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Author Topic: T1 Goblins  (Read 2503 times)
Plainswalker
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Clef123
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« on: January 19, 2004, 04:05:48 pm »

Not sure If I have to put this here or in the T1 forum, still a little shaky on the rules of the new drain.

Basically I've always loved to play goblins, it's been my fall back deck when I don't feel like playing something more complicated. I've meta-gamed this deck as much as possible and it is pretty much what I brought to Waterbury. What I'd like from this is just some comments on what needs to be adjusted (I'll point out a few things myself) and any interesting cards I might have missed

Mana 18-19

7 Mountains (or 6 Mountains and 1 Ruby + 1 Black Lotus)
4 Bloodstained Mire
3 Wooded Foothills
4 Barbarian Ring

Creatures 23

4 Goblin Lackey
4 Goblin Cadets
4 Goblin Vandel
4 Mogg Fanatic
4 Goblin Piledriver
3 Siege-Gang Commander

Burn 8

4 Lighting Bolt
4 Chain Lighting

Support 11

3 Reckless Charge
4 Goblin Grenade
4 Ankh of Mishra (3 with power)


Sideboard

4 Red Elemental Blast
3 Blood Moon
3 Null Rod
3 Pyrokinesis
2 Rack and Ruin


Break it down by section:

Mana- Playing with 18-19 right now. Only reason I run 19 with power is because Artifacts are easily taken out as opposed to the mountains. This is the only thing I haven't tested yet and I'd like to get some feedback on what the right number might be from others experience?

Creatures- Standard for most goblin builds (seen some strange creature bases from duelman decks) I switched out the Raging Goblins for Goblin Vandals right now, and they've been doing a great job. Great for eating the larger things that a Mox Monkey could never eat and even mana screwed a few people in tests. Also a answer to Chalice since, unless they know what I'm playing, won't drop it for one right away, letting me get one in or a Lackey in that can put one in.

I'm feeling that I'm waiting for Piledriver and Siege Gang to much, have people tested Goblin Goon with good results yet? Haven't gotten around to it yet.

Support- Heh Ankh...well it was to give me a fighting chance vs. Dragon but as most people know there were about 3-4 dragon decks at Waterbury, lucky for me I rarely drew them. I had 1 switching out when I used power. This is my test slot area and I need some suggestions on what would be the best here, probably vs combo. I hate Ankh's with my fetch lands but I figured it was a neccesary evil at the time. We'll see how the meta changes, but I'd still like some ideas. I'm going to begin testing crash out and maybe remove some of the vandal's for more beefy goblins.

Sideboard- Not much to say, wish I had the Pyrokinesis a few days ago, I think the sides pretty solid currently.

Thanks  Very Happy
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RobtheSwordsman: Well, that's true, but this was re-goddamn-diculous.
MTG_Djinn
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« Reply #1 on: January 19, 2004, 05:09:14 pm »

Hi
Have you looked at Goblin Warchief?? I find it really great with Goblin Recruiter.
Also why Goblin Grenade? Its not a Instant so you cant sacrifice it in respons to its death. Would a shooter like Incinerate not be better?

-MTG_Djinn
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frimble
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« Reply #2 on: January 19, 2004, 06:14:13 pm »

Wouldn't Chalice with 1 counter wreck this?
Perhaps intead of the Vandals, try Goblin Tinkerers.  They cost 2; act amlost as well as Mox monkeys against the 0 cost artifacts; plus they can take out one of the larger, scary artifacts of the Workshop decks.
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RoadTrippin
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« Reply #3 on: January 19, 2004, 06:26:12 pm »

I like the card [card]Crash[/card] . 3CC means it isn't countered by Chalice, but you can pitch a mountain rather than paying that 3, which is definitely nice.

Edit: Fixed the link tags. Use the [ card ] feature instead.
Toad.
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Plainswalker
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Clef123
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« Reply #4 on: January 19, 2004, 08:26:32 pm »

@ MTG_Djinn - Basically the only reason I don't see to run the warchief is he doesn't do much early game (most stuff is 1 red or is easy enough to cast) and because he doesn't help late game. Goldfishing I useally win turn 4 and the warchief isn't going to help this since I'm set up by turn 3

The Recruiter on the other hand...I don't know. It seems like it isn't needed as well, but I'll have to try it. I've never heard anyone say Grenade was bad. It's a finsher just like Fireblast would be in traditional sligh.

Ankh is coming out, talked to some people that play dragon, and although I'm familiar with the deck, I didn't even think about how easy it was for dragon to get around it  Rolling Eyes my fault. Crash will probably take it's place as a 3 of and I'll try to fit a Goon in as well to try out.
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Metanoia
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« Reply #5 on: January 20, 2004, 04:09:10 pm »

Crash is certainly nice, but personally I main-deck 3 [card]Meltdown[/card] (I do not play Ankhs, but Price of Progress and Fireblasts in those slots)

Also, because Artifact Prison is rampant in my meta, I board 3 [card]Pulverize[/card] Thats usually game vs w Mud Smile
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'Impossible' only means it has never been done before...
zamuli
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« Reply #6 on: January 20, 2004, 04:19:35 pm »

I'd like to see Goblin Warchief and maybe Flunkies over Reckless Charge, for it is not that good anymore w/ warchiefs. Also add Pyrostatic Pillars to your SB.

Quote
I'm feeling that I'm waiting for Piledriver and Siege Gang to much, have people tested Goblin Goon with good results yet? Haven't gotten around to it yet.

add some creatures, like flunkies (its chalice safe for its bigger cc). Goon would be better off then than siege-gang, for it is a bit too slow in T1....
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