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ImTheBlackMage
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« on: April 26, 2004, 09:27:27 am » |
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Hey!, This is my current FCG build:
// Mana 1 Strip Mine 4 Wasteland 3 ESG 1 Sol Ring 1 Mana Crypt 1 Lotus Petal 4 Taiga 4 Wooded Foothills 3 Mountain 3 Bloodstained Mire // Combo Card 4 Food Chain // Creatures 1 Goblin Sharpshooter 2 Siege-Gang Commander 1 Goblin Matron 3 Gempalm Incinerator 4 Goblin Ringleader 2 Goblin Warchief 4 Goblin Recruiter 2 Goblin Piledriver 4 Skirk Prospector 4 Goblin Lackey 2 Naturalize 1 Skirk Fire Marshal 1 Goblin Tinkerer
// Sideboard SB: 4 Pyroblast SB: 4 Null Rod SB: 3 Blood Moon SB: 4 Tormod's Crypt
I tested the basic list from the primer but found that I had too many hands with Food Chain but no green mana available. So I upped the amount of fetchlands by 3, making the amount of fetchable land as big as the amount of fetches.
Second, I don't have any more than 2 Piledrivers. No big deal, they're powerful, but 2 works just fine. I've put 2 utility goblins in thir place, the fire marshal (another win condition and wrath) and Goblin Tinkerer, he kills artifacts. Still reeling from a loss to Sui because of a Chant on a stick, I decided to add 2 instant answers to the deck in the form of 2 Naturalizes.
As for the SB: it's simple, Blood Monn is just a house, Crypt is good against way too much decks, 4 blasts are always useful against counters and togs alike and finally Null Rods are too good to pass up with so many artifacts being played.
Does anyone have any suggestions for my deck?
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Badlands, Scrubland....don't they like the black duals?
From Cradle to Coffin shall my wickedness be your passion Nightwish - Devil and the Dark Ocean
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xzero
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« Reply #1 on: April 26, 2004, 10:29:07 am » |
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Second, I don't have any more than 2 Piledrivers. No big deal, they're powerful, but 2 works just fine. No. You have to draw them often, because they are so good. It is worth 15 dollars to have the playset.
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ImTheBlackMage
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« Reply #2 on: April 26, 2004, 02:07:48 pm » |
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Don't get me wrong, I'd play them if I had them, but even though I'd gladly pay for the playset, I can't find them anywhere.
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Badlands, Scrubland....don't they like the black duals?
From Cradle to Coffin shall my wickedness be your passion Nightwish - Devil and the Dark Ocean
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Nantuko Rice
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« Reply #3 on: April 26, 2004, 02:07:57 pm » |
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Let's see... where shall I start....
(1) 4 Incinerators a must (if you see lots of welder) (2) If proxies are allowed, cutting the ESG's for 2 moxes and a lotus is good (3) 4 Warchiefs and 4 Drivers are also a must. Sometimes you can't combo and need to go beatdown. (4) I'm not fond of prospector and don't play him in my build. I use to and never played more than 2. (5) Move naturalizes to the side. Maindeck stuff that's not a goblin is no good. You want at least 30 goblins in the deck so you can consistently get broken ringleaders. (6) I hate blood moon for FCG. It's just another counter target and to much to cast imo. (7) Instead of null rod, I play 2 Rack n Ruin and 2 Artifact Mutations.
(8) I sort ofl ike the idea of marshall. He can clear the board, draw games (bad though because you don't wanna draw, you wanna win), and he can survive to swing for 2.
I think I explained most of my stuff. If you look at my tournament report, I've got my decklist there.
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GodzillA
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« Reply #4 on: April 26, 2004, 06:01:48 pm » |
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Rice is right on the money with most points, but I'll throw in my 2 cents:
1. 4 Incinerators is a questionable move. They're completely dead in a lot of matchups, and don't always perform the task they're included for. They can be very effective though, so 1-2 MD is a must. If you're in an extremely Welder heavy meta, I'd run 2 or more Fanatics before running Incinerators 3-4, because they're never dead draws, provide an additional turn 1 drop, and always perform the function for which they're intended.
2. True.
3. 4 Drivers are most certainly a must. 4 Warchiefs are not. 3 are a must, and depending on your manabase 4 can be a good choice, but is definitely not mandatory. Because of the number of off-red accellerants the deck is running, the double-red in Warchief's cost can be prohibitive. Their cost-reducing effect can become redundant and unnecessary, particularly in multiples. In the case of Sol Ring and Mana Crypt, they can even become detrimental. You definitely want to get one early on, but you don't necessarily want to draw several, so 4 isn't always the right answer. 3 is definitely mandatory, though.
4. I disagree. The color-smoothing they provide is indispensable. The added accelleration and additional turn 1 drops are a big plus. They also facilitate the alternative instant-speed direct damage win with Sharpshooter/SGC, should your opponent have pesky hinderances like Moat, Fog effects, 5D's Silent Arbiter, etc. At least 2 is mandatory, preferably 3-4.
5. Yup.
6. The deck packs a whole lot of ways to resolve Moon on turn 1 or 2, before your opponent gets Drain mana online. You're right that it's another counter target - a must counter in fact. That certainly doesn't seem like a bad thing. The more threats the deck packs that absolutely require control to answer it the better. I'll agree that it's a metagame choice, though. Decks like Landstill and Fish tend to be rather displeased by Moon, but the prevalence of artifact accelleration in a lot of other decks may blunt its effectiveness in some metas.
7. Again, a meta choice. Rod is better for beating pure combo like Draw7 and 2 Land Belcher, where R&R and AM are better for the Slaver matchups.
8. Too costly to be viable, in my opinion. He's great if you can drop him with Lackey, but otherwise he's a real liability against control. I'd run a second Sharpshooter over him.
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ImTheBlackMage
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« Reply #5 on: April 27, 2004, 04:20:27 am » |
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First of all, thanks for all your input. Now what to do with it:
1: I'm going with zilla on this and switch 1 Incinerator for 1 Fanatic. 2: Proxies aren't allowed in any of the tournaments I've played, but if they were, I'd surely do that. 3: going with zilla again, the double red in Warchief's cost is a bit prohibitive, I went a little over the top because you only need 2 Warchiefs to combo out. so I'm sticking with 3. And a third Piledriver is now on its way here as we speak, I'm continuing my search for the fourth one. 4: I'm currently playing 3 of them and that may go to 2 to add some more stuff, I'm not going to run less than 2 because of the damage combo. 5: I moved them out altogether for an extra Matron and the third Warchief. 6: any "must counter" card is good IMO, there's some landstill in my meta, and even some fish. As well as some Keeper. So I'll probably leave it at three. 7: what would be better, in my meta both types are about equally represented (unless the germans are playing, in which case Slaver is used far more) would it be a good plan to take out one Crypt and go to 3 Rods and 2 Mutations? 8: testing the deck showed that the Marshal showed up in time to clear the board a couple of times. And in addition to that it showed that I could sometimes just play it off a warchief. Though what bothers me is that it doesn't really necessarily mean that this is the best choice for its slot. I'll keep testing, in addition to this, I'd eally like to include Mogg Maniac to the build as a possible Incinerator target for instant X spell damage to the dome and to combo with the Marshal for another instant kill. Any thoughts on this?
And so far I haven't heard anyone on the 7 Fetch-7 Fetchables plan, any thoughts on this??
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Badlands, Scrubland....don't they like the black duals?
From Cradle to Coffin shall my wickedness be your passion Nightwish - Devil and the Dark Ocean
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GodzillA
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« Reply #6 on: April 27, 2004, 01:57:24 pm » |
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Actually, I've been running 6 Fetches in FCG for a long time. It's true that 4 Fetches often don't provide the green sources when you need them most. I think 7 may be going a little too far, though. The reason for this is that FCG, unlike Sligh for example, doesn't actually want the deckthinning provided by Fetches. Its curve is set up in such a way that it can and does utilize the mana it draws in the late game. Additionally, it has the best deckthinning available in Recruiter. Thus the key with FCG's manabase is to find the best balance of green providers, with the least amount of deckthinners. 6 appears to be about right.
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Inclosedsoul
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« Reply #7 on: April 29, 2004, 12:59:58 pm » |
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I just started playing fcg a while ago and goblin tinkerer is very unecessary and pile drivers are realy the key card in my opinion sharpshooters are good and i do fine wiht just 4 fetches i dont know why two more are needed skullclamp is ok in fcg but it slows down your tempo sometimes it all depends on the meta your deck looks ok but it just needs tweaking
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Control is the key to the game 
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Inclosedsoul
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« Reply #8 on: April 29, 2004, 01:01:47 pm » |
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I just started playing fcg a while ago and goblin tinkerer is very unecessary and pile drivers are realy the key card in my opinion sharpshooters are good and i do fine wiht just 4 fetches i dont know why two more are needed skullclamp is ok in fcg but it slows down your tempo sometimes it all depends on the meta your deck looks ok but it just needs tweaking
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Control is the key to the game 
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