Sorry for the late reply, was out of internet.
I never argued Piley be to a good or effective removal spellIn my experience, if played correctly, i found he's always getting blocked. Thus making it (in my opinion) more or less reliable "removal". Also, playing consistently Goblins every turn can make Piley a opponents nightmare (eating removal or getting blocked) So, to me, Piley does two things: attrack removal spells and getting blocked by/ killing (large) creatures.
Now I do agree with never play less than three (but that's just preference)
Has anyone been testing Legion Loyalist?
I plan to test 2 next thursday, but I'd like to know if ppl have an opinion regarding it already.
Here's the list I plan on using:
Creature (33)
3x Gempalm Incinerator
2x Goblin Chieftain
4x Goblin Lackey
4x Goblin Matron
4x Goblin Piledriver
4x Goblin Ringleader
3x Goblin Warchief
1x Krenko, Mob Boss
2x Legion Loyalist
2x Mogg War Marshal
1x Siege-Gang Commander
1x Skirk Prospector
1x Stingscourger
1x Tuktuk Scrapper
Artifact (4)
4x AEther Vial
Land (23)
3x Arid Mesa
4x Cavern of Souls
5x Mountain
3x Rishadan Port
1x Taiga
4x Wasteland
3x Wooded Foothills
i already have 2 legion loyalist , I think they might be playable in goblins, but I don't think they are what we need right now. I want to play 2-3 extra removal (tarfire) and not two legion loyalist at the moment. Aniway everyone testing the loyalist is doing a good work for all of us .
I've been goldfishing some builds with Loyalist jammed in and it just doesn't work. As a T1 play he's pathetic. To even use his ability you need to get 3 gobbos online and attacking, which means the earliest you can even use his ability is T3. And that's assuming your opponent runs no disruption on your turns 1-3. Does that seem likely in Legacy?
The only times he will be good are when he can make Piledriver trample, have your hord run past a Germ, or make an even combat favorable to you. Guess what else does all of that already? Removal. Plain old removal that can actually deal with Tarmagoyf and DRS is what you'll have to cut to jam some Loyalists in. You will be cutting useful removal for a Raging Goblin.
I've not had a chance to see play Loyalist in an actual game yet, but from my Goldfishing and list-brewing he just doesn't seem to be the Droids we are looking for.
I think Rw Gobbos w/Thalia is probably still the way to go if you want to run Gobbos at a Legacy tourney.
Out of curiosity why does no one ever consider Thorn of Amethyst?
I get that Thalia gives us a nice 2/1 first strike body, but she's also more susceptible to removal (more decks MD creature removal than artifact removal) and she's legendary. If one Thalia slows our opponents down what would 2 Thorns do? On top of not requiring a splash which should result in a more stable mana base.
I'm just trying to find people's rational as to why Thalia over Thorn.
There's your answer, Remy. Chalice is a better artifact than Thorn since it can be cast T1 for 0. Thalia is a better Thorn effect than Thorn because Thalia can actually attack, and being Cheatable with Vial doesn't hurt either.
Additionally, the W splash gives you access to the single best piece of GY hate in the game, Rest in Peace.
Fair enough, though I run both thorn and chalice in my mono red sideboard. And I find relic is plenty fine as GY hate.
I guess the small body is all that matters...though I imagine she wouldn't see much offense/defense action considering the average list of creatures we have to worry about.
-People don't swing with Deathrite Shaman so irrelevant
-Dark confidant I suppose I can see
-She wont do jack against Tarmo
-She can't block delver.
-Zoo's lineup is just bigger.
Not seeing the appeal of the 2/1 body. To each their own I suppose, but I think I'll be sticking with thorn + chalice over Thalia.
Thanks for explaining the rational though guys, much appreciated![]()
Creature (34)
4x Gempalm Incinerator
2x Goblin Chieftain
4x Goblin Lackey
4x Goblin Matron
2x Goblin Piledriver
4x Goblin Ringleader
4x Goblin Warchief
1x Krenko, Mob Boss
3x Mogg War Marshal
1x Siege-Gang Commander
1x Stingscourger
1x Sparksmith
3x Thalia, Guardian of Thraben
Land (22)
3x Bloodstained Mire
4x Cavern of Souls
1x Karakas
4x Mountain
3x Plateau
4x Wasteland
3x Wooded Foothills
Artifact (4)
4x AEther Vial
Sideboard
4x Chalice of the Void
4x Rest in Peace
3x Pyrokinesis
4x Disenchant
Nice list jrw.
I personally run Taiga, Prospector, Hooligan, Piledriver, Sharpshooter over Chieftain, Smith and 3 MWM.
Why do you run Disenchant over Seal of Cleansing? Why do you run it at all?
I don't actually. Those 4 SB slots are always up in the air for me. 4 Chalice, 4 RiP , 3 Pyro are the heart of the SB. The Disenchants I just pulled outta my butt because I didn't really want to think about what I actually run. There are 4 slots that are really a metagame call.
Fair enough. I run a Krosan Grip, 2 Ancient Grudge and a Jitte in those slots.
Do you think that Wastelands are needed in a Deathrite and Decay meta? I mean because of Deathrite, our Lakceys get significantly worse. Decay destroys our Vials. So we do not have many ways to cheat creatues into play. That is why we need to play more mana and often need the wasteland as a mana source. Besides that, Deathrite fixes the mana of the opponent so that a Wasteland cannot screw them. We discussed that aleready in the german forums and came to the conclusion that the Wasteland slots can perhaps be used for more basic lands or Ports or other utility lands. Ports can soft screw the opponent by tapping basic lands (perhaps a swamp to avoid the hymn of the jund players).
Its good against Combo, Rug, sometimes Esper and Random-multicolor.dec
Also it takes care of Tabernacle, Maze of Ith, glacial chasm, cloudpost, etc.
If you don't expect those decks are played often in your meta you can cut them to fix your Colored Manabase or run Sol-Lands or other good stuff. But never go below 22lands anyway!^^
I've brought this one up a few times already, making the arguments that:
-We're too mana hungry and can't afford to miss a land drop.
-BUg and many other decks just correct right through Wasteland anyway
-And, unless we find a secondary source of land hate that's superior to Rishadan Port, the land hate tactic is dead for us.
Overall I think it's most definitely a meta call. If you're meta houses BUg, UW control, storm combo and Jund, don't bother with wasteland, run a more stable manabase, or as I suggested some posts ago, try Barbarian Ring and Sol-Lands. My playtesting with them yielded very positive results.
However if you're meta is Maverick, Zoo, Elves, 12post, Aggro-loam heavy, under no circumstance should you cut those Wastelands. They're too important to blow up problem lands which those decks frequently run, and can often fetch. In terms of Zoo that's the one deck I can feasibly see us hurting their mana base, not so much by taking them off a color but by keeping kird ape's and wild nacatls in check.
EDIT: On a side note I'm still continually looking through the pool of available Goblins and have been debating using Arms-Dealer. He's kind of a watered down Siege-Gang Commander, but he's more effective at blowing up creatures (although doesn't drop fodder into play with him.) I've got another round of playtesting coming up today and am going to be trying two lists out, one more the standard goblins list (it'll be a slightly revamped version of my list a few pages back) and another which is one of those out of left field concept style decks.
Arms Dealer is terrible. If you want to have reuseable removal, then look at Wort of KikiJiki. But I don't think that they are necessary.
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