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1  Vintage Community Discussion / Casual Forum / Re: All Commons on: May 10, 2006, 12:41:43 am
Thanks a lot for the list Ephraim, I am gonna throw it together.  Correct me if I am wrong, but I believe that Chromatics are uncommons.
2  Vintage Community Discussion / Casual Forum / Re: All Commons on: May 10, 2006, 12:06:21 am
Would you be able to post an affinity decklist (all commons) for my perusal.  I am not sure if ornithopter is counted as uncommon, but let's assume that it is.
3  Vintage Community Discussion / Casual Forum / All Commons on: May 09, 2006, 11:42:39 pm
I am going to a tournament on Saturday, decks have to be entirely comprised of common cards.  Has anyone ever constructed a deck in this format?  Any suggestions on what a good deck would be?

Thanks for decklists and suggestions in advance.
4  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: May 09, 2006, 01:08:58 pm
If I was going to run more maindeck hate it would be Tormod's.  As for running more than 1 Siege-Gang, it is not needed.  P-Drivers are really the most important goblin, SG Commanders are really not that useful in most situations.
5  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: May 07, 2006, 02:36:42 pm
I know that very few people here care about goblins, but I would really like to get some more discussion going on them.  What seems to be a better build: Mono Red Gobs, or FC Gobs?
6  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: May 04, 2006, 08:48:56 pm
Here is my updated decklist after some play testing and help from you guys:

Creatures (32)

1 Goblin Welder (Brilliant)
3 Skirk Prospector
3 Goblin Vandal
4 Goblin Lackey
4 Goblin Piledriver
4 Goblin Matron
4 Gempalm Incinerator
4 Goblin Warchief
3 Goblin Ringleader
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker

Other Shit (5)

3 R.E.B.
2 Shattering Spree

Mana Sources (23)

8 Mountain
1 Strip Mine
4 Wasteland
1 Bloodstained Mire
4 Wooded Foothills
1 Lotus Petal
1 Chrome Mox
1 Mox Ruby
1 Black Lotus
1 Mana Crypt

Sideboard (15)

1 Skirk Prospector
4 Pyroblast
2 Shattering Spree
4 Tormod's Crypt
4 Null Rod

With this build I abandoned trying to hate out Oath: all the shit that I tested seemed sub-par and not worth a slot MD or SB.  The MD Welder is brilliant (just finished play testing against a mono-brown Stax deck), I am considering switching the SB Sprees for another two Welders.  The Gempalms were great, but I think that four might be a little too much.

*EDIT* Forgot to mention the lack of Recruiters.  As soon as I tested without them, I realized how useless they really were.  Having the Recruiters in the deck had me making sub-par plays.  Now that they are gone I am playing a lot tighter, Kiki/Matron is more than enough and superior in many ways.

Comments on the new build? 

7  Eternal Formats / Creative / Re: Best anti oath options for U/r Fish on: May 04, 2006, 02:45:23 am
Against Oath, why not simply side out the Nulls, won't you agree that a single Cap will wreck Oath?
8  Eternal Formats / Creative / Re: Best anti oath options for U/r Fish on: May 03, 2006, 08:23:10 pm
Jester's Cap seems good to me.
9  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: May 03, 2006, 08:08:56 pm
Good points both of you.  I am starting to see your reasoning and agree with it.  I think my reliance on Recruiter is partly because of my long history with Food Chain.  Testing with no Recruiters right now.

What do you guys think about Spawning Pool against Oath?
*EDIT* Sorry guys I meant Spawning Pit, not Pool.
A thousand apologies.
10  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: May 02, 2006, 10:43:04 am
Sorry for not being very clear: I knew the rulings for both scenarios I just wanted to see what people would do if they had the choice between the two.  I had thought that using the Gempalm first would be better, your opponent has no board, but UR makes a good point: most WGD players are only going to get slightly slowed down by the Crypt and if they're are any good can play around it.  So the proper course of action seems to be do what they are expecting, than if possible surprise them with the Gempalm.

@Harlequin
I agree with some of what you say, but game one sometimes it is almost impossible to resolve a Lackey:
Turn 1: Mountain -> Lackey <- FOWed
(This really changes my game plan.  Depending on what is in hand it is usually not a bad idea to do something like this.)
Turn 2: 2nd Land -> Recruiter.... Stacking: Lackey, Lackey, Ringleader, Lackey, Matron, Kiki, Warchief
With this stack depending on what happens you have most bases covered, if the first two Lackeys are prevented from coming on-line then the Ringleader could possibly be a dead card.  If you are worried about this,
Stack: Lackey, Lackey, Lackey
Again both these scenarios are subjective to what is in hand.  If you have Kiki or a Siege Gang, I would say that this is almost the only good play.
Comments?
11  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: May 01, 2006, 03:21:45 pm
@ Harlequin
I really like some of your ideas.  The welder with four matrons is really good as are Pulverize and Spree vs. Rack and Ruin, all definite additions.  I am going to definitely try out the four Gempalms as well.  Of late there have been times where my only out is a Gempalm, another great thing about them is that if it is late enough in the game he stops dragon! 

This brings me to another question:
Playing dragon, if I have a Tormod's up and running and at least seven gobos, Gempalm in hand, what is the best course of action? 
I am pretty sure Gempalm first, but I just wanted confirmation.

The one thing that I disagreed with (not totally, I will try it) was the Recruiter being obsolete.  I find that I rely on the Recruiter to keep my opponent under heavy pressure at all times; mind you, before stacking a large amount I make sure I have another Recruiter or Matron in hand for the shuffle effect.  Plus with the early game, Recruiter practically guarantees that you are going to have a Lackey on-line, good vs control or other aggro.

P.S. I actually picked up some Karakasiseses today, in the process of testing them, Bombardment and Ith against Oath. 
I'll let you guys know how it goes.
12  Eternal Formats / Creative / Re: Mono Red Goblins: Viable? on: April 30, 2006, 02:36:48 am
Hrmmmm...  I have tried out the vials and I always seem to lean toward some type of maindeck hate over them.  I never really found them to help me out that much.  Then again control isn't huge over here. 

On another note, do you goblin players still find Sharpshooter necessary?  His usefulness seems to be really waning, comments? 
13  Eternal Formats / Creative / Mono Red Goblins: Viable? on: April 30, 2006, 02:15:43 am
Hey everyone, I am brand new to TMD, but have heard great things.  I have a certain partiallity for goblins and have always tried to hack it in vintage with FCG.  Recently the FC combo portion of the deck seems to be becoming less and less useful.  My question is are goblins viable in vintage without FC.  Here is a decklist that I have been tinkering with, any suggestions/comments would be greatly appreciated.

 Creatures

2 Skirk Prospector
3 Goblin Vandal
4 Goblin Lackey
4 Goblin Piledriver
4 Goblin Recruiter
1 Goblin Sharpshooter
2 Gempalm Incinerator
3 Goblin Matron
3 Goblin Warchief
3 Goblin Ringleader
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker

Spells

3 Red Elemental Blast
4 Tormod's Crypt

Mana Sources

9 Mountain
1 Strip Mine
4 Wasteland
1 Bloodstained Mire
4 Wooded Foothills
1 Mana Crypt
1 Mox Ruby
1 Black Lotus

Side Board

1 Skirk Prospector
4 Pyroblast
3 Rack and Ruin
3 Mogg Fanatic
4 Null Rod

Generally the meta around here is pretty combo intensive, Oath owns my soul (help!)...hrmmm have I missed anything.  Am I a fool or no?  Looking forward to critique.

Shout out to the guy that built the FCG deck this is modeled after. (to lazy to check up the name, should be obvious)


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