Pat Kolson 4th Place
4 Goblin Lackey
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin Recruiter
4 Goblin Piledriver
3 Skirk Prospector
2 Siege-gang Commander
2 Gempalm Incinerator
4 Food Chain
2 Goblin Matron
2 Goblin Sharpshooter
1 Mana Crypt
1 Sol Ring
1 Mox Ruby
1 Mox Emerald
1 Lotus Petal
1 Black Lotus
3 Mountain
4 Taiga
4 Wooded Foothills
1 Forest
1 Strip Mine
2 Ancient Tomb
4 Wasteland
SB
3 Tormod's Crypt
3 Artifact Mutation
3 Blood Moon
3 Null Rod
3 Red Elemental Blast
Really Fun deck to play.Aggro-Combo Deck,Gameplan is to get Food Chain out fast and sac ur big costly goblins to play ur cheap goblins and just swarm.Really cheap deck to own and was popular around my area til Oath got Orchard.
I really hate Tomb's for this deck. Being combo-y it's already taking more damage than standard Sligh, which already cuts it close against other speed....
My poifect list, thoroughly tested:
6 Mountain
4 Taiga
4 Wooded Foothills
4 Wasteland
1 Strip Mine
1 Sol Ring
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Lotus Petal
Yes, as Noman said. Warchiefs are pretty pointless to stack (since basically nothing costs more than 1R), and I have massive digging power by the time I want a Warchief.
@ deck: my list is pretty similar, though I lack Lotus and Mox. That's why I got one Ancient Tomb; but I agree it's bad without the combo. Also, I have 25 sources since three (ESG and Petal) are non-permanent and Tomb ist colorless.
I play with just three Skirks and one Sharpshooter in the maindeck, which is a metagame call; not that many players have a playset of Wastelands around here (I, luckily, do), and there's much Fish and weenie.
I have only one Matron because I can't find anything to cut ... also, I'd hate to play four 3CC 1/1s and Sharpshooter is just better around here. Maybe if I were powered ... and most certainly if there was a playable way to draw/tutor Food Chain.
Mind posting a list? May as well make this the general FCG thread, since the starter isn't posting.
Finally an FCG thread! I have actually just started with this deck and I need to get 4 taiga's before I can play it. Other than that, If I find a Vintage tourney that allows 5 proxie's, I can play it with as much power as it needs. I pretty much have just tried the build suggested in the FCG primer from The ManaDrain and it seems to work OK although I find it draws horribly inconsistent hands. I do really like the deck because it can last against all kinds of other decks that are running around right now. I have not tested this well enough to comment accurately on certain matchups and whatnot as I find it difficult to find people w/Vintage decks in my area.
Well I don't know bout everyone else but I don't exactly have the funds to build a fully powered FCG, so i've just been running a budget version. It looks something like:
Mana:
6x Mountain
4x Wooded Foothills
4x Taiga
3x Wasteland
1x Strip Mine
2x Elvish Spirit Guide
1x Sol Ring
1x Mana Crypt
1x Lotus Petal
I've found 4x Wasteland to be too unstable in the land base (lacking power this makes sense) so I've dropped it to 3. The only other real difference is the 1x Zo-Zu, which is largely a meta choice, but works wonders against crucible decks and Gorger, among other things.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Ah, so it does. Didn't see that little bit (Plus it does do a pretty nice job against CoW). Keeping a copy of that around isn't a bad idea, but if CoW really is any kind of a deck around where you are (or if you at least play normal T1 decks, which have a nice load of non-basics), run the 4th Wasteland.
It's a toss up on that one. The problem is that a large portion of the meta is black sui... which makes my wastelands nothing but colourless mana, something i dont really need. W/ power runnign 4 of em isnt a problem because youve got the extra colour producers permanently, but without esg's dont quite cut it.
And another point on Zo-zu is that when the deck doesn't combo out, he makes for additional burn to the dome for extra pressure. I was considering Ki-ki instead, as another winning situation enabler (kiki + SGC/Matron/Piledriver/Ringleader...) but im still undecided on that one.
Edit: Didnt mean to make it sound like im flip flopping on biggest decks in my area. For the big tournys around here there are plenty of the usual assortment of all t1 decks. But my hometown meta is entirely budget stuff, so lots of mono black, and the easier to build t1 decks.
Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
id put all four warchiefs.... they combo great as they reduce the price you pay for your goblins which in retrospective will allow you to float mana from food chain
No offense Sengir, but that's a pretty bad idea. Warchief is a one-off card. There is no point to more than one, as other than SGC (who you'll only be casting once you've basically already won) or Ringleader, none of the Gobbo's have more than 1 colorless in CC. You can't have haste more than once, and you don't actually need Warchief until you go off, at which point he can just be stacked up through Recruiter.
He has little to no use drawn, and the combo fetches him for you.
I have to say that FCG is great fun to play but it is highly frustrating as I find I can hardly combo out with it. Is there an accepted guideline for mulling to draw a better hand or what should you look for in a good hand? I ask because I am relatively new to this deck and I am not sure what to really look for in a great hand.
the problem with most combo decks is that if they dont win at a certain time they cant win at all, the only way to effectively get better at it is to playtest like a freak
You have to learn the deck, but the whole point of a well built FCG is that it can work without the combo. That's my problem with your slightly more tech'ed out version, it weakens the non-combo side while adding little to combo'ing out.
I have to say that FCG is great fun to play but it is highly frustrating as I find I can hardly combo out with it. Is there an accepted guideline for mulling to draw a better hand or what should you look for in a good hand? I ask because I am relatively new to this deck and I am not sure what to really look for in a great hand.
Just about any hand with Goblin Recruiter and Food Chain both is keeps ;). Seriously though, just think of it as goblins with a nice "backup" plan when making the decision to mull. Goblin Lacky = keeps, No 1 or 2 drops = Mull. That's pretty much your list of auto-decisions, everything else just requires a bit of common sense.
Next time you have a hand you're not sure if you should keep or mull, post it here for advice ;).
I was told today that this kid on my team called 911 twice this morning and hung up both times. They called back and his dad answered. The reason the kid called 911? He got an erection and didn't know what to do. I wish I was making this up.
Any specific reason you're not running Mana Crypt in your build Stax?
-Lance
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I played food chain for a while and I can think of a few things to add. I would say that including more than one sharpshooter is desireable. It alows for an easier combo win. It is also necessary against goblin welder. I do understand the uncounterabliity of Gempalm but I feel running at least 2 Sharpshooters is the way to go. The format has more creatures than it did before when this list took hold (ie juggernaut/Arti-fat) and it also destroys WGD combo once it hits the field (ie they can't combo you out). Also I think Zu-Zu is a bad idea sharpshooter is a much better answer to dragon and running it as one of only helps when you recruit in order to combo (in which case it is irrelivant) this is also why i advocate playing more than one sharpshooter in the deck (I do perfer 3)
Any specific reason you're not running Mana Crypt in your build Stax?
:slant:
Besides trading mine away, I've just had too many pointless brushes with death with it versus useful saves.
Punisher: One Sharpshooter is all you should be running. Yes, I think it's better anti-Dragon tech + it kills Welder and folks, but still. It is a Goblin, and the deck is built to stack Goblins. The beauty of Gempalm is it replaces itself with a new card (so you can further stack with a Recruiter, or whatever). Only problem is cycling isn't a creature, so Food Chain can't use it..
I know its a slow card to get out but have you thought on putting Goblin Marshall in the deck. It produces 2 tokens when it comes into play and 2 when it leaves play and you can use that to feed your food chain or sac the tokens to Seige gang
Yeah, but in FCG when food chain resolves, if a recruiter is in hand, the game is over, and if a recruiter isn't in hand, a marshall isn't going to make a difference, a seige gang would be a much better card to have in hand than a marshall, and most FCG builds don't even run 4 seige gangs.
A food chain and a marshall can make 11 mana. A seige gang with a food chain can make 9 mana, and chuck goblins at your opponant's head if you can't attack for the win.
Almighty is precisely right. For the cost of 2 mana, in the end, through FC you get a 1 mana cheaper Gobbo who gives you an alternate damage source. He's just better, and more effective even as a standalone creature.
I played food chain for a while and I can think of a few things to add. I would say that including more than one sharpshooter is desireable. It alows for an easier combo win. It is also necessary against goblin welder. I do understand the uncounterabliity of Gempalm but I feel running at least 2 Sharpshooters is the way to go. The format has more creatures than it did before when this list took hold (ie juggernaut/Arti-fat) and it also destroys WGD combo once it hits the field (ie they can't combo you out). Also I think Zu-Zu is a bad idea sharpshooter is a much better answer to dragon and running it as one of only helps when you recruit in order to combo (in which case it is irrelivant) this is also why i advocate playing more than one sharpshooter in the deck (I do perfer 3)
I agree with the 2x SS plan simply because it hurts nothing. It improves your games vs Aggro/Welder, and gives you another win outlet outside of comboing. And also allows for an easier combo if your playing has been compromised in some way. The reason for the inclusion of Zo-zu is that; where SS improves the game vs Aggro, Zo-zu improves your control matches, he hoses Fetchlands, he hinders your opponents ability to stall out, because they cant just sit and play land. He is nearly an auto win vs CoW decks/ Workshop decks that try to pull off a CoW lock. Plus in the non comboing game he can cause people to hesitate on land drops, and hinder their plays.
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I edit after I post... just a heads up.
Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
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4 Goblin Lackey
4 Goblin Warchief
4 Goblin Ringleader
4 Goblin Recruiter
4 Goblin Piledriver
3 Skirk Prospector
2 Siege-gang Commander
2 Gempalm Incinerator
4 Food Chain
2 Goblin Matron
2 Goblin Sharpshooter
1 Mana Crypt
1 Sol Ring
1 Mox Ruby
1 Mox Emerald
1 Lotus Petal
1 Black Lotus
3 Mountain
4 Taiga
4 Wooded Foothills
1 Forest
1 Strip Mine
2 Ancient Tomb
4 Wasteland
SB
3 Tormod's Crypt
3 Artifact Mutation
3 Blood Moon
3 Null Rod
3 Red Elemental Blast
Really Fun deck to play.Aggro-Combo Deck,Gameplan is to get Food Chain out fast and sac ur big costly goblins to play ur cheap goblins and just swarm.Really cheap deck to own and was popular around my area til Oath got Orchard.
T1 Spoils Dragon Deck
T1 Illusions Donate Deck
Bonus Most pt.2
I wanted you for nothing more then hating you for what you were!
By Taking Back Sunday
My poifect list, thoroughly tested:
6 Mountain
4 Taiga
4 Wooded Foothills
4 Wasteland
1 Strip Mine
1 Sol Ring
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Lotus Petal
4 Gempalm Incinerator
4 Food Chain
4 Goblin Lackey
4 Goblin Ringleader
4 Goblin Recruiter
4 Skirk Prospector
4 Goblin Piledriver
3 Goblin Warchief
2 Siege-Gang Commander
2 Goblin Matron
1 Goblin Sharpshooter
SB:
4 Red Elemental Blast
4 Naturalize
4 Tormods Crypt
3 Blood Moon
Why only 3?
Yes, as Noman said. Warchiefs are pretty pointless to stack (since basically nothing costs more than 1R), and I have massive digging power by the time I want a Warchief.
Mind posting a list? May as well make this the general FCG thread, since the starter isn't posting.
T1 Spoils Dragon Deck
T1 Illusions Donate Deck
Bonus Most pt.2
I wanted you for nothing more then hating you for what you were!
By Taking Back Sunday
Mana:
6x Mountain
4x Wooded Foothills
4x Taiga
3x Wasteland
1x Strip Mine
2x Elvish Spirit Guide
1x Sol Ring
1x Mana Crypt
1x Lotus Petal
Goblins:
4x Goblin Lackey
4x Skirk Prospector
4x Goblin Recruiter
4x Goblin Piledriver
3x Gempalm Incinerator
3x Goblin Warchief
2x goblin Sharpshooter
2x Goblin Matron
1x Zo-zu, the Punisher
4x Goblin Ringleader
2x Siege-Gang Commander
Other:
4x Food Chain
SB:
3x Artifact Mutation
3x Naturalize
3x Blood Moon
3x REB
3x Tormod's Crypt
I've found 4x Wasteland to be too unstable in the land base (lacking power this makes sense) so I've dropped it to 3. The only other real difference is the 1x Zo-Zu, which is largely a meta choice, but works wonders against crucible decks and Gorger, among other things.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Why is Zo-Zu useful?
And another point on Zo-zu is that when the deck doesn't combo out, he makes for additional burn to the dome for extra pressure. I was considering Ki-ki instead, as another winning situation enabler (kiki + SGC/Matron/Piledriver/Ringleader...) but im still undecided on that one.
Edit: Didnt mean to make it sound like im flip flopping on biggest decks in my area. For the big tournys around here there are plenty of the usual assortment of all t1 decks. But my hometown meta is entirely budget stuff, so lots of mono black, and the easier to build t1 decks.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
He has little to no use drawn, and the combo fetches him for you.
Just about any hand with Goblin Recruiter and Food Chain both is keeps ;). Seriously though, just think of it as goblins with a nice "backup" plan when making the decision to mull. Goblin Lacky = keeps, No 1 or 2 drops = Mull. That's pretty much your list of auto-decisions, everything else just requires a bit of common sense.
Next time you have a hand you're not sure if you should keep or mull, post it here for advice ;).
Mafia Stats
-Lance
Spread the word.
:slant:
Besides trading mine away, I've just had too many pointless brushes with death with it versus useful saves.
Punisher: One Sharpshooter is all you should be running. Yes, I think it's better anti-Dragon tech + it kills Welder and folks, but still. It is a Goblin, and the deck is built to stack Goblins. The beauty of Gempalm is it replaces itself with a new card (so you can further stack with a Recruiter, or whatever). Only problem is cycling isn't a creature, so Food Chain can't use it..
Just a thought
Ben
http://forums.mtgsalvation.com/showthread.php?t=2544
Motl Refs
Thanks to Zoob for the great Avatar:p
A food chain and a marshall can make 11 mana. A seige gang with a food chain can make 9 mana, and chuck goblins at your opponant's head if you can't attack for the win.
I agree with the 2x SS plan simply because it hurts nothing. It improves your games vs Aggro/Welder, and gives you another win outlet outside of comboing. And also allows for an easier combo if your playing has been compromised in some way. The reason for the inclusion of Zo-zu is that; where SS improves the game vs Aggro, Zo-zu improves your control matches, he hoses Fetchlands, he hinders your opponents ability to stall out, because they cant just sit and play land. He is nearly an auto win vs CoW decks/ Workshop decks that try to pull off a CoW lock. Plus in the non comboing game he can cause people to hesitate on land drops, and hinder their plays.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon