OK, I admit it. I saw Legend's Red Stompy and now feel compelled (for whatever reason) to post my 10-Land decklist, which I feel is faster (unstable as hell, yes, but faster

)
The goldfish, provided you allow yourself to mulligan ass hands is sub 4 which means you get more turn 3 kills than turn 5 kills. Killing after turn 5 is hard to do.
4 Rogue Elephant
4 Hidden Herd (1 -- see below)
4 Ghazban Ogre
4 Skyshroud Ridgebacks (2)
4 Wild Mongrel (3)
4 Quirion Ranger
4 Bounty of the Hunt
4 Briar Shield
4 Giant Growth/Seal of Strength (4)
4 Rancor
1 Berserk
1 Black Vise
1 Strip Mine (5)
4 Elvish Spirit Guide
1 Black Lotus
1 Mox Emerald
1 Lotus Petal
10 Forest
Sideboard varies, although when it comes right down to it, I have to concede that no amount of SBing can overcome the sad reality that I can't beat Oath (what version/style/etc seemingly doesn't matter), Parfait or Mono-U at anywhere near a 50% clip I can confirm that Gaea's Herald is horrendously bad, although Multani's Presence still has my interest raised
1) Like I said, this build is highly unstable. Elites are slightly "safer" since they can beat for one each turn regardless of what your opponent does, but honestly casting a 1/1 Elite is just embarrasing yourself IMO
2) Most TMDers dislikee? Well, big surprise there. Ridgebacks suck. But the alternatives are unplayable in the extreme...
3) Seem bad, but I've found its pump-ability *does* matter, and overall I say that its better than River Boa for a variety of reasons. I'll elaborate if someone is interested although I doubt I'm gonna convince anyone on this point
I would certainly appreciate thoughts on this slot. Hidden Gibbons seems poplar 'round these parts. The problem is that unlike non-basics and Hidden Herd, your opponent
totally controls when it becomes a creature. At which point they will probably play a mass removal spell. Also, Gibbons suck severely against TnT.
Other ideas (including
bad ones) are: Vine Dryad, Wild Dogs, Blurred Mongoose, Straw Golem (???), after that I dunno
4) Yes, you lose instant speed with Seal. But there are some tricks you can occasionally play with it, that may or may not make up for its lack of surprise value, depending
5) Not "disruption" per se since everybody knows disruption is bad in Stompy *wink* *wink* Even assuming it costs you a land drop via Quirion Ranger's ability, it still effectively reads:
G Sorcery
~this~ can't be countered (or misdirected)
Destroy target land
Close enough to Time Walk for me anyway.
6) No Lyrist's main because thats just silly. Here is a scenario that happened to me:
Keeper goes first, plays Mox Sapphire and a Blue dual.
I play a first turn dork which promptly gets Mana Drained.
Keeper lays another mana source and drops Abyss. Considering thats one of the few scenarios where I can't win around an Abyss, could someone please explain to me how Lyrist helps?
As for Moat, if it hits play game one (highly unlikely) I scoop. Same with Oath basically. Besides which, supposedly being able to handle enchantments does nothing when my opponent plays Peacekeeper! *sobs*
Lastly, I definitely realize that I'm not running any Land Grants or Fetchlands. Drawing a Fetchland as my only mana source means that I can't play Ghazban Ogre on that turn. While I wouldn't call that the end of the world, its still negative synergy for a miniscule "thinning" advantage vs simply running more forests.
As for Land Grant, I'm some what surprised they are as beloved as they are. Obviously no one who plays them has ever had them FOW'd or Hymn/Unmasked/Duress'd away on the first turn. Considering that unless you very quickly top-deck a forest this is a virtual auto-loss, I'm wary of using them. The only tangible benefit is that they're additional pitch fodder for Bounty of the Hunt. Big deal. If I draw a Forest instead of a Grant I'll just pitch it to Rogue or Mongrel instead.
Thanks for reading this long-ish post. Not to worry, I'll be going back to lurking now