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Thread: [Deck] Goblins

  1. #1941

    Re: [Deck] Vial Goblins 2.0

    is tuktuk the explorer worth playing? 2 colourless, 1 red, 1/1 legendary creature if dies return a 5/5 artifact goblin token into play. thoughts? he's in the untested section of the primer.

  2. #1942
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by orcanmail View Post
    is tuktuk the explorer worth playing? 2 colourless, 1 red, 1/1 legendary creature if dies return a 5/5 artifact goblin token into play. thoughts? he's in the untested section of the primer.
    I'd really like someone to test that card for us. As a 2off at least =]
    The list should run a Prospector to, soit does not get StP or Pathd.
    The fact that it is bigger than Batterskull, and that it's Colorless are huge I think.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  3. #1943
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    Re: [Deck] Vial Goblins 2.0

    I saw someone play a former type 2 goblin deck at the weekend with everything from Zendikar to New Phyrexia with the explorer, goblin guide and wardriver, but no comparison to legacy. I just wanted to add that this guy has haste but I don't see it in legacy.

    Also another goblin deck made it top 8 at the SCG legacy open this weekend:
    http://sales.starcitygames.com//deck...p?DeckID=43733
    No tarfire, no Stinger MD, but 4 chieftains and a tinkerer-I dunno how these guys go top 8? How do they beat Zoo, punishing Maverick and combo?
    Gobbos: Kings of flavortext!

  4. #1944
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    Re: [Deck] Vial Goblins 2.0

    I have no idea how that guy top8'ed. His list sucks, and he played fucking bad.
    Someone saw his Top8 game against Bant?
    Miserable...
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  5. #1945
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    Re: [Deck] Vial Goblins 2.0

    Something weird is going on in that meta since Burn won the event and affinity is 2nd...even still that list seems pretty bad.

    Has anyone actually tested running all 8 "lords"? I can't think of any benefits other than always having haste...but I still think I'd rather have WInstigator than Warchief right now...

  6. #1946
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Davran View Post
    Something weird is going on in that meta since Burn won the event and affinity is 2nd...even still that list seems pretty bad.

    Has anyone actually tested running all 8 "lords"? I can't think of any benefits other than always having haste...but I still think I'd rather have WInstigator than Warchief right now...
    I used to run a build with 10-12 lords & 2-4 Wardrivers during the MM era. Went 7-1 in testing vs Team America (only time I lost was to because I was mana flooded). I had so many must answer cards that they simply couldn't handle it. Not to mention the huge Instigators and Shushers. I ran no one mana goblins, instead I ran: 4 Instigator and Shushers. My only removal was Redcap and Spikeshot Elder. Never started any discussion about it because it wasn't a Vial Goblins list.

  7. #1947

    Re: [Deck] Vial Goblins 2.0

    There really aren't that many goblin lords you can justify maindecking, at least by Merfolk standards. Even if you do you would be pushing an already strained mana curve (even if you are playing a mono red version there are only so many 3+ drops a deck can reasonably play) while also losing a lot of flexibility as well.

    As for the second Goblin top 8 in the season, one could sum that up as smoke but no cigar. It makes sense to see them now that the storm decks are not as present as they were. However, both of those list are more or less (the latter more so then the former) stone cold to Stoneforge Mystic. In my opinion that is the biggest hurdle the deck needs to jump over in order to get past the quarters in the near future.

  8. #1948
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Annatar View Post
    There really aren't that many goblin lords you can justify maindecking, at least by Merfolk standards. Even if you do you would be pushing an already strained mana curve (even if you are playing a mono red version there are only so many 3+ drops a deck can reasonably play) while also losing a lot of flexibility as well.
    But all merfolk lords die to 2 damage spells. Boartusk Liege only dies to Fireblast... he even survives Firesprout. They also give other Lieges +2/+2. Good luck kicking through two 5/6 guys with little creatures burn spells. Two for one me; go ahead, I'll refill with Ringleader... you wont. Combinations of Chieftains and Lieges are also nice. I can see sideboard Boartusk Liege being really good with so many red spells and small creatures around.

    I think that Wizards has really been pushing Goblins that utilize the lord +1/+1 effect... Redcap, Instigator and Spikeshot Elder all scale really well it.

    I actually think that goblins have much better creatures than Merfolk... as lords we have Boartusk Liege (huge body +2/+2 to other Lieges), Mad Auntie (regeneration), Goblin King (mountain walk) and Chieftain (haste), Wardriver (as close as we'll ever get to Lord of Atlantis)... we have better card draw (Ringleader and Matron; no you don't need a full play set) than they have. Why can't we simply replace the counter package with a burn one? (we even have goblin burn spells with a body that can be used multiple times). Sure we can never improve our combo match-up like merfolk, but maybe we can dominate aggro and control once again.

    (Tinkerer is also nice with lords and regen from Auntie)

  9. #1949

    Re: [Deck] Vial Goblins 2.0

    The thing about those merfolk lords is that there really is a lot of them and all of them come at bargain prices manawise. Sure Tarfire will take out a single lord (the only exception to this rule is Coralhelm Commander but chances are if they managed to lvl him up you weren't going anywhere to begin with) but they can easily vial in and/or play a second and probably a third one and when that happens you can find yourself up a creek and without a paddle.

    Most of the lords you've mentioned for Goblins cost 3 mana, which isn't exactly the ideal situation if you want to play more of a beatdown role with this deck (which is probably the reason you opted for all those lords in the first place) since it isn't fast enough no matter how you slice it.

  10. #1950

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by ScatmanX View Post
    I have no idea how that guy top8'ed. His list sucks, and he played fucking bad.
    Someone saw his Top8 game against Bant?
    Miserable...
    1st game: Keeps a hand with no turn 1 play and follows up with turn 2 tinkerer and turn 3 matron then loses. No surprise.

    2nd game: No turn 1 play again. Slow hand with piledrivers and ringleaders. Does absolutely nothing but fill up his hand before he loses.

    I couldn't believe he was in the top 8.

  11. #1951

    Re: [Deck] Vial Goblins 2.0

    I hope they update their podcast soon. I'd still like to see that.

  12. #1952

    Re: [Deck] Vial Goblins 2.0

    The podcast is online!
    http://itunes.apple.com/us/podcast/scglive/id469505107
    (Leg Top 8)

    Man.. this is Goblin cruelty!

  13. #1953

    Re: [Deck] Vial Goblins 2.0

    Hey, what do you guys think of Final Fortune.?

    I was thinking about running a few on my board.
    Current Decks:
    Legacy:
    Spiral Tide
    Goblins
    Lands
    Team America
    ANT/TES
    Dutch Stax

    Modern:
    Second Breakfast

    Vintage:
    Titan Dredge
    Bomberman

  14. #1954

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by koten View Post
    1st game: Keeps a hand with no turn 1 play and follows up with turn 2 tinkerer and turn 3 matron then loses. No surprise.

    2nd game: No turn 1 play again. Slow hand with piledrivers and ringleaders. Does absolutely nothing but fill up his hand before he loses.

    I couldn't believe he was in the top 8.
    I don't see where this sort of reaction comes from. If he made top 8, the likelihood that every game prior to that was played very well. The one game that has coverage was not played well, it happens, especially to people who get towards the end of a tournament..

    Games go long, the day is long, nutrition and nerves often come into play. Sloppy decisions happen in all forms of competitive gaming once you realize that you have a legitimate shot of winning and the pressure becomes very real.

    I would probably give him a break..

    If there's anything (and this isn't specific to this thread) that I've noticed from browsing top 8 lists, is that they often use cards or make decisions about numbers that a large majority of the source disagrees with or dismisses as being bad. But they're the people who are hitting top 8's.

    I dunno, food for thought.

    Moving on though, I've always had a question about this card: Shrieking Mogg. At what point during combat do your creatures actually tap and be in a state of attacking? You declare attackers before they declare blockers, could you declare your Goblin Lackey as an attacker, then at the end of your declare attackers phase, vial in Shrieking Mogg to tap your opponent's board, making them unable to declare anything as blockers? The only way I see them getting around this is via stifle, as even killing the Mogg in response to the triggered ability, it still happens.

  15. #1955

    Re: [Deck] Vial Goblins 2.0

    Moving on though, I've always had a question about this card: Shrieking Mogg. At what point during combat do your creatures actually tap and be in a state of attacking? You declare attackers before they declare blockers, could you declare your Goblin Lackey as an attacker, then at the end of your declare attackers phase, vial in Shrieking Mogg to tap your opponent's board, making them unable to declare anything as blockers? The only way I see them getting around this is via stifle, as even killing the Mogg in response to the triggered ability, it still happens.
    It just seems like a cute trick that is too hard to pull off. You need to have a vial at two for it to even work profitably, so a in a hand without vial it is almost a dead card. Even with vial, you set yourself up for an alpha strike from your opponent next turn. I would rather just use more removal early game and card advantage late game, two things we do anyways.

    But that is just my opinion.

  16. #1956

    Re: [Deck] Vial Goblins 2.0

    I keep getting raped by ad nauseum tendrils decks. Just my luck they are big in my meta. What goblin build is best against this deck? any sb musts against ANT. Need some help guys.

  17. #1957

    Re: [Deck] Vial Goblins 2.0

    try playing 3/4 moxes MD, 2 earwing squad MD, 2 earwing squad SB, 4 warren instigator MD and 4 chalice of the void SB

  18. #1958
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    Re: [Deck] Vial Goblins 2.0

    Other possibilities are Mindbreak Trap and Thorn of Amethyst in the sideboard.
    One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.

  19. #1959
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by orcanmail View Post
    I keep getting raped by ad nauseum tendrils decks. Just my luck they are big in my meta. What goblin build is best against this deck? any sb musts against ANT. Need some help guys.
    Probably having Moxes and Instigators MD is optimal if facing a lot of storm - Lackey is pretty big to getting the match.

    For hate I'd suggest a mix of Mindbreak Trap and Chalice of the Void.

    vs ANT I board:

    -4 Aether Vial
    -2 Pyrokenesis
    -2 Gempalm
    -1 Stingscourger

    +3 Mindbreak Trap
    +2 Chalice of the Void
    +2 Pyroblast
    +1 Thorn of Amethyst
    +1 Boartusk Liege

    For Belcher I'd leave the 'kenesi in over 'blasts and bring in my SB Tuktuk Scrapper over a 3rd Gempalm.

  20. #1960
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by TheRedBaron View Post
    Hey, what do you guys think of Final Fortune.?

    I was thinking about running a few on my board.
    This could be fun and risky as hell. I never had the balls to do it.
    If you have, please share a story later.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

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