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Thread: [Deck] Goblins

  1. #3601
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    Re: [DTB] Goblins

    @Ace: At first congrats to you! I also have one question and I don't know if it has been answered: You boarded out Incinerators against Maverick? Surely the Pyrokinesis does better in this matchup, but Incinerators also are very strong. So why did you do it. In my opinion you are more the control deck aganst Maverick so you need this removal. Incinerator is the only removal that create cardadvantage.
    Thanks for the explaination ;)

    Yesterday I also went to a tournament but did...awfull. I went 3:3 and did't play well (f.e. didn't play a chalice against Zoo and than get Path'ed, Bolt'ed and Nacatl'ed) and drew crap (f.e. after a hand with 3 Gobos, Pyro and 3 Lands, drew Land, Land, Land, Land, Vial, Vial, Vial, Vial while my opponent drew threats and removal).

    It's sometimes very hard if you see, that there a bad players around you, who luck themselves into the prices (and afterwards talk like they would be the best player) while you do the greatest shit on earth.

    But that's life. So ofter two bad tournaments there will be light, I hope ;)

  2. #3602
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    Re: [DTB] Goblins

    Quote Originally Posted by namrufmot View Post
    My friend and I just had a new (cool or lame?) idea for the mana base. We really like the idea using the Hooligan and Wort Boggart Auntie (a Gempalm, Mogg, or Sting every turn!?) and since neither of us have a full set of Taigas/Badlands were were looking at something like this:

    4 Caverns
    3 Ancient Ziggurats
    4 Wastelands
    7 Mountains
    4 Fetches

    In essence that gives us 7 lands to cast either the Hooligan or Wort...and in early testing this has never been a problem. And since we don't MD any spells aside from Vials, the drawbacks shouldn't be a problem.

    Anyone ever fully test something like this?
    If you want to include Wort, you don't need dual-lands at all. You have 4 Cavern + 4 Vials + 4 Lackeys to stick her on the battlefield.
    TSH is different, since Lackey and Vial don't enable his ability. I'd just stick to 1 Taiga (or Stomping Ground) and 4 fetches if you want to run TSH. I havn't tested Ziggurats so far, but they aren't necessarily a bad idea. For the longf run I'd invest in 1 or 2 Taigas (or Stomping Grounds) to make yourselves open to include K.rips and Ancient Grudge.
    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.

  3. #3603

    Re: [DTB] Goblins

    Quote Originally Posted by Ace/Homebrew View Post
    @Cleston - I have a friend in school for statistics and his #'s regarding Leyline %s were close enough to yours that I owe you an apology!
    hey man, no need for that ;)

    congratulations on your great finish!

    as a goblin player who is using no non-basic except for cavern and wasteland, let me ask you something: how important were those rishadan's over the tournament? do you think you could have won without them?

    just want to know how much I should priorize investing on those... I'm still gathering my fetches and duals.

  4. #3604
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    Re: [DTB] Goblins

    Quote Originally Posted by Cleston View Post
    as a goblin player who is using no non-basic except for cavern and wasteland, let me ask you something: how important were those rishadan's over the tournament? do you think you could have won without them?

    Remember Rishadan Ports may serve as temporal removal, tapping down manlands as Factories, Dryad Arbor, Mutavault and these Zendikar lands, seen every once in a while. All of this additional to its usual use, stated many times in this threat.
    Gobbos: Kings of flavortext!

  5. #3605

    Re: [DTB] Goblins

    Nice job dude!!

  6. #3606

  7. #3607

    Re: [DTB] Goblins

    Quote Originally Posted by BigBopper View Post
    Remember Rishadan Ports may serve as temporal removal, tapping down manlands as Factories, Dryad Arbor, Mutavault and these Zendikar lands, seen every once in a while. All of this additional to its usual use, stated many times in this threat.
    I know about it's utility, for sure, I just wanted to know if the player piloting the deck thought there were key to his win.

    you know, it's been some pages since rishadan was dropping in quantity from most lists (I guess since the printing of cavern of souls?), some people used 2, some used none, and now we see a successful list running 4. I dunno what to think about it, hence my question for him.

  8. #3608

    Re: [DTB] Goblins

    Quote Originally Posted by jrw1985 View Post
    Basic Lands
    7 Mountain

    Lands
    4 Arid Mesa
    4 Cavern of Souls
    2 Scalding Tarn
    4 Wasteland

    Sideboard:
    2 Grafdigger's Cage
    2 Thorn of Amethyst
    1 Tormod's Crypt
    1 Pyroblast
    3 Pyrokinesis
    3 Red Elemental Blast
    3 Surgical Extraction[/cards]
    I'd like to hear more about this choice of 6 fetches, 7 basic, 0 duals, 0 splashes. and referring to my previous post, notice he runs zero rishadans.

  9. #3609
    ..sry, whut? ◔̯◔
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    Re: [DTB] Goblins

    Ports a kinda top or flop card, sometimes you will win the game because of them, otherwise youre colorscrewed and lose.

    Actually, last time I tried one! I lost 2 games, I had to mulligan because my hands were like Port, Wasteland, Lackey and my hands got worse.
    This happened to me everytime I tried ports, although I won a few games with them, Ill never run Ports again, since caverns are enough non-basics.
    Got tired of Legacy and you like drafts? Try my Paupercube What?

  10. #3610

    Re: [DTB] Goblins

    Loved the report Ace. Glad to see goblins doing well.

    I'd like to hear more about this choice of 6 fetches, 7 basic, 0 duals, 0 splashes. and referring to my previous post, notice he runs zero rishadans.
    He probably think the life loss is worth the virtually irrelevant card advantage. Personally, I think it is a bad call, and probably lost him some games that went down to the wire.

    You don't have to run ports to win. But personally, every time I try to take out my Ports, I always put them back in, which is why it has been hard for me to adopt Winstigator. I find Port to be an excellent stall in our deck, especially when we tap the right manas. Against Merfolk, tapping an island can really annoy them because most of there lords has a UU cost. Against Maverick, tapping down Maze of Ith is also good for Piledriver. Tapping down Karakas against DnT can be annoying because they can't do combat tricks with Thalia or force them to use the Mangara trick when they do not want to. Against MUD and any Stompy deck, tapping down a Sol Land can be big. You have to use Ports for a while to appreciate its utility.

  11. #3611
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    Now that I've actually taken the time to read the list-
    1. Krenko > Kiki-Jiki
    2. Don't use fetch lands if you're not running duals. You need to crack 4 of them before you're likely to draw one more goblin off Ringleader. 4 life for 1 random goblin maybe = not worth it.
    3. If you're running Kiki, Tuktuk > Tinkerer.
    Otherwise, good times.

  12. #3612

    Re: [DTB] Goblins

    i'm pretty sure shuffling after casting a ringleader is a pretty big downside to all your fetches...

  13. #3613

    Re: [DTB] Goblins

    Quote Originally Posted by lebron jim View Post
    i'm pretty sure shuffling after casting a ringleader is a pretty big downside to all your fetches...
    I have heard this argument before here at this board, but I wonder what about Matron? She makes us shuffle the deck as well. I won't keep myself from playing Matron just because my ringleader has cleaned some lands from the top...

  14. #3614

    Re: [DTB] Goblins

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

    4 Aether Vial

    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    4 Gempalm Incinerator
    3 Mogg War Marshal
    1 Krenko, Mob Boss
    1 Goblin Chieftain
    1 Skirk Prospector
    1 Goblin Sharpshooter
    1 Stingscourger
    1 Tin Street Holligan
    1 Wort, Boggart Auntie


    It might end up being a miserable failure, but here is the deck I plan on testing over the next few days.

  15. #3615
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    Re: [DTB] Goblins

    Quote Originally Posted by Cleston View Post
    I have heard this argument before here at this board, but I wonder what about Matron? She makes us shuffle the deck as well. I won't keep myself from playing Matron just because my ringleader has cleaned some lands from the top...
    Because playing a Matron has a specific purpose which negates the downside of shuffling your lands back in.
    Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)

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  16. #3616

    Re: [DTB] Goblins

    So it seems like we are settling on a deck core or all 4s and 1s:

    22 land (or 21 land with the 4th Mogg War Marshall)

    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    4 Gempalm Incinerator
    3 Mogg War Marshal

    ** 5 utility **
    1 Skirk Prospector
    1 Stingscourger
    1 Goblin Chieftain
    1 Goblin Sharpshooter
    1 Tin Street Holligan / Tinkerer / TukTuk

    ** 2 fatties **
    1 Krenko, Mob Boss / KikiJiki
    1 SGC / Wort, Boggart Auntie

    So the big questions is whether we want the 22 land, and our artifact destruction and fatty choices?

  17. #3617
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    Re: [DTB] Goblins

    I haven't had a chance to practice with Maverick so I don't have a concrete plan against them when sideboarding. A friend at my LGS just built it so that will change.

    Rishadan Port and Wasteland won my games against the Show and Tell decks. Goblin's "plan A" to flood the board is great, I had forgotten how important the "plan B" of mana denial is to winning close/bad matchups. I would have done much worse if my Ports were Mountains. Cleston, my advice would be to get your set of Ports first.

  18. #3618
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    Re: [DTB] Goblins

    I run mono-R with SGC, Krenko, Tinkerer, and 21 lands. For lands I'm running 4 Caverns, 4 Wastelands, 2 Ports, and 11 Mountains. Krenko seems like my go-ahead guy when searching via Matron. I really like him.

  19. #3619

    Re: [DTB] Goblins

    Quote Originally Posted by magicmerl View Post
    So it seems like we are settling on a deck core or all 4s and 1s:

    22 land (or 21 land with the 4th Mogg War Marshall)

    4 Aether Vial
    4 Goblin Lackey
    4 Goblin Piledriver
    4 Goblin Warchief
    4 Goblin Matron
    4 Goblin Ringleader
    4 Gempalm Incinerator
    3 Mogg War Marshal

    ** 5 utility **
    1 Skirk Prospector
    1 Stingscourger
    1 Goblin Chieftain
    1 Goblin Sharpshooter
    1 Tin Street Holligan / Tinkerer / TukTuk

    ** 2 fatties **
    1 Krenko, Mob Boss / KikiJiki
    1 SGC / Wort, Boggart Auntie

    So the big questions is whether we want the 22 land, and our artifact destruction and fatty choices?
    Not certain I'd agree, I've been using 23 Lands with 4 Wasteland, 4 Rishadan Port, 4 Cavern of Souls and 11 Mountains and 4 Mogg Fanatics instead of the toolbox Goblins, all I play is 1 Krenko, Mob Boss and I really don't understand how you guys are consistently beating Maverick and Sneak/Show decks without being able to retard their mana development. I'm not even confident you can consistently beat Elves or have a chance against Dredge without Mogg Fanatic either, he's been the card that has pretty much held the deck together for me.

  20. #3620

    Re: [DTB] Goblins

    What's hard about maverick?

    Mom is annoying, but matroning up Sharpshooter and waiting until Mom taps to kill her with incinerator in response is a line of play that works for me. And MWM is great against giant durdly dudes.

    Sharpshooter is the nuts vs elves too.

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