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Author Topic: [Report] : FCG @ Waterbury : 01/15/04  (Read 5308 times)
Nantuko Rice
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« on: January 17, 2005, 10:35:07 am »

Approximately a year ago, the unthinkable happened. I, playing FCG, took home a lotus. I also said I would quit Magic. I wasn't kidding. Aside from a few random drafts or Type 4 once in a while, I hadn't touched my real Magic Cards for at least the past 6 months. But this is Waterbury, I have to go to the Waterbury. So about a week ago I picked up Food Chain and started toying with it.

At the last Waterbury, I played Really-Sucky-Mono-Blue/Red and I did horrible. So I went back to the little green men who brought me home a Lotus. They can bring me another one. FCG has been dissappearing and thusly, it must be time for a triumphant return.

But then
Quote
Carl Winter: There are lots of other decks you need to keep a lookout for, two of the better ones being the innocuous Food Chain Goblins and all-but-dead-Psychatog. Both are very difficult to hate out and have got the goods to take you out before you can get up your defenses. I don't expect to see much of either, which is a shame because they're so cool, but they'll be there.
(from http://www.starcitygames.com/php/news/expandnews.php?Article=8715
)

Damn... There goes surprise factor. Oh well. I was preparing for a metagame of primarily Stax, Oath, other Combo and secondarily (right word?) Control Slaver, Fish, Other.... was I wrong. Carl Winter was right. Everyone is playing Control Slaver. I had my deck built completely wrong. I never saw Stax or Oath that day. Of the 6 rounds I played before I dropped, 3 were control slaver and 3 were other.

Originally, My plan was to surprise the crap out of everyone witha R/B G (real bad goblins)... featuring maindeck goods such as Duress, Cabal Therapy, and Skullclamps because I was anticipating combo. Playtesting showed that the deck didn't have enough threats and would start crapping out if I didn't start with the right hand. I went back to the standard FCG build with a tweak on the mana base/sideboard.

4 Taiga
4 Fetches
5 Mountains
4 Wastelands
1 Strip Mine
3 Ancient Tombs
2 ESG
1 Mana Crypt
2 Moxes
1 Lotus

Sideboard:
4 REB
3 Ensnaring Bridge
2 Tormod's Crypt
2 Naturalize
4 Rack and Ruin

No artifact mutations. They provide a huge tempo swing, but I would prefer the Mountain, Ancient Tomb, Rack and Ruin when I'm playing against Stax. Ancient Tombs also help to get out the early Food Chain and Ensnaring Bridge against Oath.

If you're going to be playing Food Chain in a metagame with stax, I think 3 Ancient Tombs are a must. The life loss, no one cares about, but there are those times when I wish I had a mountain. In fact, that's why I lost so many times today.

With my games being against Control Slaver and other, I should've won easily. However, my deck decides to crap out. I either draw lands and no threats or lots of threats and no land. That's the sucky part of FCG, you need to shuffle. ALOT. And then when you think it's enough, keep shuffling.

Other Deck Quirks?

No Prospector
1 Tinkerer, 1 Sharpshooter
BIG MISTAKE
Sharpshooter sucks balls and prospector is a necessity. I thought I learned that a year ago but I guess not. Tinkerer, I still love.

Round 1, Table 87: James playing Control Slaver

This was one of those tables on the side of the room, you know, where it's really cramped. Not only that but a big guy was sitting behind me, so I had no room whatsoever.

Game 1: At first I don't know what he's playing because he has a volcanic and underground in play. 4CC? Maybe. I thought Control Slaver dropped black a while ago so I went with 4CC. Big mistake. Anyway, my lackey gets forced and then he doesn't drain my recruiter, so it must be safe for me to play a ringleader on the following turn. I grabbed the piledrivers when I should've grabbed an incinerator or too, but it's ok, because he has no artifacts in play. I also don't play Skirk Prospector which was a HUGE mistake. Anyway, I get another recruiter for incinerators and I have Food Chain in my hand but it doesn't matter. He tinkered for platinum angel last turn and is now in the negatives. He has slaver in the yard but no artifacts to weld. He must slave me this turn or die next turn when I draw incinerator. He can't weld out his angel or die due to negative life. So of course on his turn he Thirsts into a Mox Pearl. Takes my turn and clears my board.

+4 REB

Game 2: Shuffle. Alot. Then alot more. I have to mull to 6. Turn one lackey lives but he gets turn one tinker into Pentavus. I die shortly.

Round 2, Table 86: Matt playing Affinity

Game 1: Playing a deck he's not familiar with, he makes alot of play errors. The owner of the deck has also let him borrow alot of power and workshops, which I would've been more careful with, but anyway... he makes alot of play errors, some of which I let him take back. He goes through alot of trouble keeping his ravagar alive, but then he let's it die even when he still has another artifact to sacrifice. Oh well. There are game winning oppurtunities to attack that he doesn't take. And he taps 2 mountains for lightning greaves and then workshop and another mountain for wheel. I explain why he can't and I let him take it back so he can play it the right way. FCG likes to draw 7 and it combos the next turn.

+4 R&R, +2 Naturalize

Game 2: Sphere of Resistance gets a bit annoying but cycling to kill welders is still 2 mana. After a while I rack and ruin away all the annoying stuff and Combo out.

Round 3, Table 59: Deidre playing U/G Madness

Girl. Girl? Girl. She tells me this is the third FCG she's played today.

Game 1: Turn two she has mongrel and I recruiter with 2 Food Chains in hand if she has counter. She swings with mongrel ditching her whole hand (no counters) and I combo.

+3 bridges

Game 2: She gets alot of mana on the board and I lackey. She careful studies and doesn't dig into Roar, Arrogant, or Rootwalla... all of which she could've played. But she does drop a mongrel. Ensnaring Bridge is forced and I slowly amass an army of piledrivers.

===Old team whom I use to play with make a run for food. BK's line is to long so we go to Arby's. Damn they suck. Also, my team performs poorly and one of us playing Dragon almost makes it (5-3-0). Others had played Workshop-variant (3-3-0 drop), U/R Vial Fish (1-3-0 drop), Oath (3-3-0 drop), and Rector Donate Trix (4-4-0)

Round 4, table 35: Jeff playing Belcher

I'm up here thinking, "Yes! I can still make it if I keep winning. Bring it on Stax, Oath, Control Slaver, I'm ready for you!" Of course I run into combo. The type of combo that's faster than my combo.

Game 1: Chrome Mox > ESG. I say "You must be playing Belcher" "Very Good" I wasteland his Bayou and cast a Goblin Tinkerer. I'm happy. But he gets 2nd turn belch after doing that crazy stuff Belcher does on it's turn.

Game 2: Third turn he belches. I was hoping for him to play Belcher, and then artifact mana to activiate it, so I could kill his belcher in response. But he has dark ritual. He's got no lands in play so we start counting. 15...16....17...18....Land. It's a taiga. 36. Die.

Round 5, Table 36: Ross with Control Slaver

Game 1: Lotus, Mountain, Warchief, Lackey into Ringleader. Second lackey is drained and 2nd ringleader yeilds 2 piledrivers.

Game 2: Loss due to play error. He forces my first turn lackey and I have Food Chain out and my library stacked. He has one card in hand. He needs to draw into a counter and have another counter in his hand because I put 2 ringleaders on top and have an incinerator in hand. Of course I stacked it in reverse, but luckily I put a ringleader second from last. I draw for my turn, piledriver. Then cycle to get the ringleader. He had topdecked a mana drain that turn. I lose after being slaved.

Game 3: He forces recruiter but food chain resolves. He tinkers into Platinum Angel after AKing for 3. I have the perfect combo hand. I have another recruiter, another food chain, and 2 ringleaders in hand. My ringleader resolves to reveal a recruiter, ringleader, and a matron. He sits there jaws-wide-open and I show him my hand. I ask him if he has 5 counters.

Round 6, Table 23: Razvan from Canada playing Control Slaver

BEST GAMES EVER.

Game 1: First turn Tinkerer due to ESG. He TFK and drops 2 blood moons. See, I was right. I thought Control Slaver dropped it's black. My lackey I draw next turn resolves which lead to GB Commander and then a Warchief the following turn. He drains a 2nd warcheif I try to cast. On his turn he Black Lotus and Yawg Will. Mox, Lotus, Fetch. BS, Mox Jet, Demonic Tutor. Tinker -> Pentavus. I use Tinkerer to kill his Pentavus which stays RFG due to Yawg Will. On my next turn, I cycle to kill his welder and draw a mountain to allow me to cycle his pentavite token. Piledriver swings for 12.

Game 2: Turn one Welder. My turn one, Lackey. He time Walks and Tinkers into Sundering Titan. He swings, I take 7. My lackey trades with his welder. Then he counters my chump blockers. I die.

Game 3: Turn one driver, and Turn 2 Ringleader. On his turn two he tinkers for lotus. He Yawg Wills to play Mystical Tutor for Recall. He then BS'es and replays Tinker for Titan. I topdeck a taiga for naturalize. The table currently looks like... Him: No land, Welder. Me: Driver, Ringleader, 2 Ancient Tombs. My Driver and Ringleader team have been taking a fourth of his life every turn. He blocks Driver with welder and takes 2. He topdecks a fetchland for volcanic to lava dart my driver. My turn I swing and he blocks with welder. His turn he topdecks a fetchland for volcanic to lava dart my ringleader. He's now at one. Past few turns I've been drawing goblin after goblin with 2 Ancient Tombs laughing at my face. He gets a welder on the table again and smashes me with Titan.

I'm 3-3 and decide that I can't play magic anymore. I drop. I even try to redeem myself in the free side events. I have notes on it but I won't bother writing it because it's so embarassing. Single Elimination, Round One, I lose to U/G Madness. Why? Mana screw.

The people whom I've come with have all found new rides home and are staying til later. So I leave for home all alone and raped. I was to tired to stick around.
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Arkeld
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« Reply #1 on: January 17, 2005, 12:30:54 pm »

I hate to say it but you brought this onto yourself by building the deck wrong.

As you noticed yourseld, the prospector is indeed needed and I go so far as to run 4 of them. Sometimes, you just need that red mana.

Also, imho, you can't run both strips AND ancient tombs. In my experience, it's an either/or thing. Go with speed and tombs or disruption and strips.

I also like to run 2 sharpshooters (or 3 if I expect lots of fish). They don't just speed up your non-combo kill, they also deal with welders and other such nuisances.

Kudos for sticking with the green men though.
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Razvan
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« Reply #2 on: January 17, 2005, 12:45:42 pm »

Hi Jason,

Nice report. But a few things:

I do play 3 maindeck blood moons, even in 3 or 4-color Control Slaver. They are just that good in most environments, however, at Waterbury, they were quite bad. I sided them out, mostly.

Also, I didn't topdeck fetchlands, I started with 3 in my opening hand. I did topdeck that second Lava Dart, and it was just in time, before getting stomped.

Either way, I had a lot of fun in those games as well. They were by far the most thought-intensive all day, since I was on the brink of death starting turn 1 on, all 3 games. Smile

-Razvan
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« Reply #3 on: January 17, 2005, 01:23:31 pm »

What' s up Jason, it's Mike.

Nice Report, sorry about the day on both our occasions. Can you believe Johnson almost made it to top 16!?

Well, Fish scrubbed out along with FCG. Don't go back to Phid, but I think it's time we both played something new. See ya later and better luck next time.
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Nantuko Rice
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« Reply #4 on: January 17, 2005, 03:39:16 pm »

Razvan: Those 2nd turn yawgmoth wills were killer.

Humble Pie: Johnson didn't make top 16? Damn, what happened.

Arkeld: Here's my deck list:

4 Food Chain
4 Piledriver
4 Chief
4 Lackey
4 Ringleader
4 Recruiter

2 Matron
2 Commander

3 Incincerator
1 Tinkerer

1 Sharpshooter

4 Taiga
4 Fetches
5 Mountains
4 Wastelands
3 Ancient Tombs

1 Strip Mine
2 ESG

1 Mana Crypt
2 Moxes
1 Lotus

 = = =

Exactly what would you cut ro run 1-2 more sharpshooters and 4 prospectors. I'd like to see your FCG build because I don't think what your claiming is possible. At most I would run 2 prospectors by doing stuff such as cutting ESG's.
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Revvik
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« Reply #5 on: January 17, 2005, 03:51:05 pm »

off-topic question to the Food Chain players: has Tinder Wall been generally cut from today's builds due to inferiority?
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« Reply #6 on: January 17, 2005, 04:13:04 pm »

Quote from: Revvik
off-topic question to the Food Chain players: has Tinder Wall been generally cut from today's builds due to inferiority?

Tinder Wall has never been good enough for the deck.
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CBG_232x5
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« Reply #7 on: January 17, 2005, 04:29:00 pm »

I played FCG goblins (and was just as happy to see Johnson almost top sixteen), as well as finishing 40th in the tournament with a 5-3 record. Which is not bad considering considering it was my second type one tournament ever (with the previous one being the waterbury last year with a record of 4-2-2).

Heres the Chain that I built

Mana 25:
5 mountains
4 Tiaga
4 fetch
5 wastes and a strip
sol ring
mana crypt
ESG
Mox R
Mox E
Black Lotus
Lotus Petal

Creatures: 28
4 Ringleaders
4 Recruiters
4 Lackeys
4 Piledrivers
4 Incinerators
3 Warchief
1 Prospector
1 Sharpshooter
1 Matron

Spells: 7
4 Food Chain
3 Artifact Mutation

SB:
4 Reb
3 Null Rod
3 Ground Seal
3 Emerald Charm
2 Tsabo's Webs (thought I would encounter fish and landstill... very wrong replace with root maze to hose combo)

Anyway to answer previous questions 1.) Prospector good but not good enough to cut other good cards (incinerator and mutation). 2.) Tinder wall was not even a consideration, for the reason that if it is not a goblin or artifact mana, it better be broken.  3.) 2 sharpshooters would not be the answer against fish, as it has to wait one turn to go online, where is it hightly vunerable to all that lovely burn, even with a chief in play, a good fish player will lavamance or fire the warchief in response to you playing the spell. Sharpshooter is used for the alternate kill if the opponent has enough blocker to prevent lethal damage from piledrivers when comboing out. It is also a nail in the coffin of welder, but everyone and their mom had triskelions against me, cept combo, they just cast lots of spells and win. If combo was more than 50 percent of the meta, sharpshooter would go out as well as the mutations for null rods, and maybe root maze.

Anyways those are my two cents (and my first post)

Later,
Mike

P.S. @ Nantuko Rice: I think I saw you at the tournament, did you hang out with Bean, Mike C., Mark, and Johnson at the tournament?
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Arkeld
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« Reply #8 on: January 17, 2005, 05:24:10 pm »

As requested, here's my list.

// Lands
    7 Mountain
    4 Wooded Foothills
    4 Taiga
    3 Ancient Tomb

// Creatures

    3 Siege-Gang Commander (or two, not sure here)
    4 Goblin Lackey
    4 Skirk Prospector
    4 Goblin Warchief
    2 Goblin Sharpshooter
    4 Goblin Ringleader
    4 Goblin Recruiter
    4 Goblin Piledriver
    2 Goblin Matron
    2 Gempalm Incinerator
    1 Elvish Spirit Guide

// Spells
    4 Food Chain
    1 Mox Emerald
    1 Mox Ruby
    1 Black Lotus
    1 Mana Crypt

In comparison, I run a LOT less mana. Haven't encountered a lot of screw so far.

You're running 9 colourless mana sources to my 4. As a result, you need to run substantially more mana sources. In doing so, you trade threat density and some consistency for the ability to try disruption by mana denial.

It sounds plausible at first but I think the concept is flawed in the current metagame where everybody and their brother has strips/crucible or is preprared to deal with it. In other words, I think that the disrutpion offered by the strips isn't worth the cost.
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Whatever Works
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« Reply #9 on: January 17, 2005, 08:35:10 pm »

I lent the Modular Agro/Worshop deck to that kid you played round 2 BTW, and thanks for showing me the notes from the match... It was the hardest i laughed all day... I wanted (and eventually did) punch that kid for being the worst magic player ever, and for being neighbors with any of my friends... I told him to move away, and get friends who played yugio....


Other then that I enjoyed reading your report, and its good to see your still playing magic (or kinda playing magic). Hope to see you at some more connecticut/massachusetts tournements etc...

Kyle
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Nantuko Rice
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« Reply #10 on: January 19, 2005, 07:35:10 pm »

CBG_232x5: Yeah I hung out with those guys you listed a bit. I was the random asian guy sticking out like a sore thumb in the leather jacket.

Maindeck Artifact Mutations huh? I personally prefer rack and ruin, only simply because it is easier to cast under trinisphere when I have a ancient tomb in play. i don't care about the saproling tokens if sometimes i don't even get the chance to play AM (stacks gets those really really broken draws sometimes when you're on lockdown turn one).

Arkeld: I need to test more... running both ancient tombs and strips. Strips are just to good to not play, but ancient tombs help the stacks matchup so much.

Note to FCG players: I don't understand the inclusion of ESG, if you're going to run one copy. I know it can be the random 59th and 60th card or something, but just curious as to why people do it.

Whatever Works: Awww cmon. Give him a break. He just needs to play more and get practice.
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CBG_232x5
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« Reply #11 on: January 20, 2005, 12:45:02 am »

The reason I run ESG over something like say... chrome mox was horrible during the last tournament, it generated mana, but always at the cost of a good card (lackey, warchief, piledriver, ect.) ESG lasts only for one shot, but it does not generate the card disadvantage of chrome mox (don't get me wrong, ESG has inherent CA costs).

The maindeck AM's are crazy, but If I ran tombs, I would conside rack and ruin in the sideboard. rack and ruin maindeck is iffy only because it can be dead if there is only one legal target (say your opponent's plat in an oath matchup).

Mike
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« Reply #12 on: January 20, 2005, 12:54:37 am »

I find the maindeck mutations quite nice as well.  They are a boon against workshop decks not named stax.  However, the mutations lack in the stax matchup.  They are difficult to cast under 3sphere, and the need for green is a real pain when you are playing around smokestacks/wasteland.  I am finding rack and ruins in the side useful against stax, and the maindeck mutations golden against everything else.  Almost every deck outside of the mirror runs some big CC artifacts, and mutation is too good to not run.
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