I have no idea what I am doing playing Vintage. Just thought I'd put that out there. Here's the list I came up with.
4 Goblin Lackey
4 Mogg Fanatic
3 Tin Street Hooligan
4 Goblin Piledriver
4 Goblin Matron
4 Goblin Warchief
4 Goblin Ringleader
2 Stingscourger
2 Earwig Squad
4 Aether Vial
4 Thorn of Amethyst
3 Mountain
3 Taiga
3 Wooded Foothills
3 Bloodstained Mire
1 Wasteland
1 Strip Mine
1 Badlands
1 Lotus Petal
1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mana Crypt
1 Swamp
Sideboard
2 Earwig Squad
4 Pyrostatic Pillar
3 Ancient Grudge
2 Darkblast
4 Goblin King
A couple points before you all tear me apart. (1) This isn't tested. (2) Yes, I completely gave up on the Ichorid matchup. I don't think 3 Crypts is gonna make the difference. (3) Comments suggesting the G should be dropped will be deleted and ignored and expunged from consciousness. The "I won a Lotus" Captain is right. Tin Street is the nuts.
I am down to only 1 Wasteland, 1 Strip Mine. I think they stay because they are still randomly good.
Goblin King is for aggro matchups. I can still combo Workshop Aggro out if I can swing unmolested. He also makes R/g Beatz burn worse.
No Banneret. What do you wanna cut? You still have a ton of ways to T2 a Warchief. And multiple Warchief effects aren't that great, I don't think. Though I do get a little emotionally erect thinking about Matron for R.
Darkblast is for Confidant and Welder and to make it so I can occasionally attack into things. Combat tricks in Vintage! FTW!
Okay, tear me apart. I'll be testing this tonight, but if you have suggestions (possibly for how to stick Banneret in there) I'll test those too and report back. I am planning on going again on the 17th. Because I like torturing myself.
8 comments:
I would personally cut Throns. It breaks the "Golden Rule" of Goblins. Which is any card in the main must either be A) A Goblin or B) AEther Vial. Thorns is neither. I would up the Earwigs to 4 as it is juts better against combo. And probably try out 2 Bannerets.
Also in the sideboard is Darkblast really better than Incinerator. I would also try to squeeze one into the main... possibly over a Matron.
Speaking of Matron. I think you should be playing 3 Goblin Recruiters instead. But that is personal preference and I don't think I can convince anyone else to play them. I'll just saying I've lost exactly one game where I resolved a Recruiter trigger. And that was because I accidentally stacked the top 2 cards of my deck wrong. Which cost me the 1 point of damage I needed.
I don't know that giving up on the combo matchup preboard is the right choice. The Thorns have to go to the board then, and you end up needing 8 slots anticombo so that you can try to win both post board games.
Darkblast-Turn one, doesn't require a board presence, reusable, can save a guy, only -1/-1
Incinerator-Can hit for more than one damage, draws a card, Sword of Fire and Ice=bad.
I think if Earwig hits it's better against combo than Thorn, but you've got to get to the point where it hits. I like the idea of going to 4 Earwig post board because they have Chain of Vapor then, which seems...less than ideal.
I've never played goblins so I can't speak to the recruiter vs matron issue. I know it's fun to matron up something that can be vialed in right away.
"I do get a little emotionally erect thinking about Matron"
whatever perve...lol
I think that the swamp needs to be a second badlands you want all your colored lands to tap for red.
In regards to Coyoeuglly: Thorn doesn't hinder you in the slightest and it can buy you extra turns in most matchups why wouldn't you run a card that hurts only your opponent?
I think the dark blasts are cute but not needed I see tarfire as being better because it is a goblin
Goblin kings on the other hand, I think they could be something better. The would be good as Tarmogoyfs. :P
Tarms? For what? Blocking is loose. Goblin Kings allow me to get in there against the fatbutt aggro decks that can slow me down. Gobs only has to swing twice to win. Darkblast was originally Deathmark to kill Tarm and Quirion Dryad, but I realized I can chump Tarm all day long and I really wanna be able to hit Bob and Welder. Maybe you are right that Tarfire is the play, since it can be tutored up and since I don't care about pumping their Tarms. Maybe Wort actually makes it as a one-of as well. Hmm...
"In regards to Coyoeuglly: Thorn doesn't hinder you in the slightest and it can buy you extra turns in most matchups why wouldn't you run a card that hurts only your opponent?"
-Tabasco
Simple. It boils down to "There is no wrong threats, only wrong answers." In an aggro deck killing the opponent is simply a more effective startegy.
Your odds on playing a Piledriver, Warchief or Earwing on the second turn are actually really good. Earwing is actually the reason that the deck should be running 5 mox + crypt now. But that is a diffrent debate.
Warchief and Piledriver speed up your kill more than Thorns slows your opponent down. Earwing disrupts your opponent more than Thorns could ever hope to.
Thorns can also gives them 4 more targets for Duress.
Matron is better than recruiter IMO. I think thorns are fine in the main. I understand they aren't a threat...but oh well. In the main i'd go -1 stingscourger and +1 incinerator. In the board, the dblasts should be incinerators as well. The fact that dblast is recurrable is dogshit, because it still costs you a drawstep that you can't afford to lose. Incinerator replaces itself, which is huge, and can be matron'd or ringleadered. The one of waste seems out of place, and I agree with tony that you should replace the swamp with a badlands. Personally, i would cut the waste for a 3rd earwig squad. The deck needs to lose a mana source anyway the way you have it built. Bannerette doesn't need to get in there. You'll be fine without it. On goblin king- if you're going to board it, i would board one. You could do two if you REALLY want to, but usually the turn you play it is the turn you win. Your sideboard space is valuable. Don't just give it up all willy-nilly. the changes i suggested to your SB (-3 king, one squad goes to the main from the board) give you space for 4x leyline, which has always been good for gobs and only gets better with your newfound ability to hardcast it. People saw flash and ichorid in the T8 of the last tournament there- people will probably try and bring them to the next one and I don't think you want to just shrug that off.
Thanks for the tips, all. I think recruiter is not right for the deck. This is not Food Chain.
Hmm, I do like the idea of Leyline. It's so easy for them to fight a crypt. At least with leyline, they have to find their sideboard cards. Drawing Goblin King does seem weak.
I think I will do some testing on the Darkblast issue. I may be overly influenced by the testing session in which Incinerator was trapped useless in my hand 3 times due to an empty board.
One issue I noticed last night while drafting is that Banneret enables the prowl with his hasty attack while lowering the cost. So that's nice. There's nothing like blowing out combo from an empty board. I think people let their guard down against gobs when the board is clear. Banneret does take advantage of that.
If incinerator is in your hand with an empty board, hardcast it. It's still a 2/1 gob. Men get there. Otherwise hold it. Don't like those options? Cycle it without dealing damage to anything. On the bannerett...to prowl from an empty board will cost you BB2. If you have that kind of mana open it's already at least turn two if not considerably later. I'm just not sure the gain is worth the raging goblin body.
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