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Thread: [Deck] Goblins

  1. #2221

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    AND: 4-of Piledriver is a must. Hate is useless if you aren't fast enough....
    While Piledriver does allow for a lot of turn 3/4 kill options, the kiki-jiki running Instigator build has some solid turn 4's aswell. (Mostly, Instigator + Matron)

    Some of the more obvious ones:

    T1 - (hate?)
    T2 Instigator
    T3 - (hate?) Drop Matron, search for Kiki-Jiki, end of your opponents turn, copy matron, find Goblin Chieftain.
    T4 Play and copy Chieftain, swing for lethal.

    Required cards: Instigator + Matron

    T1 - (hate?)
    T2 Instigator
    T3 - (hate?) Drop Chieftain + Siege-Gang Commander
    T4 Swing for 15 + Tarfire/any other goblin for the kill

    Required cards: Instigator + Chieftain + SGC + Tarfire/any other goblin

    T1 Lackey
    T2 - (hate?) Drop Instigator
    T3 - (hate?) Drop Matron - Kiki
    T4 Play and copy Chieftain, swing for lethal

    Required cards: Lackey + Instigator + Matron

    T1 Lackey
    T2 - (hate?) Drop Instigator
    T3 - (hate?) Drop Goblin Ringleader + Goblin Ringleader + Goblin Ringleader
    T4 Drop Goblin Chieftain + play any other goblin/tarfire

    Required cards: Lackey + Instigator + Ringleader + whatever 2 drops Ringleader comes up with.... Or Matron -> Kiki ofcourse...

    T1 - (hate?)
    T2 Instigator
    T3 - (hate?) Drop SGC + SGC/Kiki
    T4 Chieftain

    Required cards: Instigator + SGC + SGC + Chieftain

    T1 - (hate?)
    T2 Instigator
    T3 - (hate?) Drop Kiki + Chieftain
    T4 Play chieftain if you didn't have it in hand on turn 3. Swing for lethal.

    Required cards: Instigator + Kiki + Chieftain

    T1 Lackey
    T2 - (hate?) Drop Chieftain
    T3 Play Instigator, Drop any 2 power goblin.
    T4 Swing for the kill

    Required cards: Lackey + Chieftain + Instigator + any 2 power goblin (or 1 power/tarfire if they fetched)

    T1 Tarfire
    T2 Instigator
    T3 Ringleader + Ringleader + Chieftain
    T4 Instigator or MWM or chieftain or any goblin + second tarfire and swing

    Required cards: Instigator + Tarfire + a rich Ringleader

    T1 Lackey
    T2 - (Hate?) Drop Matron, find Matron
    T3 Play Matron, find Kiki, drop Kiki, copy Matron, find Chieftain
    T4 Play Chieftain, copy Chieftain

    Required cards: Lackey + Matron, yes, apparently this kills on turn 4 aswell.

    T1 -
    T2 Instigator
    T3 Ringleader + Chieftain + Chieftain
    T4 Any goblin or tarfire

    Required cards: Ringleader (more chance on double chieftain ofcourse) + Instigator + Double Chieftain + any goblin/tarfire

    Ofcourse there are countless t4 kill options, but these are just a few easier ones to show that Instigator builds have some speed against foes without lackey-defense.

    The question would be, with hate, is t4 fast enough?

    That said, Piledriver still opens up stuff like:

    T1 -
    T2 Piledriver
    T3 Chieftain
    T4 Piledriver

    T1 Lackey
    T2 Piledriver + SGC
    T3 win

    T1 Lackey
    T2 Hate? + Piledriver
    T3 Chieftain
    T4 Swing again

    T1 Lackey
    T2 Piledriver + Piledriver
    T3 Swing for 11
    T4 Swing again

    And countless more... so...there's much to be said for both sides.

    Don't know if this is of any help, but it might... I just love doing these..

  2. #2222

    Re: [Deck] Vial Goblins 2.0

    @Nameless Two: Interesting caltulations thank you. I think that the most relevant thing is how many cards you need in your opening hand to make a fast kill. As far as I see only your first calculation requires 2 cards and that includes WI... Also, it seems that WI kills leaves more space for hate cards while piledrivers builds would require hate that doesn t cost mana.
    Anyway, if one runs a full playset of piledrivers + a playset of WI such a fast kill would be pretty much every opening hand I guess. On the other hand, that would require a cut on the removal package. Increasing the relative number of pyrokinesis MD could balance out the lower overall count of removals though.

    @wert: I agree with you

  3. #2223
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    Re: [Deck] Vial Goblins 2.0

    ok, ive done alot of playtesting against ANT this evening. The best sideboard plan was 4 White leylines+ 3 Surgical Extraction + 2 Pyroblast. The problem is, you absolutely need the white leyline. It protects you against Tendrils, but also more important against discard. With Extractions its very easy to disrupt their PiF or IGG loop. Pyroblast can counter Chains of Vapor or Echoing Truth.

    Im not sure yet, if this is the best plan for the goblins sideboard, because i really hate the randomness of the leyline.

    Tomorrow I will test the 8 Leyline 3 Serum Powder Setup
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  4. #2224

    Re: [Deck] Vial Goblins 2.0

    @wert (and others with a less combohateful SB)
    I also agree. Last tournament I had a hard time facing Maverick 3 times! (2 Punishing)
    What do you like to board against Maverick (assuming monored build)? Pyrokinesis, artifacthate, Anarchy? Or even Surgical? I always have the feeling that I dilute my build by siding in too much. Should we settle with 2 artifacthate and an Anarchy to take care of equipments and everything permanent with little suns in the top right corner?

  5. #2225
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Humphrey View Post
    Tomorrow I will test the 8 Leyline 3 Serum Powder Setup
    THANKS!

    Quote Originally Posted by Steamflogger View Post
    @wert (and others with a less combohateful SB)
    I also agree. Last tournament I had a hard time facing Maverick 3 times! (2 Punishing)
    What do you like to board against Maverick (assuming monored build)? Pyrokinesis, artifacthate, Anarchy? Or even Surgical? I always have the feeling that I dilute my build by siding in too much. Should we settle with 2 artifacthate and an Anarchy to take care of equipments and everything permanent with little suns in the top right corner?
    If your opponent is not runing Stoneforge (like the ones running Thalia are doing), then just 1 Tuktuk should be enough for the 2 Jitte without tutors they have.

    Have anyone tested Relic or Surgical against P.Fire Maverick? How was it?
    I may be inclined to use Relic, because it works better with Tarfire/Knesis...
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  6. #2226

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by ScatmanX View Post
    THANKS!
    Have anyone tested Relic or Surgical against P.Fire Maverick? How was it?
    I may be inclined to use Relic, because it works better with Tarfire/Knesis...
    I had used relics, needles, thorn of amethyst, boartusk liege against punishing. Works like a charm. With the right sideboard, punishing is in fact a easier matchup. Their mana base is rather suspect and wastelands can ruin their day.

  7. #2227

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by fimo View Post
    @Nameless Two: Interesting caltulations thank you. I think that the most relevant thing is how many cards you need in your opening hand to make a fast kill. As far as I see only your first calculation requires 2 cards and that includes WI... Also, it seems that WI kills leaves more space for hate cards while piledrivers builds would require hate that doesn t cost mana.

    Well theres that Lackey + Matron hand that only requires two cards too..(and 3 lands)

    I didn't calculate any Vial turn 4 hands, since its mostly sided out I figured?

    Oh and Markbris, it says your video's too long.

    Btw with Boartusk Liege from the board if you run it, you can even go

    T1 Lackey
    T2 Hate - Drop Liege
    T3 Chieftain
    T4 Swing again

    required cards: Lackey, Liege, Chieftain

    Or

    T1 -
    T2 Instigator
    T3 Liege + SGC
    T4 Swing + Sac for lethal

    required cards: Instigator, Liege, SGC

    Most of the t4 kills I calculated that need just a few cards tend to use Chieftain btw. Although many times fetched off a ringleader/matron will do.

    Liege allows for other options

    T1 Lackey
    T2 Hate + SGC
    T3 Hate + Drop Liege
    T4 Swing

    Req cards: Lackey + SGC + Liege

    T1 Lackey
    T2 Hate + Liege
    T3 Hate + Drop Kiki
    T4 Swing

    Req cards: Lackey + Liege + Kiki-Jiki

    T1 -
    T2 Instigator
    T3 Hate + Drop Liege + Liege
    T4 Either a tarfire or a fetch on the opposing side is by now lethal.

    Req cards: Instigator + Liege + Liege + Tarfire/enemy fetch (or pretty much any goblin played on turn 3)

    I guess most hands with a lackey or instigator will do the trick by turn 4. Hands with lackey or instigator + matron can certainly do this when not opposed.

    If we ever work out a somewhat definite goblin list we might be able to throw in some actual statistics.

    Also one final bit:

    T1 Lackey
    T2 Drop Kiki-Jiki
    T3 Drop Matron, Drop Chieftain
    T4 Swing for Lethal

    This only needs 1 land + Lackey + Kiki + Matron.

  8. #2228
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    Re: [Deck] Vial Goblins 2.0

    Ok so I'm reposting them game by game. G1 is up now and I'll have the other two up shortly.

    http://www.youtube.com/user/brisl003?feature=mhee

  9. #2229
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    Re: [Deck] Vial Goblins 2.0

    Piloted my classic list today to finals in 43ppl tournament today:

    4 wasteland
    4 wooded foothills
    4 scalding tarn
    3 rishadan port
    2 taiga
    5 mountain

    4 aether vial
    4 goblin lackey
    3 mogg fanatic
    4 mogg war marhall
    3 goblin piledriver
    1 tin street hooligan
    1 stingscourger
    4 goblin matron
    4 goblin chieftain ´
    4 gempalm incinerator
    1 goblin sharpshooter
    4 goblin ringleader
    1 siege-gang commander

    Sb:
    1 tuktuk scrapper
    2 pyroblast
    2 krosan grip
    3 pyrokinesis
    2 blood moon
    2 relic of progenitus
    3 leyline of the void

    R1 UW blade:
    I had nuts both games, every ringleader fetched me 3-4 goblins…
    2-0

    R2 Sneaky show:
    G1 I have vial and port, he intuiton at end of turn for 3 emrakul and SnT in his turn, I show him matron for stingcourger and vial him in play. He then misplays petal in his turn which met Hooligan.
    G2 Early lackey puts him under pressure, he firespouts at 8 life. I manage to somehow rebuild my army bud sneakattack me at 3 life.
    G3 He struggle to find second piece of combo, while lackey, driver a couple of tokens kill him.
    2-1

    R3 Uwr thopter:
    Opponent predicted field to be mostly aggro, so after WoG, firespout a couple of stp and ensnaring bridge i scope both games.
    0-2

    R4 UR delver:
    G1 he starts with delver, fanatic eat him, next turn vial. He tries to burn me, but eventually tries to burn my goblins. I end game with 11 life…
    G2 he starts again with delver, and me again with fanatic but he fow! Delver flips attack me down 11 or so. Then guide and grim join his forces. Grim mets with fanatic, guide with mwm and delver got gempalmend. Next turn ringleader , gg
    2-0

    R5 Dredge:
    G1 keep reasonable hand with fanatic, driver, wasteland etc…opponent had nuts, t3 kill
    G2 again hand with fanatic and wasteland, opponent breaktrought half of his library into his graveyard, but no moebas, at this time, out of nowhere I topdeck relic and he scoop(nothing in hand, no lands).
    G3 Keep in my opiniom sweet hand: Leyline, relic, lackey, vial, etc but no land. At this point i didnt knew that my opponent will mulligan down to 4. My first land comes probably six turn later while I’m under heavy pressure of 3 putrid imps, golgari thug and moeba. Drop vial, next turn fanatic and mwm, kill him few turns later…
    2-1

    R6 Dredge:
    ID

    Top8 teammate with Punishing mawerick:
    G1 I keep hand with vial, then have little struggle with mom, but 2 wastelands and ringleader into 3 gempalms made this game easy win.
    G2 This was most epic game whole day. My 7 were 2 vial, ringleader, mwm+ lands. He drops mom again, noble and qasali, but he refuses to destroy my vial for 2 turns, because I had two of them(big mistake). Eventually my ringleader get into play showing 2 ringleader and chieftain. Next ringleader brought me driver, tuktuk and lackey. But opponent doesn‘t lag behind, and acomplish punishing fire combo with 10/10 knight.This game end about 20 minutes later in crazy series of topdeck matron for sgc and gempalm->ringleader->stingscouger on his knight. This game required all ringleaders, mwm, gempalms and fanatic in my deck, wow ended with like 20 or so cards in library.
    2-0

    Top 4 dredge:
    G1 I really dont know how I do it, but hand was: 2 fanatic, vial, wasteland, ringleader, mwm etc. Wasteland trade with his city of brass, so he dredges only once each turn. Fanatics take care of two bridges. Ringleader brought me mwm, lackey and gempalm. In the end about 4 tokens and ringleader end his life.
    G2 Keep average 7 with Relic on draw->fanatic lol, play him. He did some crazy stuff with 3 careful studies (or looting via led) in one turn, but struggle to find dredger in first two of those. He decides not to therapy me. Second turn relic sealed the game…
    2-0

    Then we split in final(death and taxes). All in all, it looks I had more lack than intelligence. Fanatic, as always, proved his strenght in my metagame( ah dont forget about mwm). Compared to my little experiment last week 2-4 this version felt lot stronger( changes:-1 mwm -1driver -1fanatic +2instigator +1 kiki-jiki)

  10. #2230

    Re: [Deck] Vial Goblins 2.0

    Is there a nuts SB card against esper stoneblade? something nuts like cursed totem for maverick. I don t really know what to side against them. I used to side REB against UW stoneforge but I feel like it lost value with the black splash. What do you side in against esper blade?


    I sometimes had problems against Geist of Saint Traft, especially when they go like T3 geist, T4 elspeth - attack for 9 flying... Any trick to deal with it? Is piledriver is the biggest help here?

  11. #2231

    Re: [Deck] Vial Goblins 2.0

    There is a topic I had been thinking of for sometime. There is a number of goblin cards that are not errata as Goblin. I wonder if there is a chance of that happening.

    The whole list as far as I can find.
    Goblin Burrows
    Mogg Hollows
    Auntie's Hovel
    Brightstone Ritual
    Goblin Grenade
    Mogg Cannon
    Kuldotha Rebirth
    Goblin War Strike
    Quest for the Goblin Lord
    Goblin Bomb
    Dragon Fodder
    Goblin Bombardment
    Goblin Festival
    Goblin Kites
    Goblin Lore
    Goblin War Paint
    Rise of the Hobgoblins
    Mogg Alarm
    Goblin Assault
    Dralnu's Crusade
    Goblin Caves
    Goblin Shrine
    Goblin Offensive
    Mogg Salvage
    Goblin Trenches
    Goblin War Cry
    Goblin War Drums
    Goblin Warrens
    Empty the Warrens
    Goblin Cannon
    Goblin Scouts
    Mogg Infestation
    Goblin Charbelcher

    Did I miss any cards? Which of these cards would you like to see goblinised?
    For me, I think Goblin Bombardment, Goblin War Strike, Goblin Warrens, Goblin War Drums, Brightstone Ritual, Dralnu's Crusade would open new lines of play. Goblin lands might not be actually a good thing thou.

    Another interesting card that is not goblin but might be good is Moggcatcher

  12. #2232

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by fimo View Post
    Is there a nuts SB card against esper stoneblade? something nuts like cursed totem for maverick. I don t really know what to side against them. I used to side REB against UW stoneforge but I feel like it lost value with the black splash. What do you side in against esper blade?


    I sometimes had problems against Geist of Saint Traft, especially when they go like T3 geist, T4 elspeth - attack for 9 flying... Any trick to deal with it? Is piledriver is the biggest help here?
    Anarchy? In black, Warren Weirding.
    Yeah, if they have T3 Geist T4 Elspeth and a bunch of removal, you're in trouble...
    warren weirding is pretty nice actually, you can answer their geist with matron for weirding.

    Blood Moon might be good too...



    Also, wert, I'd like Goblin Grenade.

    Yuri, thanks for the report... Keeping 0 land hands? Wow you are brave, counting on your luck like that.

  13. #2233

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by wert View Post
    There is a topic I had been thinking of for sometime. There is a number of goblin cards that are not errata as Goblin. I wonder if there is a chance of that happening.

    Goblin Bombardment
    Mogg Salvage


    Bombardement would be sweet with full set of MWMs. And if it was a tribal goblin enchantment, it would push goblin to the top. Mogg Salvage with its CC as a goblin would also be nice to fight those UW/Esper Blades.

    Goblin War Drums - well we allready have Caterwauling Boggart

  14. #2234
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Humphrey View Post
    ok, ive done alot of playtesting against ANT this evening. The best sideboard plan was 4 White leylines+ 3 Surgical Extraction + 2 Pyroblast. The problem is, you absolutely need the white leyline. It protects you against Tendrils, but also more important against discard. With Extractions its very easy to disrupt their PiF or IGG loop. Pyroblast can counter Chains of Vapor or Echoing Truth.

    Im not sure yet, if this is the best plan for the goblins sideboard, because i really hate the randomness of the leyline.

    Tomorrow I will test the 8 Leyline 3 Serum Powder Setup
    I was goldfishing against Ad Nauseum/Past in Flames/ Tendrils this weekend and found that 4 Chalice 4 Mindbreak Trap was decent, but I never felt like it gave the edge. That MU was pretty much 50/50, and I'm nopt a good storm player so I'm sure I was making tons of mistakes against myself. I think if I sided in Leyline of the Void my chances would be improved, since PiF and Cabal Ritual provided many of the winning lines of play. Chalice @ 0 was amazing against them though. On the play, a Chalice at 0 just turns off their LEDs and stops their tutoring shenanigans. I'll try playtesting tonight with Leylines.

    Testing against High Tide a Chalice @ 1 is GG. There is nothing that deck can do under a Chalice until it bounces it, which usually requires 2 turns worth of spells (Cunning wish + Bounce). Also, their clock is slow enough that you can always just try to race them with an aggressive hand.

  15. #2235
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    Re: [Deck] Vial Goblins 2.0

    I tested 8 Leylines 2 Serum Powder against ANT last night. I did really like the powder, it helped getting the white leyline on the opening without mullingan into oblivion. Both Leylines really helped in this matchup, but theyre still clunky and dilute the aggro plan. I think 4 Extractions are much more useful than the black leylines.
    Same against TES. Black Leyline is useless here and only white leyline doesnt slow this deck significantly.

    My conclusion, Leylines are crap (as i expected) and Serum Powder is a nice sb option if you absolutely need hate in your opening hand. (obv)

    Im going back to Chalice+Extraction+Pyroblast
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  16. #2236
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Nameless Two View Post
    Anarchy? In black, Warren Weirding.
    Yuri, thanks for the report... Keeping 0 land hands? Wow you are brave, counting on your luck like that.
    We discussed it a lot after game, here are my arguments: If he had chain of vapor/any other way to get rid of lelyine I would probably lose anyway, but if I draw a land I will have access to second hate(relic) and vial.

  17. #2237
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Yuri8 View Post
    We discussed it a lot after game, here are my arguments: If he had chain of vapor/any other way to get rid of lelyine I would probably lose anyway, but if I draw a land I will have access to second hate(relic) and vial.
    Imo you did right.
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  18. #2238
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    Re: [Deck] Vial Goblins 2.0

    This is the list I'm going to be running for the next couple weeks and probably at the SCG here in Birmingham on the 22nd. I feel like its got game against all of the DTB and thats all I can ask for really at this point. I feel like I'm retaining most of the speed/resiliency of the deck but just trying to butcher the aggro matchups with removal.

    Reanimator: 3 Weirdings MD plus Leylines and another weirding in the SB

    Burn: Race time plus chalice for help

    Maverick: My plan here is to grind em out with weirdings/gempalm/bolt/perish after SB and just do them in with Card advantage and removal.

    Blade/Esperblade: Plan is boatloads of removal to keep them off batterskull etc and overwhelm. Sharpshooter in the main plus 1 tuktuk main and 1 sb.

    RUG Tempo: See Maverick.

    Nic Fit: meh nothing for this, don't really care.

    Bant: I wish I could play this all day.

    Sneak Attack: Racing time with weirdings to help out.

    Dredge: Leyline or bust.

    Storm: Chalice plus a lil help with mindbreak.

    Mana:
    6 Mountain
    4 Wasteland
    4 Bloodstained Mire
    4 Arid Mesa
    1 Swamp
    1 Badlands

    Core
    4 Goblin Chieftain/Warchief - 2 Each
    4 Goblin Lackey
    4 Goblin Ringleader
    4 Goblin Matron
    3 Gempalm Incinerator
    3 Mogg War Marshal
    3 Goblin Piledriver
    2 Siege Gang Commander
    1 Tuktuk Scrapper
    1 Goblin Sharpshooter


    4 Aether Vial
    4 Lightning Bolt
    3 Warren Weirding

    Sideboard:
    4 Leyline of the Void
    4 Chalice of the Void
    3 Perish
    2 Mindbreak Trap
    1 Tuktuk Scrapper
    1 Warren Weirding

  19. #2239
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by markbris View Post
    Sideboard:
    4 Leyline of the Void
    4 Chalice of the Void
    3 Perish
    2 Mindbreak Trap
    1 Tuktuk Scrapper
    1 Warren Weirding
    There's no reason for that 4th Weirdings ther not be a Stingscourger. 1 Provide a lot more flexibility, while playing almost like Weirding.
    Don't really like the decklist, but we all have our preferences...
    Super Bizarros Team. Beating everything with small green dudes and big waves.

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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by ScatmanX View Post
    There's no reason for that 4th Weirdings ther not be a Stingscourger. 1 Provide a lot more flexibility, while playing almost like Weirding.
    Don't really like the decklist, but we all have our preferences...
    I'm going back and forth on stingscourger. What do you see as problems with my decklist?

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