Relic of Progenitus in the Sideboard deals with threshold/goyf better than crypt. Unfortunately, it can get hit with counterbalance very easily (since they have so many 1ccs)
About the sideboard... i find pyrokinses very useful, and amongst the candidates you wrote i'd chose shattering spree
I dont have pyrok's with me (at college) and by now I gotta deal with whatever's on me <goblin deck + some SB material>
If I have no access to that, still opt for the toolbox?
Maybe box + 3 lightning bolts? or is that dumb? box + 3x price of progress MD and be sneaky?
Edit #2: Forgot to ask -- anyone think 1x Skirk Prospect is a worthy toolbox card? I see him around now and then and I can only guess his roll is to help with a very very rare mana screw/mana accel or sharpshooter + SGC tricks
EDIT: I came back from the tourney today (3-2....had to leave due to time constraints and other obligations)....I'll try and get out a tourney report on the super-large Vestal, NY tourney. 127 people....yea -- diverse field that I had a solid SB against. Expect the info in a couple of days the latest + tech
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I personally run Skirk Prospecter as a one-of. It actually occasionally wins games, especially when moat or propaganda is involved. Because of its interaction with kiki-jiki and Siege Gang Commander, if you can't throw the finishing damage through combat, that helps a lot.
I have always caught quite a bit of flack for running white with no Stone temple Pilots but I have never been disappointed with the decision. I have only 5 Mountain and 2 Plateau which also makes people mad but never remember a mana screw where more Mountains would have helped. Wasteland can realy put me in a bind for white but there are a few different approaches that eliminate concerns -- With 8 fetchlands I can usually hang onto one (or just play it and not crack it) until I want to play disenchant. If I have seal, I will go and get it. Most people will not Wasteland your Plateau because they would rather get rid of your Rishadan Port or Wasteland. Most people do not realize you will be left with one white source and 3 white cards. This is why I don't run StP. Too many dead cards. I could care less If I have 2 or 3 dead cards becasue the frist disenchant will usually give me the game.
I've decided to man up and get a playset of the pulses. Hopefully they are the reason why this deck can consistently win 1 out of three games but just cannot finish the match off
"When all is said and done Goblins will be all that remain."
-Common Sense
I went to a large tourney not too long ago and 4x Price of Progress SB was one of the best calls I made....
If you can get an idea of the meta beforehand, I'd suggest going a 2/2 split in the MD -- it's that damn good. I won 2 games simply off playing PoP -- dealing lethal via casting it; not to mention the times it helped swing things suddenly in my favor
White / Black are solid splash options. Green has stuff that is appealing, but in the end, i dont think green does a good job at matching up the deck's weaknesses.
-- White is the more 'conservative' splash...deals with crap you're bound to see + handles things at an efficient rate: STP, Disenchant (enchant removal is gob's main lack), Oblivion ring, etc
******
regardless of color, this is what you're doing
white: removing burn (lightning bolt or pyrokenesis) in favor of STP as "removal." Disenchant and/or oblivion ring knock out artifacts/enchantments/obstacles in the way
Black: black shifts alot of card choices around -- cuts the burn package + a few men -- in favor of bringing in discard and black removal. Removal is arguably not as effective/efficient as STP in some instances -- since STP is unrivaled. However, the discard package alone can swing games -- things white lacks. Black also brings in quality backup in the form of earwig (knock out important cards) + auntie (mini-combo/abuse).
Black's power comes off the board. Leyline turn 0 is enough for certain decks to scoop to.
Green: Tin-street acts as a cute artifact-basher but that's about it. Some people try and adopt Goyf as a beatstick..but he's just a beatstick. No synergy with piledriver and no added bonuses. For some, these 2 guys are great...for others, there's a lack of fixing weaknesses. Green has krosa grip off the board...which is never a bad thing...but sometimes K-grip isnt enough.
*****
Whatever you want to run, you'll need the fetches and duals of the appropriate color. From another standpoint, decisions also hinge upon what you have + are you willing spend.
Personally, I am more inclined to go from mono-red to red/white splash because I'm 4 plateau away from running it. I was pretty content with mono-red but splashes add probably add to that little push that results in a top 16 vs top 8/win.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I don't mean to just toot my own horn, but i think the best use of a green splash is for something along the lines of what I've been trying with FCG. It's a little different, but it actually makes use of the splash colour.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I really like the Thorn of Amethyst MD! He slows down so many decks!
Sideboard is a little out of date I think. I will cut Pyrokinesis and maybe a Peedle for 4 Chalice of the Void.
Any other suggestions?
Definately instead of tormod's crypt have leyline of the void; the card is unbelievable and beats crypt hands down.
What about splashing two colors in the deck could that possibly work?
Nice primer by the way
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
As rule of thumb, dont play Leyline of the Void if you cant replay it.
any deck that gets destroyed by it is either going to run bounce or enchantment hate for it.
From all the splashes I've always like the black best. Wort, Boggart Auntie and Warren Weirding are amazing. Weirding deals with Mongeese, Goyfs, and 'noughts with relative ease and compliment Gempalm Incinierator nicely.
Wort is, simply put, a card advantage engine. Recurring your removal and Ringleaders is just sick.
Not to mention, in board stalemates, she can often punch dmg through via fear.
I don't mean to just toot my own horn, but i think the best use of a green splash is for something along the lines of what I've been trying with FCG. It's a little different, but it actually makes use of the splash colour.
I don't consider FCG and Goblins the same deck...because the "splash" goes beyond supplimenting an aggro mindset. It kinda makes its own entity.
Such is the case with dreadnought being its own entity in threshold. FCG utilizes alot of the same things but can "combo" -- whereas pure goblins is just aggro.
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Fair enough, but for someone looking to build into goblins, it's always worth taking a look at. Plus I wouldn't say Goblins is just aggro, to me the difference would be that Vial Goblins hsa access to ports and other basic stall tactics cards. Forming Vial Goblins into a sort of Aggro-Control, which can still go full on aggro. I've always just viewed FCG as a different kind of splash, rather than a strictly colour based one. Replacing the control elements for combo ones, splashing a function rather than a colour, if you will.
On a side note it still amazes me that almost no lists in here have started to pick up on Stingscourger. This has been an absolute standout for my lists, being able to cause irreparable damage to their board position on a Tombstalker or Dreadnought. And with the added ability to come in off of Vial in these lists he makes for an incredible combat trick. And he still comes in at the same cost to push an early lackey through, but he can take out larger creatures sooner then Gempalm could.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I've been running him as a 2 of, with 2 gempalms, but I'm considering a switch to 3-1. Gempalm is still nice to have to completely take something like a Bob out of the equation, something they could easily replay. The more I run Stingscourger the more I like the possibilities he opens up but for vial goblins I don't think I'd recommend more than 2-3. I can get a little extra mileage out of him in my lists thanks to Kiki-Jiki's and Food Chain, but he's still well worth the inclusion. Especially with the Vial tricks you have access to. Plus you're more likely to have a Warchief + whatever else out, so when he comes down he knocks out a blocker and gives you another warm body for the swing.
I've not done any testing with him in a conventional list, but he will still provide the same bonuses FCG gets out of him, he just needs to be applied in a slightly different manner/mindset. I'd start testing at 2 and see where that takes you.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
i think we should try to fit in 3-4 lightning bolts. I mean it works great with 1st turn lacky. If they play a creep, you bolt and drop that SGC. Great card overall. Burns that goyf for 1 red instant. or kills there only blocker so u can get in for ALOT
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i think we should try to fit in 3-4 lightning bolts. I mean it works great with 1st turn lacky. If they play a creep, you bolt and drop that SGC. Great card overall. Burns that goyf for 1 red instant. or kills there only blocker so u can get in for ALOT
Monored already runs a burn package (commonly your aforementioned L-bolt or pyrokenesis)
*you can scroll above to see what other splashes contribute in terms of switching this package out...i think i wrote it out neatly (gosh i hope so)
I like L-bolt because it can deal that final 1-2 points of damage that end the game...but in many applications, I need straight up removal and am tempted to cut burn for a splash-removal and/or stingscourger. Against dreadnought (who eats me again and again) or other annoyances, "removal" almost always trumps burn.
L-Bolt cannot kill a mid/late game goyf if you top deck it nor can it harm tombz
Gempalm + removal + some stingy = enough to push lackey through early or to clear a line for piledriver to deal his double-digits dmg
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I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I found the first post in this topic much more informative then the above link to be honest. He doesn't seem to be that much of a legacy or goblin player..
I'm not a fan either...
it would have been better if he just put for his decklist "any black splash goblin list" -- since he is netdecking like the rest of us...nothing innovative or new
The guy ends the article by saying that the deck isn't too good because tarmogoyf exists....how was this published online?
This tidbit in the final paragraph made me chuckle:
"With Goblins you will find two varieties of decks: decks designed to beat goblins, and decks that aren't. You will still win games from those designed solely to beat you which will thin out in top tables."
/giggles
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10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I want to point out that I know nothing about Legacy so my opinion does not matter. I play Ext pretty exclusive, Take a look at my article on www.ogresgames.com if you like Ext. It's much better I think.
How often do you have a sac outlet after playing a 4-mana spell though? FCG hardly needs it; I'd rather imagine they'd play an extra Crafter. Really, it's mostly a matter of room. How often having that Pyromancer would win you the game vs. having e.g. Stingscourger or whatever in that slot.
That's what I'm trying to figure out right now actually. I don't really think FCG needs it, but it's the fact that it is win-more that has me wanting to try it. By that I mean it could afford me multiple chances to win within a single turn, first on the swing with limited setup (warchief and some tokens), then after combat going for infinite, preferably with the opponents resources reduced. How likely this would be to happen though I've no idea, and Eldariel is likely right in saying I'd rather just have another crafter. It affords more reliability and stability, and actually saves a goblin for future use rather than kill them off.
I can see it in Mono-Red gobs though, but it would have to be worked into the build. You would need to have prospectors in grand supply as well as access to siege-gang to some degree. But I can certainly see a list with Mogg War Marshal working well, with a pair of pyromancers.(Actually thats something I'm working on for extended)
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I can see it in Mono-Red gobs though, but it would have to be worked into the build. You would need to have prospectors in grand supply as well as access to siege-gang to some degree. But I can certainly see a list with Mogg War Marshal working well, with a pair of pyromancers.(Actually thats something I'm working on for extended)
If I want a 1+R goblin, I'd opt for stingscourger . My rationale being this:
- For nearly all scenario's, I want to make a path for my big guys > make more little guys
- If you did include more pyromancers, you're not trampling over them and they're still going to get blocked. Yes, they hit harder, but you need to hit the opponent to win the game, not his creatures
- He actually does not provide a hellofalot of synergy to the deck. Other than piledriver growing by a little bit, Mogg doesn't seem to help out too much. He doesn't smooth out the path that lovely x/2 has, nor any other goblin for that matter. And including him as a 2-4x choice would mean you have to strip cards out to cater to it. If that were the case -- to get a melee assault going -- can't we say this is comparable to playing MD goyf in a green-splash variant? If you think about it, what I'm saying isn't too farfetched.
- To really utilize Mogg, you need a support package of ~6 cards....some split between pyromancer and goblin king to make the tokens bigger and possibly additional SGC and/or skirk prospectors to nullify the pyromancer's downside. IMO, i wouldn't want to delve into this. Goblins is already doing well....why fix it if it aint broken?
Experimenting with cards has opened up to testing black and white splashes; the main factor = solid removal. The ability to "make holes" in the opposing defense in invaluable. Whether it is to get that turn 2 attack from lackey unchallenged or to suddenly smite threats from the game.
Tying both of my comments into a conclusion of sorts, Mogg War Marshall doesn't aid goblins too much. He's a 1/1 who can bring you two cronies...but is this what goblins needs? In ways, yes -- who wouldn't like more ammo to throw at the enemy's face? But in other ways, he isn't as effective in helping goblins stomp across the red zone. Stingy is an example of creating holes in the defense (plus they have to re-cast the creature...another valuable asset on many parts). In the usual 2-5 card slots we have in our builds, I would want removal -- not additional little goblin weenies.
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10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I pretty much agree with all of that, but I wasn't really advocating Mogg War Marshal in Vial Goblins, though I really don't think he's quite so bad as you're painting him. The point I was making was for an ideal case for Pyromancer. It's true enough that whatever you try to do with him you still need to connect, but the more gobs the likelier that is to happen. The majority of decks in the environment can't keep up with gobs for creatures on board. And I don't think it's entirely unfeasible to see a Warchief + War Marshal/token + Pyromancer swinging for 18 on turn 3. Then again a piledriver in that slot is the same damage total, so who knows.
My testing at the moment is all skewed for FCG, but I think the right build could take advantage of him (pyromancer) well enough. Though his biggest merit is still in a heavy goblin meta.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
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I dont have pyrok's with me (at college) and by now I gotta deal with whatever's on me <goblin deck + some SB material>
If I have no access to that, still opt for the toolbox?
Maybe box + 3 lightning bolts? or is that dumb? box + 3x price of progress MD and be sneaky?
Edit #2: Forgot to ask -- anyone think 1x Skirk Prospect is a worthy toolbox card? I see him around now and then and I can only guess his roll is to help with a very very rare mana screw/mana accel or sharpshooter + SGC tricks
EDIT: I came back from the tourney today (3-2....had to leave due to time constraints and other obligations)....I'll try and get out a tourney report on the super-large Vestal, NY tourney. 127 people....yea -- diverse field that I had a solid SB against. Expect the info in a couple of days the latest + tech
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Have any questions or concerns? Come take a dip in my pool.
4x Goblin Lackey
4x Mogg Fanatic
4x Goblin Piledriver
4x Goblin Warchief
4x Goblin Matron
3x Gempalm Incinerator
3x Siege-Gang Commander
1x Goblin Sharpshooter
1x Goblin Tinkerer
1x Skirk Prospector
1x Goblin King
3x AEther Vial
Land:
5x Mountain
4x Bloodstained Mire
4x Wooded Foothills
4x Wasteland
4x Rishadan Port
2x Plateau
3x Relic of Progenitus
3x Pyrokenesis
2x Disenchant
2x Seal of Cleansing
2x Pyroblast
2x Red Elemental Blast
1x Goblin King
I have always caught quite a bit of flack for running white with no Stone temple Pilots but I have never been disappointed with the decision. I have only 5 Mountain and 2 Plateau which also makes people mad but never remember a mana screw where more Mountains would have helped. Wasteland can realy put me in a bind for white but there are a few different approaches that eliminate concerns -- With 8 fetchlands I can usually hang onto one (or just play it and not crack it) until I want to play disenchant. If I have seal, I will go and get it. Most people will not Wasteland your Plateau because they would rather get rid of your Rishadan Port or Wasteland. Most people do not realize you will be left with one white source and 3 white cards. This is why I don't run StP. Too many dead cards. I could care less If I have 2 or 3 dead cards becasue the frist disenchant will usually give me the game.
Let me know what you guys think about this list.
"When all is said and done Goblins will be all that remain."
-Common Sense
If you can get an idea of the meta beforehand, I'd suggest going a 2/2 split in the MD -- it's that damn good. I won 2 games simply off playing PoP -- dealing lethal via casting it; not to mention the times it helped swing things suddenly in my favor
White / Black are solid splash options. Green has stuff that is appealing, but in the end, i dont think green does a good job at matching up the deck's weaknesses.
-- White is the more 'conservative' splash...deals with crap you're bound to see + handles things at an efficient rate: STP, Disenchant (enchant removal is gob's main lack), Oblivion ring, etc
-- Black is arguably more powerful but costs $$$ to splash and is more "high risk high return": Leyline, Therapy, Warren, Auntie, Earwig, 'Seize, Smother to name a few
******
regardless of color, this is what you're doing
white: removing burn (lightning bolt or pyrokenesis) in favor of STP as "removal." Disenchant and/or oblivion ring knock out artifacts/enchantments/obstacles in the way
Black: black shifts alot of card choices around -- cuts the burn package + a few men -- in favor of bringing in discard and black removal. Removal is arguably not as effective/efficient as STP in some instances -- since STP is unrivaled. However, the discard package alone can swing games -- things white lacks. Black also brings in quality backup in the form of earwig (knock out important cards) + auntie (mini-combo/abuse).
Black's power comes off the board. Leyline turn 0 is enough for certain decks to scoop to.
Green: Tin-street acts as a cute artifact-basher but that's about it. Some people try and adopt Goyf as a beatstick..but he's just a beatstick. No synergy with piledriver and no added bonuses. For some, these 2 guys are great...for others, there's a lack of fixing weaknesses. Green has krosa grip off the board...which is never a bad thing...but sometimes K-grip isnt enough.
*****
Whatever you want to run, you'll need the fetches and duals of the appropriate color. From another standpoint, decisions also hinge upon what you have + are you willing spend.
Personally, I am more inclined to go from mono-red to red/white splash because I'm 4 plateau away from running it. I was pretty content with mono-red but splashes add probably add to that little push that results in a top 16 vs top 8/win.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Definately instead of tormod's crypt have leyline of the void; the card is unbelievable and beats crypt hands down.
What about splashing two colors in the deck could that possibly work?
Nice primer by the way
Currently Playing:
Retired
any deck that gets destroyed by it is either going to run bounce or enchantment hate for it.
From all the splashes I've always like the black best. Wort, Boggart Auntie and Warren Weirding are amazing. Weirding deals with Mongeese, Goyfs, and 'noughts with relative ease and compliment Gempalm Incinierator nicely.
Wort is, simply put, a card advantage engine. Recurring your removal and Ringleaders is just sick.
Not to mention, in board stalemates, she can often punch dmg through via fear.
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I don't consider FCG and Goblins the same deck...because the "splash" goes beyond supplimenting an aggro mindset. It kinda makes its own entity.
Such is the case with dreadnought being its own entity in threshold. FCG utilizes alot of the same things but can "combo" -- whereas pure goblins is just aggro.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
On a side note it still amazes me that almost no lists in here have started to pick up on Stingscourger. This has been an absolute standout for my lists, being able to cause irreparable damage to their board position on a Tombstalker or Dreadnought. And with the added ability to come in off of Vial in these lists he makes for an incredible combat trick. And he still comes in at the same cost to push an early lackey through, but he can take out larger creatures sooner then Gempalm could.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
On stingy, how many are you running? A few on deckcheck.net are running him as a 1-2x.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I've not done any testing with him in a conventional list, but he will still provide the same bonuses FCG gets out of him, he just needs to be applied in a slightly different manner/mindset. I'd start testing at 2 and see where that takes you.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
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Monored already runs a burn package (commonly your aforementioned L-bolt or pyrokenesis)
*you can scroll above to see what other splashes contribute in terms of switching this package out...i think i wrote it out neatly (gosh i hope so)
I like L-bolt because it can deal that final 1-2 points of damage that end the game...but in many applications, I need straight up removal and am tempted to cut burn for a splash-removal and/or stingscourger. Against dreadnought (who eats me again and again) or other annoyances, "removal" almost always trumps burn.
L-Bolt cannot kill a mid/late game goyf if you top deck it nor can it harm tombz
Gempalm + removal + some stingy = enough to push lackey through early or to clear a line for piledriver to deal his double-digits dmg
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
www.ogresgames.com
Go to articles - Eternal Love: Legacy Goblins or the left hand side you can link.
I'm not a fan either...
it would have been better if he just put for his decklist "any black splash goblin list" -- since he is netdecking like the rest of us...nothing innovative or new
The guy ends the article by saying that the deck isn't too good because tarmogoyf exists....how was this published online?
This tidbit in the final paragraph made me chuckle:
"With Goblins you will find two varieties of decks: decks designed to beat goblins, and decks that aren't. You will still win games from those designed solely to beat you which will thin out in top tables."
/giggles
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
That's what I'm trying to figure out right now actually. I don't really think FCG needs it, but it's the fact that it is win-more that has me wanting to try it. By that I mean it could afford me multiple chances to win within a single turn, first on the swing with limited setup (warchief and some tokens), then after combat going for infinite, preferably with the opponents resources reduced. How likely this would be to happen though I've no idea, and Eldariel is likely right in saying I'd rather just have another crafter. It affords more reliability and stability, and actually saves a goblin for future use rather than kill them off.
I can see it in Mono-Red gobs though, but it would have to be worked into the build. You would need to have prospectors in grand supply as well as access to siege-gang to some degree. But I can certainly see a list with Mogg War Marshal working well, with a pair of pyromancers.(Actually thats something I'm working on for extended)
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
If I want a 1+R goblin, I'd opt for stingscourger . My rationale being this:
- For nearly all scenario's, I want to make a path for my big guys > make more little guys
- If you did include more pyromancers, you're not trampling over them and they're still going to get blocked. Yes, they hit harder, but you need to hit the opponent to win the game, not his creatures
- He actually does not provide a hellofalot of synergy to the deck. Other than piledriver growing by a little bit, Mogg doesn't seem to help out too much. He doesn't smooth out the path that lovely x/2 has, nor any other goblin for that matter. And including him as a 2-4x choice would mean you have to strip cards out to cater to it. If that were the case -- to get a melee assault going -- can't we say this is comparable to playing MD goyf in a green-splash variant? If you think about it, what I'm saying isn't too farfetched.
- To really utilize Mogg, you need a support package of ~6 cards....some split between pyromancer and goblin king to make the tokens bigger and possibly additional SGC and/or skirk prospectors to nullify the pyromancer's downside. IMO, i wouldn't want to delve into this. Goblins is already doing well....why fix it if it aint broken?
Experimenting with cards has opened up to testing black and white splashes; the main factor = solid removal. The ability to "make holes" in the opposing defense in invaluable. Whether it is to get that turn 2 attack from lackey unchallenged or to suddenly smite threats from the game.
Tying both of my comments into a conclusion of sorts, Mogg War Marshall doesn't aid goblins too much. He's a 1/1 who can bring you two cronies...but is this what goblins needs? In ways, yes -- who wouldn't like more ammo to throw at the enemy's face? But in other ways, he isn't as effective in helping goblins stomp across the red zone. Stingy is an example of creating holes in the defense (plus they have to re-cast the creature...another valuable asset on many parts). In the usual 2-5 card slots we have in our builds, I would want removal -- not additional little goblin weenies.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
My testing at the moment is all skewed for FCG, but I think the right build could take advantage of him (pyromancer) well enough. Though his biggest merit is still in a heavy goblin meta.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon