FCG: The right changes??

Food Chain Goblins, a deck that has migrated from a different format. For those of you who don't know, the origins of Food Chain Goblins(FCG) was from GobVantage. GobVantage was the first deck to ever use the Recruiter/Ringleader combo to gain mass amounts of card advantage. the deck did place well too. If you go to www.themanadrain.com you may read an entire article on FCG. But now down to what I was here to talk about.

FCG has been around and has changed quite a bit. It starts off with the creatures you run. The number of each Goblin you run is crucial to the deck. If you run less of a broken goblin and more of a less broken goblin, your deck will have some serious issues. Also, your deck should always, and I mean ALWAYS, run 4 Foodchains. that is the decks name right?? Another thing you must know about FCG is the curve. Which would you rather have, a one drop that takes care a of a card or a three drop that does the same thing? the one drop has a one time use ability while the three drop can keep going?(Mogg Fanatic vs. Goblin Sharpshooter). I would choose the one drop simply because it drops earlier and faster to be able to deal with the threat quicker instead of trying to find an answer.

Now, down to the new stuff. New cards that have seen play in FCG are:

Red Elemental Blast(REB): This card is great against control matchups especially when you are comboing out. You attempt to go off, they counter a key threat, you REB their counter. Also, this card is great when just casting key creatures. It counters counters.

Kiki-Jiki, Mirror Breaker: This card has been talked about as a replacement for Seige-Gang Commander. I personally run 1 Siege-Gang Commander, and 2 Kiki-Jiki, Mirror Breakers. The reason this card is so broken is because you get this scenerio a lot:
Turn 1- Land, Lackey, Go
Turn 2- Land, goblin, Swing(19) drop Kiki, go.
End of Turn, make a copy of Lackey(token doesn't die until end of YOUR turn).
Turn 3- Copy Lackey with Kiki, swing with 3 Lackeys and whatever Goblin, Drop hand. GG?
That is on turn three.

Mogg Fanatic-This card was maindecked as an answer to Goblin Welder. Personally, this is a great way to deal with Welders and such. It comes down as as fast as a Goblin Welder and can stop it. It shoots the welder. Also, it is a one drop so it drops faster than Goblin Sharpshooter and cn take care of early Welders.

Goblin Vandals- A way to deal with artifacts. Also, amazing because it hits certain artifacts(Chalice of the Void) that hold you back from comboing off. This card is a way to get rid of pesky artifacts. Maindeck Goblin Removal.

Some people think that a thrid color splash is a good idea. Personally, I think it is a bad idea. It wrecks your manabase and now you have to runa third color. Most people who do run a third color run white. They splash for:

Swords to Plowshare- Maindeck removal for anything annoying.

Disenchant- ARTIFACT and ENCHANTMENT hate. Need I say more???

Seal of Cleansing- See Disenchant.

I personally don't like the splash because FCG is an AGGRO/COMBO deck. Adding a white splash makes the deck try and go the control route. It has worked for others, but not so well for me.

A third color splash, to me, is completely meta dependant. If you like the idea, run it! if not, oh well then.

Now remember that FCG is a deck that can handle ANY other aggro deck because FCG runs the combo, they don't. If you face another aggro deck, try and race them. If not, combo out and win. The deck is pretty easy and fun to play.

But for now and certainly not forever, goodbye!

Thank you for reading my article.