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[Discussion]Which cards/gobbos in FCG?
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Topic: [Discussion]Which cards/gobbos in FCG? (Read 5679 times)
ArdvarKing
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Posts: 12
[Discussion]Which cards/gobbos in FCG?
«
Reply #30 on:
May 19, 2004, 06:41:49 am »
GodzillA: good comentary, i think it helped alot and provided a good alternitive to using Clamp. however i still think we come back to the origonal problem, of regular FCG, simply has no draw engine that can fetch a chain. I know alot of people have been using guile, im not sure of that simply b/c any way you look at it a 1st turn lacky is simply more potent. I think that skullclamp has been taken out of consisderation at this point, at least in FCG but i still make my case that in an iincreasingly aggroo metagame or for that case a realy scrubby one that the ability to combo out isnt consistant enough without a reliable way to find food chain and i think we need some way to answer this w/ ruining the premice of the deck.
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Vegeta2711
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Posts: 1734
Nyah!
[Discussion]Which cards/gobbos in FCG?
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Reply #31 on:
May 19, 2004, 01:55:48 pm »
Kaiser: The only time I think I'd SB them all in is against like 7/10, Stacker and BFD. Bascailly really heavy artifact based aggro decks.
Against Workshop Slaver, Rod and Shaman is usually enough. Though I haven't played enough to come to a definitive solution.
Control Slaver, Rod is and Artifact Mutation is really enough. You really don't need Shaman for the match.
Actually if Dragon makes a come back, I'll probably be splitting a few of the SB cards so I can add some Crypts.
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Covetous
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Posts: 199
[Discussion]Which cards/gobbos in FCG?
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Reply #32 on:
May 22, 2004, 08:34:51 am »
I agree that Skullclamp is not the right card for FCG. In the absence of any other arguments, the "it's not a goblin" clause is generally enough to prevent its inclusion.
It seems (and someone may have already said this) that a lot of people think you need to combo off the win with food chain to win with FCG. This is not true in my experience. Sure, you can win as early as turn 2 or 3 when you drop an early food chain (or even turn 1 with an impossible god draw), but winning turn 6 is still winning. Yes, you will have trouble beating combo if you don't combo out before them, but what's new? Combo usually beats aggro. Against control, I tend to use the food chain as counter-bait because I'd rather beat for 5 a turn with a warchief and a piledriver than try to combo out only to have the chain countered. I guess that's just my perogative, though--I think aggro-goblins is strong enough against control that wasting a turn casting food chain may not be necessary.
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