Goblins and three-color Threshold are two of the premiere "Decks to Beat" in the current Legacy environment - Goblins on account of its powerful tribal synergies and the polymorphous aggro / combo / control roles the deck can play; and Threshold due to its impressive control suite supporting a savagely efficient draw engine and set of win conditions.
This is the first article in a two-part series between Chris Coppola (better known around the Internet as "Machinus") playing his mono-Red Goblins list (the same player and list that won the last SCG Duel for Duals) and me with U/G/W Threshold. Part 1 of this article will cover the first half of our games from my perspective, with Chris's comments italicized. Part 2, written by Chris with my comments, will analyze the second half of our games.
Structure
Twenty games will be played over Magic Workstation in total. Games 1 through 10 will be played pre-board, with Goblins playing first for games 1 through 5; followed by five games with Threshold on the play (6-10). Games 11 though 20 will be played post-board, with Goblins going first for the first five games of that set (11-15) and Threshold on the play for the last run of this exercise (16-20). Once the competition begins, no changes are allowed to the decks, though sideboarding may vary from game to game.
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We shared decklists and sideboards before the matches to minimize chance, and highlight the most important decisions.
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Our competitors:
When it comes to reading Apprentice / MWS logs, there are two kinds of people: those that love them, and those that don't. If you're of the latter temperament, feel free to skip down to “Game 2.” Otherwise, read on. To make this read a little quicker, I've deleted most of the log (such as turn structure, life loss from fetchlands, etc.) to highlight the important plays.
I. Goblins on the Play, Pre-Sideboard
Game 1
I have naked pictures of your mom.
GLHFDND
We shuffle the hell out of our decks, and this is my opening hand:
Serum Visions
Daze
Island
Nimble Mongoose
Polluted Delta
Daze
Brainstorm
This is a fine hand and I'm happy to keep it. Against any deck that runs non-basic hate, you want to see either a Blue fetchland (Delta or Strand) or a basic Island in your opening hand and this one has both. The two Dazes are useless for the first turn but they'll keep me alive against Goblins' two and three drops, from Piledriver to Warchief and Matron.
In the worst case - that is, Goblins drops a Lackey - I'll have to risk fetching a Tropical Island with the Polluted Delta and play the Mongoose to trade. Otherwise, this is a classic: “Island, Serum Visions, Go,” hand.
...
My opening hand for this game was:
Bloodstained Mire
Bloodstained Mire
Rishadan Port
Aether Vial
Goblin Tinkerer
Goblin Matron
Goblin Matron
Bardo will need strong draws to stop this hand.
...
And we're off!
keep
keep
go!
Machinus plays Bloodstained Mire from Hand
Machinus taps Bloodstained Mire
Machinus puts Bloodstained Mire to Graveyard from Play
Machinus puts Mountain into play from Library
Machinus taps Mountain
Machinus plays Aether Vial from Hand
ok
An early unanswered Aether Vial against a deck where almost 20% of its cards are counters is a grim prospect indeed, and I will likely lose this game if I can't stop it.
It is now turn 2 (Bardo)
Bardo draws a card [Pithing Needle, whew!]
I just need to know if stuff resolves
Bardo plays Island from Hand
Bardo plays Pithing Needle from Hand
Pithing Needle's note changed: Aether Vial
Luckily, I drew a Pithing Needle off the top of my library and am able to turn off any Vial-based shenanigans. If I were on the play, I would have gladly Dazed it, and this adds a dangerous wrinkle in playing against Goblins, since either Aether Vial or Goblin Lackey can be truly devastating if left unchecked and when Goblins has the initiative.
In this match, Pithing Needle is notably strong, serving to proactively “Stifle” activations of Aether Vial, Tormod's Crypt, Rishadan Port, Wasteland, Mogg Fanatic, Gempalm Incinerator (cycled), Goblin Tinkerer (if you already have a Needle in play), Siege-Gang Commander's "fling" ability, Kiki-Jiki, Goblin Sharpshooter, etc.
It is now turn 3 (Machinus)
Machinus plays Bloodstained Mire from Hand
Machinus taps Bloodstained Mire
Machinus puts Bloodstained Mire to Graveyard from Play
Machinus puts Mountain into play from Library
Machinus plays Goblin Tinkerer from Hand
Bardo plays Daze from Hand
Bardo puts Island to Hand from Play
Machinus puts Goblin Tinkerer to Graveyard from Play
Bardo puts Daze to Graveyard from Play
I was ready to Daze a Piledriver, but a Tinkerer poised to nuke my Pithing Needle just as easily works for me.
It is now turn 4 (Bardo)
Bardo plays Island from Hand
Bardo plays Serum Visions from Hand
Bardo draws a card
Bardo is looking top 2 cards of its Library...
Bardo puts a card on bottom of Library from Library
Bardo puts Serum Visions to Graveyard from Play
End my turn
Nothing fancy here. I simply replay and tap the Island I returned to my hand last turn to pay for Daze. Except for our lands in play, it's almost as if our last two turns never happened.
It is now turn 5 (Machinus)
Aether Vial now has 2 (+1) counters.
Machinus taps Mountain
Machinus plays Goblin Lackey from Hand
Ok
Machinus plays Rishadan Port from Hand
This is one of those turns that make players grimace. I've been able to parry each of Chris's attacks, but Lackey and an active Port have put an end to many games right there. But by design, Threshold has a low enough curve that it can still operate under such pressure.
It is now turn 6 (Bardo)
upkeep?
Wait!
Machinus taps Rishadan Port
Machinus taps Mountain
Bardo taps Island
Bardo plays Windswept Heath from Hand
Bardo taps Windswept Heath
Bardo puts Forest into play from Library
Bardo plays Nimble Mongoose from Hand
That's as good as I can do for the time being: Windswept Heath into Forest to play the Mongoose I drew in my opening hand to trade with the Lackey. A far stronger play would have been to respond to the Port activation with Mental Note to get closer to threshold, but that wasn't an option.
It is now turn 7 (Machinus)
Aether Vial now has 3 (+1) counters.
It is now the Combat Phase, Beginning Of Combat Step
It is now the Combat Phase, Declare Attackers Step
Machinus taps Goblin Lackey
It is now the Combat Phase, Declare Blockers Step
It is now the Combat Phase, Combat Damage Step
Bardo puts Nimble Mongoose to Graveyard from Play
Machinus taps Rishadan Port
Machinus taps Mountain
Machinus taps Mountain
Machinus plays Goblin Matron from Hand
Bardo plays Daze from Hand
Bardo puts Island to Hand from Play
Machinus puts Goblin Matron to Graveyard from Play
Bardo puts Daze to Graveyard from Play
At this point, trading my Mongoose for a Lackey is perfectly fine, as is Dazing Machinus's Goblin Matron, which I feared was going for Goblin Ringleader but was probably going to fetch another Tinkerer. Anyway, this play leaves Machinus tapped out and Port turned off for a turn.
It is now turn 8 (Bardo)
Bardo plays Island from Hand [this is the third time I've played this Island!]
Bardo plays Serum Visions from Hand
Bardo draws a card
Bardo is looking top 2 cards of its Library...
Bardo puts a card on bottom of Library from Library
Bardo puts a card on bottom of Library from Library
Bardo taps Forest
Bardo plays Nimble Mongoose from Hand
In case it needs to be said, Nimble Mongoose is one of the best cards in the format at the moment. Against Goblins he's a great one-mana answer to a first-turn Lackey that can't be killed by Fanatic or Gempalm Incinerator. As the game wears on he's also an admirable chump-blocker for a fatal Piledriver, and is a reliable beater if and when you manage Goblins' hordes.
It is now turn 9 (Machinus)
Machinus plays Bloodstained Mire from Hand
Machinus taps Bloodstained Mire
Machinus puts Mountain into play from Library
Machinus taps Mountain
Machinus taps Mountain
Machinus taps Rishadan Port
Machinus plays Goblin Matron from Hand
Ok
Machinus puts Goblin Ringleader into play from Library
Machinus puts Goblin Ringleader to Hand from Play
Ugh. Machinus and I have been fighting tooth and nail and generally trading our cards one-for-one, but the card advantage from a resolved Ringleader threatens to turn this game around.
It is now turn 10 (Bardo)
Bardo taps Island
Bardo plays Brainstorm from Hand
Bardo draws a card
Bardo draws a card
Bardo draws a card
Thinking
Bardo puts a card on top of Library from Hand
Bardo puts a card on top of Library from Hand
Bardo puts Brainstorm to Graveyard from Play
Nimble Mongoose is now 3/3 [Threshold!]
Bardo plays Polluted Delta from Hand
It is now the Combat Phase, Beginning Of Combat Step
It is now the Combat Phase, Declare Attackers Step
Bardo taps Nimble Mongoose
Machinus's life total is now 14 (-3)
End my turn
The first time Threshold gets to swing and inflict some damage is generally a turning point in this match. Threshold spends so much of its resources playing the Control game that the option to become the Beatdown and force Goblins on to defense is notable.
It is now turn 11 (Machinus)
Machinus taps Mountain
Machinus plays Mogg Fanatic from Hand
Ok
Machinus taps Mountain
Machinus plays Aether Vial from Hand
The match is getting better. An astute reader will notice that while Chris has Ringleader in hand his Vial on three counters is still being neutralized from the Pithing Needle, and with only four lands in play (three Mountains plus the Port) he's afraid of needlessly throwing one of his best cards into yet another Daze. Conserving his mana will also allow him to mess with mine.
...
Looking back on this game, I think not playing the Ringleader was a mistake. I wanted to maximize my chances of resolving Ringleader and disrupting his development, but after two Dazes I definitely should have gone for it. My plan was to stall the ground with blockers and find my draw engine, but a decklist error would soon obsolete it...
...
It is now turn 12 (Bardo)
It is now the Beginning Phase, Upkeep Step
Machinus taps Mountain
Machinus taps Rishadan Port
Bardo taps Forest
Bardo plays Tundra from Hand
Bardo taps Tundra
Bardo taps Island
Bardo plays Meddling Mage from Hand
Meddling Mage's note changed: Ringleader
Bardo taps Nimble Mongoose
Machinus's life total is now 11 (-3)
It is this sequence (Tundra, Meddling Mage on Ringleader) I see why I hadn't shuffled away my top cards in my last round. I'm also happy to keep attacking with my Mongoose.
It is now turn 13 (Machinus)
Aether Vial now has 1 (+1) counters.
Machinus taps Rishadan Port
Machinus taps Mountain
Machinus plays Gempalm Incinerator from Hand
mage
Bardo puts Meddling Mage to Graveyard from Play
Machinus draws a card
Machinus puts Gempalm Incinerator to Graveyard from Play
So much for my Meddling Mage, which is often rubbish in this match anyway. But note that the Mage still did his job in delaying Ringleader for another turn, due to the cycling cost of Gempalm Incinerator.
It is now turn 14 (Bardo)
upkeep
Bardo taps Island
no effects
Bardo plays Brainstorm from Hand
Bardo draws a card
Bardo draws a card
Bardo draws a card
oh ok
Bardo puts a card on top of Library from Hand
Bardo puts a card on top of Library from Hand
Bardo puts Brainstorm to Graveyard from Play
Bardo taps Polluted Delta
Bardo puts Island into play from Library
Bardo taps Nimble Mongoose
Machinus's life total is now 8 (-3)
It is now the Postcombat Main Phase
Bardo taps Island
Bardo plays Serum Visions from Hand
Bardo draws a card
Bardo is looking top 2 cards of its Library...
Bardo puts a card on bottom of Library from Library
Bardo puts a card on bottom of Library from Library
As the game goes on, I'm just sculpting my hand with my cantrips and attacking into Chris' little guys. By this point I have one Swords to Plowshares, two Force of Wills and a stray blue card (Mental Note) for a Force.
It is now turn 15 (Machinus)
Aether Vial now has 2 (+1) counters. [This is Vial #2]
Machinus taps Rishadan Port
Machinus taps Mountain
Machinus taps Mountain
Machinus plays Goblin Warchief from Hand
Ok
It is now the Combat Phase, Beginning Of Combat Step
It is now the Combat Phase, Declare Attackers Step
Machinus taps Mogg Fanatic
Machinus taps Goblin Matron
Machinus taps Goblin Warchief
Wait!
Bardo taps Tundra
Bardo plays Swords to Plowshares from Hand [targeting Warchief]
Machinus's life total is now 10 (+2)
Machinus puts Goblin Warchief to RFG from Play
Bardo's life total is now 16 (-2)
Well, the Plowshares was supposed to be cast Pre-Combat, but you get the picture. Also note that this is the first time Chris has inflicted any damage. As I'll explain later in this article, one of the best ways to beat Goblins is to put up such strong early resistance to their onslaught that their primary strategy (creature beatdown) withers. But the burden to manage the pressure is overwhelmingly on the Control deck.
...
This strategy is impossible without Daze. Double daze can recover the game strongly from the kind of opening hand I had.
...
It is now turn 16 (Bardo)
Bardo taps Nimble Mongoose
Machinus's life total is now 7 (-3)
Bardo taps Forest
Bardo taps Island
Bardo taps Tundra
Bardo taps Island
Bardo plays Mystic Enforcer from Hand
Mystic Enforcer is now 6/6
The writing is on the wall. Unless the Mystic Asskicker comes too late, he just wins games.
...
I did not see this coming, and I was in no position to answer it. Dan had a threat and some disruption left, but up until this point I had some room to draw my way back into the game. However, I probably would have lost the game even if I knew the Enforcer was in his deck.
...
(Yeah, sorry about that.)
It is now turn 17 (Machinus)
Aether Vial now has 3 (+1) counters.
Aether Vial now has 4 (+1) counters.
Machinus taps Rishadan Port
Machinus taps Mountain
Machinus taps Mountain
Machinus plays Goblin Warchief from Hand
Bardo plays Force of Will from Hand
Bardo puts Mental Note to RFG from Hand
Machinus puts Goblin Warchief to Graveyard from Play
next game
When Chris began ramping up his long-dormant Vial #1, I was on guard and assumed some shenanigans involving Goblin Warchief and Goblin Tinkerer were afoot. Such shenanigans, no doubt, involved the destruction of my Pithing Needle to freak out with his two Aether Vials. I probably had a turn or so to live before I was dead.
Game 2
Our next game is just a nightmare for me and I deserve to lose for keeping such a risky hand. Machinus leads with a Wooded Foothills into Mountain into Vial. I drop a Tropical Island and Nimble Mongoose on my first turn. I then lose my land to Wasteland and fail to draw a land for another four turns. By that point I'm far too behind and lose to a Warchief and Tinkerer. Goblin Ringleader serves as the coup de grace.
...
On my second turn I Wasteland his Tropical Island and won the game. He agrees that he should have mulliganed.
...
Game 3
An early Piledriver and Warchief get me to eight life before I'm able to stabilize, if only briefly, with a threshed Mongoose and Werebear. The Werebear is quickly Incinerated and Mongoose trades with the Piledriver, but there are just too many dudes to handle. Classic Goblins Beatdown. On to game 4.
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I mulligan this game into:
Wooded Foothills
Wasteland
Rishadan Port
Mogg Fanatic
Goblin Piledriver
Goblin Matron
Gempalm Incinerator and Mogg Fanatic removed Werebears, and Piledriver hit multiple times.
...
Game 4
I'm not going to rag on the MWS shuffler, which is no longer fashionable to do, but my initial seven cards in this game contain four fetchlands, a Tropical Island, and two basic lands. I mulligan and go to six, keeping a one-lander with three cantrips. It seems safe, but my one land is a Tundra that quickly falls prey to a Wasteland. Chris plays a first turn Aether Vial which first drops a Piledriver, followed by a Matron and then a Goblin Ringleader... which puts a Fanatic, Piledriver #2 and a Tinkerer into Chris's hand. I drop a Mongoose that tangles with one of the Piledrivers, go on to Swords to Plowshares the other one and drop a momentary Pithing Needle on Aether Vial before Tinkerer devours it. To end my misery, Chris reveals the two Ringleaders in his hand that are more than enough to get the job done.
...
My hand this game is excellent:
Bloodstained Mire
Rishadan Port
Wasteland
Aether Vial
Goblin Matron
Goblin Ringleader
Goblin Ringleader
Vial resolves and makes drops at two, three, and four. Along the way I Wasteland one land and Rishadan Port several others. Also, I attack several times.
...
Game 5
After both of us mulligan to six, we're off. For the last game of this set, I'll present the game in Pat Chapin fashion.
| Threshold | Goblins |
| | Mountain |
| | Mogg Fanatic |
| Forest | |
| Nimble Mongoose | |
| | Rishadan Port |
| Polluted Delta | |
| Pithing Needle: Port | |
| | Mogg Fanatic |
| | Wasteland |
| Pithing Needle: Wasteland | |
| Tundra | |
| Meddling Mage: Warchief | |
| | Goblin Lackey |
| | Mountain |
| Tundra | |
| | Goblin Piledriver |
| Counterspell | |
| | Rishadan Port |
| Meddling Mage: SGC | |
| | Rishadan Port |
| | Wooded Foothills |
| | Goblin Warchief |
| Flooded Strand | |
| | Siege-Gang Commander |
| Serum Visions | |
| LOSE | WIN |
Two Meddling Magi and a 1/1 Nimble Mongoose are surprisingly not enough defense against nine Goblins. Who knew? Jokes aside, this game was not pretty. The Needles allowed me to hang on, but I just couldn't find the right cards to mount a counter-assault or slow my bleeding sufficiently. Goblins can attack a mid-range aggro-control deck like Threshold from so many angles; the smart money is on the Red Deck.
...
We both mulligan to six this game. My opening hand is
Land
Land
Land
Land
Mogg Fanatic
Mogg Fanatic
Bardo complains about the shuffler, when really I'm the one that gets screwed (try playing Stax on MWS). However, I keep this hand. I would rather have the mana to play a strong topdeck game, and my five-card hand will probably not be better than this.
I use Rishadan Port and Wasteland aggressively, until they are both named with Pithing Needle. A few turns later, I draw a Goblin Lackey that, with the help of Mogg Fanatic, trades in combat with a Meddling Mage on Warchief. The Piledriver I then cast gets Counterspelled. At this point we both have zero cards in hand. He draws Meddling Mage and it names Siege-Gang Commander. On my turn, I draw Siege-Gang Commander and laugh. The next turn I draw a land. The next turn I draw a Goblin Warchief, which resolves, and then is blocked by Meddling Mage, since he has a low life total. He has not found a counter in four turns, and next turn the Siege-Gang Commander in my hand resolves, and ends the game quickly.
At this point we have become used to the interactions and I think the games after this are much better. We both made multiple mistakes early on, and I consider our subsequent performance to be much stronger.
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Thresh loses this set badly and ends up 1-4. How much of a difference does going first make?
II. Threshold on the play, pre-sideboard
Game 6
Bardo shuffles library
I have naked pictures of your mom.
Machinus shuffles library
GLHFDND
...
I still think I would keep this hand, but it is a difficult decision.
Bloodstained Mire
Wooded Foothills
Mountain
Wasteland
Wasteland
Goblin Lackey
Goblin Warchief
Having enough mana to deploy all of my threats is crucial. I have a good opportunity to deploy land destruction early and draw into threats later, so I kept this hand, but if Dan sets up quickly then I will have difficulty executing any strategy.
...
Since my Chapin-table did a fine job illustrating the development of the last game, here's another after keeping our initial seven:
| Threshold | Goblins |
| Flooded Strand | |
| | Goblin Lackey |
| Daze | |
| Island | |
| | Bloodstained Mire |
| | Goblin Lackey |
| Tundra | |
| Meddling Mage: Warchief | |
| | Wasteland |
| | Goblin Matron |
| Force of Will | |
| Pithing Needle: Wasteland | |
| | Bloodstained Mire |
| | Goblin Piledriver |
| Serum Visions | |
| | Goblin Lackey |
| | Mountain |
| Swords to Plowshares | |
| Tropical Island | |
| Nimble Mongoose | |
| | Lackey and Mongoose trade |
| | Wasteland |
| Mental Note (threshold) | |
| Werebear | |
| Tundra | |
| | Goblin Ringleader* |
| | Goblin Tinkerer |
| Werebear | |
| | Goblin Matron** |
| | Tinkerer destroys Needle |
| | Wastelands destroy Tundras |
| | Goblin Ringleader |
| Daze | |
| Nimble Mongoose | |
| WIN | LOSE |
* Draws into Goblin Matron and Goblin Tinkerer
** Tutors for Goblin Ringleader
Though my Pithing Needle was eventually tinkered into scrap metal, it served its purpose in keeping my duals in play during the most crucial part of the game. Consequently, I was able to deploy a Meddling Mage, which stranded three copies of Warchief in Chris's hand until the end of the game, and send his Piledriver to the farm with Swords to Plowshares. It is a little known fact that Goblin Piledrivers that are removed from the game in this manner typically spend the rest of their days in an elephant dung farm. In temperatures usually in excess of 100 degrees Fahrenheit.
It may seem odd to counter Goblin Matron, on the grounds that you'd rather your opponent spend one or two rounds worth of mana for a 1/1 as you'll just counter the goblin they put in their hand. But the threat of Gempalm Incinerator, which can't be countered when cycled short of Stifle, makes Matron a wise card to prevent triggering, if and when you can. In this particular game, I really wanted to keep my Meddling Mage alive.
...
Dan shuts down my Wasteland plan with Pithing Needle, but he wins because of Meddling Mage. I draw an unlikely three copies of Goblin Warchief this game. I don't have enough threats I can actually play, or mana to use them without the cost reduction.
...
Game 7
And another...
| Threshold | Goblins |
| Polluted Delta | |
| | Bloodstained Mire |
| Mental Note | |
| Forest | |
| Werebear | |
| | Mountain |
| | Goblin Tinkerer |
| Flooded Strand | |
| Brainstorm | |
| Serum Visions | |
| (threshold) | |
| Werebear | |
| | Rishadan Port |
| | Goblin Warchief |
| Daze | |
| Flooded Strand; | |
| Brainstorm | |
| Nimble Mongoose | |
| | Goblin Matron |
| | Aether Vial |
| Werebear | |
| | Siege-Gang Commander |
| Force of Will | |
| WIN | LOSE |
* Tutors for Siege-Gang Commander
This is the most likely way that Threshold will win these games, whereby it leverages its draw spells to produce a steady supply of large threats and free counters so that it can set up a quick offense while maintaining the initiative and keeping the board reasonably clear of blockers. But its cards have to align perfectly.
...
Dan executes this game perfectly. On his third turn he has a 4/4 Werebear and three stable mana sources, but he doesn't even need them. Daze and Force of Will prevent me from developing a board, while he makes seven more points of attack power.
...
Game 8
Allow me to cut and paste a brief excerpt of the log from this game. I'll leave it to you to figure out who won.
attack with everything
It is now the Combat Phase, Beginning Of Combat Step
It is now the Combat Phase, Declare Attackers Step
Machinus taps Goblin Ringleader
Machinus taps Goblin Matron
Machinus taps Goblin Lackey
Machinus taps Mogg Fanatic
Machinus taps Goblin Tinkerer
Machinus taps Goblin Warchief
Machinus taps Goblin Matron
Machinus taps Siege-Gang Commander
Machinus taps Goblin
Machinus taps Goblin
Machinus taps Goblin
Machinus taps Goblin
Machinus taps Goblin
In case there is any doubt:
am i dead?
yes
...
indeed
Bardo's life total is now -1 (-14)
...
I will provide some more detail. My opening hand was:
Bloodstained Mire
Wooded Foothills
Wasteland
Mogg Fanatic
Gempalm Incinerator
Goblin Warchief
Siege-Gang Commander
He leads with Island. I cast Mogg Fanatic. He plays Mental Note, and then Tundra. I Wasteland his Tundra, and cast Aether Vial. While I ramp Aether Vial, he starts playing Green lands and creatures. I start taking significant damage, but I make Ringleader with Aether Vial, and ramp my Vial to five before I tutor for Siege-Gang Commander and put it into play at end of turn. I have enough creatures to push through eight damage, and I have just enough mana to pay for six more. His large creatures were putting a lot of pressure on me, and I needed no mistakes from me and no answers from him to pull off the win.
...
Game 9
Chris gets a quick start with three Mogg Fanatics by the end of his second turn. Thinking, “Eh, why not?” I drop a Pithing Needle on the Fanatics, but Chris reasons that he can get more damage from them over the course of the game than by sacrificing them for a quick Lightning Bolt to the face. I eventually fetch and / or play every basic land in my deck and marvel at their beauty for a short time while being pummeled with the Fanatics who are eventually joined by a hard-cast Gempalm Incinerator. This isn't something you see every day. Trying to finish the game quickly, Chris tutors for Goblin Tinkerer with Goblin Matron and I drop another Needle on Tinkerer. But the Needles can't block and I'm very slowly beat to death by 1/xs.
...
This is probably the slowest game we played. I mulliganed and kept this hand:
Bloodstained Mire
Wooded Foothills
Mogg Fanatic
Mogg Fanatic
Gempalm Incinerator
Goblin Piledriver
My second draw was Mogg Fanatic, so I led with all three to turn on my Gempalm Incinerator. He plays a Werebear too early, and at the end of his fourth turn I cycle and remove his blocker. His Swords to Plowshares deals with my Piledriver, but I draw and hardcast a Gempalm Incinerator which ends up winning the game, as he has one fewer blocker than he needs to protect his life total after several turns of Mogg Fanatic beatdown.
...
Game 10
I win the last game on my sixth turn. How?
| Threshold | Goblins |
| Flooded Strand | |
| Serum Visions | |
| | Wooded Foothills |
| | Aether Vial |
| Flooded Strand | |
| Pithing Needle: Aether Vial | |
| | Rishadan Port |
| | Goblin Piledriver |
| Force of Will | |
| Tropical Island | |
| Mental Note | |
| (threshold) | |
| Werebear | |
| | Bloodstained Mire |
| | Goblin Matron* |
| Mystic Enforcer | |
| | Wasteland |
| | Goblin Ringleader** |
| Brainstorm | |
| Meddling Mage: Tinkerer | |
| | Goblin Piledriver |
| | Wasteland |
| Serum Visions | |
| Nimple Mongoose | |
| | (scoop) |
| WIN | LOSE |
* Tutors for Goblin Ringleader
** Draws Goblin Tinkerer and three non-Goblins
If Threshold can manage the ground war, even if it's slowly losing position, Mystic Enforcer is six damage a turn against a deck without fliers. With Chris's heavy fetchland configuration, that's a three-turn clock, assuming Threshold's ground pounders do nothing but block. I had been skeptical of the Big Guy in this match before Chris and I started our games, but I've changed my mind since then. Enforcer is a monster, even against a crushing aggro deck such as Goblins. It certainly gives me something to think about as I deliberate on how to sideboard.
...
This is a pretty simple game to analyze. He leads with Serum Visions. I play Aether Vial; he plays Pithing Needle. I play Goblin Piledriver; he plays Force of Will and Werebear. I play Goblin Matron; he drops Mystic Enforcer. Dan now has ten times as much attack power and quickly ends the game.
...
SUMMARY
A. Goblins on the Play, Pre-sideboard:
Game 1: Threshold wins
Game 2: Goblins wins
Game 3: Goblins wins
Game 4: Goblins wins
Game 5: Goblins wins
B. Threshold on the Play, Pre-sideboard:
Game 1: Threshold wins
Game 2: Goblins wins
Game 3: Goblins wins
Game 4: Threshold wins
Game 5: Threshold wins
After ten games, Goblins leads 6-4.
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I think our results for this set accurately represent the match-up, although due to mistakes and mulliganing decisions they are a little unbalanced in Goblins's favor at 60%. The match-up is closer to 55%.
One thing I'd like to note here is that Lackey never activated — not even once. It is a simple threat, and answers to it have been adopted by almost every archetype. The card has had a strong influence on the format, and it is incredibly positive. Look at Dan's deck: it has been constructed to disrupt the early game, and runs Force of Will, Swords to Plowshares, and Daze. These efficient cards have been successful at dealing with Legacy's wide range of threats, and continue to be a standard for effective deck-building.
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How will these decks fare when Goblins gets to bend Threshold over with Tormod's Crypt? How quickly can Goblins rebuild after Tivadar picks up his sword and leads his bloody Crusade? Find out in Part II of this article!
Dan Spero
”Bardo” on The Mana Drain, MTG Salvation, and The Source
”Bardo Trout” in the SCG Forums
Team Reflection
bardo49 at yahoo dot com
Chris Coppola
”Machinus” on The Mana Drain, The Source, StarCityGames, and Gmail
Arsenal
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