remember I run another Mountain than you period. Plus I actually like having 4 Warchief's now, before I only ran 2-3 depending on the time period.
It only looks that way. You actually run 1 less, as my list above has 2 more fetches. If you were to swap the Mires for Mountains, I'd be running one more than you, which for the sake of consistency, I feel is very important if you're running Strips.
I would soo run Xantid Swarms over REB in the SB or possibly even in the MD, its a cold day in hell when you have too much Control meta. 4xTormod's Crypt should also be a no brainer IMO, Dragon is the only Combo deck you really have to worry about and they do a good job of screwing Long over for a turn or 2.
The Control matchup is already so strong, it's hardly relevant. The only difficult Control matchup is LandStill, because it actually pack early threats. Slow play against all the others and you crush them pretty consistently. Blood Moon in the board is an answer to LandStill, as well as Dragon. As for running 4 Crypts, it's not really necessary. 3 Crypts to slow Dragon down and 3 Moons to lock them out completely is a thoroughly tested and highly effective solution.
Tormod's Crypt is easily superior to Root Maze, IMO. The Crypt doesn't slow you down at all and it can very well cripple Dragon and Long, plus it awesome vs Hulk.
Truth. Crypt is a stronger threat against a wider range of cards, isn't symmetrical, and comes out earlier without throwing off your tempo.
With regards to your decklist, and to your assertions regarding Swarm, I'd respond in detail, but Vegeta has done an excellent job of saying what I would have. A few comments: The complete lack of direct damage is foolhardy,
especially in 1.5. Also, SGC's provide a dual purpose in the deck - when your comboing out with chain, the provide an excellent mana boost for dropping more threats, because a 5 mana investment gets turned into 9 mana through Food Chain. (6 for SGC, 3 each for the tokens.) Incinerator is vital for clearing Lackey blockers, and Sharpshooter kills weenie hoardes as well as providing an alternate win condition against decks packing Moat, Ensnaring Bridge, or Orim's Chant/IsoScepter.
The Vandals are far less necessary in 1.5 as well. I assume they're thee for the MUD matchup, but how good are they when they're locked down by a first turn Tangle Wire? The correct solution is to beat MUD with the 'board. Game 1, you can usually outrace them, and game 2 is plenty strong.
In any case, with regards to 1.5, there are 8 pages worth of discussion about the deck right
here at The Source. Creature choices and reasoning behind all of them is very thoroughly discussed. It might be a helpful resource in your testing, if you haven't checked it out already.
But if you're going to run a G/R instant wouldn't Hull Breach be a much better option? Artifact, enchantment, or artifact and enchantment destruction. Solid, still instant speed, and same mana cost.
Hull Breach is a sorcery.
I have an interest in this deck, as it can quite easily get a number of Extended players into Type 1. As I try to be a Type "Fun" evangelist in my local area, I think this is a good thing. Anyway, I heard talk about a primer being worked on for FCG. When will this be released? If it won't be released for some time, then perhaps a couple of up to date (full powered is fine) decklists could be posted? Ie. Strip and non-Strip versions, together with sideboard. I assume the lists at the top of the topic are a bit out of date now.
I'd appreciate it.
I don't want to speak for Vegeta, but I think it's safe to say the primer will be coming out very soon. I believe he's putting final touches on it now. In the meanwhile, I'll post my current fully powered decklist, (which, if I'm not mistaken, is almost identical to Vegeta's.)
Food Chain Goblins// Mana
3 Mountain
4 Taiga
4 Wooded Foothills
2 Bloodstained Mire
1 Strip Mine
4 Wasteland
1 Mana Crypt
1 Sol Ring
1 Mox Ruby
1 Mox Emerald
1 Chrome Mox
1 Black Lotus
1 Lotus Petal
// Creatures
4 Goblin Lackey
4 Skirk Prospector
4 Goblin Recruiter
4 Goblin Piledriver
1 Goblin Sharpshooter
3 Gempalm Incinerator
2 Goblin Matron
3 Goblin Warchief
4 Goblin Ringleader
2 Siege-Gang Commander
// Combo
4 Food Chain
The Stripless build runs -4 Wasteland -1 Strip Mine, +1 Warchief, +1 Ancient Tomb, +3 Mountain. If necessary, you can swap any power for Elvish Spirit Guides. (Except Ruby, which should be swapped for a Mountain.)
I think that about covers it. With the exception of perhaps 3 cards in the manabase, I believe this build is identical to Vegeta's. With regards to the Strip vs. Non-strip debate, I'm still on the fence, but having dropped the 4th Warchief for another Mountain is pushing me towards the Strip build.