So their entire deck, at least, pre board, is reduced to 1/2 outs (not counting Matrons/Ringleaders). I'd much rather deal with a 2/2 than with their entire deck. It can be countered, and wiping the board reduces Siege Gang commander to the worst Shock ever printed. You can then kill them with Jace or angels or whatever.
I'm not attempting to push this deck more, since it doesn't need to be, but Moat is amazing. If you can afford it, run it.
-Matt
it's comment like above showing this person does not understand the mind of Goblin player. A decent Goblin player would have hold a Matron in his hand, pushing you with the first wave, making you wasting your StP. As soon as you Terminus, the Goblin player can rebuild his entire army from a single Matron. When I say rebuild, I mean Goblin player would have Cavern of Soul to make every single goblin uncounterable. If he has 5 counters on vial, he can just tap Vial then spend rest of mana to burn you out. Seriously, if you have not done your homework, do them first.
Cavern of Souls
Goblin Matron
- There is a reason that time and time again Moat isn't going to stop Goblins (more so now with a land that makes them uncounterable).
Just to add support that Moat won't cut it, I've played as many as 3 moats in my board (along with 2 baneslayers), as well as bringing in meddling mage for krosan grip, and goblins still beat me most of the time. The only way I've found to consistently beat goblins is Stoneforge, as much as I don't like the card. Batterskull and Moat don't play well together, so I've switched to Humility, and the matchup has improved significantly.
My current list, for reference:
Maindeck
1 Engineered Explosives
4 Brainstorm
4 Sensei's Divining Top
1 Relic of Progenitus
3 Swords to Plowshares
1 Spell Pierce
2 Spell Snare
3 Counterbalance
3 Stoneforge Mystic
1 Counterspell
2 Vendilion Clique
1 Trinket Mage
1 Entreat the Angels
1 Supreme Verdict
3 Jace, the Mind Sculptor
4 Force of Will
1 Batterskull
2 Terminus
1 Seat of the Synod
1 Glacial Fortress
2 Tundra
2 Volcanic Island
4 Island
2 Plains
1 Karakas
4 Flooded Strand
4 Polluted Delta
1 Arid Mesa
Sideboard
2 Red Elemental Blast
1 Flusterstorm
2 Meddling Mage
1 Ethersworn Cannonist
1 Enlightened Tutor
1 Humility
1 Blood Moon
1 Rest in Peace
1 Relic of Progenitus
1 Vendilion Clique
1 Misdirection
1 Umezawa's Jitte
1 Oblivion Ring
"the mind of Goblin player".
...
Seriously?
Please note that I am no saying that Moat automatically wins the game vs. Goblins, I've lost games with it on board against the green menace, but still, its a giant pain in the butt for them.
To beat Goblins, you need to (after having swept the board or held down his initial swarm):
a) Race them somehow. Some years ago, this meant slamming down a pair of 'Goyfs and going to town on his life total. Jace's clock is sadly too anemic, but it can every now and then get the job done, although its not a reliable plan. Living in Magical Christmas Land, we should destroy the board, miracle a few Angels into play, and kill them while plowing or countering (if at all possible) their haste enablers. Just wiping the board and trying to go long against Goblins is a terrible plan, especially when your primary sweeper just sends everything to the bottom, perfectly accessible to Matrons or Ringleaders (post shuffle-effect).
b) Lock them down: Preboard, when there are no Krosan Grips or Red Blasts, this can be accomplished (in the RiP version) by getting Rest in Peace + Energy Field. In can also be done (to some extent, and with some aditional help from Swords to Plowshares, Snapcasters, etc) with Vedalken Shackles, which they will be forced to destroy (trying to out-swarm us will result in them getting blown out by Terminus at instant speed).
Now, while Moat is not the end-all, be-all answer card, it accomplishes point (b) quite efficiently. It can be blown out by Krosan Grip, sure, but it will at least buy us time to deploy our winning condition or find additional answers. Plus, Krosan Grip in hand means there is one less Goblin to deal with. If they can swarm us, we sweep, and they have another wave ready IN ADDITION to Krosan Grip, well, such is life, but it sounds quite unlikely, specially since they will need mana to play all these cards.
Siege-Gang Commander
Goblin Matron
Cavern of Souls
Aether Vial
No it won't. They can easily get an uncounterable Siege-Gang Commander out and they'll out last your removal because of Matron getting more friends. The life gain from say, a Batterskull, will be infinitely more useful in conjunction with sweepers/removal. If you really want to use Moat, use it with Humility so they can't shoot you after the fact and force them to go for a Grip (which you can possibly prevent from ever happening with Jace.)
It's not just Moat VS Batterskull though. It's a difference of 1 SB slot VS 4 MD slots and still 1-2 SB slots. SFM and Batterskull are good, but they also change the dynamics of a lot of other MUs and not always for the better.
Besides, you don't think you can scrounge up a single Swords to Plowshares by the time they find their Siege-Gang? If they use Vial, they open up to Clique. At worst if they use Caverns, you respond to the ETB trigger and Swords the Siege-Gang, and take perhaps 4-6 damage.
sdematt, how do you feel about Enlightened Tutor (either MD or SB)?
So I've been playing the stoneforge mystic version of this deck, and am getting getting stomped by U/G enchantress. What is the plan against this deck? The issue is, I have no idea what cards i could even have in my board to combat this deck. Maybe aura of silence? The issue is I don't want to commit to much sideboard space.
Right now im just siding in a bunch of counters and trying to keep the enchantresses off the board, but this hasn't really been working.
DraftMagic.com - The best draft caps by the worst drafters on the net.
Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder's eye on the last Day
Rest in peace? Nevermore? Serenity? D-Sphere?
I haven't played against UG Enchantress, but against GW Enchantress, Countertop lock was really solid. If you can float a 3 and 2, they are basically out of the game. Against GW Enchantress, having a 4cmc on top or a counter in hand for Replenish can be important as the game goes late, but UG shouldn't be packing that. Terminus is also really great at getting their Enchantresses off the field and it doesn't look like UG has many shuffle effects.
Also... we could talk about to-Moat-or-not-to-Moat all day. What are some thoughts on Enlightened Tutor? I'm thinking of either squeezing one into the SB or possibly cutting a FoW or Counterbalance for one MD. Being able to grab additional Counterbalances/Tops as well as SB bullets is great, but the synergy with Counterbalance seems to push it over the top.
First post here, this is the list I am taking to Columbus this weekend:
Spells (37):
4 Sensei's Divining Top
4 Counterbalance
4 Force of Will
4 Brainstorm
3 Terminus
3 Jace, The Mind Sculptor
3 Spell Pierce
3 Swords to Plowshares
2 Enlightened Tutor
2 Rest In Peace
2 Energy Field
1 Helm of Obedience
1 Entreat The Angels
1 Vendilion Clique
1 Counterspell
Lands (23):
5 Island
2 Plains
3 Tundra
2 Glacial Fortress
1 Volcanic Island
1 Academy Ruins
4 Flooded Strand
1 Arid Mesa
1 Scalding Tarn
2 Misty Rainforest
1 Karakas
Sideboard:
2 Surgical Extraction
2 Meddling Mage
2 Detention Sphere
2 Engineered Explosives
2 Pyroblast
1 Elspeth, Knight-Errant
1 Counterspell
1 Moat
1 Terminus
1 Swords to Plowshares
I've switched from a more conventional miracles list to one with a RIP/Helm/E.Field package, and my matchup vs agro (Goblins, Zombies, and fish) has improved dramatically. I'm not in love with my sideboard, and would be open to suggestions on it.
I guess you are right, I forgot how many 2 toughness creatures they have.. but no need to get pissed off because of some suggestions..
Anyways, how about isochron scepter and/or Circle of Protection: Red in sideboard in addition to humility? CoP: Red forces them to overextend pretty badly, and if you can get isochron scepter with swords to plowshares to stick, you are probably going to win. If you use it immediately after it has resolved, you won't lose the StP even if they have krosan grip. Maybe it needs additional spot removal to be useful enough, like Lightning Helix?
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