So im thinking of trying goblins at a GP trial. I like the look of this but would like to make a reference sheet for SBíng. I know the basicalike like acts in for fatties, shrines for control etc but just help with what to taqk eout would be great against the bigger decks.
I have no idea what you would want mutagenic growth against, so I have no advice on it. But, I'll try to give you some advice based on the list you have, and how I would handle the different MU's.
+2 Act of Aggression
+2 Dismember
+4 Shrine of Burning Rage
This matchup doesn't neccessarily need to be about speed. You want to keep an opening hand that has an answer to the combo and a couple of 1 drops to start putting the pressure on. Turn 2 shrine is probably your best play as long as they aren't representing a counter since they will only have a few turns to combo before it will stop the combo.
Cawblade:
-2 Dismember
-4 Lightning Bolt
+1 Hero of Oxid Ridge
+4 Shrine of Burning Rage
+1 Arc trail
You need to keep a fast hand, or one with Grim lavamancer/Spikeshot elder and the tools to start activating them when they drop hawks. Shrine comes in because it is better than bolt, and you need hero to get past reinforcement tokens. Arc trail is just better value than a singleton bolt.
Valakut, Eldrazi, Etc.:
-2 Dismember
+2 Act of Aggression
You don't have a great board for the titan ramp decks. If you see more walls than small guys then you probably want to leave the 2 dismembers and take out 4 bolts to bring in the other 2 dismember along with the AoA.
Mirror/RDW:
-2 Dismember
-1 Goblin Grenade
+3 Arc Trail
You generally don't want to have dismember against aggro decks, but if you see kiln fiend game 1 you will want to leave in dismember and probably bring in the other 2 as kiln fiend will deal you more than 4 damage, and bolt is your only other instant. Against RDW Goblin wardriver is just going to get killed so Shrine is a better 2 drop. You drop 1 goblin grenade because you don't want to sac your own creatures unless you are going to win the game that turn.
UB Control:
-4 Something
+4 Shrine of Burning Rage
What you take out will depend on what you see from them. They are going to have discard, removal, and counters. If you see Nighthawk (or think you might) then you want to leave Bolts in. It is probably correct to take out the dismembers, 1 goblin grenade, and 1 Grim lavamancer since their only target will be Creeping Tar Pit. Shrine just gives you inevitability because they (maybe, if they play it) only have Into The Roil to remove it.
Unless your local meta is mostly control, don't MD shrine. It is too slow against almost everything and you only want it against twin because you typically need multiple pieces to stop the combo.
Mutagenic Growth is for all your RED MU's so UR combo, valakut, Mirror and Goblin. Its a way to keep your team swinging against Pyroclasm assuming you have your Lord in play.
Aside from that yamateh choices are spot on, though I'll lean more on cutting Lavamancer then Spikeshot Elder against the more control MU
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4 Goblin Bushwhacker
4 Goblin Chieftain
4 Goblin Guide
4 Goblin Wardriver
3 Grim Lavamancer
1 Hero of Oxid Ridge
4 Spikeshot Elder
4 Goblin Grenade
4 Lightning Bolt
4 Arid Mesa
10 Mountain
4 Scalding Tarn
4 Teetering Peaks
2 Act of Aggression
3 Arc Trail
2 Dismember
1 Hero of Oxid Ridge
3 Mutagenic Growth
4 Shrine of Burning Rage
AoA in vs Valakut, Splinter Twin, 4 turn titan, and in some cases pod.
Trail vs Tempered steel, vampires, WW, any aggro really
Dismember as needed. Heavy blockers? Dismember. Obliterator? Dismember. You just know when you want it.
Mutagenic - No experience personally, would love to hear how it works for you.
I would probably hit the Lavamancers, Wardrivers/Embers, and Hero first. Keep Lavamancer's vs aggro, ditch vs anything else.
Splinter Twin:
-4 Goblin Chieftain
-4 Goblin Bushwhacker
+2 Act of Aggression
+2 Dismember
+4 Shrine of Burning Rage
This matchup doesn't neccessarily need to be about speed. You want to keep an opening hand that has an answer to the combo and a couple of 1 drops to start putting the pressure on. Turn 2 shrine is probably your best play as long as they aren't representing a counter since they will only have a few turns to combo before it will stop the combo.
Cawblade:
-2 Dismember
-4 Lightning Bolt
+1 Hero of Oxid Ridge
+4 Shrine of Burning Rage
+1 Arc trail
You need to keep a fast hand, or one with Grim lavamancer/Spikeshot elder and the tools to start activating them when they drop hawks. Shrine comes in because it is better than bolt, and you need hero to get past reinforcement tokens. Arc trail is just better value than a singleton bolt.
Valakut, Eldrazi, Etc.:
-2 Dismember
+2 Act of Aggression
You don't have a great board for the titan ramp decks. If you see more walls than small guys then you probably want to leave the 2 dismembers and take out 4 bolts to bring in the other 2 dismember along with the AoA.
Mirror/RDW:
-2 Dismember
-1 Goblin Grenade
+3 Arc Trail
You generally don't want to have dismember against aggro decks, but if you see kiln fiend game 1 you will want to leave in dismember and probably bring in the other 2 as kiln fiend will deal you more than 4 damage, and bolt is your only other instant. Against RDW Goblin wardriver is just going to get killed so Shrine is a better 2 drop. You drop 1 goblin grenade because you don't want to sac your own creatures unless you are going to win the game that turn.
UB Control:
-4 Something
+4 Shrine of Burning Rage
What you take out will depend on what you see from them. They are going to have discard, removal, and counters. If you see Nighthawk (or think you might) then you want to leave Bolts in. It is probably correct to take out the dismembers, 1 goblin grenade, and 1 Grim lavamancer since their only target will be Creeping Tar Pit. Shrine just gives you inevitability because they (maybe, if they play it) only have Into The Roil to remove it.
Unless your local meta is mostly control, don't MD shrine. It is too slow against almost everything and you only want it against twin because you typically need multiple pieces to stop the combo.
valakut
+2 act of aggression
+2 dismember
-2 lightning bolt
-2 spkiteshot elder
bolt is basically just a lava spike. spikteshot is too slow/has no good targets. bring in dismember to easy take down walls/baloths
cawblade
+3 arc trail
+4 shrine
+1 hero of oxid ridge
-2 dismember
-4 goblin bushwacker
-2 lightning bolt
bushwacker is terrible against timely tokens. basically jsut slow down. with shrine and heroes, you can grind them out
RDW
+3 arc trail
+4 shrine
-4 bushwacker
-2 dismember
-1 hero
RDW mirrors basically comes down to shrine. you may want to leave some dismembers in in case of vulshok refugee
splinter twin
+2 dismember
+2 act of aggression
-3 spikeshot elder
-1 bolt(?)
spikeshot is soooo bad in this matchup. theres nothing to kill and its basiclaly just extra pyroclasm fodder
ub control
+4 shrine
-2 spikeshot
-2 dismember
they cant deal with shrine. 8 removal spells should be enough to deal with any nighthawks
rug pod
+3 arc trail
+1 dismember
-1 spikeshot elder
-2 goblin bushwacker
-1 hero of oxid ridge
Aside from that yamateh choices are spot on, though I'll lean more on cutting Lavamancer then Spikeshot Elder against the more control MU
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i dont like shrine in goblins
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