Vial is a great drop T1. T2 i was constantly able to drop 2 creatures per turn. That is sth. a list without Vial and high CMC Gobs couldn't do.
i Included the best Gobs i could find. That's all. Denizen is ok, but does simply nothing when running into snapcaster or Bolt. Screws were sometimes a problem, but not so often.
i got a question to the players who play simian spirit guide...i just cant imagine it's good...why not play 2 lands more, put SSG out and have additional 2 card slots?
t1: land + denizen
t2: land + guide + loyalist -> 6 dmg
t3: land + kicked bushwhacker + kicked bushwhacker (using ssg) -> it's over 9000
t1: land + denizen
t2: land + guide + kicked bushwhacker (using ssg) -> 9 dmg
t3: land + chieftain -> 10 dmg
And lots of other examples, you can figure it out yourself. The point is you use ssg in an all-in build, and that's the card that enables t3 wins.
it's currently being tested by some of us here. i personally hate it since it forces us to attack with all other goblins...i like to have control about my attack step and dont want to attack blind. further he's pretty expensive and simplay worse than chieftain...there shuldnt be too many 3 drops in a aggro deck like goblins...i can imagine him as a 2 of, but i think shared anonimosity will perform always better than him in this place
Like goblin chieftan, rabblemaster is a must-answer. If they don't have a bolt/path it usually wins the game in 2 turns. It's also super good at rebuilding board presence after a wrath which imo is the biggest weakness of the deck (hon. mention to ghostly prison).
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
I find rabblemaster is better for sideboard in a removal heavy meta. it is better than goblin assault, but the drawback of other goblins must attack if able makes me uncomfortable. unless we play something to negate the impact it have over us, I am certainly not playing it mainboard.
Mad Auntie was funny with Rabblerouser but as expected, you were probably already winning at the point or hoping to top deck burn anyways. Going from mono red to b/r made it an easy swap from Goblin king, as I like the 5th lord effect. Regenerating Spike Jester with a Loyalist in play is cool, although she generally just allows you to swing with a Chieftain or Loyalist without fear of losing it (to some degree). She's been okay but I want to squeeze in a spikeshot elder, and keep thinking about swapping her for it. The other thing G I'm thinking to try out is Apostles Blessing instead, or Coordinated Assault... Although this current pile sleeved feels pretty smooth already. SSG is amazing and I refuse to return to Vial
i know it's not a goblin but do you guys run hellrider at all?
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joneleth: those kills are rather impressive, T3 is very good. Do you have any statistics on that? Does it happen a lot or more like 10% of the cases. I think even in the 'slower' version you should more then 50% T4 kills otherwise you autolose to combo all the time. Aggro decks that are slower most be very good at beating other aggro decks or midrange otherwise it is not worth it.
T3 kills are like 10-15% of games and the deck closes the game consistently on T4.
i know it's not a goblin but do you guys run hellrider at all?
I believe when you have a full board on t4 Hellrider is just win more, so I prefer to have a better 1cc population instead of having 4cc drops.
Should I choose to raise the curve and go up to 4cc I'd probably go for Krenko, Mob Boss or Murderous Redcap: while the former is very strong I still believe it's just a win more condition and I'd go for the latter as it has an ETB dmg effect and can give you reach. Being 4cc so high on the curve i still think that should be a very different build based on vial (and Kings to maximise Redcaps' triggers) and some kind of control for early turns not to autolose vs combo.
Round 1 - BG Obliterator - 2:1
Match 1 he was able to resolve Goy and Obliterator and overrun me.
Match 2 i only looked at an Inquisition and nothing else really important.
Match 3 he also inqusitioned and thoughtseized me sometime, resolving a T2 Goyf, which i killed. I dropped more and more Gobs and finally killed him.
Round 2 - Affinity - 1:2
Match 1 he developed slowly, while i wasn't faster. He finally had Etched Champion and a Nexus overwhelming me.
Match 2 i dropped 2 Chieftains with a lot of backup and soon i run him into the ground
Match 3 he resolved a T2 Ensoul Artifact on his Darksteel Citadel which i was very surprised of and couldn't handle.
Round 3 - UR Storm - 2:1
Match 1 i was lucky he couldn't combo off until T4 and killed him.
Match 2 he was fast enough with Clasm, Bolt on my Eidolon of the Great Revel and then comboed off.
Match 3 luch was again on my side. T5 he tried to go into the combo at 2 Life but couldn't find what he was looking for.
Round 4 - UWR Control - 2:0
This guy was pissed off. He lost the Round before vs. Blue Moon, doing a huge mistake.
Match 1 he kills Gob after Gob, but i was able to keep always 1 on the battlefield and slowly tear him down.
Match 2 he stayed at 2 Lands for some rounds, but was able to kill a lot of Gobs until the field was empty. he had 6 Life remaining, killing everything i dropped to not risk a loss to Goblin Grenade which finally happened after i draw one and draw a Legion Loyalist one turn later. gg.
3-1 with some luck, i'd say. The only thing i didn't want to see most of the time was Goblin King, but i have no substitution ATM. I boarded him out about every Match, i just had the feeling he was off-curve.
Mad Auntie is a great choice if you want to keep 6 lords in your deck. If not, I think there's a CMC2-drop goblin that give all red creatures you control first strike.
And there's always Stingscourger to bounce a chump blocker, squeak in some extra damage, and then sac scourger to a grenade.
Nicely played, by the way! Sword of Feast and Famine is a great prize for fifth place. Congrats on your finish.
Mad Auntie is a great choice if you want to keep 6 lords in your deck. If not, I think there's a CMC2-drop goblin that give all red creatures you control first strike.
And there's always Stingscourger to bounce a chump blocker, squeak in some extra damage, and then sac scourger to a grenade.
Nicely played, by the way! Sword of Feast and Famine is a great prize for fifth place. Congrats on your finish.
I don't want to stay at 6 Lords, I want to drop at least 1 for further testings. Stingscourger has a huge downside...it dies in every upkeep, doesn't he?
I also thought about keeping the Sword and play it, but protection from green and black isn't very useful in my meta.
The eidelon main? That would be awfull, where it is good it is good. But against most of the decks it will slow you down. I can't imagine you wanting to play it T2 every time unless it is nessecary (as against Storm, Eggs, or even UWR) in all other cases it slows you down to much and it will get cleaned out to easy anyway against decks like Jund.
What was your sideboard btw? King really shines against Jund and against tron double lord is almost GG. It pumps you men adding 3-4 damage to the table when it hits. It is bad against UWR as it doesn't have or gives haste and has no clock on it's own. Against storm you don't need him, you need things to slow the other. BG, might want him there, altough obliterator is a ***** (I know, I play that deck myself ). Affinity, is basicly a combo deck so you need awnsers for that. The king makes you aggro-aggro and aggro-midrange matches better. So it is metadependant, here a lot of jund is played and I maindeck it, but I can imagine if your meta looks like that you won't.
Mogg war marshall maybe is an alternative, I don't really like that card in my list, but with the denizen, 2 creatures that can give haste it might be good enough to play.
--> Echo must be payed only once, not every turn
But the Echo is 4 Mana, that's heavy!
My Meta is full of twin, UWR Variants, some Affinity and Merfolk Stuff, but there's not a single Jund Player ATM.
I will exchange 1 King for a Rakdos Charm. War Marshal is also the wrong answer IMO, it is damned slow, thats why i run Hellspark Elemental.
if you start playing cards like hellspark elemental and eidolon main u can go ahead and play burn instead imo...then u got less outs for grenade and play vexing devil for it..--> u see where the journey goes? i experimented with this, even adding ash zealots (against snappy, haste, first strike) and cutting chieftain for it because there are less and less goblins. in the end i only played 4 guides, 4 spike jester, 4 foundry and 4 loyalists..went 2-1 but it felt wrong somehow and i moved back to the more goblin heavy list. and in those i think you need cards like war marshal just because of all the synergies. (evasion through lords, grenade target, foundry street d., token after wrath, sometimes blocker). mogg war marshall is simply one of our best cards in the deck and i would never board it out.
i Included the best Gobs i could find. That's all. Denizen is ok, but does simply nothing when running into snapcaster or Bolt. Screws were sometimes a problem, but not so often.
Green @ it's best
t1: land + denizen
t2: land + guide + loyalist -> 6 dmg
t3: land + kicked bushwhacker + kicked bushwhacker (using ssg) -> it's over 9000
t1: land + denizen
t2: land + guide + kicked bushwhacker (using ssg) -> 9 dmg
t3: land + chieftain -> 10 dmg
And lots of other examples, you can figure it out yourself. The point is you use ssg in an all-in build, and that's the card that enables t3 wins.
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
(no Caverns because no Caverns, no Muta because lazy:p)
4 Foundry street denizen
4 Goblin guide
4 Legion loyalist
4 Goblin bushwhacker
4 Mogg war marshal
3 Spike Jester
4 Goblin chieftain
1 Mad Auntie
4 Simian Spirit Guide
4 Lightning bolt
3 Goblin grenade
1 Terminate
2 Shared Animosity
Lands
4 Blood Crypt
4 Auntie's hovel
1 Dragonskull Summit
9 Mountain
2 Dragon's Claw
2 Skullcrack
2 Combust
3 Rakdos Charm
3 Volcanic Fallout
3 Earwig Squad
Not sure about Fallout but don't see a lot of Blue around here unless Affinity Spell Pierce or Fish Spell Pierce.
Rabblerouser was cool but force attack was annoying, and Animosity helps tokens.
Any news about other primer ?
-
I really think we need separate the deck types. We have to focus but go round in circles
Modern
RBW Goblins
XU ArcMUD
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T3 kills are like 10-15% of games and the deck closes the game consistently on T4.
I believe when you have a full board on t4 Hellrider is just win more, so I prefer to have a better 1cc population instead of having 4cc drops.
Should I choose to raise the curve and go up to 4cc I'd probably go for Krenko, Mob Boss or Murderous Redcap: while the former is very strong I still believe it's just a win more condition and I'd go for the latter as it has an ETB dmg effect and can give you reach. Being 4cc so high on the curve i still think that should be a very different build based on vial (and Kings to maximise Redcaps' triggers) and some kind of control for early turns not to autolose vs combo.
I think Rx Goblin Blitz and Rx Vial Goblin belong to different primers :>
New week, new report, this is the deck:
4 Lightning Bolt
4 Legion Loyalist
4 Mogg Fanatic
4 Foundry Street Denizen
4 Goblin Guide
4 Goblin Bushwhacker
4 Spike Jester
2 Dismember
Three Drops (8):
4 Goblin Chieftain
4 Boggart Ram-Gang
Other (4):
4 Simian Spirit Guide
4 Cavern of Souls
4 Auntie's Hovel
4 Blackcleave Cliffs
4 Blood Crypt
2 Mountain
-2 Terminate
+2 Dismember
Costs 1 if you really need it instead of RB (Cavern of Souls, tapped land due to a Deceiver Exarch's trigger, etc...)
-4 Gemstone Mine
+4 Blood Crypt
Sometimes I wasn't able to cast a second 3cc drop due to a depleted Mine, so I chose to pay those 2 life points for consistency.
I have two tournaments this week (well, next sunday I'm standby judge, so I don't know if I'm really going to play) where I hope I can test better.
2 Arid Mesa
1 Graven Cairns
4 Auntie's Hovel
2 Cavern of Souls
8 Mountain
4 Goblin Guide
4 Goblin Bushwhacker
4 Legion Loyalist
4 Foundry Street Denizen
2 Hellspark Elemental
4 Lightning Bolt
4 Goblin Grenade
4 Goblin Chieftain
2 Goblin King
Round 1 - BG Obliterator - 2:1
Match 1 he was able to resolve Goy and Obliterator and overrun me.
Match 2 i only looked at an Inquisition and nothing else really important.
Match 3 he also inqusitioned and thoughtseized me sometime, resolving a T2 Goyf, which i killed. I dropped more and more Gobs and finally killed him.
Round 2 - Affinity - 1:2
Match 1 he developed slowly, while i wasn't faster. He finally had Etched Champion and a Nexus overwhelming me.
Match 2 i dropped 2 Chieftains with a lot of backup and soon i run him into the ground
Match 3 he resolved a T2 Ensoul Artifact on his Darksteel Citadel which i was very surprised of and couldn't handle.
Round 3 - UR Storm - 2:1
Match 1 i was lucky he couldn't combo off until T4 and killed him.
Match 2 he was fast enough with Clasm, Bolt on my Eidolon of the Great Revel and then comboed off.
Match 3 luch was again on my side. T5 he tried to go into the combo at 2 Life but couldn't find what he was looking for.
Round 4 - UWR Control - 2:0
This guy was pissed off. He lost the Round before vs. Blue Moon, doing a huge mistake.
Match 1 he kills Gob after Gob, but i was able to keep always 1 on the battlefield and slowly tear him down.
Match 2 he stayed at 2 Lands for some rounds, but was able to kill a lot of Gobs until the field was empty. he had 6 Life remaining, killing everything i dropped to not risk a loss to Goblin Grenade which finally happened after i draw one and draw a Legion Loyalist one turn later. gg.
3-1 with some luck, i'd say. The only thing i didn't want to see most of the time was Goblin King, but i have no substitution ATM. I boarded him out about every Match, i just had the feeling he was off-curve.
Green @ it's best
And there's always Stingscourger to bounce a chump blocker, squeak in some extra damage, and then sac scourger to a grenade.
Nicely played, by the way! Sword of Feast and Famine is a great prize for fifth place. Congrats on your finish.
I don't want to stay at 6 Lords, I want to drop at least 1 for further testings. Stingscourger has a huge downside...it dies in every upkeep, doesn't he?
I also thought about keeping the Sword and play it, but protection from green and black isn't very useful in my meta.
Green @ it's best
Green @ it's best
But the Echo is 4 Mana, that's heavy!
My Meta is full of twin, UWR Variants, some Affinity and Merfolk Stuff, but there's not a single Jund Player ATM.
I will exchange 1 King for a Rakdos Charm. War Marshal is also the wrong answer IMO, it is damned slow, thats why i run Hellspark Elemental.
Green @ it's best
edit:
lol, why should echo be 4 mana?