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Author Topic: My take on Goblines  (Read 2784 times)
Lurker101
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« on: July 16, 2008, 11:46:18 am »

Here's my take on Goblines. It's more disruption based and runs Goblin Recruiters.
Second Draft
Creatures:28
2 Goblin Recruiter
2 Goblin Welder
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin Lackey
2 Goblin Matron
1 Stingscouger
1 Goblin Sharpshooter
4 Goblin Piledriver
4 Earwig Squad
Non-Mana Artifacts: 8
4 Thorn of Amethyst
4 Aether Vial
Other:4
4 Leyline of the Void
Mana: 20
1 Black Lotus
1 Lotus Petal
1 Mox ruby
1 Sol Ring
1 Mana Crypt
10 Mountain
4 Wasteland
1 Stripmine

Sideboard:15
2 Magus of the Moon
4 REB
4 Gempalm Incinerator
1 Crucible of Worlds
4 Warren Weirding

It's basically the same except it runs Recuiters for consistency and Thorns to disrupt your opponents (they should be pretty one sided). It also runs 2 Welders maindeck for additional disruption. In the sideboard I've added crucible so that if needed you can set up a crucible/stripmine lock second game. (EtW and Thrumming Stone have been removed)
« Last Edit: July 18, 2008, 09:23:10 pm by Lurker101 » Logged
Ancestralx
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« Reply #1 on: July 16, 2008, 08:58:04 pm »

Very interesting. Do you know how this test yet?
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Lurker101
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« Reply #2 on: July 16, 2008, 09:01:39 pm »

Very interesting. Do you know how this test yet?
Unfortunately I can't test because I own a mac so MWS is out of the question and none of my friends play. So I design decks for the most part. If you want to test it and post results feel free, that would be appreciated.
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Harlequin
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« Reply #3 on: July 17, 2008, 09:18:27 am »

If you run thruming stone for the love of Zues please run Sensie Divining Top x4....

I'm not sure what I would cut, probably cut the maindeck Thorns for this because Thorn actually hurts this combo.

Stone + 1 top: - {1}: search 4 cards for top #2
Stone + 2 tops - {1}: draw a card, search 7 cards for top #3
Stone + 3 tops - {1}: draw 2 cards, search 10 cards for top #4
Stone + 4 tops - {1}: draw 3 cards

And as you do this, you cycle your deck and find more top's easily.  Lets take a look at the 3 top example:

You have 3 tops in play, TopA, TopB, TopC.
Tap TopA to draw a card (+1 random card in hand)
Tap TopB to draw TopA
{1}: Play TopA - Trigger RippleA
Resolve RippleA revealing Top B - Trigger RippleB
With RippleB on the stack, Tap TopC to draw a card (+2 random cards)
*Where are the tops?
TopA is in the "on the stack zone"
TopB is in the "on the stack zone"
TopC is on top of your deck

Resolve RippleB revealing TopC - Trigger RippleC
Now all 3 tops are on the stack (not in play)
Resolve RippleC for 4 random cards hopeing for TopD
Resolve all TopC, TopB, and TopA.  And you're back where you started.

It may take some practice getting used to how this functions.  Your best bet is to get 4 tops and a stack of 40 lands.  Shuffle 2 tops in and leave two tops in play with thruming stone + like 4 or 5 mana and no hand.

Make a special area of your in-play zone for "The Stack" and get some little slips of paper/index cards.  Some that say "Draw a card and return Top" and some that say "Ripple Top."  Then do the combo out very mechanically.
« Last Edit: July 17, 2008, 09:22:07 am by Harlequin » Logged

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Lurker101
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« Reply #4 on: July 17, 2008, 01:16:22 pm »

If you run thruming stone for the love of Zues please run Sensie Divining Top x4....

I'm not sure what I would cut, probably cut the maindeck Thorns for this because Thorn actually hurts this combo.

Stone + 1 top: - {1}: search 4 cards for top #2
Stone + 2 tops - {1}: draw a card, search 7 cards for top #3
Stone + 3 tops - {1}: draw 2 cards, search 10 cards for top #4
Stone + 4 tops - {1}: draw 3 cards

And as you do this, you cycle your deck and find more top's easily.  Lets take a look at the 3 top example:

You have 3 tops in play, TopA, TopB, TopC.
Tap TopA to draw a card (+1 random card in hand)
Tap TopB to draw TopA
{1}: Play TopA - Trigger RippleA
Resolve RippleA revealing Top B - Trigger RippleB
With RippleB on the stack, Tap TopC to draw a card (+2 random cards)
*Where are the tops?
TopA is in the "on the stack zone"
TopB is in the "on the stack zone"
TopC is on top of your deck

Resolve RippleB revealing TopC - Trigger RippleC
Now all 3 tops are on the stack (not in play)
Resolve RippleC for 4 random cards hopeing for TopD
Resolve all TopC, TopB, and TopA.  And you're back where you started.

It may take some practice getting used to how this functions.  Your best bet is to get 4 tops and a stack of 40 lands.  Shuffle 2 tops in and leave two tops in play with thruming stone + like 4 or 5 mana and no hand.

Make a special area of your in-play zone for "The Stack" and get some little slips of paper/index cards.  Some that say "Draw a card and return Top" and some that say "Ripple Top."  Then do the combo out very mechanically.

Thank you, I'll cut the thorns for tops, and move them to the SB. I actually have no way to test these decks if someone could test this deck as well as my replicate deck for me and post matchup results I would be grateful.
« Last Edit: July 17, 2008, 03:05:12 pm by Lurker101 » Logged
Anusien
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« Reply #5 on: July 17, 2008, 04:15:35 pm »

How is Thrumming Stone better than Food Chain?  Food Chain automatically won without any of those silly non-Goblin cards like Empty the Warrens and it was a more generally useful maindeck card (since it could do something outside of comboing out)?

And as a follow-up, why do we care since Food Chain was deemed too slow/bad for the deck and got replaced by Aether Vial?  Is Thrumming Stone better than Aether Vial?
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Lurker101
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« Reply #6 on: July 17, 2008, 05:09:19 pm »

How is Thrumming Stone better than Food Chain?  Food Chain automatically won without any of those silly non-Goblin cards like Empty the Warrens and it was a more generally useful maindeck card (since it could do something outside of comboing out)?

And as a follow-up, why do we care since Food Chain was deemed too slow/bad for the deck and got replaced by Aether Vial?  Is Thrumming Stone better than Aether Vial?

This should go off pretty fast and packs more disruption (via Welders and stingscougers). Thrumming Stone's mana cost should not be a factor because you want to weld it in and Thrumming Stone should get 3 free Goblins in play each time no matter the casting cost. Aether Vial makes you wait for charge counters and you need multiple copies in play to do what only 1 stone does. Building storm up for EtW is more of a secondary win condition but should be fairly consistent. I don't think in general Aether Vial is worse than Thrumming Stone, it's actually much better, but in this deck I think, especially with recruiter stacks, Thrumming Stone is the better choice. If the Thrumming Stone strategy fails then I have 4 vials in the SB.
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kicks_422
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« Reply #7 on: July 17, 2008, 07:32:59 pm »

You can't really make sure that Stone would net you Goblins unless you play Recruiter beforehand. In that sense, post-Recruiter, I still don't see how Stone is better than Food Chain.
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Lurker101
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« Reply #8 on: July 17, 2008, 09:01:11 pm »

You can't really make sure that Stone would net you Goblins unless you play Recruiter beforehand. In that sense, post-Recruiter, I still don't see how Stone is better than Food Chain.
Of course you play recruiter first and you don't have to remove any goblins from the game in order to ripple them out (like food chain). Thrumming Stone also works well with maindeck Welders and maindeck welders additionally provide disruption to artifact based strategies. I wanted this to be more disruption based and still an efficient aggro deck. If anyone wants to test it I'd appreciate that.
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BigBarn
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« Reply #9 on: July 18, 2008, 09:24:03 am »

If you really want to play an expensive artifact in goblins, isn't Charbelcher + recruiter better than this?  (and foodchain is still better than that)

Also - paying a lot of mana and doing some tricks to get a bunch of goblins doesn't seem better than just playing Ringleader.
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Lurker101
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« Reply #10 on: July 18, 2008, 05:07:07 pm »

Ok, thrumming stone for storm combo was a bad idea. I've changed the list accordingly.
« Last Edit: July 18, 2008, 05:26:43 pm by Lurker101 » Logged
kicks_422
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« Reply #11 on: July 18, 2008, 08:01:01 pm »

A few more comments:

1. It's always great to have Aether Vial, Leyline of the Void, and Thorn of Amethyst. But all in the MD? You only have 24 Goblins, which is, IMO, far too low of a number to keep the pressure on.

2. I don't like SGC in Vintage. You really don't have a reliable way to get it into play other than Lackey or Lotus. And once it hits, it's far less game-breaking than it is in Legacy. Why not Earwig Squads?

Here's where I left off on my list before I shifted to another deck. It's unpowered though, but you could just replace mana sources with Moxen/Lotus.

// Lands
    4  Mountain
    1  Swamp
    4  Badlands
    2  Taiga
    4  Bloodstained Mire
    4  Wooded Foothills

// Creatures
    4  Goblin Matron
    4  Goblin Ringleader
    4  Earwig Squad
    1  Stingscourger
    1  Goblin Sharpshooter
    4  Goblin Lackey
    4  Skirk Prospector
    4  Goblin Warchief
    4  Goblin Piledriver

// Spells
    1  Lotus Petal
    4  Leyline of the Void
    1  Sol Ring
    1  Mana Crypt
    4  Warren Weirding

// Sideboard
SB: 4  Krosan Grip
SB: 4  Chalice of the Void
SB: 3  Shattering Spree
SB: 4  Gempalm Incinerator

The 4 Weirdings in the MD are shifted every once in a while with the Incinerators in the SB. Depends on my mood.
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Lurker101
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« Reply #12 on: July 18, 2008, 09:11:01 pm »

Thanks, now I'm running 4 earwig squad MD. I'm still keeping the thorns in too though. I think there's enough aggro with 28 goblins and room for enough disruption still.
« Last Edit: July 18, 2008, 09:21:18 pm by Lurker101 » Logged
Lurker101
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« Reply #13 on: August 04, 2008, 07:00:28 pm »

So I have no MWS or local players or anything to test with (I'm getting MWS soon though). Can anyone test this for me and see how it matches up with the tier 1 vintage decks?
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