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Author Topic: 10 Land Stompy, needs some tweaking...:)  (Read 3810 times)
doctrellor
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« on: January 03, 2005, 07:43:02 pm »

I don't know if Stompy is still a suprise @ tournies, or if it's just casual nowadays.. but I thought I'd toss one together. But I am stuck on what to put in to make it work.. like it's supposed to...

smooth and FAST!

As far as Metagame I am finding in my area.. Artifacts, Ravager/Atog & Artifact lands.. typically lots of T2, but some T1 with Big fatties/FAT cc's as well

So here is what I got, with a small descrip of why I am using those cards... so that hopefully you have an idea...Smile

10 Forest... since everything is a G, GG, 2G, 1G or a discard to pay for cost.. I figured, I needed only a bit of land since the mana curve is nice and low
4 Bounty of the Hunt: free cc and have 3 +1/+1 counters.. kinda like a giant growth..
4 Briar Shield: a good Giant growth, and since it's an enchantment, it stays..
4 Land Grant: a fetch land, in testing out the deck today, I was glad I had them
4 Giant Growth: might stay, might not
1 Crop Rotation: I think I like the fetch lands better, but....
3 Winter Orb: I need SOME WAY to slow down other decks...especially a slower deck. when I tested against my Sui & Sligh deck, it didn't matter
4 Llanowar Elves: Mana Boosters: might stay, might not, with the fetch lands, I had the mana I needed anyways..
4 Elvish Spirit Guide: Still trying to figure out how they work... Look like a good mana booster
4 Elvish Lyrist: Enchantment killer, I might replace with scavenger folk which destroy artifacts..
4 Wild Dogs: cheap critter, might stay, might not
4 River Boa: Blue hate..
4 Quirion Ranger: Untaps a critter for another swing... Keep up tempo, and pressure.
4 Vine Dryad: It's an instant!, play on THIER turn!
4 Rogue Elephant: 3/3 for land sac.. not bad for a turn 1 critter, this is why I have 10 Forests
4 Rancors: nuff said..
2 Berserk: Nuff said..
-----------------------------

Things looked at:

Wild Mongrel
Basking Rootwalla
Scavenger Folk - Artifact Killer
Eternal Witness
Hidden Gibbons - Enchant becomes 4/4 beatstick!
Root Maze
Naturalize

So It looks like a fast deck, but against T1, I would be thinking of adding

4 Wasteland
1 Stripmine

So I am at a loss, What can I do, I pretty much have the core of a solid Stompy deck, but it just didn't have the pure disgusting speed I was hoping for...

against the Big Fattie, slow decks, and nobody is running Welders, why?, I dunno.. so I hope my speed will win before thier Fatties hit the board

against the Artifact heavy, Atog, Charbelcher decks, I might run Null rods, but who knows..Sad

Any ideas guys?
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Rancor1
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« Reply #1 on: January 03, 2005, 10:42:15 pm »

Yeah, it's just casual nowadays.

In such a janky metagame, I'd play FCG. With the standard rotation, its pretty cheap to build, and gives you access to R&R, Pulverize, etc. against ravager.

What kind of fat are you seeing, artifact fat, or Tooth and Nail fat?
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Discozombie
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« Reply #2 on: January 03, 2005, 11:51:59 pm »

here is a list off the top of my head that should work out

Stompy 2005

Hidden Troops
4 Hidden Gibbons
4 Hidden Guerrillas

General Fatness
4 Rogue Elephant
4 River Boa
4 Skyshroud Elite
4 Nimble Mongoose
4 Werebear

Pump,  draw, and tricks
4 Skull Clamp
4 Mask of Memory
4 Rootmaze

Mana
4 Quiron Ranger
4 Elvish Spirit Guide
12 Forrest
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OptimusDeutz
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« Reply #3 on: January 04, 2005, 12:16:18 am »

Typically X < 10 Stompy decks are casual. They simply don't have the tools to deal with what the big dogs of the format hit them with. They are broken in some regards... but not broken enough.

The list Disco threw together for you looks to be pretty inexpensive to build. It may not be competitive though. Honestly, you may want to look into the other thread for a R/G deck. That one may be better suited to what you are looking for. If they are running Ravager style decks then R/G will have a better set of tools to help deal with it.

Quote from: Rancor1


In such a janky metagame, I'd play FCG. With the standard rotation, its pretty cheap to build, and gives you access to R&R, Pulverize, etc. against ravager.


That is another stellar option. Food Chain Goblins is VERY powerful when played correctly. I have the pleasure of being beaten down quite handily by it on a regular basis.

Good Luck,

Stephen
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doctrellor
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« Reply #4 on: January 04, 2005, 10:55:04 pm »

As far as the fatties, these are the kinds of critters I haven't seen in years..

5BB, 8, 7GG for like 5/5, 9/9 & 7/7 fatties.. great abilities, but damn....

welders, to bring them out fast, all of them basically StP/Disenchant bait..Smile
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bmueller
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« Reply #5 on: January 05, 2005, 09:24:48 pm »

I like Discozombie's build a lot.  But, 4 Land Grants should be a given.  Skull Clamp and Mask of Memory are iffy.  I would prefer Bounty of the Hunt and Briar Shield.  Werebear is kind of sub-par, also.  This is much speedier, and you also dodge all of the artifact hate that's going around.

4 Hidden Gibbons
4 Rogue Elephant
4 River Boa
4 Skyshroud Elite
4 Nimble Mongoose
3 Scavenger Folk
3 Quiron Ranger

4 Rancor
4 Bounty of the Hunt
4 Briar Shield
4 Rootmaze

4 Elvish Spirit Guide
4 Land Grant
10 Forrest

With this build you're automatically going to lose to Oath, but have a shot at beating Workshop and combo. Stompy is by no means competative. It just isn't that fast, and doesn't have many tricks or much utility.
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doctrellor
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« Reply #6 on: January 05, 2005, 10:32:55 pm »

cool, thanks for the ideas guys...
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waSP
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« Reply #7 on: January 06, 2005, 11:52:09 am »

If you guys are playing in a 5 proxy metagame (and still want to play stompy), you should consider playing 4 Berserks.  It, with Invigorate, Seal of Strength, and Bounty of the Hunt you can get a fairly large (20ish power) by turn 3.  It also allows you to play utility creatures, because you don't care THAT much how big your base creature is.  If there's interest I could post the decklist I have from 1.5 and you guys could work on adapting it for a T1 metagame.
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doctrellor
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« Reply #8 on: January 06, 2005, 11:01:31 pm »

cool, can ya post it...Smile

I figure that Stompy will be outclassed by RG Beatdown, but hey...
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Discozombie
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« Reply #9 on: January 06, 2005, 11:44:55 pm »

thanks bmueller.  I used to play stompy quite a bit casually, its always a fun deck.  I threw in the bears for synergy with the masks and for thier mana and mid game beefyness.  

Rootmaze is key making stompy viable since it slows atrifact acceleration and more importantly it is a great hoser of fetch lands since the land gets put down into play tapped, next turn untapped/sacced, then the new land comes into play tapped also.  

I am a huge fan of hidden guerrillas.  I don't know why they don't see their way into more stompy builds.  First turn guerrilla is basically the green negator.

I love land grant but often times I find that the grants will get countered.  The added draw makes up for the 12 land base
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Valdner
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« Reply #10 on: January 07, 2005, 12:01:42 am »

If you're going stompy you should play with one Pendelhaven. =)
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doctrellor
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« Reply #11 on: January 08, 2005, 08:50:37 pm »

hmmm, looking at ..

4 basking rootwalla
4 wild mongrel
4 Hidden Gibbons

for G, they are 1/1's, but can grow. And the gibbons are quick 4/4 beatstick, since most decks have instants...Smile

so I was seriously considering taking out the Rogue Elephants & Wild Dogs

Pendlehaven and Rootmaze huh?, ok, cool. Your right, I need to have them have thier stuff tapped, so as to slow them down, and shut down Combos..

Would Lotus Petal be of use in this deck, since it's a sac for 0cc?
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Revvik
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« Reply #12 on: January 09, 2005, 02:44:07 pm »

Quote from: waSP
If you guys are playing in a 5 proxy metagame (and still want to play stompy), you should consider playing 4 Berserks.  It, with Invigorate, Seal of Strength, and Bounty of the Hunt you can get a fairly large (20ish power) by turn 3.


And if you're looking at Berserk, it's also possible to go pseudo-Oshawa, running Wild Mongrels (provides further use for Land Grants), Basking Rootwallas, and Squees, which can help make that Mongrel big repeatedly (running the full Oshawa Stompy, I've berserked a Mongrel up to 25 points of damage on turn 4).

In keeping with the five proxy metagame, 4 Berserk would fit nicely.  Bazaar of Baghdad also provides a nice way to dig deep for threats, reuse the aforementioned Squees & Land Grants.  Although that's technically crossing over to another archetype.

It seems to me like this deck's best defense against a first-turn Trinisphere is going first...
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Discozombie
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« Reply #13 on: January 09, 2005, 04:19:13 pm »

stompy's best friends are rootmaze and hidden guerillas
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CoBra
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« Reply #14 on: January 11, 2005, 06:46:15 am »

This is the list i've been tinkering with for a while, but i've stopped messing with it a couple of months ago. It still lacks a viable sideboard since, tough i wold like to try it, i never had the chance to test in a tourney environment (And in casual playing me and my friends don't usually use SB).

4 Root Maze
3 Winter Orb
3 Null Rod

4 Llanowar Elves
4 Elvish Spirit Guide
4 Land Grant

4 Rogue Elephant
4 Vine Dryad
4 Skyshroud Elite
4 Werebear
2 Naturalize
2 Tel-Jilad Justice

4 Rancor
4 Bounty of the Hunt
 
10  Forest

As you can see, this is a strongly lock-headed kind of stompy (At least, as far as a Stompy can go this way).

Locking Elements
These 10 cards are meant to slow down the opponent; Stompy isn't as fast as a combo deck can be (Luckily, no really Dirty'n Fast Combo deck - like Belcher - are used here in Italy, "only" TPS and Dragon); furthermore, these cards can help against Control, not letting these decks unleash their full mana resources

Fast Mana
ESG explains itself, i think. Llanowars have been preferred to Quirion Rangers due to Root Maze, as did Land Grant over Fetchlands

Critters
Rogues and Elites are simply the best available green critters as power/manacost; Vine Dryad can be played for free and at instant speed, making really good emergency blockers; Werebears pump up and give mana.
To be honest, i had to regret about the two last creatures: if I shold restart to test this deck, i would put the Dryads in the SB (Maybe) and kick in Scavenger Folks, while throwin' away Bears (That are seldom 4/4 and give a often non-necessary green mana) and let River Boa take part to the show

Removals
Just a bit, having CC2 not to be blocked by a CotV for 1. 2 Naturalize and 2 Justice to have a bit of manipulation and still being able to destroy enchantments. Since the raising of Oath, it could be a good choice to play 4 Naturalize (Metagame call, anyway)

Pump up the volume
Rancor needs no explanation; Bounty of the Hunt plays for free, and that's enough: with this deck, it's unlikely to have some free mana to play Briar Shield or Giant Growth; moreover, there's no place to add more empowerments, so i did my choice

Manabase
10 Forests. Simple and rock-solid

What you won't see, no matter how long you'll serch for it
Hidden Gibbons. Not in the Metagame we have in Italy: too much artifact, to much combos (Or Togs, which can win in a single turn), too many decks that can simply play around it, tacking an attack or two and then win the game. I need something that i can use no matter what my opponent plays
Wasteland and Strip Mine. This deck is simply too color-intensive to play colorless lands: it would mean get from 10 to 15 lands, and I have no place; packing less than 10 forests wold lead to too many mulligans.
Gaeas Cradle. Some stompys play this card; it can be useful in mid-late game, maybe, but it still doesn't give mana in the opening hand and could improve the need for Mulligan a bit too much. Pros are noth worth the Cons

What I would like to get in
Quirion Rangers. Just a couple. Not to sobstitute Llanowar, but to be beside them. Even with Root Maze in paly they can still untap a creature, and not having the chance to play the land untapped isn't too bad when you can untap a Llanowar to get a mana or a Boa to block one more creature; anyway, if Root Maze is countered/destroyed or i don't draw it, having a bit more of acceleration can be useful. I only just don't know what to pick out to make place for Rangers
River Boas and Scavenger Folks. I already talked about tese cards: I would give them a chance in the place of Bears and Dryads

This would be the base i would start from to build my own stompy, nowadays. Something a bit less "brain-dead" than the good old stompy, hoping to have a deeper impact on the game
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doctrellor
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« Reply #15 on: January 11, 2005, 11:02:22 pm »

nice. I know one guy who plays with 3 Orbs in his Stompy deck already, he plays 8 Forest Stompy with a bunch of 1cc critters...

so Orbs and RootMaze... cool
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CoBra
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« Reply #16 on: January 12, 2005, 05:22:19 pm »

Quote from: doctrellor
so Orbs and RootMaze... cool

Yes, it's all about that. The synergy beetween the two cards is simply great (And Rods block jewelry - at least, they should): Opponent should be slowed down enough to let us play.
Anyway, as I said, I haven't tested this deck in serious metagames, just a bunch of plays to be sure that it works per se, without screwing up. It seems it does.
If you're gonna test something like this, i'd like to hear your impressions
Thanks
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From Italy - Sorry for my bad english
CoBra aka Gelfrutto Illuminato
Gelfrutti Team - Rogue Decks To The Bones
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