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Author Topic: Goblin's place in Vintage  (Read 10616 times)
redmage
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« on: February 27, 2006, 11:29:34 pm »

Well, we all know of the past success/popularity of FCG in vintage. Mike Zaun's win was the last "1st" in a while, but there is usually at least 1 showing in the top 16 of most American events. Although it's numbers have dwindled, with the rise of 10 proxy events, it's still makes a pretty regular showing in non-proxy (sanctioned) play as well.

A recent list that caught my eye was Corey Mann's 6th place list, from the last Waterbury, where he eschewed the Food Chains all together (yet maintained the green splash for Artifact Mutations). He also dropped the "recruiter" as it was apparently no longer necessary, without the Food Chains for it, to enable the combo finish. Here's the list:

http://sales.starcitygames.com/deckdatabase/displaydeck.php?DeckID=15563

Goblins, by Corey Mann

Maindeck:

Artifacts
1 Black Lotus
1 Mox Ruby
3 Null Rod

Creatures
2 Gempalm Incinerator
4 Goblin Lackey
1 Goblin Matron
4 Goblin Piledriver
3 Goblin Ringleader
4 Goblin Tinkerer
4 Goblin Vandal
4 Goblin Warchief
3 Mogg Fanatic
3 Siege-gang Commander

Instants
2 Artifact Mutation

Basic Lands
11 Mountain

Lands
2 Barbarian Ring
4 Taiga
4 Wooded Foothills

Sideboard:
1 Gempalm Incinerator
2 Goblin Sharpshooter
4 Pyrostatic Pillar
3 Sulfuric Vortex
2 Artifact Mutation
1 Pyroblast
2 Red Elemental Blast

I must say, while it seems like it's possibly a good metagame choice for the midwest ("workshop land") with all of it's maindeck artifact hate, it's success in the northeast ("drain country") is a bit surprising to me.

Now, the questions.

Is Food Chain really necessary anymore, when other combo decks critical turns are a full turn (or two) faster, or is a mass of artifact hate the way to go (with null rod, mutation, vandal, and tinkerer)?

Is this just another case of "the player not the deck", or is this deck a viable deck choice in todays meta? 

Do you feel this list is "optimal/tuned", and if not, what changes would you make?

« Last Edit: February 27, 2006, 11:47:48 pm by redmage » Logged
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« Reply #1 on: February 27, 2006, 11:51:50 pm »

I always test against goblins. every player should be prepared to face this deck in large tournaments.
why isnt this list playing tin street hooligan? thats the biggest gift to goblins since onslaught block. far more efficient than tinkerer for certain.
also Id go up on incinerators and down on siege gangs
null rod is good addition. the sideboard looks terrible though. sulfuric vortex is good for what?
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« Reply #2 on: February 28, 2006, 12:02:02 am »

My friend who plays FCG (and self-proclaimedly makes huge errors and mistakes) takes his build of FCG to alot of vintage tournaments.

He runs a pretty different list than this one (no fanatic), and is considering moving to straight goblins.  He's gone up against everything, but in an extremely large blue enviroment, he T4ed.

I can get you the list he ran, but I was really surprised at how well he did.
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« Reply #3 on: February 28, 2006, 12:05:27 am »

Good points vroman. As a popular "budget deck" it is worthwhile to have in anyone's gauntlet for testing.

As to "tin street", I'm guessing it was a legality issue since the tourney was on 1/29/06.

I'd have to agree on swapping the numbers with the SGC and incinerators.

With all the artifact hate available to gobs (to attack stax almost entirely, and drain's mana bases), do you feel that this is this the direction gobs should be going (instead of the combo route)?

Has the number of artifact hating goblins (and faster combo decks) made Food Chain/Recruiter obsolete in such a highly "proxied power" environment?

« Last Edit: February 28, 2006, 12:19:39 am by redmage » Logged
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« Reply #4 on: February 28, 2006, 12:18:41 am »

I think this goblins list can win against a variety of decks.

We've come to the conclusion that straight goblins is better than FCG.  However, why does he have all that clunk in the sideboard?  I'm thinking it could be improved by cutting some chaff and adding in some more REBs.

There is faster combo than FCG, and winning by racing combo will not get it done.  You need Null Rods and Pyrostatic Pillar to win against combo - the latter is very good at doing so.  REBs help as well.

Stax and Slaver are really good matchups, as well as any kind of aggro, like Fish.  This Goblins list can DEFINITELY be tier 1 with some improvements, in my opinion.  I'll post a list that we're working on in a day or two.  This can definitely be tier 1.

The FCG list my friend has runs one Goblin Welder in the MD to be fetched with his 3 Matrons.  They provide the ability to get rid of Colossus as well as being able to screw with stax locks.
« Last Edit: February 28, 2006, 12:22:02 am by Evenpence » Logged

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« Reply #5 on: February 28, 2006, 12:34:33 am »

I think this goblins list can win against a variety of decks.
Agreed.

We've come to the conclusion that straight goblins is better than FCG.
Who's "we", I've looked for threads discussing this list/direction and found none.

However, why does he have all that clunk in the sideboard?
 Yes, I agree, the SB looks really bad. In fact, I debated even including it because a sideboard should always be "tourney specific". Not sure what he was looking to help with the vortexes.

This Goblins list can DEFINITELY be tier 1 with some improvements, in my opinion.
While I don't see gobs as being tier 1 (like in legacy), I do see this direction as a "contender" (in a highly proxied environment) if the right steps are taken. 

The FCG list my friend has runs one Goblin Welder in the MD to be fetched with his 3 Matrons.  They provide the ability to get rid of Colossus as well as being able to screw with stax locks.
Not a bad option, I've toyed with them (plural) myself. 
« Last Edit: February 28, 2006, 01:00:02 am by redmage » Logged
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« Reply #6 on: February 28, 2006, 12:54:25 am »

First off, cutting Food Chain and Recruiter is fine at this point in time. That part is accurate. It never did help most people played Food Chain like morons and constantly ran it into Drain. At this point in time Food Chain is optional because there is far less aggro than when the deck was origiinally popular.

You should always be running 3-4 Incinerator. Killing Welder is always good and I've used it to remove creatures up to 6-7 toughness before.

Aether Vial is really good in straight Goblins, but means you need to run Chalice and not Null Rod. Bit of a tough choice, need to test more.

I maintain that Hooligan really isn't all that, because AM does the job 10x better still and if your running Hooligan maindeck, you probably cut a better card.

Goblin Welder is pretty terrible just because you'll need to waste a Matron on fetching him. This will almost always be a suboptimal play except for very rare circumastances.

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This Goblins list can DEFINITELY be tier 1 with some improvements, in my opinion

Much as I'd like that, it'll never happen. Deck isn't powerful enough without an even better combo than Food Chain being found or a new lackey powel-level card. Still can be a solid deck though.
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« Reply #7 on: February 28, 2006, 01:13:13 am »

Goblins have an amazing game against most decks game 1.  Game 2 and 3 are horrible because of SB options.  However, if alot of REBS are placed in the SB, blue based control matchups get alot easier to stop, although if they get enough mana out to flame vault you, well, you lose.  Combo is still the enemy.

When I said "We," I meant my friends and myself, which have been running a FCG list in the tournaments that we go to.  My friend t4ed with it two days ago in a HEAVY blue-based control OCEAN of a metagame.

He dominated Flame Vault Gifts 4-0 in the tournament, partly because of busted broken hands, but primarily because of the REBS he was packing in the SB.

Goblins owns some matchups, like Ubastax.  Ubastax just can't beat Goblins without hard locks on the board early, because we don't have a huge beater.  Even if we did, they have utility to kill our huge guy (artifact mutation!) and other stuff.

I think it could be tier 1 if enough effort were put into it to optimize it, and it were played by good players.  The thing is, it won't, because it's SB options are horrible outside of REB, and it just almost autoloses to some decks (combo/oath).

The sideboard options are as follows:

Null Rod
Naturalize
Artifact Mutation
Blood Moon (this card is good)
REB
Pyroblast
Pyrostatic Pillar

I can't think of any others off the top of my head.

Luckily, Josh didn't face combo OR Oath, which is why he t4ed, although he should have made it to the finals and won (a COSTLY play error cost him game 2, where he was up 1-0).

Has anyone attempted stronger mana acceleration?  Like running a full compliment of moxes?

Josh runs Lotus, Two on-color moxes, Lotus Petal, and Mana Crypt.  I think maybe doing Lotus/5 moxes/Lotus Petal could give the deck a good amount of acceleration that it needs to power out good first-turn hands.  You can always side the moxes out, at worst, (wtf?) for pyroblasts.
« Last Edit: February 28, 2006, 01:16:29 am by Evenpence » Logged

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« Reply #8 on: February 28, 2006, 01:17:56 am »

I maintain that Hooligan really isn't all that, because AM does the job 10x better still and if your running Hooligan maindeck, you probably cut a better card.

I don't think the question is Hooligan>AM, AM is "obviously better".

I think it's more, the pros and cons of Hooligan vs. Tinkerer.

They both have their benefits but in a "tempo" style goblin deck, I think the extra +1 power (and the ability to kill off a high cc artifact and survive to help pump the piledrivers), might help to tip the scales in the Hooligan's favor.  
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« Reply #9 on: February 28, 2006, 01:49:32 am »

It is important to note that with a Warcheif on the table (something every Goblin player should aspire to) The Hooligans Artifact blasting ability will never happen (barring Sphere of Resisance or 3Sphere).
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« Reply #10 on: February 28, 2006, 02:35:29 am »

I maintain that Hooligan really isn't all that, because AM does the job 10x better still and if your running Hooligan maindeck, you probably cut a better card.

I don't think the question is Hooligan>AM, AM is "obviously better".

I think it's more, the pros and cons of Hooligan vs. Tinkerer.

They both have their benefits but in a "tempo" style goblin deck, I think the extra +1 power (and the ability to kill off a high cc artifact and survive to help pump the piledrivers), might help to tip the scales in the Hooligan's favor. 

The thing is I've never felt the need to run Tinkerer and I've never felt it improved any matches you were weak in (Combo, Oath, etc.). I think running Vandal, Tinkerer or Hooligan is the wrong choice unless your metagame is 100% Stax, in which case you'd maindeck AM. Wink

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I think it could be tier 1 if enough effort were put into it to optimize it, and it were played by good players.

Again, not going to happen. The deck's raw power level is just above Fish in the grand scheme of things. It can be a really good metagame deck, just like back when it was heavily played (or ala Fish), but that's it.

As for SB options.

The sideboard options are as follows:



Artifact Mutation <- Best card you can run.
Null Rod <- Second best.
REB <- That is so easy to discover that it suggests conspicuousness or little need for perspicacity in the observer. Good
Pyroblast <- That is so easy to discover that it suggests conspicuousness or little need for perspicacity in the observer. ok
Naturalize <- Terrible. Worse than AM and your Oath match sucks balls with 4 of these anyway.
Blood Moon <- Costs 3 mana. Ouch.
Pyrostatic Pillar <- I guess... it's great against GL, OK against Tps and decks of that sort and not so much against other combo.

Now to help you fill in some missed ones.
Tormod's Crypt
Chalice of the Void
Um. Monkeys...

Past that, full accel is pretty bad. Why? Because you really want to run Null Rod or Chalice and full power messes with you. Past that, one Mountain double Mox hands are almost always worse than two Mountain and a Mox hands.
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« Reply #11 on: February 28, 2006, 07:08:28 am »

I'd use some shattering sprees in the side. I got raped this weekend when playing against Goblins that used it.
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« Reply #12 on: February 28, 2006, 09:52:08 am »

Goblins and shattering spree should be best friends.  Goblins mono/almost mono red mana base allows shattering spree to be just plain silly.  furthermore, it gets by chalice, and can easily trade 3-1.  I don't know if it it is better than AM in the stax matchup.  But in any other matchup where you need artifact destruction shattering spree would be awsome.
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« Reply #13 on: February 28, 2006, 10:11:59 am »

Artifact mutation does deal with DSC, though! Shattering spree dosnt.

And yes, i am aware that it dosnt die....But! You get 11 tokens to beat him with....thats some good.

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« Reply #14 on: February 28, 2006, 10:22:25 am »

my goblins deck would:
rather play shattering spree than artifact mutation.
definitely maindeck 4x gempalm incinerator, and probably 4x mogg fanatic. 8 welder kill cards, basicaly guarantees it will never be a problem.
run full moxen. even w maindeck null rod, which is worth running. must have 2 mana on turn 1, to drop null rod before enemy goes broken. you can only ensure 2 mana w max amount of free acceleration. even though there is potential for card disadvantage, this is necesary to be effective disruption. furthermore full moxen increases frequency of keepable hands that dont include 1 cost goblins.
I like the idea of dropping recruiter in non-foodchain builds. also if Im not playing fchain, why play taiga at all? is artifact mutation so broken its worth splashing green for and running vulnerable non-basic lands? I say no. as pointed out above, naturalize is a poor answer to oath.

vroman goblins
9 mtn
2 plateau
5 red fetch
5 mox
1 sol ring
1 crypt
1 lotus
1 wheel fortune
4 null rod
4 incinerator
4 fanatic
4 piledriver
4 warchief
4 lackey
4 ringleader
3 vandal
2 matron
1 siege gang
1 kikijiki

side
4 reb
3 pblast/disenchant
4 shatterspree
4 plowshares

maindeck nrod should put the hurt on combo. and post sideboard, 4xPlowshares + 4-8x counter back up will get the job done v oath/tinker+dsteel. shattering spree is a monster against stax, far scarier than a-mutation, since green mana denial isnt an option.
I have always considered this deck top tier, but since good players rarely run it, gobbos is under-represented in t8s. Id obv never pilot this in a tourney, and unfortunately my build is straying away from budget w 6 power, but I still can confidently recomend goblins, esp to beginning players. for some anecdotal evidence, I handed goblins to someone who wanted to play in one of our power tourneys, who had never entered a vintage tournament before, and he went 5-0 in swiss, not realizing he could draw in once he was 3-0. the next month, he came back, borrowed my goblins deck again and proceeded to go 3-0-2 undefeated in swiss again.
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« Reply #15 on: February 28, 2006, 10:54:47 am »

Maybe one of you who has experience in Goblins can answer this question:

Is there no room for Wastelands and Stripmine? 

I was under the impression that unless you are running a really fast combo, destroying opponents' lands is a huge tempo boost(not to mention hurting dragon decks).  I can see FCG not running them, but doesn't the deck need them?

I have only played AGAINST goblins, so your input would be helpful.
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« Reply #16 on: February 28, 2006, 11:01:54 am »

Goblins want to pack in as many creatures as possible to make ringleaders and topdecks amazing. It also ALWAYS wants red mana for first turn lackeys, warchiefs, vandal activations, siege gang activations, etc. Due to the constant need for red mana and push to run as few lands as possible strip and waste are often cut.

I have seen goblin builds with strips/wastes and null rods main, and they are ok, but you decrease the number of goblins you draw and decrease the chance of having a mountain to push out that first turn lackey or vandal.


Edit: Forgot to mention exactly how scary Shattering Spree is for stax. It is ridiculous.
« Last Edit: February 28, 2006, 11:08:31 am by Polynomial P » Logged

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« Reply #17 on: February 28, 2006, 11:35:26 am »

I've always felt that a full compliment of wasteland/strip mine is necessary.  Like you said it is tempo gain plus it will slow the tough combo match up down. 

I won't argue with anybody about playing Food Chain or not.  I've been playing Gobs for quite a while now and have never wanted to take it out.  If it hits the table I rarely loose, not because I can always combo off but also because it can power out a Siege Warchief so that I can wrap the game up with my Piledriver.  With Food Chain this happens a full turn earlier.  Plus I've always really liked Recruiter, again not just for the combo with Food Chain aspect but it will act as a small combo to get the Gobs I need.  This is just my two cents on Food Chain.  I can see why people opt to take it out.  I'm just playing devil's advocate here. 

On the artifact control...
Stax is already a favorable match up.  They absolutely have to get out 1st turn 3sphere or Tangle Wire to really put a hamper on your plan.  If I weren't playing Food Chain I would run mono red and use Vandals or Tinkerers or Shattering Spree.  If I were running green I would run Artifact Mutation. 

To deal with Oath you have to side in REB and keep them from countering your key Gobs the best you can.  Wasteland and Strip Mine do a good job of keeping Forbidden Orchard off the table to hopefully delay an activated Oath for a turn.  You want it to be your Lackey or Piledriver to come down not a useless 1/1 they give you.  Akroma is a nightmare though; you might as well scoop when she rears her face.  Too bad there wasn't a green gob that said kill target angel.  Just hope for SotN to come up I guess. 

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« Reply #18 on: February 28, 2006, 12:10:07 pm »

So.... Would you then play wastelands and stripmine with aethervial?  Granted this would mean playin chalice.  Or does vial simply suck with goblins, is it too slow?
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« Reply #19 on: February 28, 2006, 12:16:43 pm »

Moxen are just ultimately better than vial.  If your allowed some proxies (or own your uber-power) Then vial becomes obsolete.  Unless ofcourse your playing legacy =P

Standard type 1 decks do not run enough countermagic to stop the onsaught of gobs you can throw at them, so the "uncounterable" quality of the vial becomes only so good.

Lastly The instant speed of vial again doesn't make a differeance unless your opponent is playing stompy-aggro. 

Has anyone tried Karakas as a potential SB card against oath?  Even if you dont run white it is better than Maze because it taps essentially for colorless and it bounces the creature rather than "turn target creature into a wall."  Just a thought.
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« Reply #20 on: February 28, 2006, 12:54:53 pm »

I completely second Harlequin on the point about Vial.

Karakas is horrible against Colossus, though.  Buying you time against Colossus is tech.

Red-White Goblins seems really good right now.
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« Reply #21 on: February 28, 2006, 02:56:48 pm »

If you've got 4-6 Reb/Pyros on the side, then you have an answer to DSC.  wich is take it out at the source.  Also I personally have liked welder on the side as a one mana GOBLIN answer to Tinker-> anything. Maze of Ith isnt that awsome against DSC either becasue It means they have an indistructable wall, and it does diddly crap if your opponent opps for a different win (tendrils flamevault, etc).
 
Basically the only thing that keeps mono-red goblins off the field, is that it has 0 ways to deal with oath of druids.  Against Oath, even if you have two mazes on the board, your just waiting around while your opponent digs for wasteland or pithing needle... all the while you cant attack because they have basically inpassible walls.  You need to mass up a lethal gob team that will basically NEED to include 3 piledrivers, and without recruiter that is very difficult.

I guess I'm wondering ... why not mono-red gobs packing Karakas (probably on the side) as a colorless producing land + answer to oath.  Even if Karakas gets a righteous wastelanding, it can still hinder your opponents gameplan by bounceing thier only availble creature into hand at instant speed... just save those rebs for brainstorm =P


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« Reply #22 on: February 28, 2006, 04:25:14 pm »

Moxen are just ultimately better than vial.  If your allowed some proxies (or own your uber-power) Then vial becomes obsolete.  Unless ofcourse your playing legacy =P

Standard type 1 decks do not run enough countermagic to stop the onsaught of gobs you can throw at them, so the "uncounterable" quality of the vial becomes only so good.

Lastly The instant speed of vial again doesn't make a differeance unless your opponent is playing stompy-aggro. 

You probably aren't playing against players that are familiar with your deck then. There are only truly 2-3 Goblins worth countering in the deck and many times they'll only be countering to gain mana. Uncounterability is huge because it means you completely avoid Drain and frees up mana to actually USE the REB's you would be using. You don't give any real reasons why Moxen are better than Vial, yet you throw around the word obsolete? Nice.

@Vroman's list.
Though I like the shell, I see a lot of issues that could crop up and some cards that just don't need to be run.

1. Wheel of Fortune is terrible without Food Chain. You will almost never take advantage of it as much as your opponent, it makes no sense without Prospector or Food Chain to combo out the same turn.

2. Vandal isn't very good. Though I guess I can see why you run them if you're scared of Stax game 1 for some reason.

3. 16 lands is WAY iffy if you're going to use Null Rod. You will get stuck on 2 land enough times for it to matter.

Quote
Due to the constant need for red mana and push to run as few lands as possible strip and waste are often cut.

Pretty inaccurate here. The amount of tempo you gain by hitting an opponents land is almost always worth it. The only reason they would be cut is if you tried to run full moxen and then you'd need to space to keep red sources high.

@general
Oath is just a terrible match, accept it and move on.

@Shattering Spree
Worth running if you don't use AM.
« Last Edit: February 28, 2006, 04:28:12 pm by Vegeta2711 » Logged

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« Reply #23 on: February 28, 2006, 05:13:54 pm »

The problem with Goblins (and yes there are many) is that the deck is pretty awful without Goblin Lackey against a Drain deck, literally unplayable against a well built combo deck and Oath, and requires you to be on the play against Stax (if they go first they can pretty easily neutralize Lackey or Vial with Chalice 1 until the lock can be brought into play).  The only really powerful cards currently in Goblins are the Lackey itself and maybe the AEther Vial - Warchief costs 3 which makes actually casting it and getting it to resolve awfully tough and you're literally not casting the biggest ones in Vintage and expecting to live from it.

If you are to be successful, your best bet is to pick either Drains or Workshops and tilt your maindeck heavily in that direction in the first game.  That literally means that you're going to hate the other major sector heavily in the sideboard.  Goblins literally has no amazing plays against Oath of Druids or Storm-based combo decks (you can Naturalize/Disenchant the Oath if you splash or just die horribly if you don't - Storm involves Pyrostatic Pillar and your opponent not being good enough to win anyways).  I'd rather be building a better deck.  I don't play Goblins in Legacy, where it has the highest relative power level to the rest of the field - why would I play it here where it's at it's lowest?
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« Reply #24 on: March 01, 2006, 11:49:07 am »

I happened to seize the opportunity to try AEther Vial last October in the SCG.  While there were obvious problems with the way I built the deck (see: building your deck the night before), I found that AEther Vial is not an adequate solution to make Goblins that much more dangerous.  While it may be more rewarding of an optimal mana curve, take into account the fact that your opponent is not going to be putting himself at an advantage by countering your goblins.  Also added in is the weak argument that it dies to Null Rod and Pithing Needle, which are not the greatest answers to Vial (I happened to win through double Needle vs Gifts in one round), but it eschews your game plan all the same.

The only place I would be playing Vial is if I was expecting a field full of blue cards.  The reasoning being simply that it gets around Mana Drain, as mentioned by Josh; but then again, how much is your opponent going to capitalize on draining a Lackey or Piledriver anyways?  In the end, you should probably be winning that matchup, provides you know what the hell you're doing.  I think that at this point, Null Rod warrants inclusion moreso than Vial or Vial/Chalice, simply because it makes quick combo a little better instead of making Mana Drain a little better.
« Last Edit: March 01, 2006, 03:42:00 pm by RThomas » Logged

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« Reply #25 on: March 01, 2006, 04:40:21 pm »

I do not think a full set of moxen necessary - I would use ancient tombs first - after all damage is not an issue. I would side in aether vials for null rods in the control matchup only. My question is - is this approach better then 'mountains win again' ?
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« Reply #26 on: March 02, 2006, 08:24:03 am »

I would take a look at some of Ian Degraff's old goblin lists, he took 4th at Gen Con a few years ago with a goblin deck. I can't find them in Mana Drain, I think it was on the old site, maybe Google could fish it out. What about Fork-could be useful against combo, though keeping RR up isn't very feasible. I would put some Price of Progress in the sideboard, combo isn't running basics and it makes uba stax end one turn earlier. This is the classic type 1 dilemma, can an aggro deck be tier one with the amount of awful combo running around, the answer for the last ten or so years has been, NO! But, lets be optimistic and try anyway. Very Happy
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« Reply #27 on: March 02, 2006, 11:22:08 am »

In this day and age, Red Elemental Blast needs to be main. Food Chain shouldn't be an option, though, as comboing out is amazing beyond reason. My teammate successfully piloted his FCG to 9th place at the last Star City Chicago (http://sales.starcitygames.com/deckdatabase/displaydeck.php?DeckID=14161- careful though, it looks like Star City messed up his deck entry... They put his sideboard maindeck AND sided... So if you see it in the sideboard, it doesn't belong in the deck... Unless we can all start playing 8x Chalice, Pillar, and others  Razz)

This deck is all he plays and he consistantly puts up good results. He's currently made space for Shattering Spree (duh) and Emerald Charm for a better match against Oath.

The thing is, having the Food Chains gives him such a better chance to just say "Oops... I win". Food Chain also makes for some AMAZING plays when tight on mana... You may say it's a big Drain target, but well... So is Ringleader. Lackey can't always make the deck work, but Food Chain fills that void.
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« Reply #28 on: March 02, 2006, 12:05:53 pm »

If you want to take out food chain for games 2 and 3, so be it.  But there really isn't a good way for goblins to combo out game 1 against tangle wire except for lackey tricks and aether vial.  Any list that's not running either and also doesn't have food chain needs to run artifact hate maindeck (as the above list does).  However, the real goal of goblins against combo is to just race combo because you know you'll draw 5-6 combo pieces and combo may mulligan but they may also make bad decisions.  Not that you should count on that, but "dicey" hands being kept by combo is more common than brittney spears after she had her baby.

In truth, it's the sideboard that wrecks food chain far more effectively than mainboards do, so boarding out the food chains is sooooooooo good but not having them game one is imho weakening goblins.  This is because game one the lackey will be countered, the piledriver may get fired, but the mana production from food chain has no good answer (aside from wasting counters on a non-creature spell against goblins which not only sucks, it depletes control's hand and mana resources to counter the true juice like warchief and kiki-jiki).

Now if you were transitioning to metagame hate with red/white or red/blue goblins with useless draw power that you wish as ringleaders (did I phrase that badly?  well that's because goblins don't like blue, they kill blue) then obviously food chain is more than unnecessary, but that's because you add more must-counters in the form of hate cards.  The reason mono-red goblins is feasible without food chain is those maindeck REBs and probably vandal, not kiki or null rod (that fcg should have in their sideboard for the record).  There are cards in vintage that severely screw your opponent, and there are cards in vintage that win.  Goblins has both, balances both, but never ever ever neglects to keep that fast clock racing every good deck.

Every good goblins player will tell you their first priority is to slow their opponent's clock and make sure their clock is ticking.  Those answers and tutors and draw power present in blue-based decks just don't matter to goblins (cuz the goblins do that too!).  Just make sure you have 8-10 cards to sideboard for blue based control, because you can bet your ass their answers from the sideboard will kick the bejesus out of your deck if you don't have a phat sideboard yourself.  That being said, the best sideboard I prefer against blue control is reb's, tormod's crypt (so you don't slow your clock), null rod and rack and ruin/shattering spree.  I don't like paying more than 3 mana for anything in goblins (cuz I need extra manas for blasts), and I like having waste/strip available because slowing that clock is sooooooooo important.  Imagine how many games goblins would lose to control by exactly 1 turn without waste/strip.  It's like...all of them dude...

Edit:  Vandal scares me.  *shiver*
« Last Edit: March 02, 2006, 12:11:09 pm by warble » Logged
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« Reply #29 on: March 02, 2006, 03:46:58 pm »

My friend Josh went up against blue-based control all day last Saturday, and he was playing FCG.

He comboed out ONCE.  I tell you again, ONCE.

He had pyroblasts only in the board.

He T4ed.  He wanted Food Chain gone.  He has wanted it gone for some time.  He hates it.
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