slobad, Ive been toying with removing SCG myself, but there are situations where he can just win you games(like moat for example, if you see this card in your meta)plus he makes an incinerator HUGE early game. Plopping him in off a lackey is still one of the decks best openers...i am quite comfortable with the 2 earwigs main. My board I am still iffy on, i have a feeling I will be seeing elves at my next tournament I attend, so I am runnning 3 perish in the board also 3 or maybe 4 pyrokinesis. I like the 2/2 split of weirding and incinerator. Like you said my list looked either thouroughly tested or tossed together, it has been well tested.
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Well, at least we smell better
If you want a good reference list to go by when deciding on playing goblins, then look at the list that I played in the 1,000K Legacy event. I just missed the top 8, coming in 9th. I would not change a single card in the main deck.
The deck is very competitive and would argue still one of the best decks in the format. Take a look and tell me what you think.
~Shriek~
because sharpshooter cant kill a ton of 2/2 elves is they get the pump guys out before I get to 3 mana. Perish solves this problem. Sharpshooter is in the board to battle combo and in the mirror.
Nickrit, where can I find your list? All I can say is I have been happy with mine. I think my manabase is solid, the card choices and quantities are where they should be for what I expect to play. I will write a report after I play in a tourney next month
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nickrit's list
4 Aether Vial
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
4 Mogg Fanatic
3 Gempalm Incinerator
2 Warren Weirding
2 Siege-Gang Commander
1 Wort, Boggart Auntie
1 Goblin Sharpshooter
1 Tin Street Hooligan
4 Mountain
4 Wooded Foothills
4 Bloodstained Mire
4 Wasteland
4 Badlands
3 Taiga
Sideboard (15):
2 Enginered Explosives
3 Krosan Grip
3 Cabal Therapy
3 Pyrokinesis
4 Chalice of the Void
I'm not sold on your manabase, i think you could
-1 badlands
-1 Taiga
+2 Mountain
in order to make opposing wastelands less scary if you happen to only draw duals and no fetches. You don't want to draw duals everytime, you want to go find them when necessary. In fact 23 lands is quite a bit. The deck can run at 20-22 just fine.
I still think siege gang is too slow also. And also i think tinkerer > tin-street. Sometimes you just can't access the green mana to utilize him.
Here would be my final list.
4 Aether Vial
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
4 Mogg Fanatic
4 Gempalm Incinerator
3 Warren Weirding
4 Earwig Squad
1 Wort, Boggart Auntie
1 Goblin Sharpshooter
1 Goblin Tinkerer
5 Mountain
4 Wooded Foothills
4 Bloodstained Mire
4 Wasteland
3 Badlands
2 Taiga
Yes 4 squad. He is an absolute beating if he resolves. His prowl cost is also reduced by warchief. He has been performing so well that I am almost considering adding in skirk prospecters in order to accelerate him out even faster.
For example:
Turn 1: Land, skirk prospecter, pass turn
Turn 2: Land, attack with prospecter, sac prospecter for mana, cast squad for prowl, cap 3 cards and have a 5/3 ready to beat next turn.
The prospecter never gets blocked because he doesn't seem scary, he isn't a lackey. The squad comes down and then the opponent realizes the error.
what artifacts do you fear that you would want to maindeck hate? I cant see why running tinkerer main is necessary, i would think that slot would be better served as an incinerator or something else.
Arsenal, how is the 22 land manabase? Ive been thinking of cutting down 1 land myself, but sometimes keeping a steady manaflow is needed. Have you playd with both(22/23 lands?)
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i've played with a manabase from 20 all the way to 24 (with ports obv) and i think 22 is the correct number.
Tinkerer gets rid of whatever jank artifacts that get thrown at you. He also deals with dreadnaught quite nicely when you can't get a weirding and an incinerator won't do the job.
In regards to the manabase, I could see -1 badlands for +1 mountain, but thats about it. I want to be able to hit consistent green or black mana, especially after sideboarding.
I also had 3 Goblin Piledrivers in the main deck that was left out of the list. I've tested a lot of different variants and believe this is the best build. I've played Goblins for a long time so I know what works and what doesn't.
The only thing I change is the sideboard which is dependant on the meta game your expecting.
Take Care.
~Shriek~
woops, didn't realize nicks list lacked piledrivers. With that in mind here are the adjustments
4 Aether Vial
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Matron
4 Goblin Piledriver
4 Goblin Ringleader
4 Mogg Fanatic
2 Gempalm Incinerator
1 Warren Weirding
3 Earwig Squad
1 Wort, Boggart Auntie
1 Goblin Sharpshooter
1 Goblin Tinkerer
5 Mountain
4 Wooded Foothills
4 Bloodstained Mire
4 Wasteland
3 Badlands
2 Taiga
a 4th squad would be nice but you gotta use piledrivers, they just end games too quickly not too.
if seige gang is too slow, why not run something to smooth the deck? Ive been toying with the idea of sensei's top. 2 in the deck would make your draws more effective. I have had a TON of opening hands that I wished we stronger with a lackey and nothing really great to put into play and dead drawing for a few turns. Top solves this problem. I am looking to test this
I havent played in a tournament with r/b/g goblins, I have with R/g and done well. Is Wort too conditional? Wouldnt another more easily casted card be better? Ive had games where wort is great since it takes back weirding etc.... but how often will you get it to resolve in a situation you need it in?
Last edited by T is for TOOL; 07-30-2008 at 02:16 PM. Reason: Merged posts.
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Vial it in. By the time you need it Vial can be at 4. Top seems interesting, but why not consider Street Wraith over it? I understand it doesn't smooth draws out, but 56-ish card lists aren't bad either. In a serious bind it can even be a blocker or evasive (conditional obv.) beater.
4 Earwig squad seems a tad radical. 3 seems plenty in my opinion...
Pce,
--DC
Ehh...Vial + Lackey = shusher seeming like overkill...
Maybe in the board for CB/Chalice, but even then it's a drain on the colored mana and you can get down vial/lackey before CB is an issue (although I realize that thresh runs a crap-ton of counters).
Chalice @ 1 sux...I guess hope ur on the play?
Did anyone see that mono-red build that t8'ed a while back that ran Chrome Mox and Blood Moons? Is that still an option or is Rgb better?
Pce,
--DC
I believe the R/b/g is the best build of goblins so far. This color combination gives you acces to wort, wierdings, and tin-street main deck. Also gives you options such as grip, explosives, therapy in the board to help fight through the hate that you will face.
I have also stated before, I don't believe Rishadan Port is necessary anymore in goblins as I completely cut them for a more stable mana base, mostly to support the 3 colors in the deck now.
In larger events there is no deck I would rather play than Goblins as it still just wins.
~Shriek~
Hey, I know rg goblins is not the best (I've been reading through the thread), but it is what I have available, so I was wondering if this decklist is any good for an unknown metagame:
// GOBLINS (31)
Goblin Lackey x4
Goblin Matron x4
Goblin Piledriver x4
Goblin Ringleader x4
Goblin Warchief x4
Mogg Fanatic x4
Siege-Gang Commander x2
Gempalm Incinerator x3
Goblin Sharpshooter x1
Tin Street Hooligan x1
// OTHER (7)
Aether Vial x4
Pyrokinesis x3
// LAND (22)
Taiga x4
Wooded Foothills x3
Bloodstained Mire x3
Wasteland x4
Rishadan Port x4
Mountain x4
// SIDEBOARD (15)
Pyroblast x2
Red Elemental Blast x2
Krosan Grip x4
Tormod's Crypt x4
Tin Street Hooligan x3
...another question, rishadan ports, can I go 0-2? Thanks for any help!
I have dropped green entirely. Black does alot for the deck. Running just 2 color(r/b) makes for aggressive moves with earwig to remove the cards we would need to hate on with green in the deck. Mods please do not delete my post for having a list(3 others posted lists after me and they were not deleted, what gives?) This has been doing really well for me in testing:
4 bloodstained mire
4 wooded foothills
4 wasteland
5 mountain
1 swamp
4 badlands
4 goblin lackey
3 goblin piledriver
3 siege-gang commander
4 goblin warchief
3 earwig squad
4 mogg fanatic
4 goblin matron
4 goblin ringleader
4 aether vial
2 warren weirding
2 gempalm incinerator
1 wort boggart auntie
sb:always open for moderation, but generic:
4 planar void(could be leyline, but i can cast this one easy enough and it keeps goyf at 0/1)
1 goblin king(just in case against e.plague)
1 goblin tinkerer
1 gaea's blassing( i hate painters servant combo)
4 cabal therapy
3 perish
1 goblin sharpshooter
dropping green makes my mana more stable and i can just go for the throat with earwig.
TEAM AWESOME
Well, at least we smell better
If players start by switching only to the black splash for goblins, then what is your answer to engineered plague? I simply don't want to be put into a situation where I don't have an answer to that card. I believe the green splash is very important in the metagame today as it gives you more answers like engineered explosives, cabal therapy, krosn grip, tin street hooligan.
I'm also not sold on the card earwig squad and how its better than some of the other goblins you can run in the main deck. Earwin squad is not a reliable solution to a lot of problems that you might face with goblins, it is a hit or miss in my opinion.
I've also seen the 3 color version do a lot better than the straight black splash in tournaments.
~Shriek~
I prefer the Rbg build over any other current build due to the answers it provides to both bigger opposing creatures and enchantment hate.
Where I'm at, TSH is not really needed, so green is just for Grip and (if need be) Hooligan/Ancient Grudge.
@bruenor - Some people prefer Planar Void over Leyline, but I think that the reason Leyline appeals to me more is the "free and uncounterable" factor(to allow Lackey to hit turn 1) and that it can't be easily destroyed by EE. Free stuff is nice. I might even consider Crypt before PV.
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