thanks guys for your goblin love. tuktuk the explorer. when he is put in a graveyard and Tuktuk the returned , the legendary Artifact creature -goblin golem card comes into play.. is it a token or is it a card that can be brought back by the land karakas?
When Tuktuk the Explorer dies, put a legendary 5/5 colorless Goblin Golem artifact creature token named Tuktuk the Returned onto the battlefield.
When Tuktuk the Explorer hits the graveyard, from the battlefield, the triggered ability goes onto the stack. When it resolves you put the token into play. The token can be bounced with Karakas. Karakas can't bounce cards that are in your graveyard.
Dies: graveyard from battlefield
/edit: btw welcome to the forum Fronk!
thanks. been reading this for a year now. In my 40's and first time player. Built up a legacy deck from what you guys have posted. I have one of almost every single gob and wanted to check this card out. I plan on playing thurs night with deck close to Tex's... my first real legacy format deck with heavy storm decks played here with my meta.
[QUOTE=GoboLord;720490]If you want to improve your combo-MU you have to do the following:
* run as many SGCs as possible
* run as many Ports as possible
* run as many Winstigators as possible
* run as few lands as possible (22 in cae you are playing with 4 Ports)
* run as few removalspells as possible
Further suggestions:
* play Mindbreak Trap vs. Storm-Combo
I agree with the above, however when I played Mindbreak Traps v Storm Combo to back up COV, they always duressed me for example before going off, so i dropped them. I now play 2 Thorns, and 2 Surgical extractions ( v tinfin ) instead of mindbreak traps to back up my chalice of the voids v combo, and sideboard out my removal!
Well here's my list
3 aether vial
4 tarfire
4 goblin lackey
3 MWM
2 Warren Instigator
3 Piledriver
1 Stingscourger
3 Gempalm
3 Warchief
2 Chieftains
4 Matron
4 Ringleader
1 Krenko
2 SGC
13 Mountains
4 caverns
4 wasteland
SB
3 pyrokenisis
3 relic
3 chalice of void
2 syrgical extraction
2 thorns
1 tuk tuk scrapper
1 boartusk liege
Although chieftains pump up for damage, the warchiefs help get out ringleaders, so i play a split of haste lords. i found playing a full set of WI too much, as you end up with them and nothing in hand to drop. Playing ports also didn't work out due to the double red in WI casting cost.
Running this list at a local. What do you think?
4 lackey
4 matron
4 ringleader
4 chieftain
4 incenerator
3 piledriver
3 mwm
2 sgc
1 krenko
1 shooter
1 stinger
1 chieftain
3 tarfire
4 vial
11 mountain
4 wasteland
4 cavern
3 port
Sup fellow Mogg Fanatics.
I just started playing competitive legacy Goblins and I'm having a blast doing so. It's a fun deck but I find it to be really tricky to actually execute. I keep punting games I should have locked up tight and matches I understand are supposed to be solid match-ups like BUG are giving me grief. I seriously have no idea how to properly play around a Tarmogoyf and how to deal with a turn 1 Deathrite vs turn 1 Lackey. I want to run Goblins in SCG Minneapolis in 4 months but in order to do that I'll have to practice with it a lot and really know the deck and right now I don't.
I understand some of the basic tricks like Skirk Prospector vs Butterskull and using Mogg War Marshal in combination to accelerate, but there are a few things I really don't get, especially with the aggro portion of things, and I think it'd be very helpful to get down. For example, when it comes to the turn 1 play with Aether Vial and Goblin Lackey both in hand, which is the better drop? My instincts say Lackey but I can't deny the Vial being more useful the earlier I put it down.
I'm especially shaky on the combat math side of things and that's one of the most important parts of Goblins so I might be in real trouble. Are there any tips for getting the hang of that?
@ Goblinsplayer
What is your meta like? It does not look like a bad line up but if your not finding you need the Shooter might not be a bad idea to move him to the sideboard and add a 4th Mwm.
@DrawCroMat
Hi and welcome. First, I am far form the best guy around here so keep that in mind when you read this. I am sure some of the others will have much better advice.
First up, post a deck list. You would be shocked how much that helps some of the other guys here in answering questions.
Two, Tarmogoyf gets eaten by grave hate. Relic of Progenitus is a good card as is something like Rest in peace is your splashing white.
VS a first turn Deathrite, something like Gempalm or stinger can help. Tarfire as well if you run it.
As for what to play first, Lackey or Vial, here is a couple of questions to ask yourself:
1) What are they playing?
If your against heavy control or counter then drop the vial. Remember that you while you can't attack with lackey on your second turn you can drop it with Vial and not pay for it. Best done at the end of the other guys turn.
2) What can you drop?
If you have a SGC then the lackey is usually worth the risk. If you have a handful of 2 drops like Piledriver and Mwm, then the lackey is not as useful as the vial can be.
Combat math? Pen and paper can help. Placing Dice on Piledriver's can help too. The other suggestion is to spread out your critters, don't clump them. Then you can move your eyes from one to the next and just count in your head. Put the bigger hitters at the end, piles and others that can change the game.
I guess that's about all for now. How much have you played of late?
Running less than 4 goblin warchiefs sounds really dumb. He's arguably the best goblin. Instigator still doesn't impress me. Playing him turn 2 & swinging turn 3? Sounds less than optimal.
It's hard for Goblin decks to get a good start at times but with the right hand and removal, you can possibly win the game right on turn three: Cavern, Lackey, Gempalm, Warchief, Piledriver, Pildedriver, Mountain. (This would be a hand I would always dream of getting.) I would agree on Warchief being the "best" card but Chieftain is also the "best" card as well if put in a functional deck like Scatmans Winstigator deck. Now that deck gets my head bubbling once combined with Goblin Pyromancer and Legion Loyalist. It may seem overkill but it is awesome if done right!
I just find it hard at times for Goblin players to get a good game when we want Aether Vial, Rishadan, Wasteland to Lackey and Spot Removal. I usually have a hard time in drawing the right cards *sigh*. Especially Elf decks and Esper decks...(I mully until I can at least get a Chalice or Pyrokinesis for them.)
Ideally, game 1, you want lackey and/OR vial turn 1. This deck does not need to draw the perfect 7 every game and matchup. Playing a land on turn 1 and MWM on turn 2 is ok against a lot of fair decks, though not preferable. I don't see what the issue is with Esper. It's a 50/50 matchup in my opinion and gets slightly better postboard imo. The only reason I'm giving them 50/50 is if they get batterskull/jitte online early, we don't draw a cavern, no matron/ringleader into tuktuk/tsh, etc...I feel like a lot has to go wrong for us to get crushed by Esper. Most games are a grind in my experience, but I always feel like I have inevitability against them if my ringleaders pop off. Elves I fell is a little in their favor but in general you want to take their dudes off the board early and often so they can't ramp and NO. I never feel like I have to aggressively mull against either of these decks.
Chieftain is better in builds that want to have a more aggressive strategy and he has more of a presence in the late game. I personally think chieftain is better because it has an impact on the early and late game, however, warchief only has an impact on the early game. And there's always chrome mox to play instagator turn one.
Comparing Goblin Warchief vs Goblin Chieftain:
Granting haste to your goblins effectively reduces their mana cost by one (since it's the same as playing them a turn earlier). So they both act as cost reducers in that fashion. Bother are quite awesome with SGC and MWM, although in different ways.
I think that when goblins starts 'going off' with matrons and ringleaders then Warchief is a better card to support our card advantage engine.
In terms of two-drops, Chieftain plays better with Winstigator since it make it a more threatening attacker, while Warchief is better with Piledriver.
I think that on the whole the mana reduction ability is a much more powerful ability.
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