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1  Eternal Formats / Creative / [Deck] Food Chain Goblin Choices on: May 09, 2004, 06:16:11 pm
right now, inspired by the Waterbury FCG win, and more by the size of my wallet, I am constructing Food Chain Goblins. And while most FCG decks do not deviate from a basic build, i think that their is good room and need for discussion for appropriate builds, including (but not simply about, specific metagame options)

From what I see now this is at least a general skeleton that almost ALL builds should run

//Mana :11
4 Taiga
4 Wooded Foothills
4 Waste
1 Strip
1 Mox Ruby
1 Mox Emerald
1 Black lotus

//Combo :12
4 Food Chain
4 Goblin Recuiter
4 Goblin Ringleader

//Beatdown 14
4 PileDriver
4 Warcheif
4 Lacky
2 Siege-gang


37 Cards


now for the purpose of this post in the general build i left out some other necessities of this deck b/c i think that the inclusion, and amount is still important to discuss.

Important Cards

Goblin Matron: I love this guy, with a food chain on the table you can drop him and your recuiter same turn and with food chain on table, can searh/play any goblin in your deck (except seigegang) by itself. I think that at least 2 if not 3 should be run.


Gempalm Incinerator: With no really good spot removal FCG has trouble getting rid of welders and other threts as well as clearing the board. And with no real drawing engine cycling is always helpful to speed through

Sharpshooter: I think he should be run w/ 2 in a heavy fish or welder metagame (however for welders a fanatic would probably work beter) Other wise I think he is only really effective if for some reason you cant attack and need to deal direct damage for the kill
Prospector: like I said, I don’t find any reason to run more than 1 for the alternate kill. I have never found him really usefull out side of sacking for sharpshooter

Mogg Fanatics: I think it should be used only under a heavy welder metagame and even then only 1 or 2 but otherwise I find him subpar to an incinerator or sharpshooter

Artifact accelerants: I think that mana crypt is a must, Because of the potential for a turn 1 food chain. As well as sol-ring for similar purposes.

Also

Goblin Tinker
Goblin Vandal

I haven’t done any testing w/ these and think that they have some merit. Perhaps as sticking in a single Vandal to search out w/ a matron. Ideas to as how they should be fitted in is up to discussion.


My build as it stands now:

//Mana    (25)
4 Taiga
4 Wooded Foothills
5 Mountain
4 Waste
2 ESG
1 Strip
1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Sol ring
1 Mana Crypt

//Beat down    (14)
4 PileDriver
4 Warcheif
4 Lacky
2 Seigegang

//Combo    (12)
4 Food Chain
4 Ringleader
4 Recruiter

//Utility    (9)
3 Goblin Matron
3 Gempalm
2 Sharpshooter
1 Prospector




I’m not sure if ive missed out on any major components and would like to leave FCG which I believe is a very strong and viable deck open for discussion.
2  Eternal Formats / Creative / Holy Fifth Dawn! New Control Magic! on: May 07, 2004, 01:25:53 pm
i think that this card should be open to some serious testing, its practicality as to just 5 mana -> creature should not be assumed. Between most decks which run strips, and lots of no islands it could be hard to incorporate, and even in a deck that doesnt run that many its still dictated by turn...just somethign to keep in mind...however stealing welders would probably be the most practical...
3  Eternal Formats / Creative / [Unfounded Speculation] Joiner Adept on: May 05, 2004, 08:11:43 pm
not sure if you were serious....
but it would give it:
T: draw 2 discard 3
T: Add 1 of any color
4  Eternal Formats / Miscellaneous / My 2 cents on Null Rod on: April 29, 2004, 10:38:12 am
Throwing in my 2 cents on the null rod issue, i belive that Either 2 or 4 sounds like its the best match up for main. I think that in most metagames you will find null rod is almost never a Dead card, especialy in heavy Slaver metagames. And assuming you were to face a slaver/workshop player for every match you would want 4. There are not many other prevailent decks that dont run potent artifacts for you to stop. And by this logic i think it would be in some NOT all metagames to run 4 and board them out game 2/3. So I belive that observing the succes of decks like slaver/draw7s/workshop decks, that running 4 MD rods is best.....
5  Eternal Formats / Miscellaneous / Fish Creature Choices on: April 28, 2004, 04:34:23 pm
Quote from: skecreatoR
I don't get why people play all these 4, 4, 3, 1, 1 combinations in their fish decks. For me, fish is about being resilient to counterspells and countering their own stuff, by playing too many singles in the deck, I think the deck loses a lot of its needed consistency.

Why play 1 Gorilla Shaman when you have nowhere as effective a draw base as seen in Hulk, and 1ofs are usually drawn too random.

Have people really found these one-ofs that effective? I am still to be convinced, but personally, I run this:

4 Cloud of Faeries
4 Spiketail Hatchling
4 Grim Lavamancer
3 Goblin Vandal

because it is consistent, and I always draw into at least 1 of each. Simple as that.[/quote

I think that you are right about running that many singles, however i think that because Gay has very consistant drawing w/ Curiosity that it can run 2 of something and draw into it when its needed.
6  Eternal Formats / Miscellaneous / Utility Cards In Gay/r on: April 28, 2004, 04:30:08 pm
In many builds, mine especialy I have little to no room for what I would deem optimal amount of utlity cards...
These are the basic utility cards i am running...(alot of Artifact/Slaver hate)

Fire/Ice: This is a card that i think there should be at least 3, it will never be a dead card, weather you need it for extra 2 points of burn, kill double welders, or just ice Fat.

Null Rod: As of now I am debating running 2 or 3. I think that because of the amount of decks that it hoses, kills moxes and what not.

Curiosity: I know most people think it should be Blastphamy to run less than 4, but right now i had to cut it to 3 and i think that It could work

Sigil of Sleep: This baby is my tech against the large amount of Tog' and Grow. once i have this on a pinger i keep dryads from geting big and scare them from ever pumping the Tog. Not to mention it will keep big Faties out of play

Stifle: what i belive to be next to Fire/Ice to be the most versitile card, Stifle I belive should run 2 MD. IT kills wastes, strips giving you a huge swing in open mana, also can stop so much more

Annul: Again this is most likly to fit a SB spot, but this card is extremly underused and I think should be taken into greater Consideration

Misdirection: I have seen decks ranging from 3 to 1 and think that it has alot of use and come on....who doesnt love to borrow someone elses ancesteral

StandStill: I have seen some polls going up about its effectiveness but i still think that it is a Deck Staple and should run 4

Daze: I dont realy know much about Daze, and havnt tested it alot....Hows it working out for most people?

Not Sure if i missed out on any important cards...I know it is very metagame dependant but I think it is worth disscusion
7  Eternal Formats / Miscellaneous / One Fish Left, yet another U/r fish build on: April 27, 2004, 08:50:09 pm
right now I am testing online with all the differant pingers and wanted to know what seems to be the most effictive as far as i can see at this point there are some basic Pros/Cons that keep me from making a clear decession:

RazorFin Hunter: Never considerd this guy until i saw him in the Recent T8 at waterbury.
Pro: No Cost Ping, 2 mana
Con: Mana Heavy, with all the colorless sources and CIP lands its tough to get this out before turn 3/4

Suq'Ata
Pro: ProRed: Fire/Ice, Bolts etc., Free Ping
Con: 3cc, need to pay UU.

Lavamancer
Pro: Good First turn drop, 2 damage can take care of most threts
Con: Need Cards in graveyard...and an active red mana source, which if you only have volcanics is in clear danger of wastelands

not sure if i mised any...also i wanted to know how many fire/ice and null rods you sugest...right now i have
4 Fire/Ice
3 Null rod

Overkill????
8  Eternal Formats / Miscellaneous / Fish Creature Choices on: April 27, 2004, 05:47:25 pm
I have been running a simple:
3 Grims
4 Clouds
3 Spiketails

i was wondering about Razorfin Hunter, and how easy it was to pull of early, which in most cases a somewhat weak manabase. Because a Turn 2 pinger i think, would be more effective than the lavamancer which is very prone to be prevented from using its ability.
9  Eternal Formats / Miscellaneous / Fish Creature Choices on: April 27, 2004, 05:45:52 pm
I have been running a simple:
3 Grims
4 Clouds
3 Spiketails

i was wondering about Razorfin Hunter, and how easy it was to pull of early, which in most cases a somewhat weak manabase. Because a Turn 2 pinger i think, would be more effective than the lavamancer which is very prone to be prevented from using its ability.
10  Eternal Formats / Miscellaneous / your my boy Dan!!! on: April 27, 2004, 05:39:16 pm
Dan....your my hero....GO TEAM WESTON!!! Very Happy
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