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Author Topic: Type 1 - Goblin Sligh  (Read 2558 times)
Morphelin
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« on: March 24, 2004, 01:56:58 pm »

Hello,

I know that FCG is really envy today, but I think that Gobo Sligh is as good as FCG. Why?

1) Goblin Sligh has a better mana base.
2) Goblin Sligh can maindecked hate as PoP, Null Rod or Pillar.
3) Goblin Sligh is more constant.

This is my build of Goblin Sligh:

//Mana//
1 Black lotus
1 Mox ruby
1 Strip Mine
4 Barbarian Ring
4 Mishra's Factory!!!
11 Mountain

//Creatures//
1 Goblin Tinkerer
1 Goblin Goon
1 Goblin Sharpshooter
3 Goblin Matron
3 Skirk Prospector
3 SGC
3 Goblin Warchief
4 Goblin Piledriver
4 Goblin Vandal!!!
4 Goblin Lackey

//Spell//
1 Wheel of Fortune
3 Goblin Grenade
3 PoP
4 Lightning Bolt

//Sideboard//
3 Tomod's Crypt
4 RnR
4 Scald
4 Violent Eruption (vs Madness)

Michael Tomlinson played a "similiar" list at dulmen and he made two Top8.

I think that Goblin Vandal is a great addition. He break Nevinyrral/s Disk, Dreadgnouht, Sphere, Smokestack,...

What do you think about this build?

PS: I speak french, so excuse me for the mistakes.
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MadManiac21
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« Reply #1 on: March 24, 2004, 02:29:31 pm »

What type of meta do you play in? What decks do you see? Reasons for card choices? Arguements to back up your claims about this over FCG (explain the "better" mana base or it being more "constant")?

Factories and rings don't manke the mana base more stable IMO, so this isn't a good arguement to make (unless someone can elaborate upon it). Furthermore, why would you only be running 3 PoP or 3 goblin grenade? Aren't they both big enough "bombs" in this deck to warrant a 4 of (as is Siege-gang commander)? Why the lone goon and tinkerer? Isn't 4 goblin vandal too many? How come no Blood Moon in the board? Do you not see dual lands?

I just see these as several of the basic questions that should be answered to have this deck further elaborated upon.
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Nantuko Rice
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« Reply #2 on: March 24, 2004, 03:24:39 pm »

You talk about maindeck hate such as Null Rod, Pillar, and PoP... yet I only see PoP in your maindeck. Null Rod and Pillar don't even go in your side.

I also see no Gang COmmanders in your main deck.

Blood Moon > Scald unless you see alot of Draw-Go in your environment. But then again, Aggro > Control anyways.

Instead of vandal, you could play null rod. There's more swords to plowshares than there are disenchants.

Also, what does Goblin-Sligh have other Ankh-Sligh? Ankh-Sligh has maindeck blood moons and null rods. It still also performs fairly well.
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johnstown713
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« Reply #3 on: March 24, 2004, 04:33:00 pm »

There are siege gangs and they are the SGC.  I think you need to run chain lightning, null rod, and mogg fanatic.  All three of those cards have been very helpful to me lately.  The fanatic is absolutly awsome seeing as how welder keel over and die to it.  BTW so does null rod.  You also seem to have a lot of non-basic lands for the progress.  I don't really agree with the factory but whatever. Rolling Eyes
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« Reply #4 on: March 24, 2004, 04:37:14 pm »

SGC= Seige Gang Commander

Non-Food Chain goblin decks around here breakdown into 1) Gobbo-Sligh, 2) Ankh Sligh and 3) Bad decks.  

Ankh Sligh is a very different deck from Gobbo-Sligh, and by the look of things, you're shooting for a more aggressive deck.  If you're playing an aggressive deck in Type 1 with minimal to no disruption then you need everything to be a threat as soon as possible.  Mishra's Factory slows your development of red mana and can't attack the turn it comes into play, so I don't think it's a good choice for this deck.  Here's a sample manabase from the primer:

4x Boodstained Mire
4x Wooded Foothill
4x Barbarian Ring
7x Mountain
1x Mox Ruby

Black Lotus doesn't make the cut because of the manacurve of the deck and you really want reusable sources.

You need to tighten the deck some and shed higher-cc dudes so you can establish threats sooner.

And your sideboard MUST include enough answers for Chalice set for 1 to be viable.
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MarkPharaoh
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hmm
« Reply #5 on: March 24, 2004, 08:45:36 pm »

How are you beating Combo with that list? And how is this manabase superior to FCG with Factories and ONE Strip effect?  Even with this deck having answers to Workshop in the form of Lackey+Vandal, Chalice for 1=gg with your current build, add R&R to your board.
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Morphelin
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« Reply #6 on: March 25, 2004, 03:39:53 am »

//Mana Base//

The deck has very bad matchups vs TnT and Madness. Mishra's can be 3/3 for block. Two Mishra's = 4/4 or two 3/3. This is a great addition for the aggro matchups. Violent Eruption is Sideboard is very usable, too.

Ring is very helpful. Wasteland of opponent can't cut our red. In FCG, it can cut the green.

I hate the bad combo - PoP + Wasteland.

Black Lotus is very helpful, too. It isn't the version of World, the cruve is high.

The fechts aren't very good in monocolor. The Folowing Mana Base is good for a deck with a bass curve but not for Gobo Sligh:

8 Fetchs
8 Mountain
4 Ring
1 Mox

//Card Choices//

Mogg Fanatic or Goblin vandal? Goblin Vandal is better against Workshop. $tacks can play without Welder, so Mogg isn't very good.

Only 3 PoP because they aren't always good. Vs mirror for example.

4 Goblin grenade is too heavy. 3 is the right number because it's often a dead card. The sacrfice of a goblin isn't always good.

1 Goon vs Aggro (TnT, Madness, mirror)
1 Goblin Tiinkerer vs Mask and CotV
1 Goblin Sharpshooter because he is broken  :lol:  

Null rod isn't very good if the build has Vandal and Tinkerer (Just vs Death Long,...)

Blood moon or PoP, but not the two. That's my idea.

/Against CotV/

It isn't game loss. You have Goblin Piledriver, Matron, SGC, Warchief, Goon for back up. Goblin Tinkerer can break it, too.

RnR = R&R

//Matchups//

Vs Combo, it's game loss. Tormod's crypt can slow Dragon but not really break it.

Vandal, RnR, Tinkerer is very useful against Workshop. Vandal at first turn is very broken.

----------------

Sorry for my very bad expression but i'm french and i have a little volcabulary.
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« Reply #7 on: March 25, 2004, 09:11:54 am »

I agree that you shouldn't dwell too much on the combo matchup.  Sometimes you'll luck out and draw pure gas, but there's not much point to trying to tweak Sligh so you can win vs. Draw7.

Fetchlands are good because they increase your chance of drawing a non-land card as the game goes on.  If Stifles are all over the place, maybe not but around here they're being dropped from maindecks.

Mishra's Factory as a 3/3 blocker requires 2 mana and this deck should have better things to do than play defense.

The problem with cards like Goblin Warchief, Goblin Matron (or Ball Lightning) in a deck that doesn't run Food Chain to generate the mana quickly is that they make great Mana Drain targets.  Straight Gobbo-Sligh decks run x4 Goblin Piledriver but that's as high as the curve gets.  An opening hand of high cc dudes is just terrible and without real acceleration, this deck won't want to mulligan too often.  For the same reason, I'd drop the Wheel.  You can't win off it and you risk helping your opponent a great deal.  You'll need 4 mana to even drop a single spell off it, which is way too late in the game for this deck.

How does Violent Eruption help against Madness?  You don't have any real outlets, barring Wheel, so you end up with a {1}{R}{R}{R} removal spell against creatures that pump.  Pyrokinesis would be much better here if that's what your going for.

Try goldfishing with something like this:

4x Goblin Lackey
4x Goblin Piledriver
3x Siege-Gang Commander
4x Mogg Fanatic (this is really a result of my hatred of Welders, if you don't see them there are better metagame choices)
4x Goblin Cadet
1x Goblin Recruiter

4x Lightning Bolt
4x Chain Lightning
4x Goblin Grenade
4x Fireblast
4x Reckless Charge/Incinerate

Sideboard would include the usual suspects of Null Rod, Rack and Ruin, Pyrokinesis, PoP, and maybe Demolish.
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Morphelin
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« Reply #8 on: March 25, 2004, 12:14:12 pm »

Mishra's as a 3/3 blocker requires 1 mana because without it, the deck has all the same 18 mana sources. Mishra's are considered as Creatures. I want to think about it, thanks.

Root maze, Ankh of mishra, Stifle,... It's a lot of thing that can break fetchs.

You list is bad for me:

1) 4 Goblin Grenade is too many.
2) 4 Fireblast?  Embarassed
3) Game loss vs CotV.
...

I think that Michael Tomlinson's list is very study - we can't change it for bad reason.

Food Chain comes normaly into play at turn 3! It isn't really quick. With mana crypt, it comes turn 1, with lotus petal turn 2 - I know that but it isn't a good reason for me.

Goblin Warchief at turn 3 is good thing. Folowing by turn 4 with a piledriver, a matron and another piledriver (with matron)  :lol:

You certainly have right for Violent Eruption, thanks.

--------------------

Look at Morphling.de, top 8 from Dulmen (08.02.04).
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Vegeta2711
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« Reply #9 on: March 25, 2004, 12:26:22 pm »

Quote
Food Chain comes normaly into play at turn 3!


Yeah except unlike your deck when it comes into play you WIN. Doing shit on turn 4 is straight up slow. Neutral You should at least be able to win on turn 3, because FCG can do that even w/o the combo and it doesn't have the luxury of running PoP or Goblin Grenade!

His list may lose to COTV @ 1, but at least it's not going to lose normally for being slow.
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Morphelin
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« Reply #10 on: March 25, 2004, 12:33:00 pm »

FCG lose to CotV @ 2. Without Pildy and Recruiter...

Are you sure? Turn 3 without combo is really short!

You have to do Lacky turn 1, SGC turn 2 + Pildy.

Goblin Sligh can do that, too.

No?

Thanks for your comment.[/quote]
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« Reply #11 on: March 25, 2004, 12:34:17 pm »

If Ankh's and Root Mazes are all over your meta (I see Root Mazes, but no Ankhs), then yeah go with non-fetchlands.

By costing 2 mana I meant that you need to leave 2 mana open to block with a 3/3 Mishra's.  One land to activate and the Factory itself.

Food Chain comes in on turn 3 (worst-case scenario but not uncommon).  But then the deck wins on turn three.  Goblin Matron comes into play on turn 3 and...sits there.  

Fireblast is terrible vs. some deck, no doubt but vs. some decks out there nowadays, I think it might be worth running as a finisher.  I'm pretty confident I wouldn't play them in my Mana Drain-centric metagame here (and if you see Misdirection for God's sake ignore this card), but elsewhere they're worth testing.

Tomlinson's deck gets around Chalice for 1 but it is much slower as a result.  If you don't see decks like wMUD that will have a non-blue deck under its thumb by turn 3-4, then I guess it's okay but otherwise you'll need to find a way to speed it up.
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jpmeyer
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« Reply #12 on: March 25, 2004, 12:43:28 pm »

So basically, this whole deck's game comes down to whether or not it gets turn 1 Goblin Lackey.
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« Reply #13 on: March 25, 2004, 01:20:38 pm »

Quote

FCG lose to CotV @ 2. Without Pildy and Recruiter...

Although not having the same efficiency there are several ways to get around this problem with FCG, you can just turn into aggro and not worry about the combo, or you can lackey out the combo pieces, I won a game turn 4 once because i had one taiga and my crypt was   hated so all I had was a food chain in play, then I got a lackey the next turn and and used it to bring out the combo pieces.

Quote

You have to do Lacky turn 1, SGC turn 2 + Pildy.

Goblin Sligh can do that, too.


yes goblin sligh can do that too, however, For the cost of no less efficiency you can kill the person even faster with FCG, goblin sligh cant combo out, and you cant set yourself up with creeps when going full aggro.

Draw In FCG > Topdeck Mode
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