I'm currently running two of each in the main. Moat is AMAZING against gro. It gives them only the flying creature out(you play removal...). Not only can you wait to get abeyances+doj for the win, but you can keep casting eternal dragon. They can't draw counters every turn. You can also just sit aroudn and wait for them to deck. Moat+humility is also good in this situation(they have less cards and no outs). I've won at least 3 games in testing like that. Moat is definately worth running because it says "I win!" so often.Originally Posted by GodzillA
I would also play first most of the time, considering hitting 4 mana is so goddamn important.
Be my pupil on mybrute. It's fun. I swear.
Moat's only real advantage over Humility is that it shuts down Equipment. Other than that, it's far too easy to bypass, especially since Wombat doesn't have any counters to deal with threats that suddenly pop up.
Also, as to Tithe, I kind of like the idea, but it's also just another Plains in the lategame. As opposed to Steppe or Mind Stone, which becomes another card. Which is why I'm hesitant.
And on that note, two squirrels are humping each other outside my window. Happy Valentine's Day!
-Slay
OH SHIT THERES A HORSE IN THE HOSPITAL
Team Slay and Lego: Slay your a tool and your glasses are almost as GAY as your retarded snitch of a boyfriend Lego. Lego focus on your own game you are a fucking clown and should have heard the rediculous amount of people saying how much of a dick you were being and what kind of a fool you are. I laugh at you two. Seriously you both need attitude adjustments. I have never encountered a larger pair of pussy bitches in my whole life.
6 minutes between double posts... Niiiice.
Quite frankly, Angel Stompy is not a concern in my meta or most any other meta. I like the deck, but it sees very little play and has 4-8 flying creatures max...I thought the strength of Wombat was it's ability to kill critters.....see also, Gro, which has, maybe, 3 flying creatures max. Yeah, that's gonna stress me out something fierce. Flying creatures are a concern, but a very minor concern in a deck so full of removal & also containing not only flying creatures, but recursable flying creatures.
TL,DR: if you think Saito is ok, check your moral compass. It may be broken. - Spikey Mikey, amen brother
WE know what the price of progress is (often 8-10 life). - Cait Sith
A casual stasis deck? You must not really like your friends. Do you play it before or after you pull the wings off of flys and microwave the neighbor's cat? - EwokSlayer
I don't think the Goblin bombardment via SGC-Sharpshooter plan is acually that slow. Especially if they've already gotten you down in life total. But more importantly, while Moat could be argued to be more powerful defensively than Humility, having to fight around it yourself seems quite weak. I've lost games to my opponents' Moats several times.
Of course, maindeck Disenchant changes the argument a bit. I'm not currently running any, but the ability to disenchant your own Moat before swinging with DoJ tokens would improve the card's strength. I'd certainly be interested in seeing decklists of alternate builds running Moat.
For my confessions, they burned me with fire/
And found I was for endurance made
How is it any more amazing than Humility? Humility means that all ten of their threats are 1/1 creatures. If you can't deal with that, your build sucks.Originally Posted by mynameisscott
Massive flying beaters are still more of an out than 1/1 groundpounders by a longshot.It gives them only the flying creature out(you play removal...).
First opf all, they can do the same thing to you. You're running more cantrips than they are by far. Second, that's an excellent way to draw games at tournament. Good plan.You can also just sit aroudn and wait for them to deck.
Moat + Humility is terrible. You have no outs. Your plan is honestly to deck every Gro opponent you come up against? You'll draw literally every match you play at a tournament that way. Sounds like a totally solid plan, dude.Moat+humility is also good in this situation(they have less cards and no outs).![]()
DoJ tokens attacking after Moat seems a lot weaker than triple Eternal Dragons attacking after Humility.Originally Posted by TheInfamousBearAssasin
-Slay
OH SHIT THERES A HORSE IN THE HOSPITAL
Team Slay and Lego: Slay your a tool and your glasses are almost as GAY as your retarded snitch of a boyfriend Lego. Lego focus on your own game you are a fucking clown and should have heard the rediculous amount of people saying how much of a dick you were being and what kind of a fool you are. I laugh at you two. Seriously you both need attitude adjustments. I have never encountered a larger pair of pussy bitches in my whole life.
I tested Moat when I first got onto this deck, and not being able to win with decree is indeed very annoying. So annoying that I cut it. The way I see it, the goal against anything that attacks is to play Humility on turn 4. If you must have a second enchantment to "hard lock" your opponent, add Reverence. I play is a very goblin-y metagame, so it usually is okay to draw the one I play. And then, after I've killed a dozen goblins or so and feel like winning, decree still works. Might be worth checking out.
\"As flies to wanton boys, are we to the gods...\"
Given that the deck needs a way to win faster, not to stall more, as time is already it's greatest weakness in tournament play, I'm just going to flat-out abandon the Moat discussion. I believe Moat to be a very strong card, but this is not the deck for it.
Towards the end of winning within 50 minutes without having to go 2-0;
Irish Wombats
// Lands
2 [ST] Forest (4)
9 [OD] Plains (3)
3 [R] Savannah
4 [ON] Windswept Heath
3 [JU] Nantuko Monastery
2 [RAV] Vitu-Ghazi, the City-Tree
// Creatures
3 [ON] Krosan Tusker
4 [SC] Eternal Dragon
// Spells
3 [WL] Gaea's Blessing
3 [SC] Wing Shards
4 [R] Swords to Plowshares
4 [OV] Abeyance
2 [ON] Akroma's Vengeance
3 [B] Wrath of God
3 [SC] Decree of Justice
3 [TE] Humility
3 [CHK] Sensei's Divining Top
2 [RAV] Seed Spark
// Sideboard
SB: 3 [ON] Exalted Angel
SB: 2 [OD] Karmic Justice
SB: 4 [EX] Sphere of Resistance
SB: 4 [LE] Glowrider
SB: 2 [SC] Gilded Light
The Manabase;
Robust enough to support the splash of green cards, with 9 actual green mana sources, Eternal Dragon, various dig cards, and Sensei's Divining Top.
Nantuko Monastery: Uncounterable, unwrathable, unhumiliated 4/4 First Strike who puts a stop to Jitte nonsense real quick-like.
Vitu Ghazi: Creates an army under Humility. Doesn't get Swordsed when it's activated, unlike Monastery, and doesn't prompy a much of graveyard hate on top of Monastery + E. Dragon already.
Eternal Dragon: Yup, still amazing.
Krosan Tusker: I loveded you, piggy. I loveded you. This is the card I got laughed at most for last Saturday when I played this at the Frog, but it does something very important; it guarantees (well, facilitates) set ups into 4th turn Humility/Wrath, both in the situations where you've got one but no mana, or when you have mana but no Humility/Wrath, or even when you have neither.
Divining Top: With 14 shuffling effects, it becomes very optimal dig. I regret not being able to use Sylvan Library, but I don't want to be hurt too bad by my own Vengeances.
Akroma's Vengeance: Still good.
Seed Spark: Helps win faster and can provide card advantage. Not totally dead when you have no targets, as you can always activate Top to draw a card, then Seed Spark with that on the stack to net parity and 2 1/1s.
Removal: Yeah, standard package for MWC. See page one for explanations.
Gaea's Blessing: Don't have to worry about decking or using up your answers against control. A two mana shuffle/cantrip effect that also lets you increase threat or answer density in your library with surprising effectiveness. Makes absolutely sure that you do not fall victim to a DoJ gap in control matchups.
For my confessions, they burned me with fire/
And found I was for endurance made
Now we have a reason why you are flaming on Wastelands and Ports in the Gobbo -Thread :D
Yeah, I really like this one. It is far better than my Factory-Build. I'd like to suggest "Rancored Rabit Wombat" as name for this : )
Blessing is amazing, so are Monestary and Vitu-Ghazi. [But note that Monestary does not stop Jitte Madness under Humility, the Monestary loses First Strike under Humility, though it is still 4/4]. Edit: That is wrong. It has first strike.
But with this build I would be worried to fight Rift. Without the Rune you have only 2 Outs (Seed Spark) for 4 Rifts. Though you can use them again, it seems to be a problem, as Rift is still very popular.
What is your plan against Geddon from Gro in G2 and G3? Karmic Justice seems to be not optimal if they have 2 Mongeese out.
Last edited by Tao; 02-15-2006 at 01:02 PM.
This is incorrect. sourceOriginally Posted by Tao
Humility's "each creature loses all abilities" line applies in layer 5, as does Monastery's First Strike. Assuming you activate Monastery after Humility enters play, timestamp will let the First Strike stay.Originally Posted by John Carter
This change is what made manlands work under Humility. The activated ability of Monastery, or any similar manland, is a type-changing effect, so all of its effects used to be applied in layer 4, in time for Humility to wipe them all out. Now, since each effect of the ability applies in its respective layer, manlands beat Humility soundly.Originally Posted by John Carter
Since the new change to rabid wombat, how has your match-up changed? I think the goblins match-up may be be the same, but what about landstill, and gro?
TIBA, I like the green splash. It gives you a way to win faster. Particularly, I like that now the deck can put combo on a pretty quick clock. I could often stop them once or twice with Abeyance/Gilded Light, but they'd just sit back, build up, and go off again. This helps with that. I'm gonna start testing it.
\"As flies to wanton boys, are we to the gods...\"
Can this list actually win in 50 minutes? It looks slightly more agressive, but still seems kinda slow. Seed Spark is nuts. And has Wasteland been a problem in the Goblin match yet?Originally Posted by TheInfamousBearAssasin
Can you explain why the green splash is stronger than say black, red, or blue? I'm not seeing it being better than black and red. But if you have good reasonings for it, I will go along with it. I think the black splash seems much more interesting as well as giving you your answers to combo with ease.
Due to it's dependance on drawing cycling cards, I've never found single Rift to be a big clock. I plan on beating them with hardcast fatties, DoJ tokens, and manlands, which I can get back after death with Gaea's Blessing. The ability to not have to worry about rationing your DoJs is huge in a White Control on White Control matchup, even if they are packing Slice and Dice.
The mana base is also easier to balance than Rift, as my Fetchland can grab basics of either type. My win conditions aren't counterable, either, and I can cut down on the number of actual cyclers to just the ones that are actually good. I can also kill non-Goblin creatures if there isn't a Humility in play.
I haven't tested the Black splash. I'm seeing Vindicate, Duress, Gerrard's Verdict, Haunting Echoes and Mortify, but I'd still have to actually test it.
Note that Gaea's Blessing can also hit the opponent's graveyard against Threshold. I'd likely only do it the first time, but it's another stall tactic, as are uncounterable Monasteries that win combat with Mongeese and Werebears, and chump blocking Saporlings.
My plan against Geddon is the same it's always been. I prefer to keep mana untapped and threaten DoJ in response, on top of keeping their board clear of creatures. I can always cycle a Tusker or two in response if need be. If I really suspect Geddon I tend to slow play my lands, or Abeyance on the upkeep.
For my confessions, they burned me with fire/
And found I was for endurance made
How has your game been against Wastelands? I actually like the list quite a bit, it has definately been well thought out. I have a small peice of tech for you, which works quite well with Sensei's Divining-Top: Thawing Glaciers. You get a free shuffle every 2 turns, and you never miss a land drop, which means you can run even LESS lands. I think that it would deserve a little bit of testing at least, (it is a little slow).
KIDS WITH GUNS!
I like the green splash. Good luck with it. How about a blue splash for wombat as well? Put in 4 compulsion, mix the land base, and add in 3 or so of spirit cairn.
Whenever a player discards a card you may pay w. If so, put a 1/1 flying spirit creature token into play.
Since cycling discards a card, and with all the cyclers and compulsions in the deck, it should act as a fairly reliable token creator.
3 wrath - removal
3 humility - makes sure you're tokens can trade with anything
3 wing shards - still an awesome card vs. control decks
3 swords - very useful spot removal
3 ghostly prison - fills a useful role early game
3 spirit cairn - reliably creates tokens due to discard. Combos well.
3 Decree of justice - combat trick and win condition
3 eternal dragon - recurring cyclers
4 compulsion - makes every card a cycler. May be slow but it helps speed through the deck.
4 abeyance - counter protection/card draw
3 rune of protection red - it cycles and protects against rifter/burn/gobs
2 disenchants - slot could be anything.
23 lands
11 plains
6 islands
2 tundras
4 flooded strand
The compulsions might be too slow. But they self cycle and help you find answers quickly.
Last edited by Wynk; 02-16-2006 at 12:47 PM.
I played about 8-9 games against threshold, and that matchup was VERY poor with the WG deck. I won only 2 games both pre and post board. I think Chalices are required in the sideboard. Also, I was having problems getting to threshold in order to use Nantuko Monastery, I think the deck warrants the inclusion of Renewed Faith to fill up the grave, and keep you alive a bit longer. I would probably take the Krosan Tuskers right out of the deck, because they felt clunky.
Vitu-Ghazi was great, however. It made the threshold player overextend into abeyance-wrath in a few games.
Last edited by Alfred; 02-16-2006 at 02:15 PM.
KIDS WITH GUNS!
Is there any reason why you play Vitu-Ghazi rather than Kjeldoran Outpost? Sure it does make you sac a plains, but it still taps for W and costs half as much to make dorks. I'd rather sacrifice a plains in the GW version (since it's so easy to find land with Dragon & Tusker) to get out an Outpost running by turn 4 rather than wait for turn 5.
Kjedoran Outpost is a lot worse than Vitu-Ghazi, because it it gets wasted, you lose 2 lands instead of one. Plus it sets you back tempo-wise.
KIDS WITH GUNS!
There are currently 1 users browsing this thread. (0 members and 1 guests)