goblins into play (their life total can drop considerably fast), backed by blood moon, and the Chieftains prevent them from winning via Plauge (which I admit, would probably only happen at your LGS by a person who knows you and what deck you play, but that is a real challenge that goblins players have to face).

    Edit - I have a problem with the notion of a 'core'. It's obvious that Piledriver isn't 'core' if more than half lists being run today run fewer than four, and many are considering going down to one. Ever since WI was printed, people discussed the possibility of playing Instigator without Warchief, but it was quickly dismissed as unplayable with Ports or a gimmicky trick for mono Red. Truth is, it's fine with Ports and it's a relevant option in many ways that you have to Test Yourself to find out. The Core is Mana Lands/ManaDenial/Vial/Lackey/Matron/Ringleader. All other cards can be altered in number or in presence as the pilot sees fit. Assuming your deck has a 'core' in a format that is always changing and frequently obsoletes old favorites, players shouldn't close their minds to the possibility of change.
    Remember, it's only a game, a game dominated by Goblins.

  20. #1660

    Re: [Deck] Vial Goblins 2.0

    This is the list I've been playing and testing for a while. It's basicly stock goblins build that actually had tournament success in the hands of Chris Osinksi or Steve Sadin. They've played Mono Red along with green splash, but the decklists are basicly the same. It's just that testing showed how awesome MWM is along with Gempalms and Chieftains and green splash doesn't do the trick anymore as we desperately need answers to goyfs and KotRs. Managed to test irl against TES , Junk and Counterbalance Stoneforge. During testing I managed to get around active Jitte on a Goyf punch through batterskulls and fight through 10 goblins turn one and so on.. I've particulary wanted to test against TES, so we played 13 games and I managed to win 8 of those post-SB, could have won two games more if not my inexpierence and misplays :<

    26x core
    4x Mogg War Marshall
    2x Goblin Chieftain

    2x Warren Weirding
    4x Aether Vial

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

    SB

    4x Thorn of Amethyst
    4x Leyline of the Void
    3x Pyrokinesis
    3x Pyroblast
    1x Tuktuk Scrapper

    So more interesting moments from my testing against TES. I've added four thorns and three Pyroblasts instead of Vials, Weirding and one SGC. First two games I terribly lost. Mulliganed a hand wih matron, ringleader, mogg war marshall, something else I don't remember, Mountain and Port. I showed him my hand and he said that was a mistake because he was sitting only on one land and no cantrips. Oh well. Other games I mulled a bit more agressively and managed to win three games in a row. Thorn of Amethyst usually did the trick and I managed to hit him hard enough to win. Then followed another loss because of another huge misplay. I had two ports with two mountains and two amethysts on the field. So I tap out for two Piledrivers and during eot he echoing truth's both amethysts and I insta lose. Another one I lose on turn 2, while my hand was lackey, mountain, 2x piledriver, warchief -_-

    What I really like about this build is that we actually laugh at Empty The Warrens. I managed to through 12 goblins on the tournament ground, and during testing he went on that plan only once and never did it again as after turn three he was the one who had to keep gobbos for blocking :)

    Why I disagree with JRW, that you're giving up attacking power for crapload of answers in your MB. It's just a little bit too much. You got sideboard for that.

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