@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 ;)
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.
MountainCaverns, 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.
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.
Gobbos: Kings of flavortext!
Congratulations to James Hitchens for coming in 16th at SCG Denver this weekend!
Artifacts
4 Aether Vial
Creatures
4 Gempalm Incinerator
1 Goblin Chieftain
4 Goblin Lackey
4 Goblin Matron
4 Goblin Piledriver
4 Goblin Ringleader
1 Goblin Sharpshooter
1 Goblin Tinkerer
4 Goblin Warchief
4 Mogg War Marshal
1 Siege-Gang Commander
1 Skirk Prospector
1 Stingscourger
Legendary Creatures
1 Kiki-Jiki, Mirror Breaker
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
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.
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.
Loved the report Ace. Glad to see goblins doing well.
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.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.
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.
Now that I've actually taken the time to read the list-Originally Posted by jrw1985
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.
i'm pretty sure shuffling after casting a ringleader is a pretty big downside to all your fetches...
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.
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?
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.
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.![]()
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.
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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