TheManaDrain.com
November 15, 2025, 06:34:22 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: How many Food Chain in FCG?  (Read 1903 times)
Lord of Water
Basic User
**
Posts: 22

Goblin+Admiral
View Profile
« on: March 31, 2004, 11:58:14 am »

Food Chain - 2G Enchantment
Remove a creature you control from the game: add mana of any color equal to that creature's converted mana cost plus one to your mana pool. This mana can only be used to play creature spells.

Many Goblin Food Chain decks run 4 of these cards maindeck. The primary reason, of course, is that it increases your chance of drawing a "combo hand" with Goblin Recruiter and Food Chain, in which you set up a literal chain of goblins in your deck which you draw using Goblin Ringleaders, play, and attack with for the win.

However, in light of Workshop.deq and its many incarnations in Workshop Slaver, TnT, Stax, MUD, and others, the Goblin Food Chains combo is often impossible or undesirable. Other stacks with the Recruiter and Ringleader are often more desirable because of the lock pieces these artifact decks use to shut down combos like the one Goblin Food Chains prefers to win with.

In artifact matchups, hands that aren't particularly explosive force the GFC player into Aggro-mode. This isn't a bad thing, since Gobilns are great at aggro, but in this situation Food Chain is next to being a dead draw. Because Trinispheres, Spheres of Resistance, Chalices of the Void, and Tangle Wires are so popular, I believe the goblin beatdown side of the deck should be emphasized in the maindeck.

First, I tried cutting the Goblin Matrons. Sphere of Resistance makes this card simply unplayable; it is more expensive, the mana artifacts that accellerate it are more expensive, and the card it fetches is more expensive to boot. This leaves 1-3 slots open in many FCG decks. I never regretted cutting the matrons.

Then, I tried cutting Food Chain and Skirk Prospector cards. I went down to 2 Food Chain and 3 Skirk Prospector rather than 4 of each. This was mainly a decision based on the huge number of Mindslavers being activated- with a mindslaver in play, your opponent can turn your game-winning combo into an autoloss that draws every single goblin in your deck, plays it, and sacrifices it or removes it from the game. It was also nice not to draw so many 1-drop Prospectors with a Trinisphere in play. However, as is easily predictable, this significantly weakened its other non-Slaver, non-Workshop matches. Obviously, I thought, those key cards should not be cut.

However, I believe I found a solution that helps solve the Slaver problem and lessens the dead draws during Workshop/Slaver matches. I moved a Food Chain to the sideboard. It's a simple plan, but it really helps.

Moving the Food Chain so the sideboard and cutting both Goblin Matrons left 3 slots open in my deck. I filled those slots with a Goblin Vandal, another Gempalm Incinerator, and an important third Siege-Gang Commander. I believe that these small changes to the deck made it more consistant and stronger, elliminated some dead draws, and improved its matchup against Slaver somewhat.

I would like to hear some discussion on what other Goblin Food Chains players have done to improve workshop/slaver matchups and how their ideas turned out. Most importantly, I'd like opinions on moving one Food Chain to the sideboard. Thanks for your time in reading, and may you always draw your combo hand when your opponent plays Illusionary Masks.
Logged

Team Beebles - nuking foil commons 5 years running!

"Who gives a nickname to a nickname, honestly?"
 -ZherBarge
Vegeta2711
Bouken Desho Desho?
Full Members
Basic User
***
Posts: 1734


Nyah!

Silky172
View Profile WWW
« Reply #1 on: March 31, 2004, 02:26:09 pm »

3 points.

1. Do not cut Food Chain's from the MD, it's ok to board 1 out against Slaver along with the Skirk Prospectors. But I mean FCG can't get a combo hand more than 50-55% of the time anyways, you don't want to be lowering the odds even further.

2. There is no point in running a 3rd Siege Gang Commander. I have no idea where people got the idea for this, (Maybe T2 goblin decks?) but it doesn't work well. The only times you should be hitting play is when you combo out or drop them with Lackey. Oddly enough when I play Matron (Because they are y'know...  good) and I feel I can drop SGC, I now have a perfect tutor target! Go figure.

3. Your running 1 Vandal? o_O Weird. If you really want to improve the Workshop matches that much, if your going first keep really fast hands/lackey hands. Otherwise mull. it's pretty simple and works signficantly in your favor.

Also if you've got the space, you could try just running Artifact Mutation and Rack & Ruin togheter. I wouldn't recommend this, but some people seem to live or die on the 'omgwtfbbq that's a lotta h8' strategy.

And to anwser the original question, the amount of Food Chain you want to be playing is five.  :lol:
Logged

Team Reflection

www.vegeta2711.deviantart.com - My art stuff!
GodzillA
Full Members
Basic User
***
Posts: 148

39784471 r4b1df3rr37
View Profile
« Reply #2 on: March 31, 2004, 04:48:49 pm »

The logic presented here makes very little sense, Lord. You're suggesting that one of the most powerful cards in the deck should be moved to the SB in order to improve a single matchup. Have you considered that perhaps playing with the Chains MD and siding them out for that one matchup might be the more logical conclusion?

Vegeta's right - if you could you'd want to be running 5 Food Chains MD. Hell, I'd run 8 if I could. Matron is an important aspect of this combo, and should stay MD as well. 2 is usually about the right number, and tends to smooth the consistency and speed of your combo. My guess is that you're not finding them very useful because you're not concentrating very much on the combo aspect of the deck.

Bottom line: the deck does well because it has a strong combo element which improves its matchups against a myriad of decks in the field. Against the decks which the combo is NOT useful (like Slaver) you simply side out Food Chain for Artifact Mutation, Rack and Ruin, or the super-techy Mogg Salvage. If you're in a meta chalk full of Slaver builds, why not just go with the stronger manabase and run mono-red Seething GobVantage? The only reason to be running green in FCG is for Food Chain, and you most certainly want 4 of them. Moving them to the board is backward logic. You simply keep them main and side them out when they're a liability.
Logged
Lord of Water
Basic User
**
Posts: 22

Goblin+Admiral
View Profile
« Reply #3 on: March 31, 2004, 05:37:56 pm »

I understand the logic and I think you're totally right. My inclination to move the food chains out may be the result of some skewed playtesting and tournament experience, but the fact is that I've played way too many games where I've been SlaverCombo'd with my own combo. For this reason, I only want to have a Food Chain in my hand on the turn I'm going to combo if possible, and that means drawing into one rather than keeping a hand with one in it. In fact, I usually mulligan hands containing Skirk Prospector or Food Chain against Slaver unless I'm almsot positive I can win on turn 2-3, even considering disruption. However, against Slaver, those odds are pretty terrible - so when I see Food Chain, I usually just mulligan. That is the logic - skewed or not - that led me to move a Food Chain to the sideboard.

3 Siege-Gang Commanders - the logic behind this is in running the combo without Food Chain. If a combo hand can mean Recruiter-Prospecor as well as Recruiter-Food Chain, the combo is a lot easier to pull off. However, the only goblin that can actually generate mana using the Prospector is the Commander - drop 3 Goblin Warcheives and 2 mana nets you 4, allowing you to actually power out a less explosive version of the combo with no Food Chain at all. The other perk of 3 MD Commanders is that it increases the chance that you'll draw one with a Lackey hand.

In my area, even decks that should't run mindslaver are RUNNING MINDSLAVER. My opponent even added Goblin Welder and 3 Mindslaver to his Madness build, and Parfait decks in my area are running 1 or 2 Mindslaver as tutor targets, etc, as a hoser/game sealer. Because of the huge influx of mindslavers in my area, auto-losing to mindslaver is totally unacceptable.

Please tell me if cutting a Food Chain is completely out of the question - I can see that being the case. I'm just not sure, and I'd just like to hear some people who are absolutely certian tell me what they think.

 -loW
Logged

Team Beebles - nuking foil commons 5 years running!

"Who gives a nickname to a nickname, honestly?"
 -ZherBarge
GodzillA
Full Members
Basic User
***
Posts: 148

39784471 r4b1df3rr37
View Profile
« Reply #4 on: March 31, 2004, 11:08:30 pm »

The way I look at it is this: If you're running FCG, you should run 4 Chains MD. No exceptions. They can be sided out in Slaver matchups. If you're really that inclined to run less than 4, then a mono-red GobVantage variant like Clampvantage could be a better option.

Clampvantage is a build I created a couple months back, with specifically the control/prison matchups in mind. The deck linked here is a 1.5 build, but it's very easily transferred to Type 1. It has a more stable manabase, and no way to kill itself via Mindslaver. (It also runs 3 SGC's and no Matrons. Rejoice.) Look towards the middle of page 1 for the current decklist.

It doesn't have the raw combo speed that FCG does, but it's more stable and much stronger against control and prison, so it might be ideal for your meta.
Logged
kirdape3
Full Members
Basic User
***
Posts: 615

tassilo27 tassilo27
View Profile
« Reply #5 on: April 01, 2004, 12:32:37 am »

Just because Food Chain hurts against one deck doesn't mean that you can be stupid and not run 4 of your main win condition.  Closed.[/b]
Logged

WRONG!  CONAN, WHAT IS BEST IN LIFE?!

To crush your enemies, see them driven before you, and to hear the lamentation of the women.
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.03 seconds with 20 queries.