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Author Topic: Combo vs. Beatdown in FCG  (Read 1023 times)
Cownose
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« on: April 30, 2004, 11:47:18 am »

I have recently begun learning to play food chain goblins and have been encountering some problems in my (admittedly limited) playtesting that I was hoping some players more experienced with the deck might be able to lend me a hand on. To start things off, here is the decklist i have been using (pretty basic, but just for reference, if theres something blaringly wrong here let me know):

Mana (25):
6 Mountain
4 Taiga
4 Wooded Foothills
3 Elvish Spirit Guides
2 Ancient Tomb
2 Bloodstained Mire
1 Sol Ring
1 Chrome Mox
1 Mana Crypt
1 Lotus Petal

Combo (4)
4 Food Chain

Men (31)
4 Goblin Piledriver
4 Goblin Recruiter
4 Goblin Ringleader
4 Goblin Lackey
3 Goblin Matron
3 Gempalm Incinerator
3 Siege-Gang Commander
3 Goblin Warchief
1 Goblin Tinkerer
1 Skirk Prospector
1 Goblin Sharpshooter

I have been having some trouble identifying when the correct time to try and combo and when to just beatdown in certain matchups. In my testing the deck is not fast enough to try and beat down another combo deck (barring a turn 1 lackey). Is it worth it to try and mull to a combo hand if facing a deck such as trix or any various tendrils build, or is the best bet to bank on them not being able to race your beatdown if your original hand is not a combo hand? This same question applies when facing another, faster beatdown deck (I have been losing to other beatdown decks in testing, and I am convinced that I am playing the deck fundamentally wrong). What role should I try and take versus the top tiers of decks?  
I apologize ahead of time if it seems that I am just begging for someone else to do my work for me, but there is not alot of T1 in Texas, and it is hard to get good players to test with. I thought it might me better to get some expert input before I go and figure it out for myself so I at least I can get off on the right foot for some real serious testing.

Thanks for any help
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