- Caspid
- Registered User
-
Member for 14 years, 2 months, and 1 day
Last active Sun, Nov, 13 2016 19:03:51
- 0 Followers
- 204 Total Posts
- 3 Thanks
-
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
-
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
-
Mar 21, 2010Caspid posted a message on Elves alphaSound advice, thanks. Updated OP.Posted in: Caspid Blog
How does this look?
-
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.
Thanks for the comment! - To post a comment, please login or register a new account.
I was talking about the three non-Archenemies using Goblin decks.
From what I understand about the rules (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/91), all the non-Archenemies attack simultaneously. Piledriver reads "Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin", not "each other attacking Goblin you control", so he would get the effect from teammates' Goblins?
Making something like this possible:
Turn 1: 3x Lackey
Turn 2: swing with Lackeys -> 3x SGC + 9 Goblin tokens; 3x Piledriver
Turn 3: 3x Goblin King. That's a total of 21 Goblins, 18 of which can attack.
swing with:
3x 4/4 Lackeys
3x 5/5 SGCs
9x 4/4 Goblin tokens
3x 38/5 Piledrivers (+2/+0 seventeen times)
for (3 * 4) + (3 * 5) + (9 * 4) + (3 * 38)
= 177 damage.
Ideas:
* 3x Painter (is there a restriction on the same decks being played?) Three people trying to mill you, each with counters and a turn 2-3 clock.
* Same with 3x Belcher, and ANT, TES, etc
* 3x Ichorid - Loaming Shaman prolly can't stop them in time
* One person cascades into Hypergenesis; the other two have nothing but large creatures in their decks.
* 3x Goblins. Would Piledriver's "Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin" work with Goblins other players control?
3-ofs: Jitte
2-ofs: Distortion Strike/Writ of Passage
Higure - too slow, win-more
Walker - outclassed by other ninjas, but might be alright as a 1- or 2-of
Equilibrium - too slow, interferes more than helps
Seer - too slow compared to 'thopter/Cloud/Zephyr Sprite
Ornithopter's necessary to get a ninja in and replay it on the same turn.
Plus he blocks things like Lackey.
You can check my sig for super-budget options.
Whoops, I just updated the list and forgot to update the landbase. I have 22 (5 basics, 6 fetches, 4 duals, 4 Wastes, 3 Ports - actually considering Hovels just for a little more B/R consistency, and since my friends don't play Wastes that much lol). I feel like Sharpshooter is more of a sideboard card, as he either ends up sitting in my hand or sided out most of the time. I like your suggestion though. I suppose I'll try -1 Gempalm, -1 WW, +2 MWM and see how I like em. Hopefully it won't slow my game down too much.
How much MD bounce/removal do you guys run? I have 4 Gempalms (no MWMs though), 4 WWs, and 2 Stings. I know some people only run 1-2 WWs as tutorable targets, but I like having them for clearing the early board for Lackey and/or Piledriver and getting around pesky things like shroud and protection. Occasionally Gempalm disappoints, probably due to my lack of MWMs; however, chump blocking doesn't help me much usually, and a 2cc removal that cantrips is amazing enough to run 4. The Stings are there as extra opening hand insurance (ie, getting Lackey through), plus they're great the rest of the game as well. D'ya think I'm putting too much emphasis on getting an early Lackey through / keeping the opponent's board clear? Or do 10 removal spells sound reasonable?
You can remove counters by dragging them off.
Nice attempt to illustrate. However, when I send my creatures to attack, I send them to attack a player; if defenders happen to be there, then my creatures end up fighting them instead. If I can remove a defender before my creature gets to it and starts fighting it, then my creature should carry out the initial command of attacking the player, since there's nothing in its way.
Things like Dazzling Beauty can be card-based exceptions.
The primary use of Trample is to "run over defenders"; if there're no defenders, then a creature with or without Trample should function the same.
If a creature attacks and is blocked, and the blocker is destroyed/removed, the attacker is still considered blocked and doesn't deal combat damage.
It doesn't make any sense rules-wise or flavor-wise. A creature should need to be physically present to do something that's combat-related (ie, dealing damage or blocking.) Isn't that why combat damage was removed from the stack?
The only thing I can think of is saving the defending player the headache of assigning multiple "backup" blockers, but that hardly seems a good enough reason to have a rule that's so unintuitive.
How much would the game change if it were, "If an attacking creature has no blockers when it's time for combat damage to be dealt, it's dealt to the player"?
Yeah, I'm still playing around with the numbers for Drums and Opals, along with seeing how much I miss Vial. Some say it's an essential part of the deck, while other people say it's too slow and Affinity needs those quick wins from free drops. I think it's much better in the mid-game and if you have a higher curve, but if you're looking for the fastest clock possible, then 2-3 Opals in their place seem the way to go.
Just some opinions and topics for discussion:
Lately, many players've opted to replace Vial with Opal (I personally run three Drums and three Opals); I think it greatly improves the deck's explosiveness. Definitely the most useful of the new cards. I do miss all the cool tricks you could do with Vial (an instantly-resolved Ravager eating your own creature before it can die to removal, for example).
Etched Champion - Too expensive and not that great. Enforcer's lots more efficient, and Cranial Plating on an Ornithopter fills this guy's role better/faster.
Galvanic Blast - Most people don't play Lightning Bolts / Fling / Shrapnel Blast anyway.
Memnite - hmm.. idk. Has potential. Like turn 1 Artifact Land, Ornithopter/Memnite x3, Frogmite, Drum, Enforcer or something. Four more first-turn accelerants with Drum is just insane - seems enough to offset the loss of modular.
I don't know if you plan on including sideboard options (I suppose most casual players don't use one anyway).
Pithing Needle
Anarchy / Perish
Earwig Squad
Red Elemental Blast / Pyroblast
Leyline of the Void / Tormod's Crypt
Pyrokinesis
I beg to differ. I run them in my mono-red build (and many others do too, with lots of success) and they're great for clearing the way for Lackey or dealing the last few points of damage. Sure you have to draw into em since Ringleader doesn't pull em and they're untutorable, but one and a Lackey in your opening hand oftentimes means gg.
Mono red's manabase should be able to support Wastes / Ports / Tectonic Edge with no trouble (besides budget). Goblin Chieftan > Goblin King. Equips are bad in Goblins (tempo loss, dilution of your Ringleader count). If you really want to run Skullclamp, Mogg War Marshal goes nicely with it (and any other sac effects, for that matter - like your Goblin Grenades and SGC). You'll want more removal than just the bolts - try Gempalm Incinerator and maybe 1-2 Stingscourgers. AEther Vial makes Goblins broken if you can afford it. And any reason you aren't running a set of Matrons? They're pretty invaluable for tutoring up Ringleaders or answers or whatever else you need, and off an Instigator, you can Matron -> find SGC/whatever -> play it.