Skip to content

Deckprimer Vial-Goblins

February 20, 2011

The following primer is taken from MTG The Source. I found it to be comprehensive and very helpful.

The following article has been written on the basis of two already existing deckprimers by FoulQ and myself. ScatmanX was so kind to send me FoulQ’s material to help me with my work. Therefore this text will include quotes that are taken 1:1 from FoulQ’s primer.
Furthermore I will quote several users as they participated in discussions of the old thread that were very helpful in designing this article.

Table of Contents

1. Introduction
2. Why Play Goblins?
3. Explanation on cardchoices
3.0. How to present Goblin-Decklists
3.1 The Core
3.2 Lands
3.3 Others aka. The “Flex-Slots”
4. Sideboarding
4.1 Graveyard-Hate
4.2 Combo-Hate
4.3 Removal
4.4 Others aka. “Hate it Your Way”
5. Sample decklists
5.1 Mono R – by Christian Bien
5.2 RB – by Iain Bartolomei
5.3 RG – by Chris Osinski
6. Untested and bad cards

1. Introduction
Quote Originally Posted by FoulQ
Goblins has been a major player in the format since legacy’s infancy. However, since the addition of Tarmogoyf to many decks and the continuing impact of fast combo decks, goblins has not been as dominant as it once was. Even with the printing of new cards like Warren Weirdings, Goblin Chieftain, and Warren Instigator, goblins has not been able to reach the same level of power it once was at. Yet, it still remains a major player in legacy and can be a great choice for many different metagames.

We define goblins as the deck based around Aether Vial, Goblin Lackey, Goblin Ringleader, and Goblin Matron*. This means that a high goblin count and a shell supportive of these four cards is important to keeping the fundamental philosophy of the deck together.
* In my opinion this “shell” contains more cards than FoulQ describes. I will further elaborate on that in 3.1: The Core.

2. Why play Goblins?
Quote Originally Posted by FoulQ
There are many misconceptions about goblins. Many say that the deck is for inexperienced players breaking into the format. However, goblins is a surprisingly consistent synergistic aggro deck. It is able to quickly apply pressure to an opponent with cards like Goblin Lackey and Warren Instigator and still hold inevitability in many matchups because of the Goblin Matron + Goblin Ringleader card advantage engine. Few other decks have both a strong early game and strong late game like goblins. It also has a very easy time developing tempo thanks to cards like AEther Vial, Goblin Lackey, and Stingscourger. Looking at the matchups, goblins has a great matchup against almost all fish strategies, which are some of the most popular decks in the format. It struggles with combo (particularly tendrils-based decks) and Zoo. However, all other matchups are in the air for who favors who and generally come out to about even.

Yet, there is more to goblins dreary matchup analysis, a strong early game, and a strong late game. I know personally that I am not the most technically sound player in almost any competitive setting; however, I’m capable of understanding what my strengths and weaknesses are as a player, and knowing which route to take to lead the best possible chance of victory. Goblins is a natural fit for a “big picture” type of player, who understands deck philosophy and theory but can sometimes make dumb technical mistakes. Goblins is less punishing to big mistakes, while control/combo decks obviously punish you badly when you mess up with them, and even making a big mistake with a deck like zoo can be horrible because there is no chance to make up the lost card advantage. For this reason, I actually think it is a BAD deck if you are just trying to get into the format, because A) it is a money sink and the cards don’t go in any other deck, and B) it rewards extensive knowledge of the format more than tight play.

3. Explanation on card choices

The following part describes card nearly all available choices regularly found in Goblin lists. In this part I will mix explanations of FoulQ and myself. I agree with him on the explanation of most cards; still, I won’t quote him in this part.

3.0. How to present Goblin-Decklists

Before I start explaning the cardchoices in maindeck I want to introduce a concept for presenting decklists. When presenting decklists (as found in tournament reports or postings in this thread) I prefer a functional division of the deck into the following groups: Lands, Core, Others and Sideboard. The reasoning goes as follows: Goblins have a straight concept and therefore many card in the maindeck are the simila in almost every list. The manabase typically consists of manadenial-lands, fetchlands and mana-producing lands. The rest of the deck can be divided in very much the same way, namely Corecards + Other cards. Following this division I present my decklists this way:

//Lands [22-24]
0-8 Manadenial-lands
0-8 Fetchlands
8-24 Mana-producing lands

//Core [26]:
4 AEther Vial
4 Goblin Lackey
4 Goblin Piledriver
4 Goblin Warchief
4 Goblin Matron
4 Goblin Ringleader
2 Siege-Gang Commander

//Others [10-12]:
4- 8 Removal
4-8 Other cards

When refering to the Core I usually replace those 26 by writing “…”; when the number of any card in core differs from this list I note what exactly changed e.g.:

//Core [25]
– 1 Goblin Piledriver
(meaning: this list contains all usual core-cards -1 Goblin Piledriver)

This divison has three important advantages: Decklists become much shorter to read, individual changes can be detected quickly and comparison of decklists becomes easier.

3.1. The Core

AEther Vial (AV)
Countermage’s worst nightmare: creatures with strong CIP-triggers enter the battlefield with instant-speed while lands are untapped – ready for manadenial and removal…AV abuses the balanced mana-curve of the deck while increasing it’s explosiveness. Vial is one of the reasons why such an fast aggro deck can approve such high manacosts. Oftentimes AV is ticked up every round, whereas one should carefully consider adding more than three counters. Most Goblin players agree that AV is the second-best T1-drop (Goblin Lackey wears the crone here).
Did you know that?
AV has an upkeep-trigger that reads “you may put a charge counter on AV”. Therefore one should announce the trigger in each and every upkeep (you will NEVER forget that after a while) and then carefully think wheter to add another counter or not. E.g.: It’s our mainphase and we control AV with 2 counters on it (@2) – we have a Mogg War Marshal, Piledriver and Ringleader on our hand and we want to cheat all of them through our opponent’s counterspells. Actually we must leave AV @ 2 for 2 rounds to do that – but luckily we are either skillful and/or have read GoboLord’s primer 😉 We tap AV to bring in Piledriver. In our next upkeep we announce the may-trigger and tap AV in response to bring in MWM. So, in our next upkeep we can decide to bring in any cc3 Goblin or the Ringleader that waits on our hand.

Goblin Lackey
Mountain, Lackey, Go – the best T1-play our deck has. His threatening, triggered ability enables fast and aggressive starts, even turn-3-kills. On the other hand we does very often not “connect” because opponents wil try everything to throw removal, counter or Stifle at him. Placing creatures in his way is oftentimes a plan-B, because we run to eight removals to make sure that Lackey get’s the party started.
Did you know that?
Lackey’s oracle-text reads that he can bring in goblin-permanents, whereas Warren Instigator can only bring in goblin-creatures. This fact is often irrelevant cause most goblin-permanents have legs.

Goblin Piledriver
Piledriver is one of the 3 main win-conditions of the deck. His insane triggered ability causes heavy damage to opponents lifepoints, when unblocked. However this is often not the case, since opponents place creatures and removal in his way – in fact he can be seen as an removal for creatures like Tarmogoyf, Tombstalker and sometimes even Knight of the Reliquary.
Did you know that?
Thanks to protection from blue Piledriver is a very good solution for cards like Rhox War Monk, Master of Etherium and any Merfolk. In the case of RWM Piledriver even nullifies lifelink: protection, ergo no damage, ergo no lifelink. However we should be cautious when playing against Stifle: one Stifle is enough to set him back to 1/2 – protection blue does not protect the triggered ability. Another thing we need to know is, that the ability counts attacking goblins on resolution. This means that his power decreases even if the opponent removes a creature in the attacker declare-step in response to Piledriver’s ability.

Goblin Warchief
Warchief – along with Lackey and Vial – is the reason that such heavy creatures as Goblin Ringleader and Siege-Gang Commander are part of the deck. He is very threatening, because of his cost-reducing ability in combination with providing all goblins with haste. This makes him a favored target for removal.
Did you know that…
…some players consider Goblin Chieftain to be equal in power and even cut Warchief to run more Chieftains? I have seen this discussion very often (and even tried it out myself) – all of them came to the conclusion that it’s not worth running less than 3 Warchiefs. So, never replace them with Chieftains!

Goblin Matron
Matron has the worst BMI (Body-Mana-Index) in the whole deck, but ensures flexibility in every state of the game! Most often Ringleader and removal will find their way into momma’s kitchen. Matron seduces to fill the “others” slots with a tool-box of 1-offs. This isn’t a bad idea in the first place, but we should realize that we play the aggressive part in game 1 very often – for this reason cards like Goblin Tinkerer and Goblin Pyromancer should be placed in sideboard instead (the sideboard is usually designed to switch to the control-role; or as jrw1985 puts it:
Quote Originally Posted by jrw1985 View Post
[…]
This little exercise is really opening my eyes to how control-oriented sideboarding is. Where Zoo has Price of Progress and Fireblast to burn out their opponents more quickly just about every other deck’s sideboard is based around making the deck more defensive.
Did you know that?
Matron is one of the cards that should be played very mindfully. It’s her very flexibility that can lead players to make poor choices. Generally one should play her as late as possible for exactly two reasons:
(1) Especially in early-game other cards are often better suited to improve our boardposition. Sure, it’s tempting to go for the Matron-into-Piledriver-move to quickly end the game; but we should also check our opponent’s lifepoints and ask ourselves if we need him right on the spot. We have to realize that we run 3-4 copies of almost every card in deck and that the chance to draw one without momma’s help is already very high (enough).
(2) A Matron is the best card in late-game. She fetches us either Ringleader to reload, removal for ugly critters or Siege-Gang Commander for the alphastrike. This is especially important if our opponent managed to “wipe” us via Firespout, Pyroclasm et.al. Therefore: Matrons value increases every round!

Goblin Ringleader (RL)
Goblin Ringleader is considered the 2nd win-condition of our deck because he ensures (directly or indirectly) that we won’t run out of creatures in the course of the game. IMO Ringleader can (when played correctly) never disappoint us: Imagine he reveals us 4 lands in late-game – did he disappoint us? Certainly not! Imagine how the game would have ended if we’d drawn 4 lands in a row!
Someone once called him a “walking Ancestral Recall”. I strongly disagree! Ringleader has much more facets than AR, which makes him one of (if not THE) most powerful cards of the deck.
Did you know that?
Ringleader is the worst in early game: What does our deck need in turn 1-3? Right – lands! What does our deck not need in turn 1-3? Right – more Goblins! So here comes the question: What does a Ringleader do when pitched via Lackey in turn 1-3? He either stacks lands and Vials on bottom of library and/or provides us with more Goblins. For those reasons we should better try to hold Ringleader back until our hand is (nearly) empty and/or all shuffle effects (Matron, fetchlands) are used. Otherwise the lands and Vials we stacked on bottom of library are reshuffled into our library and the chance to draw goblins is decreased.

Siege-Gang Commander (SGC)
SGC is the 3rd win-condition of the deck, his strong CIP-trigger makes him a very good card for both offense and defense. Clever opponents burn/remove him in response on his CIP-trigger to avoid being shot down by his tokens. The best thing we can do in this case is to sacrifice him for his own ability. He has a huge impact on the board: with SGC in play we can oftentimes hold our creatures back and leave lands untapped to use his activated ability in response on removal/boardsweepers.
Did you know that?
There are lots of cards that have a wonderful interaction with SGC. One can react on Stingscourger’s and MWM’s Echo-upkeepd trigger to use their bodies as cannon-fodder, Piledrivers and Gempalm Incinerator become extremely dangerous and along with Sharpshooter he can kill every x/4 creature via 1:1 trade.
I really like to fight Umezawa’s Jitte with him: declare a blocker for the equipped creature and sacrifice this blocker before the Damage Step: no creature, ergo: no damage, ergo: no counters for Jitte.

3.2 Lands

Let’s talk about lands for a second. Goblins are a very mana-hungry aggro-deck which needs to be provided with lands in the first three turns (that’s usually what most people refer to as the “setup-phase” to ensure a fast and solid start. The high manacosts of cards like RL and SGC and manaconsuming abilities like those of Rishadan Port and SGC “force” us to play a number of lands that is rarely seen in a fast aggro-deck: 22-24.
Furthermore, mana-denial (although not completely screwing the opponent) is an important part of Goblins’ gameplan. This is why a playset of Wastelands + X Rishadan Ports find their way into most Goblin-lists. Nearly every color has some sort of boardsweeper: Moat, Engineered Plague and Firespout are the most common ones. The relative advantage of those cards are their demanding manacosts (in legacy cc3+ is actually very high). This is where manadenial comes into play: Wastelands and Ports make sure that our opponent won’t have the luxury of having 3 or more lands in earlygame. However, things change in lategame when we can’t use time for preparations against those dangerous cards.
Quote Originally Posted by FoulQ
Rishadan Port:
This helps against control decks in the format and multicolor decks, obviously. However, it can cause pains if your deck contains a lot of RR, and isn’t particularly strong against aggro decks. If you want to up your land count and not get flooded with simply mountains, rishadan port can take use of a 23/24 land build where flooding is not as bad if the ports were mountains instead.
The most common splash-colors for Gobs are B and G. For manafixing we have every R-fetchland, Badlands and Taiga available. Those Who fear Extirpate do fine with a near-to-perfect split of fetchlands and/or 1-of Bloodcrypt and Stomping Ground. I personally would never play a basic forest or swamp instead of the 3rd/4th dual-land. Oftentimes we don’t use splashcolors for cards in MD, therefore the non-R-basicland is always an additional “colorless” land in G1 (which can be very disturbing for our solid setup).
Here is a list of lands that have been spotted in Goblin-decklists, but are not commonly seen:
* Auntie’s Hovel
* Volrath’s Stronghold
* Mutavault
* Ancient Tomb
* Smoldering Spires
* Soaring Seacliff

3.3 Others aka. The “Flex-Slots”

The cards we have discussed so far belong to the established core of the deck which is found in 95% (estimated) of the Goblin-decklists you will see on the internet- Let’s now turn to those 10-12 cards that are very different among players. I call this part the “Flex-Slots” because they can be filled with very different cards that fit the pilot’s playstyle and favors. It’s this part of the deck (along with the sideboard, which will be discussed next) that defines the strategy of the particular decklist.

Removal
Generally Gobllins use 4-8 of these slots for removal. Removal is also an important part of the deck because usually there are only creature standing in the way between Goblins and their prey.
Gempalm Incinerator trades 0:1 (in the worst case 0:0), can’t be counterered by ordinary countermagic, sneaks itself through a Standstill and even has a body to block/attack with. One should carefully count all Goblins in play (even Mutavault is a Goblin one in a while ;-)) and consider opponent’s removal (which lowers your Goblin-count) before using GI.
Stingscourger is really good in trading 1:1,5. This means that he can be flashed into play via AV, bounce a creature and block another. We had an interesting discussion about Stinger and Gempalm starting on page 303 of the old thread – there we considered all applications of both cards in the weirdest kinds of situations.
Lightning Bolt is best for a meta with many aggro and mid-range decks. Unfortunately Goblins have trouble in dealing with early Lackeys, Wild Nacatl, and Tarmogoyfs. Lightning Bolt helps out in those situations. The drawbacks are obvious: Bolt doesn’t reach huge Goyfs, Knight of the Reliquary et. Al. and can’t be fetched/netted with Matron and RL. Still, imho Bolt is one of the best removals available for us.
Today W splash is pretty rare, but back when it was more popular, some lists ran Swords to Plowshares instead of L.Bolt. In a metagame with many heavy-weight-monsters StoP can be an option even today. We now have Path to Exile available, which I personally find worse than StoP because it clashes with our manadenial.
Warren Weirding generally trades 1:1 with opponent’s creatures but can be used to multiply our own MWMs. Most often it upgrades Tarmogoyfs by adding Tribal and Sorcery to the T-counter (both of which are rarely played in decks with Tarmogoyfs). Note that opponent’s Mutavaults are Goblins, too!

Goblins
The non-removal part of the Flex-Slots (thus the remaining 4-8 slots) are stuffed with Goblins that help us with particular strategy or just fit our playstyle. I will now very briefly discuss the most common choices:
Goblin Sharpshooter and Lightning Crafter: Those guys are typical 1-ofs. Both of them are valued for their flexibility. Sharpshooter helps in the mirror, against hordes of Elves and nullifies Thopter-Foundry, Empty the Warrens, Elspeth and Bitterblossom. He also has a beautiful interaction with SGC and Skirk Prospector. Lightng Crafter is very good in doing tricks with Matron/Ringleader/SGC by abusing their CIP-triggers. He’s also good in keeping Cats, Apes and Planeswalkers on a comfortable distance.
Mogg War Marshal and Warren Instigator are rarely found in the same list (in part because they compete in the cc2 slot, which in turn degrades AV). MWM is a good choice for an aggro-meta, because it helps us playing the control-part. WI on the other hand is very strong against control and combo because of their lack of removal.
Goblin Chieftain deserves 1-3 in some lists. Mono R lists play him a solution to the otherwise unanswered E.Plague. If we want to play him in greater numbers we should consider running less than 4 Rishadan Ports, because his RR manacosts can be very disturbing. Mad Auntie is an alternative which is much more defensive.
Quote Originally Posted by ScatmanX
Mad Auntie, and it is a really good card, but depends heavely on the build. If you want to play it, 2-3 would be the number. It gives you “infinite” blockers, and you don’t have to worry about losing your Piledriver when attacking.
Skirk Prospector is typically found alongside with Sharpshooter. However Sharphooter is not the only reason to run him a 1-of. The most important thing about Prospector is, that he does many things: fight Jitte, ramp cards like Matron, SGC and Ringleader, defuse Bridge from Below and provide instant-mana for Rishadan Port and Lightning Bolt. In the old thread we had an extended discussion about Skirk Prospector, approximately starting at page 282.
Tin Street Hooligan, Goblin Tinkerer, Tuktuk Scrapper: 1-of artifact hate is commonly seen in Goblin-decklists today (and in past). The most important reason is (again) flexibility. It’s not only meta-depended if we want to prepare for Jitte, Phyrexian Dreadnought and Vedalken Shackles. Artfact hate in MD is virtually never useless because decks today are rarely artifact-free.
Quote Originally Posted by FoulQ
Along with stingscourger, you should have no problem with dreadnoughts anymore. There are a lot of random powerful artifacts that can really ruin your day that you would not expect to come up in a game, and goblin tinkerer helps deal with this and actually increase your deck’s consistency, such as random stax cards, vedalken shackles, and so forth. However, he is not a good answer to jitte, and we have all had bad experiences with a lone 1/2 for 1R sitting on the field applying absolutely zero pressure before.
Everyone has an opinion on which card is best and here are some PROs and CONs for those guys: page 290, old thread.
Wort, Boggart Auntie, Kiki-Jiki, Mirror Breaker, Earwig Squad and Siege-Gang Commander are the upper end of the foodchain. Their demanding manacosts make them 1-ofs in the deck (in the case of SGC it’s the 3rd copy. All of them have very different applications: Wort restores removal (did you ever had access to an eternal Gempalm Incinerator?), Kiki-Jiki does tricks with virtually every Goblin (interesting discussions starting on page 301 of the old thred), Earwig Squad allows us to take a look at our opponent’s deck (which may help us with sideboarding) and extract the most dangerous crads. Playing the 3rd SGC means relying on brute force. Most often 1 SGC ends the game, therefore the 2nd copy is back-up. With 3 SGC we increase our odds of very fast kills.

4. Sideboard

Sideboarding is always a big issue when building a Goblin-deck. This has two reasons: (1) Our MD is very straight, therefore we tend to pack cards in our SB that could have potential for MD but are worse than others (e.g. Stingscourger, Boartusk Liege, Goblin Tinkerer). (2) we have just so many good cards available. Designing a sideboard has to do with playstyle and knowledge of the metagame – two very vague concepts. In general a Goblin-sideboard consists of 4 types of cards: combo-hate, graveyard-hate, removal and a category that I want to call “others” (aka. the “hate-it-your-way-slots”). The following part attempts to guide you through the mist of cardchoices.

4.1. Graveyard-hate
Let’s first list the decks we need grave-hate against:
Dredge, most Loam-variants, Lands and (depending on other available cards) New Horizons + Threshold-variants.

Tormod’s Crypt, Relic of Progenitus and Nihil Spellbomb are effective cardchoices. Some people don’t want to pay mana for their hate and therefore choose Tormod’s Crypt, while other prefer the more thorough Relic. Nihil Spellbomb is in between them. Decklists with Skirk Prospector have a relative tendency to prefer Relic because with him we aren’t forced to leave 1-land untapped for Relic. However there is no need to choose so quickly: just run them all! Some players give advice to
Quote Originally Posted by Nessaja
Diversify your hate.
, which isn’t a bad idea in my eyes.
Extirpate and Faerie Macabre are very selective and are therefore not good against decks where the actual size of the graveyard counts.
Leyline of the Void is my personal favorite if you can spend 4 slots on graveyard hate. According to most Lands-, Loam- and Dredge-players I talked to LotV is the most effective gravehate although it has obvious drawbacks: We will never be able to cast LotV – and if so it will just lock and empty prison. This in turn makes it reasonable to run LotV in non-B-lists. Planar Void is an alternative to LotV with the same drawback: if you draw it in mid- or lategame it’s most often pretty useless.

4.2. Combo-hate
Let’s now turn to combo-hate. We need hate against the following decks:
Tendrils-stormcombo, Belcher, Hightide, Solidarity and Elfball.

Chalice of the Void and Thorn of Amethyst are both blocking opponent’s spells on the one or the other way. Chalice is considered more flexible, because it can be set @ 0 and because it’s application isn’t restricted to combo-decks. Thorn, on the other hand, is stronger in actually disturbing our opponent’s gameplan, because it blocks every spell in their deck. The drawback however is, that it’s more vulnerable to discard and sometimes our opponents can even go off before we even drop it.
Mindbreak Trap’s application is limited to strom-combo and is very vulnerable to both discard and opponent’s Chants. On the other hand it doesn’t disturb our gameplan and can be very annoying as our opponents don’t have the balls to go off unprotected when they know we run Traps.
Earwig Squad is so far the only Goblin-shaped combohate. If he hits Tendrils-stormcombo decks he can us the game single-handedly (most deck don’t run more than 3 combo-engine). The drawback is obviously his relatively “high” cost, therefore he shouldn’t be the only hate we have.
Recently Cabal Therapy seems to be en-vouge. It can cripple out opponents hand completely. At it’s worst it forces our opponent to use a Brainstorm in response to hide valuable cards.
Quote Originally Posted by Nessaja View Post
There’s way more to it then that. You need to diversify your hate. The answer to Thorn is going off fast, the answer to Mindbreak Trap is searching for a Duress or using silence before you go off. As such, the approaches to both cards for a combo player are very different. If you win game 2 with mindbreak trap you can be sure they will chant you before going off, rendering Mindbreak Trap ineffective. As such, diversify your hate.

2 Chalice, 2 Thorn 4 Traps if you got 8 spots left =X Otherwise I’d go Chalice and Traps or Thorn and Traps.
4.3 Removal
Goblins like to run additional or alternative removal in sideboard to win some MUs more easily. The list of it’s applications is nearly endless.

Pyrokinesis is most useful in the mirror and any deck that doesn’t run countermagic. Generally I’d suggest to play Pyrokinesis as late as possible so we can pitch less important cards like Lackey.
Perish is very good against Elves, Zoo and every Bant- and Threshold-variant. On the other hand it has high manacosts and demands B.
Stingscourger and Goblin Sharpshooter are found in SB when they are less usefull than other removal in MD. Their goblin-shape makes them excellent sideboard cards (goblin-sideboards are very often completely goblin-less).

4.4 Others aka. “Hate it Your Way”
What follows now is a list of cards that don’t fit in the 3 main categories mentioned above. This part of the sideboard (usually 3-4 slots) is designed to prepare the deck for individual metagames. Most of the cards have proven to be effective, thus I will not explain their obvious applications but list them according to their function.

* Nature’s Claim/ Krosan Grip/ Reverent Silence/ Disenchant/ Serenity
* Goblin Tinkerer/ Tuktuk Scrapper/ Tin Street Hooligan
* Boartusk Liege/ Goblin Chieftain/ Mad Auntie
* Blood Moon/ Choke
* Vexing Shusher
* Red Elemental Blast
* Umezawa’s Jitte
* Pithing Needle
* Engineered Explosives/ Ratchet Bomb
* Anarchy

5. Sample decklists
Now, after all that theoretic stuff let’s come back to reality! Here are 3 real-life examples of decks (and pilots) with good results. (if someone finds a recent mono R list that won a tournament please write me a PM)

5.1 Mono R – by Christian Bien
Event: DutchEternal Championchips Eindhoven
Date: 14th Nov. 2010
Result: 5th-8th

//Lands [22]
7 Wasteland / Rishadan Port
15 Mountain

//Core [26]

//Others:
4 Gempalm Incinerator
3 Lightning Bolt
1 Stingscourger

3 Mogg War Marshal
1 Goblin Chieftain

//Sideboard [15]
4 Chalice of the Void
4 Leyline of the Void
3 Pyrokinesis
1 Vexing Shusher
1 Tuktuk Scrapper
1 Boartusk Liege
1 Goblin Pyromancer
Source

5.2 Rb – by Iain Bartolomei
Event: Star City Games Open San Jose
Date: 16th Jan 2011
Result: 1st

//Lands [24]
8 Wasteland / Rishadan Port
6 Fetchlands
4 Badlands
1 Auntie’s Hovel
5 Mountain

//Core [24]
-1 Goblin Piledriver
-1 Goblin Warchief

//Others [12]
4 Gempalm Incinerator
2 Warren Weirding

4 Mogg War Marshal
1 Goblin Chieftain
1 Goblin Sharpshooter

//Sideboard [15]
3 Pyroblast
1 Mindbreak Trap
3 Leyline of the Void
3 Pyrokinesis
3 Perish
1 Stingscourger
1 Goblin Chieftain
Source

5.3 Rg – by Chris Osinski
Event: Star City Games Open Kansas
Date: 9th Jan 2011
Result: 1st

//Lands [22]
8 Wastelands / Rishadan Port
4 Fetchlands
4 Taiga
6 Mountain

//Core [26]

//Others [12]
4 Gempalm Incinerator

3 Mogg War Marshal
2 Goblin Chieftain
1 Goblin Sharpshooter
1 Skirk Prospector
1 Goblin Tinkerer

//Sideboard [15]
4 Mindbreak Trap
2 Relic of Progenitus
1 Tormod’s Crypt
3 Pyrokinesis
1 Stingscourger
3 Krosan Grip
1 Boartusk Liege
Source

6. Untested and bad cards
I will end this primer with a list of untested and bad cards (bad in the sense that alternative cardchoices have been proven better). This can inspire testing and deckconstruction as well as discussions.

Bad cards
* Goblin King
* Goblin Lookout
* Tarfire
* Mogg Fanatic
* Goblin Sparksmith
* Goblin Tunneler
* Slavering Null
* Goblin Wardriver

Untested cards
* Sensation Gorger
* Summoning Trap
* Tuktuk the Explorer
* Boggart Mob
* Frogtosser Banneret
* Phyrexian Revoker
* Bloodmark Mentor
(This list can change. If someone reveals testresults of those cards I will add them to one of the categories above)

Advertisements

From → Uncategorized

Leave a Comment

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: