MaximumCDawg
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« on: June 28, 2012, 02:03:45 pm » |
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Hey all. So, I got bored with playing Oath and tossed together a deck full of Good Stuff in the first half hour before a tournament, and ended up doing pretty well. Mind you, this was against: Kobold combo, Delver control, and a mono blue control deck, so, there's that. I went 2-0-1 though against some pretty good opponents, and I sort of liked what this deck was doing. I thought it was worth a little more discussion.
GRIXIS GOBLINS
Gobbos 4 Goblin Lackey 2 Goblin Welder 3 Goblin Warchief 4 Goblin Matron 3 Earwig Squad
Other dudes 2 Baleful Strix 1 Grim Lavamancer 2 Phyrexian Revoker
Disruption 4 Duress 4 Mental Misstep 2 Spell Pierce 3 Lightning Bolt Good Stuff 2 Jace, the Mind Sculptor
Mana 1 Mox Emerald 1 Sol Ring 1 Mana Vault 4 City of Brass 4 Scalding Tarn 1 Polluted Delta 1 Bloodstained Mire 2 Underground Sea 2 Volcanic Island 1 Badlands 1 Island 1 Mountain 1 Swamp 3 B/R and U artifact lands
SB 1 Echoing Truth 1 Lightning Bolt 2 Stingscourger 1 Baleful Strix 1 Grim Lavamancer 2 Steel Sabotage 1 Bojuka Bog 3 Nihil Spellbomb 3 Graffdigger's Cage
Match 1 - (0-2 against Kobold Combo)
Game 1 - He forgets that Lotus Petal is restricted in Vintage, and remembers only when he draws it. No one is upset, but he gets a game loss. Game 2 - I'm fully stocked with Misstep and Bolts all game, so he is unable to ever get rolling.
Match 2 - (1-1-1 against Delver control)
Game 1 - I resolve a Lackey and, after thinking, he hits it with a Swords. He duresses me next turn to learn I have no other Gobbos in my hand, and regrets it. I resolve a Strix and he resolves a Delver. After it flips, he offers the trade, which I am more than happy to take. We trade removal back and forth, with him trying to figure out what the heck he's up against. Eventually I land a Jace and use it to keep pace with him on removal. When I finally establish a board presence ahead of him, I switch into Fateseal mode and finish him off with Goblins. The haste granted by Warchief is critical all game, letting me explode out with large attacks as soon as he taps out each turn.
Game 2 - I draw four missteps and stop him from doing anything for four turns. I get Strix/Welder going, and he gets Giest of St. Traft (!?) on the board. We build up our forces, with me using the Welder to draw extra cards for awhile. Finally we engage in some attacks, leaving the board empty with us both around 10 life in between lots of gobbos, bolts, Tiagos, and StPs. He gets Moorland Haunt operating, and I answer with Lavamancer for awhile, but eventually cannot keep him away from me and end the game one attack step behind him.
Game 3 - Last game took so long we only have five minutes. Which is too bad, because I run out a Lackey, protect it with Misstep, and vomit out my hand over two or three turns. Turn 5 occurs one attack phase before I can finish him off.
Match 3 - (2-0 against mono blue control)
Game 1 - I mull to five and keep a hand with no land, but a Mana Crypt and two Revokers. I know he's unpowered and his deck is a mill deck, so I figure the early beats might get there. They do. Both revokers slip under his countermagic and pressure him early. I know the only artifact accel he runs is Sol Ring, so I blind call that and keep him off mana until he dies.
Game 2 - We play draw-go until I have six lands, and then I Jace with multiple Spell Pierce backup. Jace fateseals him out of the game and goes ultimate.
CONCLUSIONS
Random deck is random. No doubt. But I really enjoyed a few things about this deck. First, no one could figure out what I was doing. Second, everything I drew was gas and reliable; I did not miss the 20 one-ofs you usually run with Islands in Vintage. Third, Matrons make it possible to support Goblins in a deck that actually has relatively few goblins in it. Fourth, it was AWESOME to run Lackey and Jace, TMS in the same deck! Finally, I did not miss Force of Will, but that probably was because I did not run into Tinker at all.
I think I'll try this deck again, since it was so much fun.
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