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Question: Agree with the tinkerer?  (Voting closed: May 30, 2004, 12:12:11 pm)
YES - 6 (40%)
NO - 9 (60%)
Total Voters: 14

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Author Topic: RandomRed.dec 2nd at Bangor Mox Tourney  (Read 1817 times)
Cross
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« on: May 30, 2004, 12:12:11 pm »

This is the second report for this deck. You can see the first at http://www.themanadrain.com/forums/viewtopic.php?t=17354&highlight=goblins

Well here’s the decklist:
Random Red.dec (name inspired by Zherbus, who referred to it as this after NH):
4x Piledriver
4x Mogg fanatic
4x mogg flunkies
4x goblin warchief
4x goblin lackey
3x goblin lookout
3x raging goblin
4x lightning bolt
2x chain lightning
2x incinerate
4x goblin grenade
1xfork
1x lotus
1xmox ruby
1xstrip mine
1x black vise
11x mountain
4x wooded foothills
2x bloodstained mire

SB:
3 REB
4 Rack and ruin
1 Cursed Scroll
4 tormod’s crypt
3 blood moon

You can see a good explanation of card choices in the first post, but I did make a few changes for this tournament. First of all the fetchlands are helpful for two reasons: 1. They clear the land out of your deck so that you draw fewer mountains late game when its really important that you don’t, this was a big problem I had with long drawnout matches; and 2. Everyone thinks your playing food chain when they see the wooded foothills, and they usually adjust their strategy accordingly, this is nice cause these are two fairly different decks. I decided to run six because 8 was just plain overkill; during playtesting I was needlessly taking three to four damage a game. The big changes happened in the sideboard. NH proved to me that the 8 blast plan is also overkill unless your meta consists of all Trix players. I knocked the count down to only 3 REB’s, making space for four rack and ruins, which saved my ass numerous times, and a cursed scroll which is helpful against aggro decks.  
Consideration for next time: wastelands? I said no originally, but now I’m sortof thinking yes….I’d prob pull the mires and two mountains to make space, but I am not sure as whether or not to run 3 or 4. I think 4 might be too much and I would always be drawing useless colorless mana. I am also considering adding a single tinkerer in place of a lookout. Not sure exactly why, but main board artifact hate seems like a good idea. Otherwise he costs the same as a lookout and even has the same p/t.
Oh yeah, and Goblin Lackey is officially the red duress, because it always pulls out a force of will.

The actual tournament report (sorry I didn’t take as complete notes as last time):
Round 1, Austin with BFD: Going to this tournament there were four of us from team Auburn and we all agreed that we didn’t want to play each other, so ironically me and Austin got matched together. We had both played each others decks numerous times, and I knew that if Trikes or a number of chalices and trinispheres saw the board I was done for. Game 1: He went first and dropped the first turn trinisphere. This was a little scary but I had the strip mine in hand which I quickly used to wreck his workshop. He did not draw any more land for the next few turns, and I drew the necessary three. Goblins saw the board and the game was over quickly. Game 2 I sided in the four Rack and Ruins for incinerates and chain lightning. Trinisphere and a chalice for 1 saw the board, but only after his ancient tomb, shivan reef, city of brass, and mana crypt all took huge chunks out of his health. I managed to rack and ruin his chalice and trinisphere, but this seemed in vain because sundering titan hit the board the following turn. I topdecked a lackey, which held off his titan for a few turns, but another titan saw the board and the first one began taking chunks out of my life. Austin was at 7 with two titans on the board, I was at 4 with 2 fanatics and a lackey on the board, but more importantly lightning bolt in hand. I topdecked another bolt, swung for three and double bolted him. That was close, but I felt bad for beating my friend so handedly. Unfortunately for him he got paired up with our friend Chris in the next round.

Record: 1-0, Games: 2-0

Round 2, I played Roger with u/g madness. I had played this match up in play testing plenty of times, and I was pretty confident going into it. An early mongrel saw the board, so in an attempt to mind twist him I goblin grenaded it pitching a raging goblin. He did exactly as I expected him to do, he dropped his hand, and then circular logiced the grenade to save the mongrel. This was awesome because I bolted it the following turn. Topdecking another bolt I officially cleared the way for lethal damage and the game ended over the next two turns. Game 2: goblin grenade came through again, clearing out a rootwalla, and like the first game the rest of my removal cleared the board and the game was won handedly.

Record 2-0, Games 4-0

Round 3: david with u/r fish. Fish and landstill is another match up that goblins just rolls over, and I was expecting to do the same here. Game 1: lightning bolts became 1 mana stone rains, clearing the way for goblins, and screwing over his ability to drop enough cards from his card drawing. The only notes I have on the second game are “same,� so you can imagine him activating his mishras factory, and me bolting it, and then piledriver attacking for a buttload.

Record: 3-0, Games 6-0

Round 4: I got matched up with Nate from team Auburn, but as it was were some a few people with nine points, so we drew. This was good, because for some strange reason I have problems with FCG. If I don’t win within a few turns it’s over as soon as siege-gang hits the board, basically the same problem I have with trikes.

Record 3-1-0, Games: 6-0

Round 5, I played Carter whom I met at NH, he is a pretty cool laidback guy, and he’s cool to play against. We were both worried about the match up, cause the game meant finals. He was playing slaver, and he was coming off a match loss against highlander. The first game all I wrote here was “ugly,� he had to mull down to 5 or 4, which I feel pretty bad about cause having such a huge card advantage makes the game really one sided. I would rather play fair, but oh well. Having to mulligan so much left him trying to draw cards as I accumulated threats. He just couldn’t keep up. Game 2 was a long game, exactly what I didn’t need. I had sided in four rack and ruins as I did with Austin, but two early trikes cleared my creatures before I got the rack and ruin. After the RnR neither of us had much on the board. He tinkered for platinum angel, which I grenaded, but two welders made the board and trikes were online again. I lost soon afterwards. This was my first loss, and it kindof got me worried cause the match really meant finals. Game 3 Carter kept a hand which he looked disappointed with. Lackey saw the board, and got the critical hit in, carters life totals goes 20, 19, 18, 0. Warchief, piledriver, piledriver, lackey, and flunkies are ugly.

Record: 4-1-0, Games 8-1

With the win sealed against carter I was the first seed going into finals. I did some trading, and bought some water because my nalgene had run out. I was successful in trading getting a badlands, and a myriad of other cards. My friend Nate also made finals, and he was the second seed. So team Auburn had a good showing here. Austin did fairly well, but he lost the game to make finals, Chris had had a rough day, so props to him for waiting around for the rest of us to play.

Semifinals: The top four consisted of Nate with FCG, Dan with Highlander, Zack with Slavery, and me with sligh. I was matched against Zack, and I was pretty worried that this would be the end of my win streak. Game 1 he played a work shop, and that’s about it. Like Carter his life total went 20, 19, 12, 0. With a quick win I had much more confidence. Game 2, he had chalice for 1 and 2 on the board, but I had sided in RnR’s and had one opening hand. He brainstormed twice, and neither of us caught the fact that him drawing cards caused a game loss. I realized this a turn after he had done this and called the judge over. The judge said that it was up to me if I wanted to call game loss on him. I felt pretty bad about this because we had both missed the mistake when he did it, so I decided to continue the game. I rack and ruined his chliaces, dropped my hand and won the game in a few turns.

Finals: Nate lost to highlander 2 games to 1, so I was matched against highlander for a mox, loser takes a berserk (quite a dichotomy in winnings). Game was I basically had in the bag, Dan was at 2, and I had three goblins and two grenades in hand. Pernicious deed clears my board…he morphs his angel…I don’t want to talk about it. Game 2: I sided in blood moons, I was pretty sure this wouldn’t help that much, but it could at least stall him enough. I had to mull down to 5, the first time I had to mull all tournament, which was a bummer cause this basically was the game. A sided in masticore causes me to use my grenade to clear my own board to kill his masticore. Angel sees the board again and I sweep with no cards in hand at 6 life. He takes his mox, I take my berserk, he gave me a troll ascetic as a condolence prize (woohoo I am main boarding that card), and team Auburn heads home.

Thanks to the Maine crowd for a cool turnout, and the store for an awesome tournament, and Austin for driving Team Auburn. Carter for letting us know about the tournament, and Covetous on the TMD forums for judging the event, and trading with me.
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Covetous
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« Reply #1 on: May 30, 2004, 01:43:41 pm »

Believe it or not, the 'Core was maindeck--it's a great tinker target in a janky highlander deck.  And I'm a fan of Goblin tinkerer, as I mentioned to you in person.  The Goblin vandal is also your friend, as is mox monkey if you don't mind a few non-goblins.
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« Reply #2 on: May 31, 2004, 11:20:44 am »

sorry guess i just assumed it was SB. wastelands are definitely going in the deck...still playtesting. Otherwise mainboard artifact hate is in the air. As good as shamans are theyre prob not going to make the cut. ive got a vandal, I'll playtest him and tinkerer.
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kirdape3
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« Reply #3 on: May 31, 2004, 03:49:23 pm »

Goblin Lookout is very bad.  I'd run Goblin Cadets instead.

I'd retest this deck against competent U/G players - you still have to throw two cards (and one of them being your best damage spell!) at a Mongrel.
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Cross
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« Reply #4 on: May 31, 2004, 05:09:55 pm »

cadets are bad in an aggro dominant environment. well its not really dominant its just played a lot cause its cheap to build. cadets are terrible blockers ... and useless when they have untapped creatures. lookouts do cost more, but as I said in my original post they triple the power of 1/1s, which is extremely useful. I am only considering taking out one, and even that is up in the air. I have found lookouts useful in both playtest and tournament.
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nataz
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« Reply #5 on: May 31, 2004, 05:51:53 pm »

congrats on the second place
it was really cool to see you guys up there.

hopefully me and Jake will see you again in june for the lotus.

I gotta say that I wasn't pleased when I realized I was paired against you. I would have much rather played against FCG or the Slaver mirror again. Like my life totals reflect, sometimes goblin sligh just wins and there isnt anything slaver can really do about it.

pile drivers + warchief = Carter loses

Very Happy
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« Reply #6 on: May 31, 2004, 06:35:39 pm »

I hate goblins. I hate piledrivers. I hate mogg fanatics. I hate mogg flunkies. I hate warchieves. I hate raging goblins. AND I ESPECIALLY HATE BLOODY GOBLIN LACKEYS. You know the 1/1 is just a bastard when it can hold off a 7/10 creature. (that word brings a salty dry taste to my mouth). Oh wait, I just hate your deck!

I was kinda disappointed when I was first round paired up against a team auburn (which we really need to find a better name for) player, and then another one. I could have stayed home, saved 25 dollars, and not gotten my face kicked in off crappy draw and goblins to a player whom I playtested with a little too much maybe. It's alright, I had fun, until next time crossman! You won't get off so easy, I let you have the beserk! But I must say I was pleased when I got probably the most expensive armageddon out there, a 25 dollar armageddon.

As to cross's deck, I don't think you should deck the tinkerer. It brings you no real advantage, unless you were to take out the lookouts. It's the same casting cost. And I must say to cross, Kudos to him for having basically 30 dollars worth of cards (he can drop the lotus and the ruby and basically not play all that much different, I know cause I've played it) and holding off decks that are worth 1000+ dollars. That says a lot for the quality of the magic community. Not just the most expensive decks do well.
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