Olaf
5.5k views7 years ago
Legacy
Size: 60
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Draw
Goblin Ringleader
Haste (This creature can attack and as soon as it comes under your control.)
When this creature enters, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order.
When this creature enters, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library in any order.
Creature - Goblin

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Stingscourger
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature an opponent controls to its owner's hand.
When this creature enters, return target creature an opponent controls to its owner's hand.
Creature - Goblin Warrior

Removal
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Sideboard
Sideboard
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true,"link":"https://www.reddit.com/r/MTGLegacy/comments/9m7azp/moonbase_markets_legacy_40_duals_for_charity_9th/?utm_content=title&utm_medium=user&utm_source=reddit&utm_name=frontpage"},"insert":"Event Report"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Legacy Vial Goblins"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFor those not in the know-how Legacy Goblins has the mana denial package and AEther Vial base that Death & Taxes contains. But the difference is where D&T has a lock piece, Goblins has card advantage. Goblins plays out like a midrange deck that has the best raw card advantage engine in Legacy short of Griselbrand himself. It can facilitate turn 3 Kills with Goblin Lackey, and it can win the long game with Matron and Ringleader keeping the hand full.\n\n"},{"attributes":{"bold":true},"insert":"Pros:"},{"insert":"\nExcellent in fair matchups. Goblins rocks Miracles, Death's Shadow, and Eldrazi, which are very real, and very common decks. Past that is more reasonable 45-55% match-ups depending on player skill and SB card choices in both lists. Any non-abrupt decay Delver lists is pretty skill intensive, which translates to even. With each of the recent printings (Chainwhirler, Trashmaster, Cratermaker) I do not feel bad about my D&T match-up at all, but it takes practice to figure the match-up out, as it grinds for a long time and allows for a lot of mistakes. Additionally as a final, very powerful note. It's really hard to counter my spells. Cavern of Souls, Lackey Triggers, AEther Vial, and Gempalm (cycling requires a Stifle or two) make Daze deck's look a bit worse.\nAlso they banned Deathrite Shaman, and less 1/2's in the format is strictly better for Goblins.\n\n"},{"attributes":{"bold":true},"insert":"Cons:"},{"insert":"\nThe deck "},{"attributes":{"italic":true},"insert":"is"},{"insert":" clunky, as it runs several 3 and 4 drop creatures, which in turn costs it the spell based combo match-ups. Belcher, Oops All Spells, Actual good Storm lists (ANT and TES), High Tide, etc. Combo = Bad. Just dodge it.\nGrixis Control is not really a solved problem as of yet. I've tried all sorts of things to stop it ranging from maxing out on Relic of Progenitus to let's just try 4 Leyline of Sanctity and I still feel like I win only when they draw sub-optimally. This is in stark contrast to traditional problems Goblins has faced. Goblins is very good in fair matchups. For instance, Miracles is something akin to 70/30 in Goblins favor. Grixis just happens to have a perfect spread of cards seemingly designed to make me, Olaf Forkbeard, sad. The short of it is that we lose to Hymn and Lili, and the other cards clean up. K-Command is bad, but it's honestly not nearly as big a problem as the other two.\n\n"},{"attributes":{"bold":true},"insert":"Additional Notes:"},{"insert":"\nThe deck has a ton of lines available to it, and they are super easy to screw up. Because of Matron, Port, Wasteland, and the general expensive curve, picking between not casting your 4 drop for a Wasteland, to Matron becoming a card draw spell or a Flametongue Kavu, to knowing when to just be a beat down deck. It's pretty rough. This does translate to the deck having outs to a really large number of scenarios, but at the cost of some noticeable mental energy. It's really easy for someone to play the deck, or a line poorly, and have no idea what they did wrong, myself included.\nThis is not an aggro deck. Lackey may make it seem that way, but in truth the deck really is a blocking deck. It wants to get on board, stop your creatures from being relevant, and then clean up. If you don't play creatures, then you get run over.\n"}]}
























