Spectör
12-26-2007, 06:30 PM
DBFA-Stompy
Content:
1. About the deck
2. The list
3. Card explanations
4. Matchups
5. Weaknesses
About the deck:
Well, I’ll concede: It’s really simply another Ancient Tomb-Stompy.dec, but this time totally in green.
The general idea is powering out fat creatures as fast a possible, maybe equipping them with Loxodon Warhammer or Sword of Fire and Ice, and then just beating the opponent to death. In the meantime he/she can be disrupted by Chalice of the Void or Trinisphere.
The main advantage of green in this deck is that we have access to cards like Tarmogoyf who is incidentally the best green creature in the game, Garruk Wildspeaker as the best of the Planeswalkers that are printed by now, who has a great synergy with the 2-mana lands and produces creatures by himself and Iwamori who’s just an undercosted beater.
Additionally this Deck can’t randomly lose to the protection Sword of Fire and Ice grants or random Blasts like Faerie or Dragon Stompy do.
Green also offers good sideboarding options with cards like Krosan Grip and Choke.
The list:
// Lands
10 [ON] Forest (1)
4 [EX] City of Traitors
4 [TE] Ancient Tomb
// Creatures
3 [MOR] Chameleon Colossus
3 [VI] River Boa
4 [AL] Elvish Spirit Guide
3 Iwamori of the Open Fist
3 [DIS] Loaming Shaman
3 [FUT] Tarmogoyf
// Spells
4 [MR] Chalice of the Void
3 [DS] Sword of Fire and Ice
2 [MR] Loxodon Warhammer
4 [MR] Chrome Mox
3 [DS] Trinisphere
4 [OD] Call of the Herd
3 [LRW] Garruk Wildspeaker
// Sideboard
SB: 1 [DS] Trinisphere
SB: 3 [SOK] Pithing Needle
SB: 3 [DK] Tormod's Crypt
SB: 4 [TS] Krosan Grip
SB: 4 [TE] Choke
Changes:
- Removed Treetop Village. Lands that come into play tapped are indeed not too good for this deck.
- Baloth went for Colossus.
- Testing Warhammer instead of Jitte
Card explanations:
Mainboard:
The lands: 18 + 4 Mox + 4 ESG is enough to get to 4 mana
Chameleon Colossus: 4/4 for 4 generally sounds good. The fact that it's a Changeling doesn't really matter (except maybe getting +1/+1 and Mountainwalk against an opposing Goblin King...). Protection from Black is incredibly good against all sorts of B/x Disruption and can be sometimes good against Ichorid. And finally the pump ability. Especially with an equipment it's most of the time gamewinning.
Elvish Spirit Guide: Wonderful accelerator that, in contrast to Chrome Mox, isn’t a dead draw if we have no cards in hand.
Iwamori of the Open Fist: Playing this guy in turn 2 is so unbelievable good…Trample has by the way some synergy with SoFaI…
Loaming Shaman: Very good card against opposing goyfs and mongeese. Of course it’s additionally also raping Ichorid…sometimes. Anyway, this guy will be replaced by next better creature with a cost of 2G that gets printed, because we can also play Tormod’s Crypt in the sideboard which is more efficient. But so far a 3 power guy with that cost and an extra-ability isn’t that bad.
Tarmogoyf: Doesn’t really grow from our own graveyard, but most of the time the opponent will help making it bigger. The rest is self-explanatory…
Chalice of the Void: Wins some matchups on its own. The main reason to play the 2-mana lands.
Sword of Fire and Ice: Enables fast kills and is a extremely good card against Goblins, Faerie Stompy, Dragon Stompy, Burn …well, all red and blue decks. Furthermore it creates the card advantage that is very much neede in the deck
Umezawa’s Jitte: Compensates for Ancient Tomb's lifeloss and gives our creatures kind of an evasion.
Chrome Mox: Creates extreme tempo advantage.
Trinisphere: Great disruption card against Threshold that can totally wreck combo decks
Call of the Herd: Our wannabe-creature. Creates card advantage and fits perfectly into the curve.
Garruk Wildspeaker: Unbelievable good. Making a 3/3 token every turn in a format where - except Goyf - there’s nearly no creature bigger than 3/3 is game winning and even if Garruk gets killed after he made a token, he still created card advantage. If we can afford to play more creatures (e.g. if the opponent doesn’t play massremoval) he can simply untap lands to make more mana. Also, he does not die to Pernicious Deed and this can be a big advantage against control decks.
Sideboard:
Trinisphere: Excellent card against combodecks and can also be boarded in against NQG
Pithing Needle: Shuts down Deed which is one of the mayor problems the deck has to deal with. Besides it has of course the same versatility as in every other deck.
Tormod’s Crypt: Against Ichorid and Cephalid Breakfast as an addition to the Loaming Shamans, because the can be cracked at instant speed.
Krosan Grip: Self-explanatory
Choke: Godlike against any U-based (aggro-)control deck.
Matchups:
Goblins:
Basically a good MU. The Equipments shine here. Warhammer gets us out of alpha strike range and gives trample so that chumpblocking is useless. Furthermore there’s also the Sword of Fire and Ice which makes our creatures unblockable and kills theirs. Also our beaters are much bigger than theirs and should be able to block the whole long day until you find a Jitte or Sword. On the play a first turn chalice at 1 is very good because it counters Vial, Lackey and Swords thus buying us a turn. If they can’t play their Ringleader until turn 4 we have enough time to establish a good boardposition enabling us to win the damage race. Our only problem is when we don’t draw enough creatures or they draw too many, so that they can just attack into our board.
Postboard the matchup is a bit harder because they can board in Krosan Grips to destroy our equipments and Engineered Explosives which are able to destroy our Chalices, Moxen, Elephants and Beasts if set at 0.
We don’t have anything relevant to board.
Preboard: circa 55-60%
Postboard: 50%
NGQr & NQGw:
Chalice and River Boa are your very best friends. Resolve a Chalice set at 1 and you have shut down about 1/3 of their deck (inclusive all their removal), then resolve a Tarmogoyf to stall the board and mindlessly play out all your creatures to win. The only thing you can lose to is too much countermagic or too much goyf-action on the opponent side of the field, because Goyf can be bigger than all the creatures they let you resolve. Of course if you have a Chalice at 1 and a River Boa out you have mostly won the game. (Against the red version the boa is even better, because it can’t be removed)
We board in some number of Chokes and Trinispheres, maybe some Needles (on fetchies) if we can fit them in, and we have a solid mana denial plan for them. But we also have to be aware of possible Krosan Grips and Engineered Explosives, like in the Goblin MU.
Preboard: circa 75%
Postboard: about 75-80%
The MU only becomes better if they play Balance-Top. CB doesn’t hit most of our spells because they cost 3 or 4 and Top is just another spell that gets countered by Chalice.
UG Thresh:
This one is a bit harder than the other ones, because they play Wasteland. If they waste our only 2-mana land we will have a problem keeping up with playing threats.
The rest is pretty much the same like with the other two, except here I would leave the Chokes in the SB because they also play basic forests to keep on playing creatures. Maybe board some Needles against Wasteland.
Preboard: 70%
Postboard: 70%
Also the same with Balance-Top as above.
4c Landstill (UWbg):
Horrible. They have too much control for us. Most of our real threats are countered or - if not – sworded. Deed totally rapes our ass as we have no carddraw to recover before the landstill player has the total board control. Also we pretty much lose to recurring factories unless we get out an Iwamori (with an equipment). We can only hope to get out a Chalice at 1 and a River Boa and that our opponent doesn’t get a Deed or that Garruk wins the game on his own…
If they play an Enlightened Tutor toolbox we do better at sideboarding, because Moat simply reads “You win the game”.
After game 1 we bring in all 4 Choke, some number of Grips (maybe 2 or 3; 4 against Moat) and the 2 Pithing Needle to fight Deed. The MU becomes a bit better, because most LS-builds only have Grip to board against us.
Preboard: circa 30%
Postboard: 35-40%
Belcher:
Quite winnable though the Belcher player most times is too fast for us, but if we manage to play out a Chalice or 3-Sphere on turn one we have bought us a lot of time to beat him down. I we know our opponent is playing belcher we have to aggressively mulligan into one of the disruption pieces. If they ETW we’ve got to hope that the creatures we can play out and/or a Jitte are enough to stop the horde.
After boarding the MU is a bit better because we have the full playset of Trinispheres plus some Krosan Grip and/or Needles and they will at most bring in some Shattering Sprees.
Preboard: 45-50%
Postboard: 50-60%
TES:
Even a bit better, because they are not as lightning fast as belcher is, so we have usually one or two more turns time to play some disruption. A “Draw-4, go” can be our Chance to finish the opponent off before he gets to combo out.
After boarding again we complete our playset of Spheres, but of course leave the Needles and Grips.
Preboard: 55-60%
Postboard: 60%
Ichorid:
Again we have got to hope that we draw one of our disruption pieces and can stand the hordes of horrors and zombies trying to kill us. Loaming Shaman is a very good tool, if they don’t finish us off in one turn, because he can shuffle away all the dredge cards and bridges. If that happens and our opponent already hasn’t got a hand anymore, we have pretty much won the game. Still the matchup is very dependant on who begins the first game. I we are on the play either a chalice or a sphere can win us the game, since they can play any Putrid Imps and/or Breakthroughs or something anymore. 2 Chalices are also nice.
After boarding we have one more Sphere and also the 3 Crypts.
Preboard: 50%
Postboard: 65%
Faerie Stompy:
Their creatures are too small for ours, so we have the faster clock, but it still depends on who draws more creatures and equipment. A creature equipped with a SoFaI can single-handedly win us the game, because it’s also unblockable.
But we have to be aware of too quick starts. A first turn Sea Drake plus a second turn equipment makes us simply lose, because we have no removal.
We board in the 4 Krosan Grips for 4 Chalices and the Spheres for Chokes (combined with Back to Basics = lock; they're green). Basically not much changes after boarding except that we have got to look after Binding Grasps or Control Magic or the like…
Preboard: 50%
Postboard: 50%
Deadguy Ale (/g):
Again Chalice is our friend. Chalice can be set at 1 or 2 depending on our hand, but most times a Chalice at 2 is better, because it shuts down every creature they play, except the Hypnotic Spectres (against the green version every creature). But we have to be aware of sinkholes and wastelands that can randomly make us lose if we don’t draw enough lands. If they play green we additionally have to be aware of Deed and Goyfs that can be to big for us. Garruk shines in this matchup since he produces his own bodyguard, which are bigger than their creatures. The can protection from black of our Colossus can often win the game for us.
After boarding we have the playset 3-Spheres and against the green version additionally the two needles to fight Deed (and Wasteland).
Preboard: about 70%
Postboard: depending on their board about 70%
Both a bit worse against the green version
[B]Weaknesses:
The deck has 3 mayor problems
1.It’s very dependant on good draw to play fluidly. Sometimes the deck can lose to its own mana base, e.g. if you don’t draw enough (permanent) green mana or too many of the 2-mana lands.
2. The deck looses to mass removal or cards like Moat and Humility. Against Moat the deck can’t even recover like against a Pernicious Deed. If the opponent puts Moat into play the deck begins to board. If we know the opponent is playing deed we must be aware not to overextend. Normally 2 small Creatures or one big Creature are enough against such decks.
3. It's more expensive then Dragon Stompy.
I hope you enjoyed my little primer about this deck and wish everybody else good luck.
Special thanks to my team, the PCA, and mom and dad
Damnit, actually the Decks name is DBFA-Stompy not DFBA-Stompy
Content:
1. About the deck
2. The list
3. Card explanations
4. Matchups
5. Weaknesses
About the deck:
Well, I’ll concede: It’s really simply another Ancient Tomb-Stompy.dec, but this time totally in green.
The general idea is powering out fat creatures as fast a possible, maybe equipping them with Loxodon Warhammer or Sword of Fire and Ice, and then just beating the opponent to death. In the meantime he/she can be disrupted by Chalice of the Void or Trinisphere.
The main advantage of green in this deck is that we have access to cards like Tarmogoyf who is incidentally the best green creature in the game, Garruk Wildspeaker as the best of the Planeswalkers that are printed by now, who has a great synergy with the 2-mana lands and produces creatures by himself and Iwamori who’s just an undercosted beater.
Additionally this Deck can’t randomly lose to the protection Sword of Fire and Ice grants or random Blasts like Faerie or Dragon Stompy do.
Green also offers good sideboarding options with cards like Krosan Grip and Choke.
The list:
// Lands
10 [ON] Forest (1)
4 [EX] City of Traitors
4 [TE] Ancient Tomb
// Creatures
3 [MOR] Chameleon Colossus
3 [VI] River Boa
4 [AL] Elvish Spirit Guide
3 Iwamori of the Open Fist
3 [DIS] Loaming Shaman
3 [FUT] Tarmogoyf
// Spells
4 [MR] Chalice of the Void
3 [DS] Sword of Fire and Ice
2 [MR] Loxodon Warhammer
4 [MR] Chrome Mox
3 [DS] Trinisphere
4 [OD] Call of the Herd
3 [LRW] Garruk Wildspeaker
// Sideboard
SB: 1 [DS] Trinisphere
SB: 3 [SOK] Pithing Needle
SB: 3 [DK] Tormod's Crypt
SB: 4 [TS] Krosan Grip
SB: 4 [TE] Choke
Changes:
- Removed Treetop Village. Lands that come into play tapped are indeed not too good for this deck.
- Baloth went for Colossus.
- Testing Warhammer instead of Jitte
Card explanations:
Mainboard:
The lands: 18 + 4 Mox + 4 ESG is enough to get to 4 mana
Chameleon Colossus: 4/4 for 4 generally sounds good. The fact that it's a Changeling doesn't really matter (except maybe getting +1/+1 and Mountainwalk against an opposing Goblin King...). Protection from Black is incredibly good against all sorts of B/x Disruption and can be sometimes good against Ichorid. And finally the pump ability. Especially with an equipment it's most of the time gamewinning.
Elvish Spirit Guide: Wonderful accelerator that, in contrast to Chrome Mox, isn’t a dead draw if we have no cards in hand.
Iwamori of the Open Fist: Playing this guy in turn 2 is so unbelievable good…Trample has by the way some synergy with SoFaI…
Loaming Shaman: Very good card against opposing goyfs and mongeese. Of course it’s additionally also raping Ichorid…sometimes. Anyway, this guy will be replaced by next better creature with a cost of 2G that gets printed, because we can also play Tormod’s Crypt in the sideboard which is more efficient. But so far a 3 power guy with that cost and an extra-ability isn’t that bad.
Tarmogoyf: Doesn’t really grow from our own graveyard, but most of the time the opponent will help making it bigger. The rest is self-explanatory…
Chalice of the Void: Wins some matchups on its own. The main reason to play the 2-mana lands.
Sword of Fire and Ice: Enables fast kills and is a extremely good card against Goblins, Faerie Stompy, Dragon Stompy, Burn …well, all red and blue decks. Furthermore it creates the card advantage that is very much neede in the deck
Umezawa’s Jitte: Compensates for Ancient Tomb's lifeloss and gives our creatures kind of an evasion.
Chrome Mox: Creates extreme tempo advantage.
Trinisphere: Great disruption card against Threshold that can totally wreck combo decks
Call of the Herd: Our wannabe-creature. Creates card advantage and fits perfectly into the curve.
Garruk Wildspeaker: Unbelievable good. Making a 3/3 token every turn in a format where - except Goyf - there’s nearly no creature bigger than 3/3 is game winning and even if Garruk gets killed after he made a token, he still created card advantage. If we can afford to play more creatures (e.g. if the opponent doesn’t play massremoval) he can simply untap lands to make more mana. Also, he does not die to Pernicious Deed and this can be a big advantage against control decks.
Sideboard:
Trinisphere: Excellent card against combodecks and can also be boarded in against NQG
Pithing Needle: Shuts down Deed which is one of the mayor problems the deck has to deal with. Besides it has of course the same versatility as in every other deck.
Tormod’s Crypt: Against Ichorid and Cephalid Breakfast as an addition to the Loaming Shamans, because the can be cracked at instant speed.
Krosan Grip: Self-explanatory
Choke: Godlike against any U-based (aggro-)control deck.
Matchups:
Goblins:
Basically a good MU. The Equipments shine here. Warhammer gets us out of alpha strike range and gives trample so that chumpblocking is useless. Furthermore there’s also the Sword of Fire and Ice which makes our creatures unblockable and kills theirs. Also our beaters are much bigger than theirs and should be able to block the whole long day until you find a Jitte or Sword. On the play a first turn chalice at 1 is very good because it counters Vial, Lackey and Swords thus buying us a turn. If they can’t play their Ringleader until turn 4 we have enough time to establish a good boardposition enabling us to win the damage race. Our only problem is when we don’t draw enough creatures or they draw too many, so that they can just attack into our board.
Postboard the matchup is a bit harder because they can board in Krosan Grips to destroy our equipments and Engineered Explosives which are able to destroy our Chalices, Moxen, Elephants and Beasts if set at 0.
We don’t have anything relevant to board.
Preboard: circa 55-60%
Postboard: 50%
NGQr & NQGw:
Chalice and River Boa are your very best friends. Resolve a Chalice set at 1 and you have shut down about 1/3 of their deck (inclusive all their removal), then resolve a Tarmogoyf to stall the board and mindlessly play out all your creatures to win. The only thing you can lose to is too much countermagic or too much goyf-action on the opponent side of the field, because Goyf can be bigger than all the creatures they let you resolve. Of course if you have a Chalice at 1 and a River Boa out you have mostly won the game. (Against the red version the boa is even better, because it can’t be removed)
We board in some number of Chokes and Trinispheres, maybe some Needles (on fetchies) if we can fit them in, and we have a solid mana denial plan for them. But we also have to be aware of possible Krosan Grips and Engineered Explosives, like in the Goblin MU.
Preboard: circa 75%
Postboard: about 75-80%
The MU only becomes better if they play Balance-Top. CB doesn’t hit most of our spells because they cost 3 or 4 and Top is just another spell that gets countered by Chalice.
UG Thresh:
This one is a bit harder than the other ones, because they play Wasteland. If they waste our only 2-mana land we will have a problem keeping up with playing threats.
The rest is pretty much the same like with the other two, except here I would leave the Chokes in the SB because they also play basic forests to keep on playing creatures. Maybe board some Needles against Wasteland.
Preboard: 70%
Postboard: 70%
Also the same with Balance-Top as above.
4c Landstill (UWbg):
Horrible. They have too much control for us. Most of our real threats are countered or - if not – sworded. Deed totally rapes our ass as we have no carddraw to recover before the landstill player has the total board control. Also we pretty much lose to recurring factories unless we get out an Iwamori (with an equipment). We can only hope to get out a Chalice at 1 and a River Boa and that our opponent doesn’t get a Deed or that Garruk wins the game on his own…
If they play an Enlightened Tutor toolbox we do better at sideboarding, because Moat simply reads “You win the game”.
After game 1 we bring in all 4 Choke, some number of Grips (maybe 2 or 3; 4 against Moat) and the 2 Pithing Needle to fight Deed. The MU becomes a bit better, because most LS-builds only have Grip to board against us.
Preboard: circa 30%
Postboard: 35-40%
Belcher:
Quite winnable though the Belcher player most times is too fast for us, but if we manage to play out a Chalice or 3-Sphere on turn one we have bought us a lot of time to beat him down. I we know our opponent is playing belcher we have to aggressively mulligan into one of the disruption pieces. If they ETW we’ve got to hope that the creatures we can play out and/or a Jitte are enough to stop the horde.
After boarding the MU is a bit better because we have the full playset of Trinispheres plus some Krosan Grip and/or Needles and they will at most bring in some Shattering Sprees.
Preboard: 45-50%
Postboard: 50-60%
TES:
Even a bit better, because they are not as lightning fast as belcher is, so we have usually one or two more turns time to play some disruption. A “Draw-4, go” can be our Chance to finish the opponent off before he gets to combo out.
After boarding again we complete our playset of Spheres, but of course leave the Needles and Grips.
Preboard: 55-60%
Postboard: 60%
Ichorid:
Again we have got to hope that we draw one of our disruption pieces and can stand the hordes of horrors and zombies trying to kill us. Loaming Shaman is a very good tool, if they don’t finish us off in one turn, because he can shuffle away all the dredge cards and bridges. If that happens and our opponent already hasn’t got a hand anymore, we have pretty much won the game. Still the matchup is very dependant on who begins the first game. I we are on the play either a chalice or a sphere can win us the game, since they can play any Putrid Imps and/or Breakthroughs or something anymore. 2 Chalices are also nice.
After boarding we have one more Sphere and also the 3 Crypts.
Preboard: 50%
Postboard: 65%
Faerie Stompy:
Their creatures are too small for ours, so we have the faster clock, but it still depends on who draws more creatures and equipment. A creature equipped with a SoFaI can single-handedly win us the game, because it’s also unblockable.
But we have to be aware of too quick starts. A first turn Sea Drake plus a second turn equipment makes us simply lose, because we have no removal.
We board in the 4 Krosan Grips for 4 Chalices and the Spheres for Chokes (combined with Back to Basics = lock; they're green). Basically not much changes after boarding except that we have got to look after Binding Grasps or Control Magic or the like…
Preboard: 50%
Postboard: 50%
Deadguy Ale (/g):
Again Chalice is our friend. Chalice can be set at 1 or 2 depending on our hand, but most times a Chalice at 2 is better, because it shuts down every creature they play, except the Hypnotic Spectres (against the green version every creature). But we have to be aware of sinkholes and wastelands that can randomly make us lose if we don’t draw enough lands. If they play green we additionally have to be aware of Deed and Goyfs that can be to big for us. Garruk shines in this matchup since he produces his own bodyguard, which are bigger than their creatures. The can protection from black of our Colossus can often win the game for us.
After boarding we have the playset 3-Spheres and against the green version additionally the two needles to fight Deed (and Wasteland).
Preboard: about 70%
Postboard: depending on their board about 70%
Both a bit worse against the green version
[B]Weaknesses:
The deck has 3 mayor problems
1.It’s very dependant on good draw to play fluidly. Sometimes the deck can lose to its own mana base, e.g. if you don’t draw enough (permanent) green mana or too many of the 2-mana lands.
2. The deck looses to mass removal or cards like Moat and Humility. Against Moat the deck can’t even recover like against a Pernicious Deed. If the opponent puts Moat into play the deck begins to board. If we know the opponent is playing deed we must be aware not to overextend. Normally 2 small Creatures or one big Creature are enough against such decks.
3. It's more expensive then Dragon Stompy.
I hope you enjoyed my little primer about this deck and wish everybody else good luck.
Special thanks to my team, the PCA, and mom and dad
Damnit, actually the Decks name is DBFA-Stompy not DFBA-Stompy