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Thread: [Deck] Goblins

  1. #2901

    Re: [Deck] Vial Goblins 2.0

    if Moat and humility became commonplace then I'd have to splash green for Krosan Grips.
    I'd have to replace mountains for taigas and Fetchlands.

    my mana base would look something like this, 22-24 land, depending on my exact list.

    4 taiga
    6-7 fetchlands
    4 wastelands
    4 ports / caverns
    4-5 mountains

  2. #2902

    Re: [Deck] Vial Goblins 2.0

    I´ve been playing with Mogg War Marshall in WI´s slots, and i´m very happy with them!

    My new list:

    // Lands
    12 [ON] Mountain (1)
    4 [AVR] Cavern of Souls
    4 [TE] Wasteland

    // Creatures
    3 [ON] Goblin Piledriver
    3 [M10] Goblin Chieftain
    4 [SC] Goblin Warchief
    4 [US] Goblin Matron
    4 [AP] Goblin Ringleader
    2 [10E] Siege-Gang Commander
    3 [LE] Gempalm Incinerator
    4 [US] Goblin Lackey
    1 [PLC] Stingscourger
    3 [TSP] Mogg War Marshal
    1 [WWK] Tuktuk Scrapper

    // Spells
    4 [DS] AEther Vial
    2 [LRW] Tarfire
    2 [AT] Pyrokinesis

    // Sideboard
    SB: 2 [PLC] Stingscourger
    SB: 1 [WWK] Tuktuk Scrapper
    SB: 3 [5E] Pyroblast
    SB: 3 [ALA] Relic of Progenitus
    SB: 1 [ON] Goblin Sharpshooter
    SB: 3 [MR] Chalice of the Void
    SB: 2 [IA] Anarchy


    My doubts are if I should run Tuktuk mainboard, and/or add 1 more mountain.
    The sb seems consistent to me, prepared to face Sneak Show/Hypergenis, Maverick and Blade Control.

    Dont´s tested yet against Miracle Control, but it seems like a bad matchup. Don´t know if i can handle with the Angels...

  3. #2903

    Re: [Deck] Vial Goblins 2.0

    Hi everybody, i am a very old ITALIAN goblin player, and since cavern was announced i started testing all the possibilities! In my meta there are not so many combo ( SnT Reanimator and so on ) and lot's of canadian, maverik and miracle countertop control...
    If there was a lot of combo weirding is the only way to survive, but the black mana is hard to fetch and to keep ( wasteland and so on ).
    I decided to splash it only with green for TnH ( cavern made it easier to cast ) Krosan Grip, and choke and put altready in 2 tarfire, a really good removal that you can easily tutor with matron and reveal with ringleader.
    For the mana base i decided to play 2 taiga and 3 ports

    The list is this one


    4 Mountain
    1 Bloodstained Mire
    2 Wooded Foothills
    3 Rishadan Port
    4 Wasteland
    2 Taiga
    1 Scalding Tarn
    1 Arid Mesa
    4 Cavern of Souls

    4 Goblin Ringleader
    4 Goblin Warchief
    1 Goblin Chieftain
    4 Goblin Lackey
    4 Goblin Piledriver
    1 Siege-Gang Commander
    3 Mogg War Marshal
    2 Tarfire
    4 Gempalm Incinerator
    4 Goblin Matron

    1 Tin Street Hooligan
    1 Stingscourger
    1 Skirk Prospector

    4 AEther Vial

    SB: 3 Relic of Progenitus
    SB: 2 Anarchy
    SB: 3 Pyroblast
    SB: 1 Stingscourger
    SB: 1 Goblin Sharpshooter
    SB: 2 Krosan Grip
    SB: 1 Tin Street Hooligan
    SB: 2 Pithing Needle



  4. #2904

    Re: [Deck] Vial Goblins 2.0

    I own 3 Chaos Warp, and I can say its very multifunctional, It almost always gets sided when your agaist equipements and encantments or even big creatures. Its a tricky card...but its very powerful to!

  5. #2905
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by akabidu View Post
    I own 3 Chaos Warp, and I can say its very multifunctional, It almost always gets sided when your agaist equipements and encantments or even big creatures. Its a tricky card...but its very powerful to!
    But it is not tutorable with Matron and it is a whiff when you play a ringleader. Against equipment or other arttifacts you'd rather have tuk-tuk or TSH. If enchantments become prevalent, Chaos Warp may warrant a SB spot as mono-red's only avalable answer, but currently I feel that those spots are better used in other ways.

  6. #2906

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by woodjt5 View Post
    But it is not tutorable with Matron and it is a whiff when you play a ringleader. Against equipment or other arttifacts you'd rather have tuk-tuk or TSH. If enchantments become prevalent, Chaos Warp may warrant a SB spot as mono-red's only avalable answer, but currently I feel that those spots are better used in other ways.
    But what about the RB ? no way out.

  7. #2907
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    Re: [Deck] Vial Goblins 2.0

    My SBif Moat/Humulity is in the Rise In a mono-R shell.

    4 W.Instigator
    4 Siege-Gang Commander (I dont run any main)

    -4 Ringleaders
    -1 Sharpshooter
    -3 MWM

    Why dilute the deck with cards that have no synergy with ours when you can just transform our decks into a combo-esque build.

  8. #2908
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by RaZe View Post
    My SBif Moat/Humulity is in the Rise In a mono-R shell.

    4 W.Instigator
    4 Siege-Gang Commander (I dont run any main)

    -4 Ringleaders
    -1 Sharpshooter
    -3 MWM

    Why dilute the deck with cards that have no synergy with ours when you can just transform our decks into a combo-esque build.
    Skirk Prospector + Sharpshooter gets around a moat nicely. Not so much a humility, though.

  9. #2909

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by woodjt5 View Post
    Skirk Prospector + Sharpshooter gets around a moat nicely. Not so much a humility, though.

    cant count in my hands how many times I won from Encantress with Skirk+Sharp.

  10. #2910
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by woodjt5 View Post
    Skirk Prospector + Sharpshooter gets around a moat nicely. Not so much a humility, though.
    Thats the direction Im talking about. They generally are slow deck and the enchantments are costly. So I would rather just try to win faster with support from Wastelant and Port. And its another option to combat combo az well.

  11. #2911
    Stomping blue decks with "dead" decks, as usual.
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    Re: [Deck] Vial Goblins 2.0

    Or you can just put lots of Goblins into play, cast Anarchy and win.

    SEEMS PRETTY HARD.
    Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return

  12. #2912
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Vandalize View Post
    Or you can just put lots of Goblins into play, cast Anarchy and win.

    SEEMS PRETTY HARD.
    Some of this decks tend to have counterspells. and of you're locked already then rest assured they will stop that spell.

  13. #2913
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    Re: [Deck] Vial Goblins 2.0

    Another tournament for me(only 21 this time), played exactly same decklist as always (post #2537).

    1. Mono black
    First game with my buddy, I konw he plays deck first time and that it’s not complete. I dont remenber this matchup very well other than that in second one double chieftain and port on mishra got me there. W
    1-0

    2. Junk
    He thoughtseizes away my vial but wasteland on bayou hit him hard. He killed some my guys but it wasn’t enough. W
    Kept hand with lackey and relic which forced tarmogoyf to chumpblock my lackey. Then hymn and plague wrecked everything both in my hand and on table. L
    In third he did not pulse my two vial and instead kills chieftan, next turn ringleader into goblin apocalypse explained him that he made mistake. W
    2-0

    3. Mono green eldrazi-post
    I start with lackey and quickly overpower him, while porting him. W
    In second one pithig needle shut my mana denial plan and early titan got him enough mana turn before death. L
    Triple lackey hand,didn’t know if I should keep it. He had 2 wall of roots, third lackey got always in making my army bigger.Two turns later he scoops. W
    3-0

    4. Zoo
    Wasteland + fanatic got rid of first turn nacatl and then one port kept him of white source. W
    I kept slow hand and Huntmaste, Kotor, Skinshifter and Tarmogoyf easily kill me. L
    In third vial and relic, then pyrokinesis on 2 hiearchs and Nacatl. I eventually build good board position but still on only two lands. I tapped out for attack and mogg war marshall while him having Skinshifter and goyf. Helix at end of turn down to 3 and he attacks and I obviously double block. Him „trample“, me „huh, omg“ should read that card. L
    3-1

    5. Reanimator - ID
    3-1-1

    Top8: Reanimator
    Keep good hand with lackey and wasteland. Lackey hit three times putting into play Matron->SGC and another matron, he fails to find Elesh or entomb. W
    Second game was similar expect for Leyline on my side. He eventually finds Show ant tell but by that time I have enough goblins for gempalm. W
    4-1-1

    Top4: UW miracle
    He ran out of cards very quickly while I refuel with ringleaders and after desperate entreat I drop siege gang and force him to chumpblock those ringleaders. Next turn he scooped.
    He starts with top, me with vial but got forced and then counterbalance. Next turn I played fanatic, he taps top in response, REB on balance in response and another vial, everything resolved. He had some miracles but I eventually drop him to 6 and then vial in SGC with 6 lands…W
    5-1-1

    Split final with my buddy (RUG delver). Tin street hooligan wasn't needed all the day so swapping him for krenko should be right move, but really dont know if he would help in any situation this day...

  14. #2914
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    Re: [Deck] Vial Goblins 2.0

    Goblins scenario.

    Was playing MWS earlier and opponent scooped with the current board state. I was wondering how you would play out the rest of my turn in the situation.

    My list* for reference:

    11 Snow-Covered Mountain
    04 Wasteland
    02 Rishadan Port
    04 Cavern of Souls

    04 Aether Vial
    04 Goblin Lackey
    04 Goblin Matron
    04 Goblin Warchief
    04 Goblin Ringleader

    04 Mogg War Marshal
    04 Goblin Chieftain

    03 Goblin Piledriver
    03 Gempalm Incinerator

    02 Stingscourger
    02 Tarfire
    01 Skirk Prospector

    * Didn't Sideboard any cards

    Opponent RUG Delver

    Hand 5 Cards
    Graveyard 2 Cards
    • Tropical Island
    • Ponder

    Board [All Untapped]
    • Tropical Island
    • Wasteland
    • Scalding Tarn
    • Delver of Secrets [Unflipped]
    • Nimble Mongoose


    Odd card that he plays is Dead/Gone In place of Forked Bolt I assume.

    My Hand
    • Goblin Matron
    • Goblin Matron
    • Snow-Covered Mountain

    My board
    • Snow-Covered Mountain
    • Snow-Covered Mountain
    • Aether Vial @ 3
    • Aether Vial @ 2
    • Mogg War Marshal
    • Goblin Token
    • Goblin Piledriver


    Me at 19, opponent @ 13. End of his turn I tap Vial@3, resolves and put Mama into play. Trigger resolves...what do you do? I'm interested to see the different lines of play everyone will decide. If it matters it's G3 post board.

  15. #2915
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    Re: [Deck] Vial Goblins 2.0

    No Ringleaders? Idk if we can be friends anymore....

  16. #2916
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Arsenal View Post
    No Ringleaders? Idk if we can be friends anymore....
    Lol, forgot them from the list. Gonna edit...

  17. #2917

    Re: [Deck] Vial Goblins 2.0

    Just played GP Ghent Trial (19 peeps) with the following list:

    5 Mountain
    4 Wasteland
    4 Cavern of Souls
    1 Scalding Tarn
    2 Wooded Foothills
    2 Bloodstained Mire
    1 Taiga
    4 Rishadan Port

    4 AEther Vial

    4 Goblin Lackey
    4 Gempalm Incinerator
    4 Goblin Matron
    4 Goblin Ringleader
    1 Siege-Gang Commander
    1 Stingscourger
    1 Goblin Sharpshooter
    4 Goblin Warchief
    3 Goblin Piledriver
    3 Mogg War Marshal
    1 Tin Street Hooligan
    1 Skirk Prospector

    1 Pyrokinesis
    1 Tarfire

    SB: 2 Chalice of the Void
    SB: 3 Relic of Progenitus
    SB: 2 Thorn of Amethyst
    SB: 2 Pyrokinesis
    SB: 1 Tin Street Hooligan
    SB: 1 Stingscourger
    SB: 2 Red Elemental Blast
    SB: 2 Grafdigger's Cage


    Justifications for the deck choices. Well actually it’s very similar to my list I played in my first competitive tournaments. I just wanted to remove the dust from this old idea after good result of Jim Davis’ list on SCG open. Compering to the Jim’s main deck I wanted to be prepared more against Maverick so I added two singles: Pyro and Tarfire. The aim of sideboard is to beat reanimator and sneak&show but also burn which is very popular here. Pyro’s and Tin are against Mav.

    R1. Sneak and Show
    G1 – my opponent mulligans to 5 and I have quick opening and won soon after. At that point I had no idea what deck we was playing
    G2 – again quick start on my side. He show and told putting Emy but it was too late for him.
    2-0 (1-0)

    R2. Reanimator (with R splash for looting)
    G1 – he won (as I suspected) I knew my opponent and his deck choice.
    G2 – I brought my heavy artillery and my opening hand was Wasteland, Vial, Grafdigger's Cage, Relic of Progenitus and some goblins (Prospector) so I decided the risky keep. Cage resolves, Vial resolves, Relic Resolves and I drew some lands. It was enough for the win.
    G3 – My opening 7 contained 2 Cage’s and Cavern of Souls so I kept. I drew into some stingscourgers and matrons and won it.
    2-1 (2-0)

    R3. Reanimator (with R splash for looting)
    G1 – again I knew my opponent so predicted loss. He brought Iona and Elesh. Sheesh -talking about killing the fly with the canon.
    G2 – I had cavern and really good opening but saw no hate. Stingsourgers and Matrons worked hard. I bounced his fatties 3 times. I stabilized with his life at low level and one card on his hand – it was elesh. And the he luckily drew Show and Tell. No REB for me… I lost.
    0-2 (2-1)

    R4. Bant
    G1 – I played with my friend and team-mate so I was not happy about that . Nevertheless I knew I would won because it is good match for me. He managed to win one game but my goblin hordes are too much for his bant guys. Wasteland and Port really shines in this matchup.
    2-1 (3-1)

    R5. RUG Delver
    At that point we knew that ID guarantied me and my opponent (and mate) 2nd and 1st place and top 8.
    ID (3-1-1)

    TOP8. BW stoneforge
    He managed to won 2nd close game after resolved Plague (say what?!). 3rd game I finished him of with the Tarfire.

    TOP4. Punishing Mav
    Yeah that were to most epic games I played. Both were very close but I won those. Games like these made me realize that MWM and Tin Streets are the house. Funny thing is that I won 2nd game by killing him with tarfire. With this card, I had the most doubts when I constructed my 75. This my friends is goblin gem.

    Yuri8 I think I can quote you on that:

    Split final with my buddy (RUG delver).
    Haha – same here - my buddy from R5 is also in the final so he conceded (becasue he already had bye's) and I’m getting 3 bye’s at Ghent GP.
    Last edited by liamb; 06-25-2012 at 09:07 AM.

  18. #2918
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    Re: [Deck] Vial Goblins 2.0

    And another one:
    I attended a small tourney yesterday (10 players).

    Round 1: Toby (my buddy) with ANT (2-0) (however we always draw when we get paired, so the official result was 1-1)
    Round 2: Christian with Aggro Loam (2-0)
    Round 3: Sebastian with Affinity (2-1)
    Round 4: Nico with RU Delver (2-0)

    Chalice was my friend that day.
    Mountain Caverns, Lackey, Go.

    If you have an apple and I have an apple and we exchanges our apples, we each have one apple. But if you have an idea and I have an idea and we exchange our ideas, we each have two ideas.

  19. #2919
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by RaZe View Post
    Some of this decks tend to have counterspells. and of you're locked already then rest assured they will stop that spell.
    Still Anarchy is the best answer we have in MonoR builds. It's not like they have eternal access to countermagic - usually staying alive until they resolve a Moat and/or Humility devours many resources (like counterspells).
    Mountain Caverns, Lackey, Go.

    If you have an apple and I have an apple and we exchanges our apples, we each have one apple. But if you have an idea and I have an idea and we exchange our ideas, we each have two ideas.

  20. #2920
    ..sry, whut? ◔̯◔
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    Still Anarchy is the best answer we have in MonoR builds. It's not like they have eternal access to countermagic - usually staying alive until they resolve a Moat and/or Humility devours many resources (like counterspells).
    But with the printing and use of caverns, the counter will rot in their hand until we cast non creature spells.
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