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Author Topic: [Mini-Primer] A Beginner's Guide to Improving FCG  (Read 13524 times)
GodzillA
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« on: May 26, 2004, 01:14:27 am »

As Food Chain Goblins has been gaining increasing popularity in the last few months, more and more people have been making attempts at further optimizing the existing "best build". As part of the small group that was originally responsible for developing the deck into its current form (along with Vegeta2711, bebe, and TeenieBopper), I have the benefit of having thoroughly and rigorously tested a great many of the cards that are now being suggested publicly as options for addition to the deck.

Because there seems to be so much public interest in improving FCG these days, I feel it would be beneficial for a few basic ground rules to be set out and understood by those that intend to do so:


Rule 1: Understanding FCG's Strategies and the Balance Therein

The rule: it is absolutely imperative that alterations to FCG do not upset the subtle balance between its aggro and combo elements.

The most fundamentally important thing to recognize about FCG is that it's not primarily a combo deck. Certainly its combo makes it robust and versatile, but it is its rock-solid aggro strategy which makes it fundamentally viable. This isn't to suggest that the combo element is unncessary; the point is that it is the combination of the two strategies, and their inherent synergy which make the deck so viable. The balance between the two is fragile in the extreme, making FCG perhaps one of the least customizable decks in the format.

One of the biggest mistakes I see being made by people attempting to alter FCG is that the proposed changes significantly upset the balance between the deck's combo and aggro strategies. Efforts to make the combo element faster almost invariably destabilize the aggro element. Examples include running Gamble or Skullclamp as search for Food Chain, running a high Matron count to search for Recruiters, running off-color moxen for combo accelleration, etc. In theory, these are all sound ideas, and in fact I've playtested all of them thoroughly, as well as many others. In all cases, however, the addition of these accellerants severely weakened the consistency of the deck's aggro approach, and were eventually abandoned.


Rule 2: FCG is not Good for Adaptation to Any Metagame

The rule: either FCG is the right choice for your meta or it isn't. It can't be forced.  

One could draw a comparison between FCG and Gay/R, in that they both represent genuinely competitive "budget" decks in the format, and they both have an aggro element backed by a secondary strategy. They are both versatile, and have powerful draw engines. I would assert, however, that their similarities are outweighed by their differences.

Gay/R is defined by its ability to be adapted to specific metagames. Of the deck's basic architecture, roughly a third of the deck can be adapted to suit a specific meta. This is one of Gay/R's greatest strengths, and the source of its continued popularity. FCG, on the other hand, is Gay/R's polar opposite in this regard. Because its strategy is so fundamentally reliant upon a high goblin count, and because of the delicate nature of the balance between its strategies, there is a proportionally miniscule aspect of the deck which can be altered to meet meta demands. Realistically, it's safe to say that either FCG is a good meta choice or it isn't. There's very little that can be done to change this. On the up side, it's got a strong game in a wide variety of metas. In fact, the only meta where it would be a definitively poor choice is one which is dominated by combo like Draw7, Belcher, and Dragon. While the sideboard can strengthen some of these matchups to a degree, neither its aggro nor its combo element is fast enough to consistently beat the pure combo decks in the format.


Rule 3: (THE GOLDEN RULE) If it's not a Goblin, Mana, or Food Chain, it Doesn't Belong in FCG

The rule: Seriously, I'm not kidding. This isn't an exaggeration.

FCG is built purely upon synergy. Every card in the deck has beneficial interaction with every other card in the deck. This synergy is owed completely and totally to the fact that every non-mana source in the deck is a goblin. Literally every single non-goblin card added to the deak weakens its overall synergy. I can't stress this point enough. This rule is not an arbitrary one. This is derived from having tested a great many seemingly synergistic non-goblin cards and found that they are in fact a detriment.

I have yet to see a non-goblin card aside from Food Chain with the level of raw power that it deserves a spot in the deck. In the existing cardpool, see no exceptions to this rule. If Ancestral Recall were red, it would be an exception; that's the power level I'm talking about here. In all likelihood, if FCG is to be changed much from its current form, it will be by the printing in future sets of goblins which provide useful effects currently not present in the deck, broken mana sources, or by the printing of a miraculously better combo card than Food Chain. I certainly think that we're bound to see more cards fitting the first category than the second or third, but time will tell. In the meanwhile, we can only work with what we've got.


Rule 4: Basic Deck Architecture

The rule: There is very little room for alteration in FCG before making it worse than it was originally.

The following is a decklist including elements which are absolutely necessary for the deck's smooth functionality. Each card will be discussed below, as will open slots.

Essential FCG

// Mana        
        5 Mountain
        4 Taiga
        4 Wooded Foothills
        4 Wasteland
        1 Strip Mine
        1 Mox Ruby
        1 Mox Emerald
        1 Black Lotus
        1 Sol Ring
        1 Mana Crypt
        2 ***                                                  
       
// Goblins
        4 Goblin Lackey
        1 Skirk Prospector
        4 Goblin Recruiter
        4 Goblin Piledriver
        2 Gempalm Incinerator
        2 Goblin Matron
        1 Goblin Sharpshooter
        3 Goblin Warchief
        4 Goblin Ringleader
        2 Siege-Gang Commander
        4 ***
       
// Combo
        4 Food Chain
       
       
Card Explanations:

In-depth explanations for individual card choices have been done to death for FCG, and are well covered in Vegeta's FCG Primer. I will be concentrating here on the reasoning behind the quantities of each card, working under the assumption that you know what they do and why they're there in at least a general sense. If you don't, I encourage you to read the official Primer.

5 Mountains
We want to keep a reasonably high basic land count, as the deck is very very mana-hungry, particularly for red. Resilience to Wasteland and other non-basic hate is a must. Going below 5 Mountains is highly unwise.

4 Taiga
A given.

4 Wooded Foothills
Also a given, although the number deserves some discussion. Unlike older aggro decks like Sligh, this deck actually doesn't benefit from the deck-thinning aspect of Fetchlands. If anything, it wants to be drawing more red sources in the early game. In the late game, Recruiter completely removes the necessity for deckthinning. Therefore, while it could support more than 4 Fetches, FCG actually only wants the bare minimum necessary for color-fixing.

Striplands
A point of great contention in the deck's infancy, it's now widely agreed that a full compliment of Striplands is an absolutely necessary inclusion in the deck. While they do in fact cause more mulligans than a Stripless build, the trade is more than worthwhile. It is really the deck's only control element, and a necessary one at that, particularly in a meta with so many Workshops. 5 is a must.

Lotus and on-color Moxen
A given. Off-color moxen are a poor choice for the deck simply because it's already running on an unstable mana base. Further removal of colored sources for colorless ones would severely harm the deck's consistency.

Sol Ring and Mana Crypt
Necessary inclusions. Help accellerate out Food Chain, Ringleader, Matron, and Rack and Ruin. Note that 2 double-colorless mana sources is just about the maximum the deck can support. Any more than this, and you'll often be taking unnecessary burn. This is due in part to the lack of synergy with Warchief, which reduces the colorless cost of nearly the entire deck. 2 double-colorless sources is ideal.

2 Open Mana Slots
Chrome Mox and Lotus Petal are almost certainly the best choices for these slots, and are the current standard. In an extremely Null Rod heavy meta, or a meta which requires you run your own Null Rods, though, you might consider running Bloodstained Mires or Mountains in their place.

4 Goblin Lackey
This shouldn't need to be said, except that I actually saw someone say in seriousness that Lackey has no place in FCG. So, just to reiterate the obvious: Lackeys. 4 of them. Removing them would be akin to removing Welders from Slaver. They are absolutely that important to the deck. If you disagree, please stop reading now, as I assure you I can't be of any help to you.

2 Skirk Prospector
This number is actually rather variable. I've seen decks run anywhere from 1 to a full 4. As long as you're running at least 1, you're well off. I strongly recommend 3-4, but 1 is the bare minimum. I've seen arguments against running any, but I can only assume that those people don't understand the synergy with Sharpshooter and SGC, allowing for a win condition not requiring the attack phase. This is yet another aspect of the deck's versatility and shouldn't be ignored.

4 Goblin Recruiter
Combo piece, as well as one of the most broken goblins ever printed. 4 is a must.

4 Goblin Piledriver
See Goblin Lackey. Piledriver is equally important to the deck's aggro strategy, and are most potent in multiples. 4 is right.

2 Gempalm Incinerator
Uncounterable creature removal that cantrips. 2 is the bare minimum. In a field with so many Welders, as well as a fair showing of fat, 3 is probably a good idea. 4 may be overkill, as Incinerators are somewhat conditional. In an extremely aggro heavy meta, 4 could be acceptable.  

2 Goblin Matron
Actually a rather large point of contention. I've seen people say that the deck shouldn't run any, as they're too slow, and I've seen people say any less than 4 is a sin. I could write an entire primer just on Matron, but I'll try to keep it to the basics. This ties in directly with what I was saying earlier about the fine balance inherent in the deck's construction. Those that argue that Matron is too slow are correct, to a degree. When in aggro mode, they are essentially an overcosted Demonic Tutor. In combo mode, with a Food Chain on the table, they are an unrestricted Time Walk. Because their role can shift so dramatically, the best road to take here is the middle ground. We don't want to be drawing multiples in the early game, so 4 is too many. They flat out win the game for you with a Food Chain on the board, though. They can also get you the exact goblin you need in the mid to late game, so we definitely want to run some. 1 is too few, 4 is definitely too many, and testing has shown that 3 is often too many. 2 appears to be the ideal number.

1 Goblin Sharpshooter
See Prospector. It's a necessary combo element for the direct damage kill condition. Additionally, it handles opposing Welders and Fishies rather handily. Especially nasty when brought into play under a Warchief. 1 is the bare minimum, because it provides excellent utility, and can be searched for via Matron or Recruiter. Because they work so well in multiples, it wouldn't be unwise to run 2-3 of them, particularly in a creature-heavy meta. We don't want to be drawing them in the early game, however, so 4 is definitely a bad idea. 1-2 will likely be the best number.

3 Goblin Warchief
3 is the minimum. Many builds run 4. They are an excellent accellerant for the deck, and we always want to see one by second or third turn. However, the double-red can at times be prohibitive, particularly when running less than 3 Prospectors. Furthermore, they aren't as useful in multiples as one might think. There are only 6 cards in the entire deck that can benefit from having more than 2 in play at the same time. I recommend 3, but 4 is reasonably common.

4 Goblin Ringleader
See Recruiter. 4 is a must.

2 Siege-Gang Commander
Part of the direct damage combo with Prospector and Sharpshooter. Also a gargantuan tempo shift when dropped via Lackey second turn. 2 is the ideal number. 4 is far too many, as its mana cost is far too prohibitive for consistent harcasting. 3 is too many for the same reason. We really only want to play them via Lackey, since they're a huge liablity when facing Mana Drain. 2 means there's a fair chance we'll get it opening draw along with a Lackey, but won't show up often enough to be truly dead. I've heard some argue that the deck should only run 1, but this is incorrect. This is because when comboing out with Food Chain, we want to use one SGC for mana generation (5 mana for SGC nets 9 under Food Chain), while we reserve the second for use in a direct damage capacity. 2 is the correct amount.

4 Open Goblin Slots
No matter how much you want to, don't put non-goblins here. It will negatively impact the deck's performance, I promise you. The only possible exception to this rule is Wheel of Fortune, but it is a liability in a meta with a lot of control, which is most of them.

Some possibilities include: 1-2 more Prospectors, a 3rd Incinerator, a 2nd Sharpshooter, a 4th Warchief, 3-4 Mogg Fanatics, or perhaps a Goblin Tinkerer or Goblin Vandal for maindeck artifact removal. It should be noted that Tinkerer and Vandal have performed rather poorly in testing.  


Rule 5: Cards NOT to Run in FCG
The rule: some cards just don't fit.

I could spend a very long time going over cards that have been suggested for inclusion in FCG, and why they didn't pan out, but it will save me a lot of time to say simply that in most cases, the Golden Rule applied: they weren't goblins. I'll take some time to go over the more reasonable suggestions:

Skullclamp
In theory, a perfectly sensible option for the deck. Certainly the deck often wants to find Food Chain as quickly as it can, and Clamp should facilitate this. To a degree it does, but the effect is not significant enough to outweigh the fact that it's not a goblin. Thorough testing has shown that the combo accelleration was minimal, but that the detriment to the aggro element was significant. One of the main problems is that FCG doesn't want to throw away its resources unless it's doing so to Food Chain for the win. Often, when Clamp was used to find Food Chain, there weren't enough remaining resources on the table to go off. In the end, the Golden Rule applies.

Gamble
See Skullclamp. While it seems like a very good idea to accellerate the combo element of the deck as much as possible, in practice it only serves to destabilize the deck. In Gamble's case, the card is often dead in the late game, since it's most useful when cast with a full hand. In order to consistently draw it in the opening hand, though, you'd have to run 4, meaning that once again, we're dropping actual threats for theoretical combo speed. Thorough testing shows it just isn't worth it. Again, a victim of the Golden Rule.

Mirri's Guile
In theory the most viable option for combo accelleration I've seen suggested. It's 1cc, and isn't nearly as conditional as Gamble. The fact that it's green is a minor drawback, but not too significant. Testing has shown that the card falls to the same fate as the others, though. In most cases I would rather have been drawing a goblin when I draw the Guile. They don't call it the Golden Rule for nothin'.

Those are the main suggestions with any validity that come to mind. As I stated earlier, I have yet to see a non-goblin card with a power level that justifies its inclusion in FCG.


Conclusion:

It is in many players' natures to want to improve upon a deck they're interested in, and to make it their own. This is in fact the source of a great many of the advances we see in many of the upper-tiered decks today. However, while it pains me to say it, I think it very unlikely that FCG can be significantly improved upon using the current cardpool. Because of its unique structure, there exist a great many limitations on viable alterations to FCG. The available goblin choices have been picked apart so thoroughly that I'm certain that those options have been explored to the point of exhaustion.

Barring the discovery of a combo piece that does what Food Chain does but faster or more efficiently, I see essentially no room for improvement of the deck at this time. Beyond perhaps minor tweaks to the manabase or to a few goblin choices, it is likely that the deck is currently at its most optimal. I'd love to be proven wrong, though. I encourage people to continue looking for new ways to improve the deck, using the rules above as a guide.
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Razer51
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« Reply #1 on: May 26, 2004, 03:59:13 am »

I have tested Tinder Wall as a mana source and found it to be great.  Anyone else have any experience with this?

C
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« Reply #2 on: May 26, 2004, 04:30:38 am »

Quote from: GodzillA
Rule 3: (THE GOLDEN RULE) If it's not a Goblin, Mana, or Food Chain, it Doesn't Belong in FCG


plus its green.
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GodzillA
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« Reply #3 on: May 26, 2004, 05:49:14 am »

Technically it doesn't violate the Golden Rule in that it can be considered a mana source. Elvish Spirit Guide also falls into this loophole, and is a viable option for budget Moxen replacement. However, Wu is right that the green can pose a problem. The deck is very tight on green mana sources, and isn't guaranteed to reliably be able to play the Tinder Wall when it needs to. More importantly, it's not arguably better than any of the other mana sources in the deck, save perhaps for Lotus Petal.
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Sam_haight
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« Reply #4 on: May 26, 2004, 07:07:22 am »

A good read.
Have you considered switching the wooded foothills for bloodstained mires for access to black in the sideboard as black has the best hosers to some of the decks worst matchups. e.g. Planar void and coffin purge for dragon.
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« Reply #5 on: May 26, 2004, 08:32:30 am »

Planar Void doesn't stop Dragon because of Necromancy!
Coffin Purge is bad because it is not red, Tormod's Crypt is all you need because it cost nothing, and you can realiably play it turn 1. One Crypt will usally slow the Dragon player down enough to give you a good chance of winning since it only has to stall them a couple of turns in most cases. As you can see black doesn't give FCG anything it needs that it doesn't already have. The deck is solid and adding additional colors will only weaken the mana base and the deck.
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« Reply #6 on: May 26, 2004, 08:55:17 am »

In a Dragon heavy meta ( is there one these days?), we ( Godzilla teeniebopper)  had discussed ground seal as a possibility for the sideboard but really crypt is cheaper and colorless so why not use it. Black is just not required at all.

I really like the analysis. One card that is used in Europe and not here as much is Wheel of Fortune. Yes, yes. A two-edged sword. But maybe it deserves a mention even though it breaks a rule.
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« Reply #7 on: May 26, 2004, 10:04:26 am »

What about wheel of fortune?  I find that it can often allow for a more consistent combo off, especially if your only a card short.  The extra draw IMO is always welcome in FCG.  I ran it a Sanctioned Event in Novi (see report for more info) and it never really failed me, I find it isn't ALWAYS getting played but I am never sorry to draw it up.
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« Reply #8 on: May 26, 2004, 11:20:42 am »

good report, it covers the premise of the deck very well. without reasonable testing i had advocated the use of more comboish versions, and as you mentioned saw the fault in this plan. I think that with exception to a few creatures, namely prospector, matron, and incinarator, changes should not be made. However i have found that because of the inherent tightness of the deck i have ofetn found it diffucult to SB. And i think that if not here, some discussion towards SB options and sideboarding should be taken into consideration.
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« Reply #9 on: May 26, 2004, 11:22:27 am »

Quote
Skullclamp
In theory, a perfectly sensible option for the deck. Certainly the deck often wants to find Food Chain as quickly as it can, and Clamp should facilitate this. To a degree it does, but the effect is not significant enough to outweigh the fact that it's not a goblin. Thorough testing has shown that the combo accelleration was minimal, but that the detriment to the aggro element was significant. One of the main problems is that FCG doesn't want to throw away its resources unless it's doing so to Food Chain for the win. Often, when Clamp was used to find Food Chain, there weren't enough remaining resources on the table to go off. In the end, the Golden Rule applies.

I'd be really interested if you have tested them in the SB to board in vs Keeper and Tog in metagames where there is room for them  (IE Dragon completely absent, allowing you to cut Crypts). That idea looks really promising to me.
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« Reply #10 on: May 26, 2004, 12:07:08 pm »

A good read.

What about budget mana base?

Some people use 4 ESG. They accelerate the deck but in some situtations, it's better to have a goblin or land card. What do you think?

1 Mana Crypt
1 Sol Ring
1 Lotus Petal
4 Taiga
5 Strip
6 Fetchs
7 Mountain
-- 25

or

1 Mana Crypt
1 Sol Ring
1 Lotus Petal
4 ESG
4 Taiga
5 Strips
6 Fetchs
5 Mountain
-- 27 because ESG isn't really stable.
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« Reply #11 on: May 26, 2004, 01:17:49 pm »

very good read

Also in my testing the goblin tinkerer/vandal has not been the greatest whatsoever.  I would much rather have a prospector or some other resourceful goblin in that slot.  Once you get them active, more than likely, the acceleration of the opposing artifacts has been used and its not going to matter.  In these early turns (2-3) you should be trying to set up to combo out on 4, or go aggro on 4-5.

I am torn on the issue of Wheel.  It's something i am going to have to test, but it just seems it will be something that would be sideboarded out, or it would be a "win more" card.
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ArdvarKing
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« Reply #12 on: May 26, 2004, 01:36:34 pm »

I belive that Wheel of Fortune has no place in such a heavily controling meta. The uses of Wheel are rather limited you can almost always assume they will simply draw into enough counters to compleatly stifle your combo and at the same time obtaining a greater card advantage.
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« Reply #13 on: May 26, 2004, 01:38:31 pm »

I'm playing a 4 chief, 2 shooter, 2 gempalm, 3 skirk version.

Chief: speeds me up, i love drawing them, 4 is best imo.

Sharpshooter: deals with most annoying creatures, and doubles as a kill condition, wicked in combat.

Skirk: i wouldnt dip lower than 3, i like the acceleration they can give alot.
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« Reply #14 on: May 26, 2004, 01:47:18 pm »

I run 3 Prospectors, 3 Gempalms, 3 Warchiefs, 1 Wheel,  I feel that you can effectively go off pretty easy and still hate out anything that could ocme in the way, I am however condsidering running a Warchief in stead of the wheel.. I also have been thinking that the draw 7 your opponent gets could cost the game or win it, but you are more likely to be able to win even if they draw into double FoWs.  They can only counter twice to three times (depending on untapped mana) and they are down 4 to 5 cards to your 2 to 3, the manabase is so light that you are more likely to have additonal combo pieces/threats beyond that, and like I said, versus control you side it out.
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« Reply #15 on: May 26, 2004, 02:05:32 pm »

Good times, thanks for stemming the tide of dumb questions for at least a week.  :lol:
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« Reply #16 on: May 26, 2004, 02:31:17 pm »

@Sam_Haight:

I've considered it, yes, but I'm against it because it requires running a higher nonbasic count (Badlands) over basic Mountains. Even if you're running only one, it further destabilizes an already fragile manabase. And, as many others have pointed out, black doesn't do much that Tormod's Crypt doesn't.

@Gimbles:

You may have noticed that Wheel of Fortune was briefly mentioned as the one existing possibility as an exception to the Golden Rule. I have tested it, and it certainly has its merits. In the end, I chose not to discuss it at length, because I was really interested in stressing the importance of Rule #3. By stating that the Wheel is a definite exception, it opens up room for conversations beginning with: "Well, X card is as powerful as Wheel of Fortune, and it's an exception, so why not this card?"

I'll say that Wheel can be a powerful tool in the deck, although it is occasionally a liability against control. I want to make it clear that I consider Wheel to be the one and only card in the current pool that can justifiably break the Golden Rule.

@ArdvarKing:

SBing with FCG is as unique and difficult a task as is altering the maindeck. I was tempted to write a section on it, in fact. However, this primer was intended specifically as a guide for deck development, not play strategies, so I chose to leave it out. If people are interested enough, I will write a second mini-primer on sideboarding. If I were to do so, I would avoid discussing specific matchups, as that's pretty well covered in Vegeta's primer. I would be more interested in laying out a set of basic rules, as I've done here. (I.e., what never to remove, what's safe to remove in what numbers, what is less necessary against basic archetypes like Control, etc.)

@Mon, Goblin Chief:

Actually I have tested Clamp in the SB. In a control heavy environment, it is a very effective tool. It has wonderful synergy with Recruiter, and isn't nearly as large a Drain target as Ringleader or Food Chain. It's definitely a viable SB option. Again, though, this article was intended to concentrate on maindeck development, not on SB development. When I get the time, I'll set my mind to writing a comprehensive SB guide.

@Negator:

ESG is absolutely a viable budget option. In fact I endorse their use as Moxen/Lotus replacements in a budget build. However, the Official FCG Primer covers the budget version of the deck, and this article is intended to deal with complete optimization of the deck.

@wu:

I'd never drop lower than 3 Prospectors myself, but in a technical sense only one is absolutely necessary, so that's how it's listed in the basic architecture.
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« Reply #17 on: May 26, 2004, 03:42:00 pm »

Wheel:
I might have been a little hasty on my feelings about Wheel, I understand that would be sided out against control. I have not tested any versions with them and am currious to how they have helped, w/ out counters and a Food Chain on the table it would seem to be an auto-win.

As far as creature base goes, i think that a large portion of the Aggro capibilities of this deck come from having 4 pile drivers and 4 warchiefs. And dont think the warcheifs should be cut. The warcheif and piledrivers alone will often provide enough beatdown to finish off a control player with ease.

as for the sharpshooter, i think that 1 is sufficent. Unless you find that it helps you out a good deal against Gay/r and welders i think it is easy enough to Matron for one.
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« Reply #18 on: May 26, 2004, 04:11:48 pm »

Even without a Food Chain on the table, Wheel can = the win, as it can draw into one.

You're right that Piledrivers and Warchiefs are huge contributors to the deck's aggro strategy. As far as the "Piledriver and Warchief Aggro Plan" are concerned, Piledrivers are useful in multiples. Warchiefs are not. You only need one to fulfill their role. Having 3 maindeck means you're likely to get one early. If not, you've got 6 other ways to find them (Recruiters/Matrons). The point is, yes, Warchiefs are really really useful. No, you don't need a bunch of them. 3 is good. 4 can be a liability because of their double-red cc.

As for Sharpshooter, 1 is absolutely necessary. 2 can be good in certain (read: aggro-heavy) metas. More than 2 is almost always unnecessary.
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« Reply #19 on: May 26, 2004, 04:49:57 pm »

Godzilla- Sharpshooters are great even in non-aggro situations. If somehow they hit the board (maybe off Lackey) against fish, decree keeper, slaver, or mirror, they can be powerhouses. I used to run 2, until I replaced him with a 3rd Siege Gang which IMO helps alot... He's more mana accel +tokens in the combo, and he's a more frequent lackey drop.
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Vegeta2711
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« Reply #20 on: May 26, 2004, 05:07:06 pm »

Sharpshooters are good, but they aren't -that- useful outside of non-aggro situations. Hence why I wouldn't run more than one outside of a weird 80% aggro meta.

A 3rd Siege-Gang is simply superfluous, you don't need him, nor does he help during the combo. (You only need one during the combo phase.)
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GodzillA
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« Reply #21 on: May 26, 2004, 05:55:17 pm »

The primer explains why 2 SGC's is the right number. 3 is simply dead too often to be warranted.
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« Reply #22 on: May 26, 2004, 07:35:53 pm »

A fun trick with wheel, (after SB'n, and it only works against landstil/fish)
Wheel of Fortune with a standstill out, after the still pops, if they counter you can drain them of counters then affectively render them standstilless and 3 cards short.  You must have REB's in hand, just counter anything they might counter with, ive done it on occasion and when it works you have affectively reset there curiosity draw power and removed a very powerful card from the board.
Its VERY VERY risk-ay tho.
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« Reply #23 on: May 26, 2004, 07:38:01 pm »

I may be misunderstanding you, but are you basically saying "against Landstill or Fish, use Wheel while they have a Standstill out and then counter their counters?"
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« Reply #24 on: May 26, 2004, 07:45:58 pm »

Yea, you got it Firebird, its very high risk but i love the big flashy plays, and that includes kicking dirt in FoW and Manadrains eyes as they try to hinder my attempts to mill them after the still pops.
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« Reply #25 on: May 27, 2004, 05:50:06 am »

big flashy plays are usually the wrong plays.
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« Reply #26 on: May 29, 2004, 09:53:55 am »

I'd like to cast my vote for a SB primer.  I've done fairly well with this deck vs random scrub, but the last time I went up against a serious control player I lost in 3 because I killed myself sideboarding.
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« Reply #27 on: May 29, 2004, 06:27:59 pm »

When it comes to SB'n thats where the most experience is needed.  The SB swap is on a situational basis, what you have in the MD vs. what you have in the SB vs what your opponent is running.  Depending on exactly what you wish to hate or accomplish, that is how you should board.  A SB Primer might help a little but not as much as just playing the deck and learning it.  You might follow the SB primer to the T versus a specific deck but if they run even the slightest variant on it you could dig your self and even bigger hole, and thats if your not meta-tuning your deck.  THe key is knowing what works where and what you can do without.  My choice is usually out with the gempalms or out with the 4-of on Piledriver, maybe one lackey or something along those lines.  But once again it is all relative to the situation.
I just don't see a SB Primer helping as much as you expect becuase the primer intails you'd have the exact cards the primer deck has and your opponent is running an exact build of what your suppose to be boarding against.

@wuaffiliate: "big flashy plays are usually the wrong plays." are plays I make when Im just messin around, in big tourneys, i go for the throat without the BS.  But it still has helped where all else has failed when Im on the ropes once or twice.
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GodzillA
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« Reply #28 on: June 01, 2004, 04:32:47 pm »

To restate my point with regards to a possible SB primer for FCG: were I to create an SB primer, it would NOT forcus on specific matchups, nor specific cards to be included, except perhaps in the most general sense. To a large degree, these aspects of the deck are already covered in Vegeta's official FCG primer.

Because FCG is so unique a deck, with so little room for alteration before losing its potency, I would instead concentrate on which portions of the deck are least necessary when facing specific archetypes. In other words, rather than concentrationg on what to side in for certain matchups, it would focus more on what to side out. This aspect of play seems to be the most commonly misunderstood for players just learning the deck.

Because the deck is relatively new, and because it's one of the few truly viable budget options in today's meta, it's seeing a huge influx of players interested in it, but who often don't understand how unique and complex a deck it is. That was the reason for this primer, and would be the main reason behind an SB primer as well.
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« Reply #29 on: June 01, 2004, 05:21:41 pm »

As I stated in a PM to godzilla, knowing what options are best taken out to make room for sideboarding in would be the most helpful. I played FCG in a tournament this past weekend, and while it performed well for me all day, I think I may have had a better shot at winning instead of finishing in third. My sideboarding was an absolute mess (although sideboarding against a highlander deck is just a terrible thing to have to do) and with an article/mini-primer of the proposed nature, a large part of the community would benefit.
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