- Caspid
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Member for 14 years, 2 months, and 3 days
Last active Sun, Nov, 13 2016 19:03:51
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Mar 28, 2010Caspid posted a message on UB Control FaeriesGood point. Upped Mutavault to 3 and replaced Terror with Doom Blade (I misunderstood regeneration).Posted in: Caspid Blog
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Mar 26, 2010Caspid posted a message on Goblin DeckI'd think about removingPosted in: Joniversen Blog
- 2 Door of Destinies - too slow for aggro
- 2 Basilisk Collar - same; Goblins are somewhat expendable
- 2 Quest for the Goblin Lord - same; you're better off dropping more Goblins
- 2 Bloodmark Mentor
- 2 Goblin Grappler
- 2 Mogg Sentry
- 2 Raging Goblin - Chieftain gives Haste, and Bushwhacker or Sledder are better 1-drops
- 2 Searing Blaze
- 1 Onslaught
and adding
- 2 Lightning Bolt - or Tarfire, since it works with Ringleader
- 2 Goblin Bushwhacker - awesome
- 2 Mogg War Marshal
- 1 Siege-Gang Commander - running 2-3 is fun and it's great dropping these guys with Lackey/Instigator.
- 1 Stingscourger - removal
- 2 Goblin Lackey - Should be a 4-of for a first-turn play
- 4 Goblin Ringleader - fills your hand with Goblins
- 2 Goblin Piledriver - along with these guys
- 4 Gempalm Incinerator - awesome removal
- 4 Rishadan Port - Great to lock down your opponent, if you can afford em. Or Wastelands if you're up against non-basics.
- 4 Strip Mine - same (as many as your group allows)
- 4 Aether Vial - Really helps you drop a ton of creatures, decreases your dependency on drawing lands
I don't think it adds up to 60, and these're just suggestions based on how I like to play Goblins. The point being to use Lackey, Vial, and Ringleader to play a ton of Goblins, and burning things out of the way to deal damage (like a Sligh deck). Also 4-8 fetchlands would help thin it for Ringleader/general card draw. Other than those and the Ports, Wastelands, and/or Strip Mines, Mountains are great.
I'm not really a fan of using non-burn spells in
Perhaps consider Sparksmith or Skirk Prospector for removal/mana as well (but they shouldn't be too necessary with Gempalm+Stingscourger and Vials+Instigators+Lackeys). Maybe sideboard Goblin King and some removal.
If you can't afford more Piledrivers, Reckless Ones are a sensible substitute.
If you plan lots of burn or sacrifice a lot of your creatures, Goblin Sharpshooter is awesome.
Goblins were the first deck I made, and they worked really well (too well) against my casual buddies. You can see my deck here (I'm not running any non-creature spells except Vials though
Hope this helps! - 2 Door of Destinies - too slow for aggro
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Mar 21, 2010Caspid posted a message on Elves alphaSound advice, thanks. Updated OP.Posted in: Caspid Blog
How does this look?
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Mar 20, 2010Caspid posted a message on Elves alphaI forgot to mention that I play online (through OCTGN), so budget isn't an issue. I'll edit my post.Posted in: Caspid Blog
I wasn't sure whether the fetchlands made enough of a difference for Sylvan Messenger or Elvish Visionary to be worth the life penalty.
Rofellos, Llanowar Emissary doesn't seem as useful as Elvish Archdruid, as I'm not running very many lands. I might add one of him in though.
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The 2 power and first strike kills/deters blocking from most things in the format, but there's not a whole lot of room in the deck, especially at 2cc. The drawback is also pretty huge (can't block), and it dies to pings, Electrickery, etc.
It'd just be interesting to see a definitive list of (notable) cards that comprise the potential differences between online and paper pauper (it was looking for such a list that brought me here - what exactly makes paper different from online?). Especially since some of these cards can be quite powerful, if a paper metagame were ever to develop, it's very possible/probable that paper and online metas would look very different. I don't mean to put the burden on you though, just saying it'd be neat to see
Sinkhole, Hymn to Tourach, and Goblin Grenade come to mind.
4 Cloud of Faeries
4 Delver of Secrets
4 Phantasmal Bear
4 Spellstutter Sprite
4 Ninja of the Deep Hours
4 Counterspell
2 Deprive
3 Daze
// Other Spells
4 Piracy Charm
2 Gitaxian Probe
4 Snap
3 Brainstorm
2 Ponder
15 Island
1 Quicksand
How about Porcelain Legionnaire for an even more explosive start?
Frostburn Weird?
Perhaps a combo wincon would be better - something you can assemble while you stall, like Painter-Stone.
Core's something like this (I think you got most of it):
4 Nether Shadow
4 Golgari Thug
4 Stinkweed Imp
4 Golgari Grave-Troll
4 Ichorid
4 Street Wraith
4 Leyline of the Void
4 Cabal Therapy
4 Unmask
3 Dread Return
It's not a very casual deck though. You might have better luck asking around the Vintage forums.
4 Spire Golem
4 Spellstutter Sprite
4 Ninja of the Deep Hours
// Counters (16)
4 Counterspell
4 Deprive
4 Prohibit
1 Logic Knot
3 Exclude
4 Preordain
4 Think Twice
// Land (24)
20 Island
4 Quicksand
4 Oona's Gatewarden
3 Echoing Truth
4 Piracy Charm
4 Curse of Chains
Options:
* Many (most, probably) people prefer Mulldrifter, Pestermite, and/or Errant Ephemeron in place of NotDH and 4 counters. I personally feel that an unanswered Ninja wins games faster and more consistently than those, but:
-1 or -2 Prohibit, -3 Exclude, -4 Ninja; +4 Ephemeron, +4 Pestermite
is an option, depending on the meta (currently testing).
* Exclude is conditional but extremely useful (counterspell that cantrips = CA).
* Piracy Charm MD, since it's never completely dead (although the only really relevant mode is the instant-speed kill)
* Sea Sprite - Pro-red faerie in the sb for Goblins (I don't encounter any)
* 1-2 Capsize
* Condescend - Scry is pretty powerful; however, this often leaves you (nearly) tapped out, and is awful against Post decks that generate tons of mana.
* Preordain vs Ponder: Preordain is better since it gets rid of your bad draws (and as such is better in control, since you're not digging for a specific card as you would in combo), but many people have success with Ponder. Either can be run as a 3-4 of.
* Faerie Trickery as a 1- or 2-of to deal with things you don't want in the graveyard.
* Think Twice is the best draw spell available (better than AK, ask if you want to know why).
* Echoing Truth is the best bounce available, but most problematic things are creatures that can be handled with Narcolepsy/Curse.
If format isn't a concern (but budget still is):
* Sphinx of Jwar Isle may make a nice finisher.
*snip* spoiler removed
Given that twiddling lands is acceptable, is tapping/untapping Islands a legal way to bluff? Or does that fall into the same category as baiting a reaction?
Can I undo land-tapping while paying costs, say if I decided I wanted to tap a certain land instead of another?
Can I take back playing a spell before paying the cost, even if I could legally declare targets and pay costs? Or once I announce it, am I obligated to play it if able?
* Mistblade is pretty useless, and most often only works once.
* Echoing Truth is my favorite way to answer onboard threats, as it can potentially/often get you a 2-for-1 or better. However, Repeal is very nice for bouncing AEther Vial or something.
* Signal Pest works great with all the cheap fliers. Yes, it dies to every single piece of removal, but it does only cost 1.
* I don't like Daze in pauper because it's tempo loss and useless midgame or after your opponent knows you have it, but I suppose it gains enough utility in 1.5 to make it worth running.
* Why doesn't this deck run more counters? 8 seems very light for a control deck. Are Counterspell/Prohibit really too slow? I'd think at least something like Spell Snare would be essential.
* Writ of Passage as a 1- or 2-of seems like a great way to abuse Standstill.
* I'm undecided about Vial; it effectively doubles your mana and SSS and CoF tricks are neat, but it's also a liability and potential tempo loss.
* Curfew might be nice against, say, Emrakul.
Screw collectors. Magic is first and foremost a game.
Solutions exist for what you're talking about though. For example, Vines of Vastwood can counter removal, or you can play creatures that have some kind of protection (trolls, finks, etc). And in mono green, you should have many, many more creatures than they have removal for. You should be able to ramp into a good board position loooong before they're able to drop a bomb. Combo elves can very easily win on t2-4 (after drawing and playing everything in their deck).
Your list looks pretty good. The faeries seem a little out of place; they're not awful, but you might be better off just going with more counters. Daze is somewhat less effective without Vials, it's easy to play around, and I'm personally not a fan of the tempo loss, but that's up to you too. Ghost Quarter/Tec Edge are awful in Legacy and I agree with sanin to drop the land destruction (esp since you don't have Vials). Needlessly running nonbasics makes things harder to cast (esp those critical early Dazes, if you choose to run them) and opens you up to Wasteland as well.
Merfolk has trouble with aggro things like Zoo and Goblins. Submerge, Jitte, and Kira can help against Zoo. Other good sb options are gy hate (Relic/Crypt/LotV), Echoing Truth, Null Rod/Hurkyl's Recall, Back to Basics, Shackles, Mindbreak, Hydroblast/BEB, Spell Snare, Needle, Chalice. I've also seen people splash black for Perish and E. Plague.