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Gobbos locking in10/2/2015 Goblins
Creatures (23) 4 Foundry Street Denizen 4 Frenzied Goblin 3 Goblin Heelcutter 4 Goblin Rabblemaster 4 Jeering Instigator 4 Mardu Scout Spells (16) 4 Collateral Damage 4 Hordeling Outburst 1 Obelisk of Urd 2 Outpost Siege 4 Stoke the Flames 1 Wild Slash Lands (21) 21 Mountain Sideboard 2 Arc Lightning 2 Harness by Force 1 Mountain 2 Peak Eruption 2 Scouring Sands 2 Searing Blood 4 Valley Dasher This should more or less be the final list I'm gonna play. The most striking card that changed was Obelisk. From past 4 days of playing I only managed to win one game from it. Usually I win without it, win with it in hand before I have a chance to play it, or I lose drawing multiples. It under performed. Replaced 3 Obelisk with 2 Outpost Siege and 1 Wild Slash. Outpost is definitely stronger providing gas or closing in games. Wild Slash is a metagame call. I expect to face more RW decks as it has been posting results for past couple weeks. Added a Mountain in the sideboard to regulate more constant draws in game 2 and 3 as I will be facing more removals being brought in against me which prolongs the game. Getting stuck on land puts me out of contention even before I begin. Wanted to present a short write up regarding matchups but it is late. Did not manage to find a location near my workplace to jam tomorrow so we will take a break. Will be a good time to do it then. Goblins update4/2/2015 Goblins Creatures (23) 4 Foundry Street Denizen 4 Frenzied Goblin 3 Goblin Heelcutter 4 Goblin Rabblemaster 4 Jeering Instigator 4 Mardu Scout Spells (16) 4 Collateral Damage 4 Obelisk of Urd 4 Stoke the Flames 4 Hordeling Outburst Lands (21) 21 Mountain Sideboard 2 Arc Lightning 2 Harness by Force 1 Outpost Siege 2 Peak Eruption 2 Scouring Sands 2 Searing Blood 4 Valley Dasher Swapped Collateral Damage for Lightning Strike. It is more mana efficient and dodges removal, especially Bile Blight, to maintain board pressure. It can double up as a hard removal with Harness by Force or morphed Jeering Instigator. Smacking opponent with their own creature and rub salt to the wound by sacrificing it. That is the only change to main deck. Next is sideboard. Torch Fiend seem to be out of place. It is pretty easy to play around Perilous Vault. Put some pressure and force opponent to sacrifice it. Keep dash creatures in hand to continue applying pressure. Whip of Erebos decks might not even have the opportune time to play Whip due to the onslaught. They are one-spell-a-turn deck which favors me as I will present more threats than they can answer. Arc Lightning allows me an answer against Seeker of the Way and opposing Goblin Rabblemaster. RW variants are running rampant recently and Arc Lightning is a solid card to handle those threats. Peak Eruption is specifically for Chain to the Rocks. I was thinking about splashing green or white for enchantment removal but Peak is good enough. Catching them off guard and dealing 3 damage might help to swing the game toward me. Outpost Siege is definitely the strongest card in the board by far. The only concern is playing either one or two. As mentioned previously the deck have serious land issues. I tried having 1 Mountain in the sideboard but still encountered zero land hands. It will stay as singleton unless I deem a need to add a second copy. If I do, 2 cards will have to go to accommodate another Mountain. I got real lucky tonight. Managed to win against an Esper control with 3 cards. No land in opening hand til mulligan to 3. The usual consensus would stop at 5 or 4 but my reasoning was simple. No land means sure lose. If I can get 1 land with a one drop I can tickle a few life points early and bank on drawing a couple of low costed creatures before they stabilise. Esper's biggest weakness is their land base. My opponent does not seem to be an experienced player so there might be a chance he screw up his land sequence. He did. I had 2 Mountains 1 Foundry Street Denizen. Things are looking good. Drew Jeering Instigator. Played it and Denizen attacked for 2. Opponent played back to back scry lands. Land number 3 turned up I knocked him down to 15. He played a basic into Ashiok for 3 cards off my library. Rabblemaster turned up. Denizen pumped to 3/1 and finished off Ashiok with Instigator. Gobbo token nibbled for 1. No plays from opponent after another scry land. Land off the top for me and a big attack knocked him down to 2. Rabblemaster became 6/2, Denizen 2/1, Jeering 2, and 2 tokens added up to 12 damage. End Hostilities cleared the circus but I am comfortable at this point. I have 16 outs. 4 Valley Dasher, 4 Mardu Scout, 3 Goblin Heelcutter, 4 Stoke the Flames, and 1 Outpost Siege. Low and behold Outpost Siege! Snap call the additional card option. Opponent played his fourth scry land and passed with no play again. Siege revealed Stoke but I drew land. Directed burn at him which was predictably Dissolved but another Stoke off Siege next turn wrapped it up. Sick sick sick. Opponent had Hero's Downfall without a second black source in play on turn 4 after Ashiok. He had Urborg in hand but chose to play basic. That one land drop cost him the game.
It was surreal but had I not mulligan to 3 it would not have happened. Experience came in good stead to compensate lack of playing. Even though it was a small casual event but every game is an opportunity for me to learn. It might not be a good thing as it used up some luck which should be saved for the PTQ!! 2 more nights to go. AuthorLaid back and enjoys a good laugh. Archives
March 2021
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