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Thread: [Deck] Goblins

  1. #3041
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    Re: [Deck] Vial Goblins 2.0

    L10 maybe u can cut the thorns and bring chieftains and maybe a krenko (because it's cute obviously :P)

    i want to test him and congrats for all that green punishment XD

  2. #3042

    Re: [Deck] Vial Goblins 2.0

    Oh, M13 cards can be used until this Friday. But yes, I will be using Krenko as soon as I get him. Its board presence is as huge as SGC and can win games when I proxied him against friends.

    To be honest, I don't like Chieftains or Boartusk Liege as my solution against Engineered Plagues because they will just get eaten by removals or hand disruption. Maybe if I have like four Chieftains and two Boartusks, which is not bad to be honest. I was planning to test out Chaos Warp again as our pseudo-Krosan Grip. The problem is that our opponent can draw Engineered Plague again, eventually. Or, I can just try to dodge Engineered Plague.

    I am planning to run this list next week, assuming I can get Krenko in time:
    http://deck.tk/4Sqh7H25
    The Kiki-Jiki, Lightning Crafter, and Sharpshooter/Prospector infinite combo sounds hilarious to me. I was only to pull it off once a while back in a tournament environment.

    Or this variant with maxed out Chieftains and two Krenkos:
    http://deck.tk/169m25df

    Thanks for the input.

  3. #3043

    Re: [Deck] Vial Goblins 2.0

    Just a thought,

    Are Mogg Flunkies bad?, 2cc 3/3 goblin with a drawback, or are they not played because MWM, Instigators, Stingscourgers and Piledrivers are just better
    2cc drops?

    Would they be good against E-Plagues?

  4. #3044
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by orcanmail View Post
    Just a thought,

    Are Mogg Flunkies bad?, 2cc 3/3 goblin with a drawback, or are they not played because MWM, Instigators, Stingscourgers and Piledrivers are just better
    2cc drops?

    Would they be good against E-Plagues?
    Wild Nacatl is a 3/3 1-drop without drawbacks and it doesn't see play these days. That's the state of Legacy.

    Still, he's a goblin at least, so why not? The reason why not is that he doesn't provide any synergy. He doesn't make other goblins better (Winstigator), other goblins don't make him better (Piledriver), and he doesn't fulfill a utility role.

    It you're really worried about E Plague splash White and play Thalia and Disenchant.

  5. #3045
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    Re: [Deck] Vial Goblins 2.0

    1 cavern of souls down, 3 to go, I need my next paycheck now!

    anyhow, I'm going back to pushing this deck some more once I get ahold of the caverns, I could play it just fine now but I feel like it's not 100% since they printed that card and I've needed to obtain them since.

    nothing really new to note other than I'm now maindecking 1 artifact hate goblin as well as having one in the sideboard because of stoneforge mystic's, I'm also sideboarding a stingscourger in addition to maindecking one already because of the increase in "cheat a bomb into play" -reanimator / sneak & show, etc-
    Last edited by feline; 08-12-2012 at 05:51 PM.
    Primary legacy deck High Tide primer

  6. #3046
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    Re: [Deck] Vial Goblins 2.0

    VI. Update notes

    July 12th
    * added the following cards to "To-be-tested cards"
    Battle Squadron
    Fodder Launch
    Goblin Pyromancer
    Murderous Redcap
    Shrieking Mogg



    -------------------------------------
    On Mogg Flunkies:
    I also think that this card is bad. I explain why:

    (1) Offensive Ability:
    You can directly compare MF to Piley here, since piledriver won't attack without at least 1 other goblin. In this scenario is always 3/2 or 5/2 or 7/2 while Flunkies never exceed the 3/3.
    Some people around here still don't run the whole playset of Piledrivers.
    So as long there aren't 4 Piledrivers in your deck there is no room for Flunkies

    (2) Defensive Ability:
    MF is only problematic with at least one other creature next to it. Then again he won't be able to actualy KILL the blocked creature in most cases, since problematic creatures often have toughness 4 or greater (Tarmogoyf, KotR, BatterGerm). Even then we take the risk of having MF removed before the damage step, which robs 3(!) whole points of damage to the blocked creature. MWM is much better as a defensive tool since he too can be 3 dmg in 1 card (not creature). However MWM has the benefit of having synergies with other cards, while MF needs other cards to synergize (is this even a real word?) with him.
    So if you don't have 4 MWM in your deck there is no room for MF.

    I do not doubt that he can be a cool trick to fight E.Plague, but seriously: any lord is better here.


    //EDIT:
    Someone stated that FLunkies are an "old-school tool" to fight a certain control deck (P. Deed, if I'm not mistaken). I cant find the posting, but can this guy pls explain HOW and WHY MFs are good there (and thereby save the honor of our poor Flunkies)
    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.

  7. #3047
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    Re: [Deck] Vial Goblins 2.0

    Battle Squadron is interesting
    Got tired of Legacy and you like drafts? Try my Paupercube What?

  8. #3048

    Re: [Deck] Vial Goblins 2.0

    I spent a while running Battle Squadron in place of a SGC, but it did not come up often enough to make an impression. That is to say, the situation never called on Matron-ing for it. It never seemed like it would be a good idea to run it as a 4-of in an event.

    ...

    In other news, my Anti-Plague tech: Goblin Caves.
    "If magic is your crutch, cast it aside and learn to walk without it." —Teferi

  9. #3049

    Re: [Deck] Vial Goblins 2.0

    GoblinSettler, Goblin Caves sounds like an excellent idea! It's great because we can survive a double E. Plague with one card. I wonder if only having 12 Mountains is good enough to pay the RR. Though I can always use Skirk Prospector for one red mana and a Mountain for the other. How many would you run on the sideboard? Three or four? Thanks for sharing the tech!

    I think Arms Dealer should be tested if your list has a ton of cannon fodder like Matron, MWM, and tokens; especially with the printing of Krenko. Arms Dealer can kill a Batterskull, which is not too shabby. I will be testing him more.

  10. #3050

    Re: [Deck] Vial Goblins 2.0

    [QUOTE=GoboLord;657631]VI. Update notes

    July 12th
    * added the following cards to "To-be-tested cards"
    Battle Squadron
    Fodder Launch
    Goblin Pyromancer
    Murderous Redcap
    Shrieking Mogg



    Ah, the Goblin Pyromancer. I am always tempted by this guy almost more than any other Goblin. He just feels like an alpha strike game winner. Let's all test him out seriously.

  11. #3051
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    Re: [Deck] Vial Goblins 2.0

    Ok, talking about powerful cmc4/cmc5 spells how would you like something like this:

    Goblin Burning Boy (3RR)
    Creature - Goblin
    When Goblin Burning Boy enters the battlefield it deals 5 damage to target creature.
    2/2

    This is hypothetical of course, but how would you like it?
    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.

  12. #3052

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    Ok, talking about powerful cmc4/cmc5 spells how would you like something like this:

    Goblin Burning Boy (3RR)
    Creature - Goblin
    When Goblin Burning Boy enters the battlefield it deals 5 damage to target creature.
    2/2

    This is hypothetical of course, but how would you like it?
    I think it's body is too small. I'd prefer a damage less, but with more power or toughness. Perfect would be a goblin flametongue kavu. However, I would like it very much.

  13. #3053
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    Re: [Deck] Vial Goblins 2.0

    Dont take it personally but I dont like how everybody is spamming selfmade cards all over the forum at the moment. Please use the creation thread.

    Actually I see 2 cards missing atm. Tuktuk for CC2 and maybe a small Ringleader for 3
    Got tired of Legacy and you like drafts? Try my Paupercube What?

  14. #3054
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Humphrey View Post
    Dont take it personally but I dont like how everybody is spamming selfmade cards all over the forum at the moment. Please use the creation thread.
    I'm with you here. However, I didn't invent that card - it actually exists. However, if somebody suggests to play

    Outrage Shaman

    it would surely not raise anybody's interest. So, I just wanted to re-write it's oracle text and see if you like it (I didn't lie on what he is doing because he actually WILL deal 5 or more damage in most situations).
    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.

  15. #3055

    Re: [Deck] Vial Goblins 2.0

    So is Rishadon Port not good in goblins anymore? Anyone have an updated list with Krenko?

  16. #3056
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by Eatatjoes View Post
    So is Rishadon Port not good in goblins anymore? Anyone have an updated list with Krenko?
    Rishadan Port is still a fine card. A Goblins list with 4 Waste 4 Port just won a SCG 5K about a month ago, and the proof is in the puddin'.

    I haven't seen any really Krenko-centric lists yet. Mostly I've just seen standard lists, but with Krenko instead of a SCG.

    4 Vial
    4 lackey
    4 matron
    4 Warchief
    4 Ringleader
    4 Gempalm
    4 Piledriver
    3 Mogg War marshal
    1 Stingscourger
    1 Prospector
    1 Sharpshooter
    1 Seige Gang Commander
    1 Krenko
    2 pyrokinesis

    4 Wasteland
    4 Port
    4 Cavern
    10 Mountain

    It's a basic goblins list that i just pulled outta my butt, but it's got everything you need. Removal, CA, cheats. MWM, Skirk, Sharp, and Krenko all go together nicely. 22 Lands allows you to play 4Waste 4 Port, and all is good.

  17. #3057

    Re: [Deck] Vial Goblins 2.0

    If you want the list to be more Krenko-centric, you may also want a Chieftain or two for haste. Maybe take Jon's list and replace Pyrokinesis with Chieftains.

    I don't think Goblin Cave may be a good solution to Engineered Plague after all. Even if we build up a giant army of tokens, we are left with 0/2 goblins. In this case, we still need lords to boost our guys for them to be meaningful.
    Last edited by L10; 07-12-2012 at 06:47 PM.

  18. #3058

    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by GoboLord View Post
    [B][SIZE="3"]//EDIT:
    Someone stated that FLunkies are an "old-school tool" to fight a certain control deck (P. Deed, if I'm not mistaken). I cant find the posting, but can this guy pls explain HOW and WHY MFs are good there (and thereby save the honor of our poor Flunkies)
    It was me Well I remember that back in the days flunkies was hidden somwhere in the 75s of goblin decks. For example:

    http://www.wizards.com/Magic/Magazin...rd/pthou02/fm8

    http://www.wizards.com/Magic/Magazin...ind05/day1blog

    http://thecouncil.es/tcdecks/deck.ph...5&iddeck=30871

  19. #3059

    Re: [Deck] Vial Goblins 2.0

    Another goblin i've been thinking about apart from Flunkies and Pyromancer is Vexing Shusher.
    With Shushers, Vials and Cavern of Souls, Counter decks would be in for hell versus Goblins.

  20. #3060
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    Re: [Deck] Vial Goblins 2.0

    Quote Originally Posted by liamb View Post
    It was me Well I remember that back in the days flunkies was hidden somwhere in the 75s of goblin decks. For example:

    http://www.wizards.com/Magic/Magazin...rd/pthou02/fm8

    http://www.wizards.com/Magic/Magazin...ind05/day1blog

    http://thecouncil.es/tcdecks/deck.ph...5&iddeck=30871
    I don't want to be pendantic, but 7-8 year old decklist don't quite explain why Mogg Flunkies should be a good choice today. I mean, the were probably integrated because back then they were lacking good cmc2 drops (like Stinger, MWM, Winstigator).

    //EDIT: Almost forgot to say thank you for providing those old decklists - I enjoyed the time travel =)
    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.

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