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Author Topic: Blue, Green, Red Food Chain Goblins!  (Read 2775 times)
Bakes
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« on: December 02, 2004, 05:39:26 pm »

THE DECK--Blue, Green, Red Food Chain Goblins-Creator- Steven Bakes  

4 Goblin Lackey
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin Recruiter
4 Goblin Piledriver
3 Skirk Prospector
2 Siege-gang Commander
1 Time Walk
4 Food Chain
2 Goblin Matron
1 Goblin Sharpshooter
1 Mana Crypt
1 Sol Ring
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
2 Mountain
4 Taiga
4 Wooded Foothills
4 Volcanic Island
1 Strip Mine
1 Ancient Tomb
3 Wasteland
1 Ancestral Recall
1 Time Twister
1 Cunning wish

Sideboard:
3 Tormod's Crypt
3 Artifact Mutation
3 Glimpse of Nature
2 Blue Elemental Blast
3 Red Elemental Blast
1 Rack and Ruin



The Matchups-------

4cc------- A rough matchup especially with all the control in 4cc, if u resolve a first or second turn lackey then the game is in the bag most likely.

TPS D-Day
LONGDEATH--------
One of your hardest matchups. If they stall then you most likely have the game, if not then you are screwed. Its that simple. Little goblins are not ment to take on a first turn win.

Food Chain Goblins----
For your mirror you should be able to win becaus of how fast this deck can be. Time Walk is so good because you can fetch for your combo faster than they can.


Tog------
This is your best matchup. Tog cannot handle to many little guys with only 1 blocker. Once again a first turn lackey would be awesome but still a second turn lackey or piledriver will maul them.

Trinistax,Stax-------
This is a tough matchup but is very beatable. Even if they resolve a first turn 3sphere your not done. A first turn land and a second turn tomb will seal the deal because of the lack of creatures in both of these decks.

TnT ,5/3-----
Not a tough matchup. A survival cannot compare with a food chain. Even if they get a first turn fattie that will not help them against alot of creatures!!!


Herpies------
This deck is so beatable especially how much it stalls and fails to combo off. This is one of your most easy matchups with a kill in 3 turns or less.This deck has no place in T1 anyways.

Fish----
About the same exept for they have counters so be carefull!!!

-------------------------------------------------------------------------------------

Pleaze reply on this it may need some work! Thanks! Razz
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« Reply #1 on: December 02, 2004, 05:47:56 pm »

I think that you haven't addressed the fundamental question of why you would add blue to this deck. Please explain/defend your choices!
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« Reply #2 on: December 02, 2004, 06:35:09 pm »

You splashed blue for time walk and timetwister? I don't really see how this helps. Time walk gives you an extra turn to set up the combo? I just don't see why it's necessary. Also, the 4 volcanics you added just make your mana base more vulnerable to non-basic hate. If you really want to splash blue, 1 or 2 should be fine. There's no reason to use 4.
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« Reply #3 on: December 02, 2004, 07:10:09 pm »

Ugh, just no. I'll do this point by point.

1. Cunning Wish sucks in this deck.
2. Your running Timetwister, but not the on-color Draw-7 in Wheel of Fortune. This makes no sense.
3. Wounding your mana base for a few cards that don't help any of your tough match-up's, nor set-up (Food Chain) or cause a game-winning state (Wheel usually) when cast is bad.
4.Your only running 4 strips, there is no good reason for this.
5. Glimpse of Nature in the sideboard, please. Again no rational reasoning behind this move.
6. For some unknown reason you cut all of the Gempalm Incinerators. This seems folly when it serves as a uncounterable unsphereable cantrip removal spell against one of the format's most feared cards. Add to this with other goblins out he makes a fine way to take out opposing artifact creatures, Exalted Angel and even on occasion enough to take down a SOTN.

Alright a few random things for anyone actually playing my old deck (who knows I may actually have to post something good on this again).

Kiki-Jiki, Mirror Breaker is one of the best Lackey or Food Chain plays other than SGC. The ability to insantly double up almost any of your goblins is great. How good he is I haven't quite figured out yet, but he far surpassed my expecations of him.

Splashing black for Cabal Therapy and useful SB cards such as Planar Void, Duress, etc. has been another option I've been looking into. This is currently the only splash I -might- consider in FCG and honestly it'd probably work better as straight R/b Gobbo's if it made a real difference.

Last thing, running MD Artifact Mutation is a perfectly valid move if you expect to run into a decent amount of shops. With 5-6 basics, Lackey, Incinerator and AM I'd actually go so far to say as you have a decent to good match pre and post board vs. Shop decks.
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« Reply #4 on: December 02, 2004, 07:39:13 pm »

Before, for those of you who didnt know this, the deck contained Intuition, which i told him was way to slow and unneccesary. I said to add windfall, wheel and twister if blue at all, since it is combo. It really isnt necesary, but its the only real reason i think that there is to add blue.
Also, I would like to point out that this post is inaccurate amounst the match-ups list. For starters, I am the only person, unless someone liked my deck, who plays Herpes. I have never lost to goblins of any kind, and I never will. He has never played Herpes. He added this to anger me(You Succeded, Congrats). And as far as TnT and Stax. Goblins really shouldnt Beat either of these decks, especially when inferior such as this build. Both of them run the 3sphere. Stax has TangleWire and Smokestack to lock this deck down completely. TnT, as you know since you play this deck Steve, has things like Razormane and The Original to get rid of weenies, in addition to the Trisk and Pentavus. And the key basis of FCG is to get out a quick Lackey or Recruiter. Turn 1 fattie vs. a Lackie- Fattie wins. Turn 1 3sphere vs any goblin period- turn 1 3sphere. And as far as Tog goes, this is anything but an easy win for goblins. It has counter for starters. And that 1 blocker has a back-up called Pernicious Deed, which is only for powning Goblins and nothing else. It isnt quite the best match-up you think it is Steven. Good effort though...
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« Reply #5 on: December 19, 2004, 10:41:40 pm »

I think that adding blue is a big mistake.  

I've been playing this deck for a number of months, and destablizing it is the last thing you want to do.  By introducing another colour you introduce more chance for colour screw.  Furthermore, you weaken the decks core strength,  lots of men turned sideways everyturn.  

I don't think the additional gain of ancestral and walk/twister, are worth the mana base troubles. You are more susceptible to titan and wasteland/crucible locks.  One of the main strengths about the original FCG mana base is that you only need one green mana one or two times.  That's it.  The high concentration of basics, dodges the immense amount of non-basic hate, making the deck more consistent and reliable.  Furthermore, you attempt to validate the inclusion of walk as the ability to search another turn to find your combo.  Well an incinerator can do the same thing for the same mana cost, and it kills things like welders, and is uncounterable to boot!

And in your matchup analysis, I feel you over estimate their counters.  Force of will on a lackey is about the worst they can do.  Fish is basically an auto win for goblins.  Their gay-team is no match for the goblin-face- smashing-team.  You are faster and can tear through their man lands with strippers.  Failing a bad draw fish is your best matchup.  In 4 months I have never lost a match to fish.  Overall the addition of blue really weakens the deck.
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« Reply #6 on: December 19, 2004, 10:46:30 pm »

Quote from: Mark_Story
Fish is basically an auto win for goblins.  Their gay-team is no match for the goblin-face- smashing-team.  You are faster and can tear through their man lands with strippers.  Failing a bad draw fish is your best matchup.  In 4 months I have never lost a match to fish.

You would think this to be true, but, no.

Gay/r's free counters combined with Grim Lavamancer make the matchup actually fairly difficult. It can easily out-tempo you if it counters your Lackey and starts 'Mancing your troops. If you can resolve a Sharpshooter, things are looking up, but otherwise you had better not be falling asleep at the wheel.

You've probably been facing bad Fish players. I'm not saying that the Fish has the favor, nor am I saying that it's an extremely tough matchup. I'm just saying it's not as easy as you say it is.

Otherwise, you're correct. Blue in FCG is like adding Workshops in Fish.
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« Reply #7 on: December 20, 2004, 08:51:47 am »

Actually yesterday i had the same matchup (Fish (me) vs. Goblins) to qualify for t8 of a Toronto Beta Twister Tourney. It is a very difficult matchup for both players,  Lavamancers are key, no lavamancers = you loose. As long as you counter thier lackes and annul thier food chains the match can go fairly well. But Goblins has a huge edge ove fish.  The overall speed of the deck is somethnig that fish can't handle.  I won game one, and he smashed my face in the other two games all because he got rid of my lavamacers (i can't rember how).
On a real not. No....just no. Blue has no place in FCG, there is no room first of all, and the blue hardly helps. Why make a deck more inconsisatent?


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Frappie
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« Reply #8 on: December 20, 2004, 09:30:07 am »

Alright, alright, quit beating on the kid for him having made poor deck decisions. I'm sure everybody has made them. Let's adleast look at possible replacements so that he can cut blue but still have the overall same style.

The Trash (only in FCG)
1 Time Walk- Why this card? You say it helps setting up the combo? For this deck, it's an extra attack step + a draw. So in order for this card to be effective you need to have creature advantage and have your combo ready to go? Seems like a win-more card. If you must play a Walk style card try Final Fortune or Seedtime.
4 Volcanic Island -Wrong- 4x Mountain
1 Ancestral Recall -Drawing more cards is good, but the addition of blue has made this deck more inconsistant in its draws. This card adds speed but takes away from the fundamental thought of this deck, Get out all the goblins and smash-face quickie quickie. For speed try 1x Chrome Mox
1 Time Twister - As suggested earlier Wheel of Fortune
1 Cunning wish -Wrong- If your games are getting to the point where you need to cunning wish for an answer, then you need to practice with FCG. Replace this with a Gempalm Incinerator.
1 Ancient Tomb- Interesting thought- Nope still shit. Play wasteland, wreck their lands.


Board Trash
3 Glimpse of Nature -Nope- Blood Moon, not having it in your board made you lose to TPS.
2 Blue Elemental Blast -WTF?- Null Rod. This card is a must in all FCG sideboards. No questions asked.

4cc IS a tough matchup, and damn near impossible w/o your incinerators, and the same goes for fish. How the hell do you intend to win against decks that pack some disruption and goblin welder? or 4cc? or Fish? or whatever you face in your meta that runs creatures. Hell this deck in its current form would probably get pwned by sui-black.
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« Reply #9 on: December 20, 2004, 02:00:45 pm »

@goobafish:  I think it was I who played you yesterday at 401.  True lavamancers are a must deal with, as thy hose all the red men goblins have.  However, knowing the metagame is important.  With the nearly endless amount of welders and their shenanigans, 4 gempalm incinerators are a must for goblins.  They not only slow or stop welders, they also are a boon in any aggro matchup, allowing you to burn down potential threats, before they become overly relavent.  Furthermore, Incinerators are awsome against fish.  

The inclusion of nullrod in the board is something I have never thought to be useful.  Its utility is extremely dependant on your meta.  I feel there are better choice versus combo and control, the main matches where a rod would be useful.  pyrostatic pillar is generally more useful in a high combo environment.  And blood moon can often be more damaging to control decks.
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« Reply #10 on: December 20, 2004, 03:23:17 pm »

This is one of the few decks where blue is just a bad idea. 8 dual lands? Have you been following the meta? Basics, basics, basics. Use as few duals and colors as possible. Anyways, black would've been a better color addition IF adding a color was necessary to improve the build. Not that I would do something as silly as that, either.  :shock:
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goobafish
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« Reply #11 on: December 20, 2004, 05:45:46 pm »

@Mark_Story: Hey lol, ya I think it was you, how did you do in t8? Those incinerators powned me. Should sided in the Anulls...im still crying lol.
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miki
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« Reply #12 on: December 25, 2004, 01:01:34 pm »

I think you should read the FCG primer on the website because it explains why adding blue to the deck is a bad idea. (I think it was written by vegeta) Basicly , you dont use anything in FCG that isnt a goblin , a mana source or Food Chain , because the deck is so tight that you cant side in more than 4 or 5 cards . Cunning wish sucks like *** in this deck. Mark_Story has  the right idea. And why would you use timetwister in this deck? You can use Wheel of fortune and its a lot cheaper $wise!

[humor]
And btw why are you playing  blue in a deck that has red and Goblins!! You can play goblins and attack with them , you dont need to do complicated stuff like drawing cards. I f Dan Paskins  sees this hes gonna go berserk!
[/humor]
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« Reply #13 on: December 25, 2004, 01:31:00 pm »

I used to play a U/R goblin deck somthing like this however, at the time the most popular decks in my area where Fish, 4cc and landstill. Instead of trying to combo around all the control, I attacked their lands. The SB was generally devoted to artifact hate/combo hate.

27
4x goblin lacky
2x goblin vandal (a lot of people don't like this card, but I found it to be reasonably effective as it helped me attack the opponents mana and was great going first against things like stax)
4x goblin piledriver
4x goblin recruiter
3x goblin warchierf
2x goblin matron
4x gempalm incinerator
4x goblin ringleader
2x siege-gang commander

7
3x blood moon
2x fire/ice
1x time walk
1x ancestral recall

24
4x wasteland
1x strip mine
1x mox ruby
1x mox saphire
1x black lotus
1x mana crypt
1x sol ring
4x volcanic island
4x wooded foothills
1x bloodstained mire
5x mountain

SB:
Red blast
blue blast
energy flux/rack and ruin
fire/ice
4x null rod

Now days your going to have to find a good way to deal with oath which I see being a pretty big problem for this build.
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