EDIT: Here's a list by Parcher that placed well recently:
4 Ancient Tomb
4 City Of Traitors
10 Snow-Covered Mountain
4 Arc-Slogger
4 Magus of the Moon
4 Simian Spirit Guide
3 Gathan Raiders
3 Sulfur Elemental
2 Rakdos Pit-Dragon
4 Chrome Mox
4 Chalice of the Void
3 Trinisphere
3 Sword of Fire and Ice
2 Umezawa's Jitte
4 Seething Song
2 Demonfire
Sideboard
4 Pyrokenisis
3 Tormod's Crypt
3 Blood Moon
2 Icefall
1 Trinisphere
1 Sulfur Elemental
1 Rakdos Pit-Dragon
Well, Tacosnape and I have been working on this deck for a while now. Basically, it's the best Faerie Stompy spin off I've ever seen, and is even better than FS in certain ways. Here goes:
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Dragon Stompy 2.0 created by Tacosnape
//Mana (26)
10 Mountain
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
4 Seething Song
(Creatures - 18)
2 Squee, Goblin Nabob
4 Bloodrock Cyclops
4 Rakdos Pit Dragon
4 Flametongue Kavu
3 Razormane Masticore
1 Arc-Slogger
(Spells - 16)
4 Chalice of the Void
4 Umezawa's Jitte
4 Rolling Earthquake
4 Pyrostatic Pillar
SB:
3 Smash
4 Boil
4 Tormod's Crypt
4 Blood Moon
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Card Choices
Mana - This is all pretty standard stuff for stompy decks now except for Seething Song, which allows us to go even more broken early.
Rakdos Pit Dragon - Talk about broken. This thing allows us to pull off the elusive turn 2 kill on occasion.
Razormane Masticore - Wow. My favorite creature here. Just WRECKS aggro decks, most notably Goblins. He's either a toss a card, kill two of their creatures or a toss a card, deal five damage. Either way, a bargain. Oh, and a Squee in hand makes him all the better.
Flametongue Kavu - Could be a 4 of, but I cut back to three since they occasionally suck and I wouldn't want 2 then. Against aggro, he's an insane 2-for-1 and is a nice beater against everything else. Feel free to hit a Jitte pumped Cyclops, a Razormane Masticore, or a Squee with him if you need to get him into play.
Bloodrock Cyclops - Far and away the most contested creature in the deck, and with good reason. He's a 3/3 for 3 (already crap) and he has a drawback, but we need a 3 drop, and we need it to be red. The only other options as I see it are Dwarven Patrol, Viashano Heretic, Arc Mage, and Thoughtbound Primoc. None of them seems downright stellar, and Cyclops has been ok.
Squee, Goblin Nabob - A Jack of all trades for us, Squee can be Moxen imprint, Masticore pitch, Jitte carrier, or simply chump blocker extraordinaire.
Chalice of the Void - Like FS, we can lay it at one or two and there are not many decks in the meta that aren't crippled by it. Unlike FS, we can lay Chalice @ 3 against decks thbose decks that are hit hard by it like the Rock.
Umezawa's Jitte - You might have heard of it. I'm thinking about going 3/2 with Jitte and Sword, but I haven't tested that yet, so I'll leave it be for now.
Rolling Earthquake - Used to be Pyroclasm. RE may seem a bit slower, but we actually hit 2R about the same time we hit 1R. This way the slot isn't dead vs. Thresh and combo and can be a great Mogoose killer. There is still some speculation that Clasm might be better, but with combo on the rise, I think I'd take Earthquake to an open met tourney. That is if I could afford it.
Pyrostatic Pillar - We decided on Pillar since the deck just plows through aggro. Pillar gives us 8 dedicated anti combo slots mainboard and works well with our quick clock, high mana curve, and life gain (Jitte). Also has been nice vs. Thresh in testing.
Sideboard - Seems pretty clear. 4 slots each against the top 2 combo decks with the Crypts pulling multi duty. Smash is nice anti artifact card advantage and Blood Moon is for control.
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Matchups
Goblins: Extremely Favorable
Everything in the deck except Pillar is a problem for them.
Thresh: Favorable
Tough matchup, but I've found it to be in our favor and I think Tacosnape can back me up. A ton of cards in our deck are problematic for them and even more after boarding. They can however keep us off our threats and pull out a win.
Solidarity: Slightly favorable (Possibly even against a real master)
Chalice OR Pyrostatic is a huge slowdown for them, and on occasion you can flat out outrace them with really fast Pit-Dragon shit. Post board, Boil helps more than you think. It ups your density of massively game-swinging cards from 8 to 12, and there's a good chance that resolving only one with a decent aggro draw will be enough to save it for you. If Solidarity's a real problem, sneak a couple of Scalds in sideboard.
GK Salvagers: Incredibly Favorable.
Resist the urge to Chalice for 1. Do it for 0. Chalice for 1 doesn't even slow this deck down. They'll go Salvagers, Living Wish, LED, Orzhov Guildmage, play the Orzhov, go Infinite, and kill you. Chalice for 0 should be close to game. If not, Pyrostatic Pillar is.
Iggy Pop: Tricky, but slightly favorable.
Chalice for 0 if you're going first. Drop Pillar if you can, but don't rely on it. Crypt from the board helps a lot. Sometimes you'll just randomly get exploded on and not have a shot to do anything in this match, though.
Madness: Slightly Favorable.
It should be better on paper, but it isn't. You'll lose more than a couple Bloodrock Cyclops that randomly just walk into Wild Mongrel, and Dragon Stompy doesn't have a lot to board in against it. (I've found Blood Moon, Boil, Smash, and Crypt to all be awful here.) You will win this game from Flametongue Kavus on Arrogant Wurm/Aquamoeba, however, and even with their countermagic you've got a fair chance at winning the Jitte war.
Red Death: Even.(?)
On paper I would have said this was a heavily favored match and I'm not convinced it isn't. Chalice for 1 is so golden in this, and nailing a Negator with a Flametongue Kavu is one of the most fun things ever. Yet somehow I can't seem to consistently beat this deck. I often wind up one mana source short of being able to stabilize and turn the tables. Stupid Sinkhole. (More testing to come)
Landstill: Unfavorable.
Concede game one. Board in Blood Moon and Boil. Use Boil to bait counters so you can resolve Blood Moon. Two games in a row. Yeeeah.
Random Aggro: Mostly Incredibly Favorable
The only aggro deck I've ever had any problem with is Angel Stompy (which is clearly unfavorable). Our creature base and equipment both wreck aggro and Rolling earthquake is a gamebreaker.
Random Control: Mostly Unfavorable
Control matches fall under two categories. Either they scoop to Blood Moon or they beat Dragon Stompy. (Though you can also steal random draws with 14-point Rolling Earthquakes, heh). Dragon Stompy in its current form isn't ever going to have a -good- control match (Though it takes down random Rifter decks with Squee+Jitte), as it was designed to slaughter aggro, ag-con, and combo.
Random Combo: Mostly Favorable
We run a quick clock and some solid anti combo cards mainboard.