jCoKn
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« on: May 24, 2004, 01:41:11 pm » |
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FCG's versatility in working around control, prison, aggro, and aggro-control are all fairly strong (depending on hand of course) but there's never really a "impossible" match really, except for combo. There is no disruption, no counters, and essentially nothing FCG can do against Dragon or TPS going off really early (except the god hand where it goes off 2nd turn)... With the upbringing of yet more combo back into my meta (Rector, Dragon, Draw7, etc.) I decided to try to make FCG more combo dependent, to allow for more tempo off the gun. I originally tested a splash of black for D.Tutor/Vamp/Twist and I need not explain how that went. Then I tried splashing blue for Ancestral/Walk/Twister and once again I was not impressed. Then I realized that first, I was diluting the dekc of too many goblins, and it really didnt work. So I introduced Gamble (x4) and loved it, but realized it was still too thin, so reduced it down to 2 and found my final product:
UberCombo FCG
4 Goblin Piledriver 4 Goblin Lackey 4 Goblin Recruiter 4 Goblin Ringleader 1 Goblin Tinkerererer 3 Goblin Warchief 4 Goblin Matron 3 Gemplam Incinerator 1 Goblin Sharpshooter 2 SiegeGang Commander 1 Skirk Prospector 4 Food Chain 2 Gamble
5 Mountain (Unglued Tech) 3 Wasteland 1 Strip Mine 4 Taiga 2 Wooded Foothills 2 Bloodstained Mire (I'm cheap) 1 Chrome Mox 1 Mana Crypt 1 Sol Ring 1 Black Lotus 1 Mox Ruby 1 Mox Emerald
and my Wicked Sideboard
3 Blood Moon 3 REB 3 Tormods Crypt 3 Rack and Ruin 2 Null Rod 1 Damping Matrix
Since altering the deck the main thing I've noticed is that it goes off quicker which is a good thing! Extra Matrons added for tutoring goodness... Gamble to fetch the chain, and I cut down a little on the aggro aspect by removing a SiegeGang, a Prospector and a Warchief. Control matchups, which are the devil, are improved and the chances of beating out combo is more likely. Please, discuss and comment.
Thanks Jon
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Remember: Winners go home and fuck the prom queen and the losers sit at home whining about it.  -Jazzykat
The Quad Entente - Yeah, we're all terrible               - Yeah, 3/4 members t16 at Waterbury V
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SpencerForHire
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« Reply #1 on: May 24, 2004, 01:44:41 pm » |
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If this is an "ubercombo" version of the deck, you need four prospectors. Goblin Tinkerer was never a successful member of the FCG family, however this basically eliminates your use of gamble, not to mention you'll almost likely ditch a combo piece you'll need to gamble completely reversing your tempo as you wait to topdeck another of that piece so you can go off. Also, if it's uber combo, where is the wheel?
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Vegeta2711
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« Reply #2 on: May 24, 2004, 01:49:31 pm » |
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I don't think 2 Gamble would make -that- big a difference, but anyways. You want to run the off-color moxen if you really want to just be faster combo. It's really hard to effectively get the deck any faster, for more than a few more games than usual.
You may just want to look into running Chalice in your SB.
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SpencerForHire
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« Reply #3 on: May 24, 2004, 01:51:24 pm » |
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I find chalice in the sideboard only helps against draw 7 and belcher, and you would have to remove something to add them. If you think your gonna hit a lot add them but you can pretty much just hope to power out a null rod for the same affect, it's all about how much mana you can produce turn 1.
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Team Technology - Strictly better than our previous name.
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walkingdude
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« Reply #4 on: May 24, 2004, 01:54:16 pm » |
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If you want to beat combo your best bet is probably not excessive messing with the main deck which might influence other matches but a hardcore SB attack. 8 blasts can do a lot of damage by shooting down most of the draw 7s (other than wheel) and the brainstorms most combos rely on for mana fixing.
Your other option is to switch from the wasteland build to the ancient tomb build. This speeds the deck up a little and allows you to SB chalices and null rods which will shut down most combo.
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wuaffiliate
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« Reply #5 on: May 24, 2004, 03:12:02 pm » |
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my SB is fun vs combo:
SB: 4 Artifact Mutation SB: 4 Null Rod SB: 4 Red Elemental Blast SB: 3 Gorilla Shaman
its all about the SB, its better not to weaken your maindeck with bad cards. chalice at 1 costs the same as null rod, but rod slows them down alot and doesnt really affect you.
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jCoKn
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« Reply #6 on: May 24, 2004, 09:25:28 pm » |
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@Gimbles: FCG's strength against control or aggro/control relies in having him counter all your early threats, then knowing that you will topdeck more threats than he will counters. This eliminates Wheel as it replenishes his hand with broken blue cards. Also, Tinkerer is forever a good dude for FCG as its the only tutorable piece of maindeck artifact hate, which is often necessary to get out of sticky situations. And, I forgot to mention above, that Gamble is really only good on a first turn drop, shortening the chances of losing the tutored card.
@Vegeta: I would never run Chalice in the SB... I'm thinking of even taking out Matrix for another Rod? Suggestions anyone?
@Walkingdude: I simply can't cut the wastes. They're houses against about 90% of decks nowadays, and I'm always glad to see them. I just don't like seeing them without an accompanying red source in hand... Also, 8 blasts really actually kills the SB, because then I'm extremely vulnerable to artifacts. I'd rather just have 1 sitting in hand when I'm about to go combo... for assurance.
And back to you Gimbles... I'm thinking you're right about the prospectors... I'd like to up them to 3 but what comes out?
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Remember: Winners go home and fuck the prom queen and the losers sit at home whining about it.  -Jazzykat
The Quad Entente - Yeah, we're all terrible               - Yeah, 3/4 members t16 at Waterbury V
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Vegeta2711
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« Reply #7 on: May 24, 2004, 11:33:48 pm » |
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Well you said you were having problems with combo and that's one of the cheapest and useful cards you actually have access too against them. And yes, run 3-4 Null Rod, I run 4 and have been very pleased with them. It doesn't help that Damp. Matrix is a annoyance for yourself and more expensive.
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illuzion
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« Reply #8 on: May 25, 2004, 12:31:59 am » |
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I've been testing Root Maze... it hoses Dragon (until they get a Deed) and really slows down Belcher (haven't tested vs Draw7 since it doesn't have a presence here). I also run Naturalize, since again, it's good against Dragon (if they don't have a swarm in play), as well as artifact heavy decks...
Oh and... I think *4* Wastes is the way to go. They're just so great for turning an opponent's questionable hand into a losing hand...
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jCoKn
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« Reply #9 on: May 25, 2004, 06:56:38 am » |
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Thanks guys, gathering all of your comments, I've made changes to my board. I realized that I'm so afraid of prison decks, but at the same time there aren't really any in my meta. Therefore, my new SB:
3 REB 3 Blood Moon (MVP) 3 Tormod's Crypt 3 Null Rod 2 Root Maze 1 Gaea's Blessing (for security)
Basically R&R was cut for the maze, which I really like, and Blessing. I don't think I really need Artifact Mutation even though it's a great tempo card; my main artifact hate will be mana denial via rod.
Oh, and Illuzion: I really cant run 4 Wastes... it lowers the red sources too low and that suxorz.
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Remember: Winners go home and fuck the prom queen and the losers sit at home whining about it.  -Jazzykat
The Quad Entente - Yeah, we're all terrible               - Yeah, 3/4 members t16 at Waterbury V
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wuaffiliate
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« Reply #10 on: May 25, 2004, 09:49:24 am » |
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moon doesnt help as much as you would think vs combo. rods just do a better job of stalling while you win.
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SpencerForHire
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« Reply #11 on: May 25, 2004, 10:53:52 am » |
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Bloodmoon is pointless for almost every matchup, I just removed mine. Lets consider for instance what matchups you might side this in for. Landstill -> Landstill is dead, you can win this matchup despite it being "poor". I actually find it quite easy to beat and the Bloodmoons are just overkill. Tog -> You already have a good matchup versus tog, SB's are to bring up bad matches not improve good ones. Keeper -> If it has the potential to mess keeper, you either are going to just see it countered (if its a good player) or the game is already yours because its a bad player. Workshop decks (to hose shops) -> Why not just win, at 3 mana you have either already lost or already one.
Those are just a few where you might use BM, and keep in mind a good portion of decks also run it boarded as well. There is no point in using BM if your opponent can take them enough to run them himself.
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FireFall26
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« Reply #12 on: May 25, 2004, 07:56:17 pm » |
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I haven't played this deck much, but when I've played vs it and had blood moons sided in vs me, they were very slow, when versus control the deck is already a house, blood moon can be an over kill and it slows down the agressiveness of the deck. Casting 3rd turn moon isnt that good when you could be comboing off, or unloading some serious damage.
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psyburat
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Mike Noble
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« Reply #13 on: May 25, 2004, 07:58:54 pm » |
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Gamble is a horrible tutor. It has no place in the deck.
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GodzillA
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« Reply #14 on: May 25, 2004, 09:19:55 pm » |
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I forgot to mention above, that Gamble is really only good on a first turn drop, shortening the chances of losing the tutored card. During the course of development on the current "optimal" FCG list, I actually tested Gamble in FCG in an effort to build a combo-centric version of the deck. The resulting problems were numerous, and you've actually alluded to the two main conflicts in your own posts: 1. Running 4 Gambles lowers your goblin density significantly enough that it causes noticable detriment to your aggro strategy. 2. Gamble is only really good played first turn. Running any less than 4 means this will happen occasionally at best. We're talking very very basic deckbuilding strategy here: if you want to regularly see a card in your opening draw, you have to run 4 copies of it. As you can see, the solution to one problem exacerbates the other, and vice-versa. Gamble is a poor choice for FCG in any number. The general concensus here is correct: if you want to beat combo, do it with your sideboard. Incidentally, the age-old rule holds fast: Gamble isn't a goblin and it isn't Food Chain, so it has no place in FCG. I eagerly await the day that a card is sufficiently powerful enough to break this rule, but for the time being it remains true without exception.
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SpencerForHire
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« Reply #15 on: May 26, 2004, 10:07:54 am » |
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First, Chalice is just fine in the board, I have even played as the Control Player with FCG (in a very strange game) and via chalices they acted as counterspells. Wheel is just fine MD, just SB it out when you are facing control, I'd rather have it in for JUST game 1 every game then not having it at all. I do find it is often sided out almost every game versus most decks (minus aggro) but it still is VERY potent.
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