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Addolorisi
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« Reply #30 on: June 01, 2004, 07:15:05 pm » |
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I think a sideboarding primer would actually be quite helpful. I know there's stuff in Vegeta's primer, and while it's helpful, it focuses on individual cards and thus becomes a bit too specialized.
The deck is certainly a lot different from how I thought it would be when I first shuffled it up, and a general guide of what can be removed and what cannot would really help to speed up the learning curve. I really think that the parts of the deck that give people the most trouble are mulliganning and sideboarding. Perhaps you could cover both if you were to write one?
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So in conclusion, creatures are bad. Play blue cards instead.
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BreathWeapon
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« Reply #31 on: June 15, 2004, 10:23:47 pm » |
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Has anybody playtested the merits of 3 MD Null Rods and 0 acceleration? I find it less and less necessary to actually cast Food Chain vs the Field, it just draws out FoWs and kicks the crap out of bad budget decks. This is from more of a budget perspective mind you, my Power is off doing better things in Tog etc.
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wuaffiliate
Basic User
 
Posts: 599
Team Reflection
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« Reply #32 on: June 16, 2004, 09:48:15 am » |
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you can only play 1 deck at a time, if you dont want to move it, proxie it. theres no reason to play budget.
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BreathWeapon
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« Reply #33 on: June 16, 2004, 10:41:33 am » |
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Actually, I just wanted to know if anybody had bothered to use Null Rods in their Budget FCG decks instead of dubious acceleration like Lotus Petal and Chrome Mox etc. I think of all the cards mentioned for FCG, Null Rod is the only card that fits into the "Must be significantly powerful by itself" category.
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wuaffiliate
Basic User
 
Posts: 599
Team Reflection
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« Reply #34 on: June 16, 2004, 10:59:37 am » |
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Josh and I have run them SB, i still do, im not sure about him. but i keep acceleration along with the rod. I perfer it over bloodmoon, it acomplishes what i want to do more effectively. its cheap disruption that slows the opponent down while i do my thing. Budget FCG
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GodzillA
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« Reply #35 on: June 16, 2004, 01:45:19 pm » |
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Actually, I just wanted to know if anybody had bothered to use Null Rods in their Budget FCG decks instead of dubious acceleration like Lotus Petal and Chrome Mox etc. If they have they're doing the wrong thing. Regardless of whether or not those slots are accelleration, they most certainly need to be mana sources of some kind, or you'll invariably be hitting mana-screw. If you're adamantly against accelleration, the only logical replacement would be Mires or Mountains. I think you're severely underestimating the importance of accelleration and of Food Chain, though. As for the use of Null Rod, Al is right - Josh (Vegeta) runs them in the board, as do I. They're an excellent SB tool, but are a foolhardy replacement for mana sources in the main.
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BreathWeapon
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« Reply #36 on: June 16, 2004, 06:06:58 pm » |
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I don't seem to be having any problems with my Manabase, 4 Prospecters and 4 Chiefs with a 20 Land (5 Strip, 4 Fetch, 4 Taiga, 7 Mountain) count and 3 MD Rods has worked out alright. However, my Lackey's love me.
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GodzillA
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« Reply #37 on: June 17, 2004, 02:57:22 am » |
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20 mana sources is way too few to support the deck reliably. It's good that you're lucky with Lackeys, but it's extremely safe to say that luck is not the best foundation upon which to be basing deckbuilding decisions.
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KOOKOOBAH
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« Reply #38 on: June 17, 2004, 07:41:46 am » |
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I've been playing with FCG since I read about it, and I believe that anything less than 25 mana sources is incorrect. The deck really needs the mana, since after all casting a Recuiter ensures you will never see another land for that game.
Of course you can hold unto a Matron or keep a Foothills in play for shuffling purposes, but that's generally not a good idea because that just means that you aren't losing, when you clearly want to be winning.
My build runs only 3 Skirk Prospectors -- only because my metagame has SO MANY scrubs that I felt an extra Sharpshooter was worth it, and it did help pull off the combo win faster.
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To the moderators/committee: Hi! I really like you guys! Please give me full membership? Pretty please? With sugar on top? Thanks guys! 
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Stupid_Newb
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« Reply #39 on: June 19, 2004, 09:08:05 am » |
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I disagree with the "If it isn't Mana, Goblins, or Food Chain, don't run it," Rule.
Wheel of Fortune???
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Stupid_Newb puts Time Walk to Hand from Play <HAPLO> IT'S FORBIDDEN <Stupid_Newb> ? <HAPLO> time walk <Stupid_Newb> what does that mean? <HAPLO> i can play blavk lotus if you want <System> Player Lost
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SpencerForHire
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« Reply #40 on: June 19, 2004, 12:38:27 pm » |
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Wheel of fortune is the one exception, we dicussed this a day earlier, as it is I'm currently removing my wheel cause I'd just rather have the fourth warchief.
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Team Technology - Strictly better than our previous name.
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Addolorisi
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« Reply #41 on: June 19, 2004, 02:17:29 pm » |
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My build runs only 3 Skirk Prospectors -- only because my metagame has SO MANY scrubs that I felt an extra Sharpshooter was worth it, and it did help pull off the combo win faster. I find that when playing against scrubs, my Warchief ends up being killed a lot, and I have to fall back on just using Prospector + SCG to kill them. The Sharpshooter can be pretty bad without haste vs. random scrubs. But dropping the Shooter first to bait with can sometimes be effective if they don't kill it in response to Cheif. I'm curious to what kind of scrubs you're actually talking about. Is there anything specific you can think of?
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So in conclusion, creatures are bad. Play blue cards instead.
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GodzillA
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« Reply #42 on: June 19, 2004, 05:11:35 pm » |
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I disagree with the "If it isn't Mana, Goblins, or Food Chain, don't run it," Rule.
Wheel of Fortune??? Wheel was mentioned as the only possible exception to the Golden Rule in my original post: 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. It was also discussed by others on page one of this thread. If there is an exception to the Golden Rule, it's Wheel of Fortune. However, most people that have tested it in a competitive environment have found it to be decent, but an extreme liability against control. Considering that the top 3 decks in the format right now are control-oriented, it's extremely hard to justify Wheel's inclusion.
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Arvid
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« Reply #43 on: June 24, 2004, 06:21:17 am » |
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Can someone explain to me how the Waste/Striplands finds a loop hole regarding the golden rule?
They're not goblins, nor red mana.
I feel like they fit in an aggro build but not in a combo deck. FCG is both an aggro deck and a combo deck, making the waste/strips motivated to be in - and out - depending on from what side you're looking at the deck.
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Chiz
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« Reply #44 on: June 24, 2004, 12:02:33 pm » |
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Can someone explain to me how the Waste/Striplands finds a loop hole regarding the golden rule?
They're not goblins, nor red mana.
I feel like they fit in an aggro build but not in a combo deck. FCG is both an aggro deck and a combo deck, making the waste/strips motivated to be in - and out - depending on from what side you're looking at the deck. First of all, the Wastes/Strip produce mana. Sure, thoses mana aren't red, but with all the colorless mana that yours spells need, but that's not a big issue... If you see that Wastes/Strip fit in an aggro deck and you don't see why they fit into FCG, you are missing something: FCG IS an aggro deck that somethimes combo to win faster. You will win more games with the aggro part of the deck than the combo part.
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Team Québec
Fasle Dawn: 191
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Gandalf_The_White_1
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« Reply #45 on: June 24, 2004, 09:31:17 pm » |
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Null rod: Null rod is good disruption but is only really necessary against combo. If your meta has alot of combo, FCG isn't the right choice. Mana sources:I have been testing the deck with 25 mana sources, 3 being ESG and 1 being a lotus petal, and I find it to be reliable. With prospectors, lacky, and foodchain, the deck doesn't really need more than 3 permenant mana sources to run on. Free goblin slots: I also run extra prospectors as most people seem to do. They are quite versatile as they can beatdown, fix screw, and combo off. I also run 2 sharpshooter because I find them helpful. I actually like vandal. It helps against disruptive artifacts like sphere of resistance or trinisphere, and works well hurting other decks by disrupting their mana. It's a threat, answer, and disruption all at once. What more could you want? I run 2. Tinkerer is obviously too slow, however; don't run it because it sux. Gempalm: I don't think that more that 2 are necessary. It is very versatile, but the only time it really shines is when it has stuff to kill, which it often does not. Matron: a fitting card, yes, but way too costly to be more then a 2-of. It is rather nice to lacky in, however. What makes the deck so good is that the cards that arn't loaded with raw power are very versatile and can serve mana diffrent purposes. Gotta luv dem goblins  .
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We have rather cyclic discussion, and I fully believe that someone so inclined could create a rather accurate computer program which could do a fine job impersonating any of us.
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GodzillA
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« Reply #46 on: June 25, 2004, 03:28:49 pm » |
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Can someone explain to me how the Waste/Striplands finds a loop hole regarding the golden rule?
The Golden Rule says nothing about red mana. It says mana, which Striplands are. If red mana were implicit, then Mox Emerald, Mana Crypt and Sol Ring would all be unacceptable choices, which obviously isn't the case. Striplands win games. It's as simple as that. The deck is not pure combo by a long shot. It is primarily aggro, and aggro benefits from a disruption strategy supporting its attack. Furthermore, Strips can be used to lock opposing unstable manabases out of a specific color, often providing the ability to resolve or protect a key spell which otherwise would not succeed. Mana sources:I have been testing the deck with 25 mana sources, 3 being ESG and 1 being a lotus petal, and I find it to be reliable. With prospectors, lacky, and foodchain, the deck doesn't really need more than 3 permenant mana sources to run on. Technically 4 permanent sources in play (or two and a Crypt or Sol Ring) is ideal, but overall you are correct. 25 mana sources is an ideal amount. At least 21 of them should be permanent mana sources. I actually like vandal. I understand why, but you're in the minority. Artifact Mutation in the board is so much more reliable, and more often than not is a massive tempo shift in your favor. Nevertheless, one or two Vandals aren't going to cause too big an issue, since they're goblins, so if you like 'em, run 'em.
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Hero
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« Reply #47 on: June 27, 2004, 03:44:35 pm » |
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I think that FCG is pretty much maximized for now. Until we see better goblins, I don't think the decklist will change that much.
But even then, the core goblin list is so synergetic, I don't see what else they could print that would warrant a slot, let alone replacing what goblins we already use.
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Cross
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« Reply #48 on: June 27, 2004, 08:23:04 pm » |
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i think you'd be surprised at how useful vandals are, especially when people keep hands with little land but have artifact acceleration for backup. and vandal+strip land combos shuts most early games down. I'd agree that the decklist doesnt warrant tinkerers, but vandal is definitely worth toying with.
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the GG skwad
"109) Cast Leeches.
110) You win the game."
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Zelc
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« Reply #49 on: June 28, 2004, 12:29:29 am » |
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You should never depend on Artifact Mutation to kill artifacts against anything that runs Chalice of the Void. Anyone who knows the matchup will most likely set Chalice at X=2 against FCG, and that kills Artifact Mutation. You must also run Oxidize, Overload, Rack and Ruin, or Mogg Salvage in the sideboard if you plan on siding Artifact Mutation.
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<Guo_Si> Hey, you know what sucks? <TheXPhial> vaccuums <Guo_Si> Hey, you know what sucks in a metaphorical sense? <TheXPhial> black holes <Guo_Si> Hey, you know what just isn't cool? <TheXPhial> lava?
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SpencerForHire
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« Reply #50 on: June 28, 2004, 01:16:11 am » |
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After a tremendous amount of mental scarring against chalices for two, I have come to decide that [card]Gorilla Shaman[/card] is a no brainer in any FCG SB, especially in such an artifact heavy metagame like today, and BONUS it's a creature. Null Rod on the other hand is not only good against combo but against any Slaver oriented decks as you only have a few artifacts so nothing a rod can be welded for most of the time, making the win condition in that deck, a  mana block of metal. Another nice element against combo as was so elequently proclaimed as the bad matchup for foodchains, Chalice of the Void is a must (this HAS been mentioned many times before but almost any post I put in this topic will have me announcing how good it is as a board card).
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Team Technology - Strictly better than our previous name.
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GodzillA
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« Reply #51 on: June 28, 2004, 04:59:59 pm » |
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i think you'd be surprised at how useful vandals are, I'm not. Most of the time they're too conditional to be truly useful. The fact that they're goblins is their only saving grace. You should never depend on Artifact Mutation to kill artifacts against anything that runs Chalice of the Void. This is astute. Chalice can be an issue, particularly set at 2. In metas where you might see a lot of them, then Oxidize, R&R, Meldown, and Mogg Salvage are all viable and in fact recommendable alternatives. Mutation is the default because of the tempo shift it can provide, but it can be liability against Chalice. I have come to decide that Gorilla Shaman is a no brainer in any FCG SB, especially in such an artifact heavy metagame like today, and BONUS it's a creature. The fact that it's a creature never struck me as a bonus. It's a liability. It's great for eating Moxen and Chalices, but it's not nearly as flexible, reliable and comprehensive in its uses as something like Oxidize or R&R.
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Arvid
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« Reply #52 on: June 29, 2004, 04:03:46 pm » |
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Thanks for the response about Wasteland everyone, I use them now and will never look back (probably).
What do you think about this sideboard?
3 Blood Moon 4 Red Elemental Blast 2 Pyroblast 4 Artifact Mutation 2 more artifact slots, Oxidize/R&R/Meltdown/Goblin Vandal/Pulverize
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Zelc
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« Reply #53 on: June 29, 2004, 04:23:57 pm » |
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What do you think about this sideboard?
I would not use 4x Artifact Mutation. It's good, but unless you play Goblin Vandals or Gorilla Shaman maindeck, the risk of Chalice of the Void at X=2 is just too great when facing most of the decks that you'll be boarding artifact destruction in against. It is very likely that the first Chalice of the Void would be set at 2, as it shuts off Piledrivers and Recruiters, which is extremely damaging. Additionally, Artifact Mutation requires green mana, which is only a minor color in this deck. Thus, I don't feel that only two slots for non-2cc artifact destruction is enough. I would replace them with Rack and Ruins. Killing two artifacts for one card is very nice. I think that the card advantage outweighs the conditional tempo advantage granted by Mogg Salvage. Meltdown can be an option, but it's a sorcery, and it cannot kill all artifacts (like Sundering Titans). Oxidize is good, but it requires green mana, which you may not reliably have. Additionally, X=1 is the second best setting for Chalice of the Void against FCG. Pulverize is a card that I have not yet tried, and it looks powerful. However, keep in mind that FCG is a very mana hungry deck, and its card advantage and tutor engines do not work for lands. Losing two lands may be too damaging, and you likely won't to cast two of these. Also, you should probably take out the 2x Pyroblast and fit in 4x Null Rod. You'll probably be boarding in 7 cards against control already (3x Blood Moon and 4x REB), and that pretty much takes up all of the sideboard room in your deck. Null Rods will give you some game against fast combo decks like Belcher and Draw7, and may help your Workshop matchup. Conclusion: -4 Artifact Mutation -2 Pyroblast +4 Rack and Ruin (or +2 RnR, +2 Pulverize) +4 Null Rod
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<Guo_Si> Hey, you know what sucks? <TheXPhial> vaccuums <Guo_Si> Hey, you know what sucks in a metaphorical sense? <TheXPhial> black holes <Guo_Si> Hey, you know what just isn't cool? <TheXPhial> lava?
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GodzillA
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« Reply #54 on: June 29, 2004, 07:35:53 pm » |
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Listen to Zelc - he's right on with everything. Rack and Ruin is the strongest artifact destruction available in a meta rife with Chalices. The 2-for-1 effect is very strong. He's also correct that Null Rod is an extremely poweful tool in the current meta, and shouldn't be neglected. With regards to Pulverize - I have tested it, and while its effect is awesome, FCG simply can't recover from the lost tempo to make it worthwhile.
An ideal, generalized FCG board is going to look something like this:
4 REB 4 Rack and Ruin 3 Blood Moon 4 Null Rod
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Vegeta2711
Bouken Desho Desho?
Full Members
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Posts: 1734
Nyah!
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« Reply #55 on: June 30, 2004, 03:01:33 am » |
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My SB for a general meta. 4 REB 4 Sulfuric Vortex (Because Germbus is annoying, it's not a great solution, but it works well usually.  ) 4 Null Rod 3 Gorilla Shaman (If you see more 7/10 than randomness, run Artifact Mutation)
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SimpleHiker
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« Reply #56 on: June 30, 2004, 10:41:41 am » |
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An ideal, generalized FCG board is going to look something like this:
4 REB 4 Rack and Ruin 3 Blood Moon 4 Null Rod My SB for a general meta. 4 REB 4 Sulfuric Vortex (Because Germbus is annoying, it's not a great solution, but it works well usually.  ) 4 Null Rod 3 Gorilla Shaman (If you see more 7/10 than randomness, run Artifact Mutation) What is being removed to side in the Null Rods? It seems that if you are using the null rods you need to get them out, possibly mulligan until you can drop one on turn 1 or 2. In doing so you loose the mana from the lotus, and the 2 moxen. Which can be a problem in a tight mana base. SH
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Vegeta2711
Bouken Desho Desho?
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Posts: 1734
Nyah!
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« Reply #57 on: June 30, 2004, 01:25:03 pm » |
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Depends, usually Matron's leave, then whatever I consider non-essential in the match-up.
The mana also works fine w/ Null Rod, you lose a couple of sources, boo-hoo.
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Arvid
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« Reply #58 on: July 02, 2004, 05:34:08 am » |
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Thanks for the input, here's my reflections.
Anti artifact cards I think Artifact Mutation is the best choice since you get tokens, this is crucial against Tangle Wire/Smokestack. The non/access to green is not an issue, according to me. However I agree that Chalice is best set at 2, this is why I have two more anti artifact slots with either Oxidize or Rack and Ruin. Maybe I should cut one Artifact Mutation and play 3 Artifact Mutation, 3 Oxidize/Rack and Ruin/Goblin Vandal, just to divide evenly between two different casting costs?
Red blasts I don't think 6 is too many. The only matchups you would want to side in both 6 blasts and 3 Blood Moons are vs. HulkSmash, Landstill, Fish and possibly Keeper (do you want 6 blasts here?) And in these matchups it isn't extremly hard to find 9 places, for example against HulkSmash you could go:
-3 Gempalm Incinerator -1 Goblin Sharpshooter -2 Goblin Matron -3 Skirk Prospector
+4 Red Elemental Blast +2 Pyroblast +3 Blood Moon
Null Rod Null Rod is good against Mindslaver, but Slavery has really fallen here, the people that used to play Slavery has either got back to traditional Stax/wMud or evolved their decks into Control/DrainSlaver. Against Stax/wMud I think artifact destruction is strictly better than Null Rod (they only play one lonely Mindslaver in the deck), and against DrainSlavery (easy matchup anyway?) I think red blasts are better than Null Rod. They have too many answers (Cunning Wish) for the Null Rods, anyway.
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wuaffiliate
Basic User
 
Posts: 599
Team Reflection
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« Reply #59 on: July 02, 2004, 11:34:21 am » |
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i dont want to SB 6 blasts vs Hulk. i would want to bring in more blasts vs 4cc if shaman were not better in that slot.
and i would NOT take gempalms out vs 4cc, angel is a bitch stick that should be delt with.
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