TheManaDrain.com
September 25, 2025, 08:01:17 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Report Wierd Goblins 3rd in NH 5/16  (Read 2234 times)
Cross
Basic User
**
Posts: 454


Ribs+24+7
View Profile WWW
« on: May 17, 2004, 02:00:36 pm »

Tournament report for NH on the 16th.

I had originally planned on playing goblin food chain, but when I finally had all the cards together I was having trouble with consistency and speedy kills. So around midnight before the tournament I decided to change over to a goblin sligh build, sligh being something I have a lot more experience with.

My goblin sligh:
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
17x mountain

SB:
8 blasts
4 tormod’s crypt
3 blood moon

So there’s a number of differences between this and budget mono-red primer by Ed Paltzik. First major difference was that there a no goblin cadets. Personally I don’t really like them cause I like having solid blockers…strange yes for type 1, and more importantly stranger for sligh, but that’s just my thing with them. I do understand their importance as a 2/1 for 1, but I just don’t think they’re that great. I added goblin warchief for a number of reasons. It is a little expensive for mono-red, but suddenly everything becomes cheaper, and cards in your hand are so much more dangerous. A warchief that’s allowed to survive lets you drop for flunkies and piledrivers for a single red, and with haste that’s prob game. I kept raging goblin, but knocked it down to three, I like it cause it has good synergy with the piledrivers and flunkies. Lookout was another card I decided to add because its an alright creature being a 1/2 for 2, but it has the awesome ability of making all your 1/1s 3/1s, and all your 3/3s 5/3s. With as few as two other goblins you can do more than twice as much damage. I tried running barbarian rings when I was testing, but I found the extra damage to me was unnecessary, and rarely did I use it’s threshold, cause the games just don’t last that long. I never got a chance to test fetchlands, though I might for the future, cause drawing a lot of lands late game really sucks. For sideboard I did run the 8 blast plan, but I found this to be really unnecessary….more on that later, prob shouldve run rack and ruin. Otherwise standard red sideboard with blood moons, which proved their worth, and crypt for obv reasons.

So anyways, on to the report:
Round 1
I played this guy Chris who was using slaver. Game 1 I rolled over him with with some quick lackeys and piledrivers. Game 2 I sided in some REB’s, which were useful in slowing him down a little bit, but he had the FOWs this time around and slowed me down enough to get mindslaver/welder engine going and deprived me of the rest of my turns. Game three I stupidly added in the pyroblasts as well, leaving me with little burn left in the deck. A turn 2 tinker for platinum angel decided the game. With no burn for removal the game ended pretty quickly.

Record: 0-1, games: 1-2

Round 2
In the losers bracket I played this kid named Marc, who didn’t seem to really have a deck, I felt kinda bad playing him actually. First game I went lackey go, he went land go, I went land, flunkeys, and lackey in a fanatic, he went land go, I went raging goblin, attack, so it was pretty ugly. He managed to drop an elf replica and a voltaic construct, but they were burned off the board. 2nd game went pretty much the same way.

Record: 1-1, games 3-2

Round 3
I played this kid playing tendrils. Game 1 he didn’t really do much other than forcing a first turn lackey, and he dropped a xantid swarm on his turn. I quickly stomped on him with a sizeable army. Game 2 he played first dropping 2 mox and a lotus, on my turn let a first turn lackey fly, and on turn 2 he timetwistered, memory jarred, and then tendrils me for like 24 after playing out his deck. Game 3 I played first and kept a really good hand, I dropped a land, then a lackey, which he forced, but then I played mox then lackey. He didn’t do much on his first turn, and on my subsequent turns a chief, flunkies, fanatic, raging, and piledriver all saw the board and ended the game quickly.

Record: 2-1, games 5-3

Round 4
I played Aaron (spelling? Sorry if I’m wrong), he was playing landstill. First game I got an early lackey on the board, and he had two islands. He played a faerie conclave, coming into play tapped. On my turn he realized what the lackey was going to allow, and was forced to break his own standstill. He fire/iced my lackey, but the standstill drew me a hand of goblins and the game was over soon. Game 2 he mulliganed down to six, playing first he played a factory and sent the turn to me, I dropped an early chief via a lotus, he let it fly, and on his turn he chain of vapored it back to my hand. On my turn he forced the chief that I tried to replay. We went back and forth for a bit playing lands, and I dropped a few goblins. Eventually he had no cards in his hand, but did have a standstill on the board. I had him within range of finishing the game, but a lucky force of will in his standstill cards saved him for a few turns. The game ended on him bluffing with cards in his hand and back to back incinerates.
Record: 3-1 games: 7-3
Round 5
I played Ben Kowel who appeared to be using Exalted Angel Control.
First game some early pressure on the board helped get through with some quick damage. He dropped a morphed angel, I bolted it once and he forced, but I had another bolt to finish the job. Some vice damage helped move the game along quicker, and a lookout added that extra damage to finish the game. Game 2 I sided in blood moons for the chain lightnings and an incinerate. I pulled out his forces with early lackey, and another goblin, I think it was a piledriver. He tapped out, and I dropped a blood moon on the board, rendering all of his lands useless. He ended up forcing a raging goblin, something that neither of us thought we would ever see, but a lookout again added the necessary damage to put in range for the double bolt.

Record: 4-1 games 9-3
Round 6, Brain, playing tog and I decided to draw and we both made finals.

At this point I was really excited to have made finals on a deck that I wasn’t really expecting to do well with at all.

Round 1 of finals I played Dan, who seemed to have a impressive grasp on the rules and structure of the game. He was playing u/r fish, and was worried going into the games. First game he mulliganed. I got an early lackey which he proceeded to bound on his turn, and then counter during my turn. I managed to get a fanatic and a lookout on the board, and the game was over soon after. Game 2 he sided in a number of cards, which I would later found out included firewalkers. We went back and forth with some removal. I got him down to ten with I think a lookout and a fanatic. I took the chance that he might not have counters and double grenaded him, he didn’t have the counters and that was game.

Round 2 of finals
I was paired with Brian who was playing tog. First game he mulled down to four. He was able to counter some early lackeys but that’s about all he did and I rolled over him quickly. Second game I sided in blood moons stupidly, the first game all he played was duals, but the second game a lot more islands saw the board, and the moon was countered anyways. That’s pretty much how the second game went, a lot of draw allowed him to have plenty of counters, and what I assume to be sideboarded in ghastly demise, which kept all pretty much all my goblins off the board. I brought him down to 2, but he went lethal with tog. Third game I took out the blood moons and moved in REB, as I look back on it, and as my friend Nate pointed out I shoudlve brought in the crypts, but that shows my inexperience playing versus tog. The third game went pretty much the same as the second, I brought it out a little longer by bolting his tog on my turn forcing him to keep it alive and preventing him from going lethal. I had a play mistake late game when I tried to fork my own grenade after it had resolved. I got him down to five, but I drew into a lot of mountains and he cleared my board allowing him to golethal with a double tog.

Round 3 of finals I drew with the other kid cause it was really late, so we both got a dual land and  ten dollars store credit which I used to get the fork I had been proxying, that’s no mana drains or workshop, but oh well.

Thanks to Zherbus for promoting the tourney on the drain, thanks to the people at Myriad games for a great tournament, and thanks to my friend Nate for driving us down, and waiting around for me.
Logged

the GG skwad

"109)   Cast Leeches.

110)   You win the game."
Nantuko Rice
Basic User
**
Posts: 206



View Profile
« Reply #1 on: May 17, 2004, 03:38:41 pm »

You top 8'ed with that build? I'm impressed.

Play mistakes happen oh well, you did good so it doesn't matter. People laugh at me when I run silly builds and top 8. I guess that's just cause Goblins are so good  Very Happy  (i'm sorta known playing fcg...).

Goblin sligh is an interesting deck to toy around with. Simply because Goblin Grenade is one of the only playable cards from Fallen Empire (and it hurts like a mother). My first deck I ever played was goblin sligh with 3rd turn kills.... yeah... I remember those days.... Raging Goblin (19), Blood lust (14), Blood Frenzy Grenade Fireblast (0).

So.... you don't play wastelands? Most aggressive decks run wastelands. This way you can go first turn lackey and then start killing their lands. They'll have a difficult time coming back.

To use goblin grenade effectively, you need at least 20-24 goblins IMO, you have 26, so that's good. Have you thought about cutting the Goblin Lookouts for more burn spells?
Logged
Cross
Basic User
**
Posts: 454


Ribs+24+7
View Profile WWW
« Reply #2 on: May 17, 2004, 03:50:31 pm »

The lookouts work really really well, I'd have a hard time cutting them. They came through for me in so many games. Mos timportantly first round finals against fish. And as I said in the article just do the math, youve got two raging on the board with a lookout, they could all do three together, or sac the lookout and your looking at 6. I can see your case with the first turn lackey, then wastelands but lackey might as well be a duress cause they always get forced. Then if all you had were wastelands you wouldnt really be playing many goblins either cause you would really have the mana base to put an aggressive army on the board. The other problem I have with wastes is the double red necessary for warchiefs, and forks (which actually turns into a triple red if youre forking your own grenade or bolt), thats really hard to swing without straight up red mana, and if it makes the difference between fourth and fifth turn kills, then the difference is worth it. I am considering running a single forgotten cave so I could cycle it late game, but I worry that I would draw strip+cave and have no mana to play anything for first turn drop, which is wildly necessary for goblin sligh. Haven't playtested that yet. I will reconsider wastes though when I playtest more, which will prob be soon. Thanks for the response.
Logged

the GG skwad

"109)   Cast Leeches.

110)   You win the game."
orgcandman
Full Members
Basic User
***
Posts: 552


Providence protects children and idiots

orgcandman
View Profile WWW
hey
« Reply #3 on: May 17, 2004, 04:21:20 pm »

Hi...it's Aaron. The round 4 game was intense. I (un)luckily didn't see much counter in game 1. Just a lot of uncastable junk. Your gobbo's get swinging pretty fast. It's a decent deck man... I was glad to see it in top 8. The Fire/Ice + breaking standstill mistake was from not ever having played the goblin matchup. I figured a 1/1 wouldn't do much beats...until I saw his ability under standstill completely rocked me. I don't think these games were even close, as you had the clear advantage. Good games man.
Logged

Ball and Chain
Quote from: jdizzle
Congrats to the winners, but as we all know, everyone who went to this tournament was a winner
Quote from: iamfishman
Just to clarify...people name Aaron are amazing
BreathWeapon
Basic User
**
Posts: 1554


View Profile
« Reply #4 on: May 17, 2004, 05:20:35 pm »

Have you checked out Skull Clamp? I know somebody on the boards was working on a Mono-Red Goblins with Clamp, so it may be worth trying it out.
Logged
Nantuko Rice
Basic User
**
Posts: 206



View Profile
« Reply #5 on: May 17, 2004, 05:28:00 pm »

well... FCG runs very little mana in it's mana base, i dont know what goblin sligh needs

Ankh-SLigh: 1 Mox, 1 Lotus, 15x Mountain, 4x Waste, 1x Strip (16 red excluding lotus)

FCG: 2 Mox, 1 Lotus, 1 Crypt, 4x Fetch, 4x Taiga, 6x Mountain, 4x Waste, 1x Strip (15 red, including fetches)

Goblin-Sligh: Does it need 18 Red Sources? Maybe all those instants and stuff.

Goblin-Sligh, I'm thinking, probably has an easier matchup against Keeper, Hulk, Dryad, and possibly welder decks than FCG does.

Did you consider any Rack&Ruin's for your side? I think 4 REB's is enough. 8 is overdoing it unless everyone isp alying blue.
Logged
Cross
Basic User
**
Posts: 454


Ribs+24+7
View Profile WWW
« Reply #6 on: May 17, 2004, 07:16:55 pm »

@ aaron good games back to you
@ weapon clamps a possibility, but theres lots of artifact hate in type 1. however was having problems with draw versus tog, but not sure thats what would save me cause i cant clamp as an instant
@ rice i think your right thats its got better matchups do to its blazing speed. personally i think i lost to tog 'cause i didnt mulligan game three. I did consider rack and ruins for side and will use them next time, 8 blast plan is overkill.
Logged

the GG skwad

"109)   Cast Leeches.

110)   You win the game."
Cross
Basic User
**
Posts: 454


Ribs+24+7
View Profile WWW
« Reply #7 on: May 18, 2004, 02:24:20 pm »

non-believers in lookout should check germbus report for NH in type 1 tournament forum
Logged

the GG skwad

"109)   Cast Leeches.

110)   You win the game."
Androstanolone
Basic User
**
Posts: 116

Androstanolone
View Profile
« Reply #8 on: September 18, 2004, 11:09:13 pm »

I was just browsing the open T1 forums and, as a red player for quite a while now, thought I'd drop in some of my own personal tech.  In a hyper-aggressive sligh deck 2x final fortune wins games.  It gives an extra attack phase, lots of games are lost because the opponent finds a way to either kill you or deal with your swarm before you get to swing for lethal.  I'd never use more than 2, as an extra one is completely dead.  Drawing one, though, is never dead.

don't up 4 month old threads

Hyperion
Logged

Team Bolt
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.075 seconds with 20 queries.