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Author Topic: Goblins  (Read 1731 times)
paulb
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« on: September 20, 2003, 08:59:46 pm »

I've been testing this list for a few days:

        2 Gempalm Incinerator
        4 Mogg Fanatic
        3 Siege-Gang Commander
        1 Goblin Sharpshooter
        2 Skirk Prospector
        4 Goblin Warchief
        3 Goblin Ringleader
        4 Goblin Recruiter
        4 Goblin Piledriver
        4 Goblin Matron
        4 Goblin Lackey
        17 Mountain
        4 Wasteland
        1 Strip Mine
        1 Black Lotus
        1 Mox Ruby
        1 Sol Ring
SB:  4 Lightning Bolt
SB:  3 Rack and Ruin
SB:  4 Red Elemental Blast
SB:  4 Pyrostatic Pillar

The deck can pull off some very quick kills. Not only with the lackey, but Goblin Recruiter can pull you back from anywhere, giving you a decent middle and late game (for a goblin deck).

There are many possible plays with the recruiter. You should normally get the warchief first if you don't already have it. You can then get ringleader, prospector, 3 piledrivers for a next turn kill if you have 4 lands out.

I would like to include some goblin vandals, but haven't tested them yet. Some of the matrons look like they could be cut, along with the excess prospector and incinerator.

Above all, this deck is fun to play as you don't get the all-or-nothing feeling when playing regular goblins or sligh. It's also good as a budget deck.
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Os-Vegeta
Guest
« Reply #1 on: September 20, 2003, 09:25:39 pm »

I'm going to say the same thing here I said in the thread posted in the Basic User forum:  

Quote
Quote A Japanese Goblins build ported to Type 1 is not good right now.  Rogue and I saw the possibilities for resiliency presented by Goblin Recruiter and Goblin Ringleader.  We found that the deck needed only one Ringleader, since if we should choose to go Recruiter - Ringleader - Piledrivers we would only want/need one anyway.  With the open slots from all the unnecessary creatures we cut (they were unnecessary - you WANT something other than a deck full of Goblins and a couple pump spells), we added more burn - Fireblast, PoP, Lightning Bolt, Chain Lightning, Goblin Grenade.  Anyway, we ended up with this (*** This list is only for reference as to what Extended Goblins would look like if ported to Type 1 - I am in no way endorsing this deck.  I will explain why after the list.***)

8 Mountain
4 Wooded Foothills
4 Bloodstained Mire
4 Goblin Lackey
4 Mogg Fanatic
3 Goblin Recruiter
4 Goblin Piledriver
1 Goblin Ringleader
3 Siege-Gang Commander
4 Goblin Grenade
4 Lightning Bolt
1 Mox Ruby
1 Black Lotus
3 Fireblast
4 Reckless Charge
4 Price of Progress
4 Chain Lightning


We found a couple things here:

1) This deck has the ability to kill on turn 3.5 (basically either turn 3 or 4 on average).  
2) This deck is not resilient like we thought.  It relies on itself too much - ie Recruiter - Ringleader - Win condition.  What happens if a key card gets countered?  You're SOL.
3) This deck cannot race Burning Academy, period.  

Therefore...

4) We ended up thinking we made one of the best BAD decks there were.

Really, right now the best Sligh build, in my opinion, is Kirdape3's RB Lackey.  It has everything it needs to consistently win by turn 3.5, and the added disruption just improves the deck against its auto-loss matchups, meaning the deck no longer has auto-loss matchups, though those matchups may still not be the most favorable.

Seeing how that thread was posted pretty recently, it should hold true for your thread as well.
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kirdape3
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« Reply #2 on: September 20, 2003, 10:40:36 pm »

The thing is, Burning Academy still wrecks my deck.  They can goldfish you around the Duress/Therapy since that will at most buy you a turn unless they're really unlucky or not very good with the deck.  Same with Welder MUD; if you're on the draw they drop a Sphere and you cannot possibly win.

Goblins is really good, and probably one of two top aggro decks (the other being Vengeur Masque).  However, that means nothing when neither deck can reliably beat the three big ones.
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Os-Vegeta
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« Reply #3 on: September 20, 2003, 11:07:18 pm »

Quote
Quote The thing is, Burning Academy still wrecks my deck.  They can goldfish you around the Duress/Therapy since that will at most buy you a turn unless they're really unlucky or not very good with the deck.  Same with Welder MUD; if you're on the draw they drop a Sphere and you cannot possibly win.

So, even with the hand disruption you're still not seeing the improvement you thought you would have against Burning Academy and MUD?  Considering how MUD has gained Chalice, I can really see how this deck will just have such a hard time, even with hand disruption.
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jpmeyer
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badplayermeyer
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« Reply #4 on: September 21, 2003, 12:53:14 am »

We could almost never beat Mud and that was pre-Chalice.  The matchup is impossible now.

As for Long.dec, the hand disruption increased our kill speed slightly, making it more of a high turn 3 instead of a mid turn 3 in exchange for buying us about a turn and a half of time.  Unfortunately, that just wasn't enough since Long.dec kills on a high turn 1 and the turn to a turn and a half more is still nowhere near enough.  It also made the Trix matchup much worse too (although we didn't care about it as much since it isn't as strong of a combo deck,) since you couldn't burn the Rector out of the way as easily when you were setting up for your last big attack to drop their life total down low enough.
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BWM
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« Reply #5 on: September 21, 2003, 01:45:39 am »

When mud/stax was big here, I played 4 maindeck Welders in my sligh, just to replace another random goblin...


What do you guys think about those?? They're huge with Monkeys
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Os-Vegeta
Guest
« Reply #6 on: September 21, 2003, 10:44:17 am »

Quote
Quote We could almost never beat Mud and that was pre-Chalice.  The matchup is impossible now.

As for Long.dec, the hand disruption increased our kill speed slightly, making it more of a high turn 3 instead of a mid turn 3 in exchange for buying us about a turn and a half of time.  Unfortunately, that just wasn't enough since Long.dec kills on a high turn 1 and the turn to a turn and a half more is still nowhere near enough.  It also made the Trix matchup much worse too (although we didn't care about it as much since it isn't as strong of a combo deck,) since you couldn't burn the Rector out of the way as easily when you were setting up for your last big attack to drop their life total down low enough.

I see, so it was more like you were just giving an all-out aggressive deck a way to prolong the inevitable, as the discard that was run wasn't heavy enough of disruption to be truly effective.    

Quote
Quote When mud/stax was big here, I played 4 maindeck Welders in my sligh, just to replace another random goblin...


What do you guys think about those?? They're huge with Monkeys

Having done a good amount of testing with the Welder - Shaman (-Wretch) "lock", I've really found that it needs to be in a heavily disruptive deck whose primary aim is to shut down the opponent's game.  Without Withered Wretch, you'll be able to stall MUD, but inevitable you'll get caught up in Welder wars, which you, the Lackey Sligh player, cannot win due to running a very light manabase.  

With Chalice against you as well now, it's going to get even tougher, probably impossible, to win.  Almost all of your spells are 1cc, and that will include Welder and Shaman.  Forget Rack and Ruin, as you'll never get out the mana to use it.  There really isn't a whole lot that Sligh can do right now for the MUD matchup if the added hand disruption hasn't worked.
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