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posted in Single-Card Discussion read more

Hi again!

Ive tested the above list (with minor changes) again and am close to scrapping it. This time I played against Grixis control and shops. The deck still seems to play well against grixis control, because tin-street hooligan and earwig squad are effective and easy to find, even when played in small numbers. I didnt combo off at all. Shops seems close to impossible: I have no reasonable hope to combo off and my 1-1 removal and card advantage are way to slow to come online. Against ravager shops, lackey has limited chances of getting through and the shops deck can go wide quickly: My old tactic of lining up tin-street hooligans with a recruiter and playing one a turn has become way too slow.

The above deck works hard to get the combo online, with the two tutors and serum powder to find food chain. The deck is still way too slow in comboing off. I will leave the combo in as an alternative win, but cut back on the weakest cards (serum powder, squee). In turn, I can play more actual good goblins and will test Goblin Trashmaster, to see if it can give me some game against shops. (Side note on trashmaster: It also combos off with sharpshooter if there is a single artifact in play, so skirk prospector is gone.) This is now a midrange deck with a food chain alternative kill.

Gemstone caverns is not a good card. I didnt read the card properly and played it as if it would work when I was on the play. Pretty embarassing. I have cut it for more artifact mana.

If anyone else has tested food chain goblins as of late, I would appreciate your thoughts on its viability.

1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox sapphire
1 Mana crypt
1 Sol ring
1 Chalice of the Void
1 Trinisphere

4 Food Chain
1 Demonic Consultation
1 Vampiric Tutor

4 Goblin Lackey
3 Tin-Street Hooligan
2 Goblin Recruiter
1 Stingscourger
4 Goblin Matron
2 Squee, the Immortal
1 Goblin Warchief
1 Goblin Sharpshooter
4 Goblin Ringleader
4 Earwig Squad
3 Goblin Trashmaster

4 Cavern of Souls
3 Bloodstained Mire
3 Wooded Foothills
2 Badlands
3 Taiga
1 Mountain

SB:
4 Grafdiggers Cage
4 Null rod
1 Tin-street hooligan
1 Stingscourger
1 Goblin sharpshooter
2 Surgical Extraction
2 Cabal Therapy

posted in Single-Card Discussion read more

Wfain: Glimpse is definitely something to think about. This deck typically cant play more than two goblins per turn when its not going off though. When it goes off, ringleader does the drawing I need. But Ill have glimpse in mind when I play. 1-2 could be good.

Thanks Hierarchnoble, thats really cool! Im looking forward to reading about your results and updating the deck accordingly.

posted in Single-Card Discussion read more

Hi folks!

I tested the list yesterday, playing three matches against big-mana grixis control, PO UBW control and PO combo with time vault. I won all six games, but that has more to do with my opponent drawing poorly than anything else. A few observations:

I only really comboed out twice. Once, food chain was merely a mana accelerator. In 3 games I just goblined the opponent to death. This is fine, of course: The aggro-plan in the deck is decent; especially against these three decks, that dont block lackey consistently.

The deck had a powerful plan 4/6 games. In the last 2, I just played little dudes, disrupted a bit and luck-sacked my wins. When the deck is doing something powerful, its because of one of these things happening:

-I played turn 1 chalice for one twice, off gemstone caverns and a mox.
-I played turn 1 lackey, which was not answered (4 caverns of souls being key).
-I played turn zero gemstone caverns.

Serum powder performed really well, I used it in 4 out of 6 games, either drawing it in the first opener or mulliganing into it. I never mulliganed below 6, and serum powder helps to not do this. I often had access to squee from exile, which helped me combo off twice. Once, I just played him from exile as a dude. Just having him there keeps the opponent nervous.

These are too few games to make many changes. Ill do this:

-1 siege-gang commander, +1 skirk prospector. In two games I explicitly wanted to recruiter for prospector, because I was stuck on two mana and unable to play food chain. This also makes sharpshooter an instant kill, so I can drop siege-gang, which is mostly an irrelevant card.

-1 matron, +1 recruiter. Matron was clunky and recruiter was less of a bad/risky card than I remembered. I recruitered for 2-5 goblins a bunch of times, typically tin-street hooligans and ringleaders. Not once did I goblin-screw myself.

Trinisphere might be bad, and both tarfire and maindeck earwig squad might be irrelevant, but I dont know yet.

posted in Single-Card Discussion read more

This is likely too cute to be good, but Ill be testing this:

1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
4 Serum Powder
1 Chalice of the Void
1 Trinisphere
4 Food Chain

1 Demonic Consultation
1 Vampiric Tutor
1 Tarfire

4 Goblin Lackey
2 Tin-Street Hooligan
3 Goblin Recruiter
4 Goblin Matron
4 Squee, the Immortal
1 Goblin Warchief
1 Goblin Sharpshooter
4 Goblin Ringleader
1 Earwig Squad
1 Siege-Gang Commander

4 Cavern of Souls
4 Gemstone Caverns
3 Bloodstained Mire
3 Wooded Foothills
2 Badlands
2 Taiga
1 Mountain

SB:
4 Leyline of the Void
2 Surgical Extraction
4 Cabal Therapy
1 Gempalm Incinerator
1 Goblin Sharpshooter
2 Tin-Street Hooligan
1 Earwig Squad

The deck currently has 61 cards. Im testing out a few singletons:

-Chalice should be good in the main. The gemstone caverns makes chalice for one on turn one a reasonable proposition and it hoses the deck minimally.
-Trinisphere also hoses the deck minimally, but Im more sceptical, since its a turn two play.
-Demonic consultation should work extremely well here. It has more than 50 percent chance of hitting both Food Chain and Squee and can sometimes do it on turn zero. I also considered a one-of Spoils of the Vault, but think the life-loss will be too high too often for it to be worth it.
-Vampiric tutor is less strong. I think its better than Demonic Tutor, due to synergy with Gemstone Caverns, but will not be surprised to cut it.
-Both Siege-Gang Commander and Goblin Warchief are maindeck pieces for killing the same turn I go off. Playing both is necessary as long as I run Demonic Consultation. Note that Goblin Sharpshooter is only a utility card: I could change that by replacing Siege-Gang with a Skirk Prospector, but that makes it a two-card combo: Siege-Gang is more compact.
-The one Tarfire is there to pick off random Canonists, Pridemages and the like. It is also a fun way to pick out a utility dude on turn zero once in a blue moon.

The sideboard is built with the intention of tilting to pure RG when playing against shops and creature strategies and tilting to RB+Food Chain when playing against combo and control. Note that the deck has fully 7 cards that can interact with dredge on turn zero (4Leyline, 2Surgical, 1Consultation into Surgical) plus the 4 Serum Powders.

The synergy is there, but Im sceptical about the power level : )

posted in Vintage Strategy read more

Ive played my share of goblins for many years now and enjoy the broken synergy between earwig squad, surgical extraction and cabal therapy. When it wins games, its a lot of fun!

posted in Hate Bears read more

@AmbivalentDuck

I haven´t proxied up and played your list, so I cannot comment on most of it, still:

Is it worth stretching the manabase to side in containment priest? I have decided against it and to run grafdigger´s cages instead. Both of them have some dissynergy with your welders, but priest also hoses lackey. When your game-plan involves dacking and welding, that should pull you powerfully in the direction of cage and other artifacts for dredge hate.

I believe Krenko is win-more in more tribe-centric goblin decks. Are you sure it isn´t here?

Have you considered siding into ringleaders and an otherwise more traditional build? In my limited experience against white eldrazi, the match-up becomes favorable if you can go on top of them with removal and draw.

posted in Single-Card Discussion read more

@snowydude said:

lets be honest guys we all know this is only going to end with getting put in the gush, mentor, mini jace, snapcaster deck.

This. I dont see this becoming viable in aggro/disruption decks in vintage, being too slow. Imperial recruiter is good (yet fringe) since it can find combo elelments and toolbox cards in non-aggro decks. That is a likely role for this recruiter too.

Im however very excited about this in legacy DT. With a slower game, this becomes absolutely amazing with aether vial, making any silver bullet so much stronger for the deck and providing a new source of actual card advantage (which vial needs to be really good). I think we will see this become common in legacy DT together with containment priest, displacer and stoneforge.

posted in Decks read more

Hi Guys!

Yesterday I played goblins in the yearly local tournament "The Cave Open". We were 9 players and I got crushed. This is what I played:

1 Black Lotus
1 Mana Crypt
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
1 Sol Ring
2 Skullclamp

1 Demonic Consultation
4 Cabal Therapy

4 Goblin Lackey
1 Skirk Prospector
1 Goblin Welder
3 Tin-Street Hooligan
2 Stingscourger
2 Goblin Recruiter
4 Goblin Matron
2 Goblin Sharpshooter
4 Goblin Ringleader
4 Earwig Squad

4 Bloodstained Mire
3 Badlands
1 Bayou
1 Mountain
4 Cavern of Souls
4 Wasteland
1 Strip Mine

SB:
4 Grafdiggers Cage
4 Surgical Extraction
1 Goblin Welder
1 Gempalm Incinerator
1 Tin-Street Hooligan
1 Stingscourger
1 Goblin Chieftain
1 Goblin King
1 Murderous Redcap

After some testing I decided to add one welder to the main to lower the curve, bring in 2 lords in the side for engineered plague protection and to go on top of aggro decks, add sol ring because the deck is just that mana hungry and control players will often counter the first mox, and add an incinerator to the toolbox of removal. If I were to play the deck again today, I would switch out a sharpshooter from the main for the incinerator: The sharpshooter was too slow and too fragile against mentor specifically, while incinerator was quite good. These were my matches:

1-2 against esper control
He got a quick tinker for sphinx of the steel wind game 1. I sided out clamps, demonic consultation, 1 sharpshooter (he has some creatures) and a couple of ringleaders to bring in lords, welder and 3 surgical extraction. In the second game, I lobotomized him with earwig, extraction and therapy and went to town. The third game was long and interactive despite him resolving an early engineered plague, but he ended up killing me with a true name nemesis before I could build up a large enough force.

1-1 against bomberman
He comboed out after a long and convoluted game 1. In game two, I extracted and earwigged. In game 3, he had no reasonable avenues to win left, but I couldnt clock him quick enough to finish the game.

2-0 against white eldrazi
He had played ancient tomb, plains, mox emerald and a hate bear (thalia maybe). I blind named reality smasher with cabal therapy and got two of them, emptying his hand. I proceded to hooligan and wasteland him back to the stone age and take over the game. Game two went long and I ended up vomiting 20 power of goblins onto the board and shooting all is creatures with sharpshooter.

0-2 against blue combo control (helm of awakening, future sight)
I earwigged him too late in game one and he was able to draw his library and deck me. In game two I earwigged him twice, removing all his reasonable win-cons and felt in control of the game. He however had a sweepers followed by two trinket mages, I drew 5 consecutive non-creature cards (lands and useless therapies) and he dealt me 16 damage (I think); enough to kill me. Crazy game.

1-2 against UWR mentor
He blew me out with a quick mentor followed by plowing sharpshooter game one. Game two I opted to incinerate his first mentor and played enough ringleaders and beatsticks to overpower the second. In game 3 he surprise blocked my lackey with containment priest and plowed my sharpshooter again. The mentor deck went undefeated to win the tourney.

Im not at all surprised by being run over like this. The deck has game against everything and I am sure it is well built by now, but the power level is not high enough. I still had a blast though. If anyone wants to try the list, make the mentioned swap of incinerator for the second sharpshooter. The decks I didnt play against were oath, UR pyromancer and elves. I believe all 3 are favorable match-ups. (I played some matches against the pyromancer and elves decks after the tourney and only lost one game to the elves player).

posted in Eldrazi read more

@Aaron-Patten said:

Eldrazi Displacer combos with Containment Priest.

Wow! That´s really cool! Seems like a relatively clear upgrade to Mangara (for killing creatures, of course), since both creatures are otherwise relevant beaters.

posted in Eldrazi read more

Thanks for the list @Topical_Island !

I agree with the analysis. Drawing more removal than they draw threats seems possible. It also seems quite doable to keep them pinched on mana, to keep them from committing too many threats to the table on the same turn and forcing them to play tiny Endless Ones.

The mana base is interesting. I haven´t seen Caves of Koilos in a long time and it seems very good here, since it produces colouless mana. These probably occupy the slots basic plains would otherwise have though, turning on ghost quarter and path to exile. The deck seems to fold to blood moon or back to basics, as long as it´s backed up by a reasonably quick finisher.

Eldrazi displacer has an ok body, but it costs 7 mana to steal additional cards with it and though-knot and I don´t see any other obvious combos. Why is it here? To come down on turn 2 and beat?

Dealing with creatures across this wide range of toughnesses seems quite challenging. Artifact removal is relevant against the deck, but it doesn´t support the creature removal suite at all (the deck doesn´t even run revokers or factories!). Bolts don´t really cut it. Dismember should be good.